An example of a similar quest done right and wrong:
Wrong:
in one quest line I am told to kill someone. I get a reward item if I do. When I am at that point I am already holding an item that will transform into the reward item. Said item is heavy and a quest item, so I will never be able to drop until I complete the quest. The quest requires that I bash in the skull of of a helpless man. There is absolutely no option not to do this. No ability to forego the reward, drop the heavy, useless quest item, and walk away. IMHO this is an example of role play killing, unimaginative, quest writing.
Better:
Another quest line and I am told to kill someone (seems to happen a lot
). Here I am given the choice of killing said someone or letting him live and lying about it. Much better! I can continue with the quest line while still being provided some role playing options. Best:
Could the above quest have been made better still? Sure. My lie could have been checked based on speech skill. Maybe there could have been consequences for the lie (i.e. making a skill matter). For example: the quest still completes and the quest line continues,but my completion reward is forfeit and my status with the faction takes a hit. Perhaps if my status takes enough hits the faction turns against me and the quest line terminates that way or goes down an alternate path.
Here's hoping for better quest writing in TES 6

