I don't care what I'm telling the game nor should the game care what I'm telling it. Expressing intent is just that and should only have as consequence the game world reacting to that intent.
How do you define "consequence"? Is entering a new dialogue node with a distinct list of options a "consequence"?
Simple example: a dialogue with some kind of faction representative who wants you to come with him to his headquarters or something. Let's call him Bob.
First dialogue node:
1) Yes, I'll come with you. [Truth]
2) Yes, I'll come with you. [Lie]
3) No, I'd rather stay here.
4) ...
etc
Select option 2, and you arrive at this new node:
1) Follow slightly behind Bob, and when he's not looking, stab him in the back.
2) Attempt to drag Bob into a nearby alley and beat him unconscious.
3) Try to lose Bob in a crowd and disappear.
4) ...
etc
And
possibly:
5) Reconsider, go with Bob to the faction headquarters.
But that's not essential. Because you've already decided you're not going to go with him, by lying. If you had wanted to go with him, you'd have selected the first option in the first node.