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Just Another Dungeon Punk's avatar

The using it as part of your campaign is the kind of stuff I love and I think that's the big problem. This isn't a game it itself is a table of a sorts. Oh sure you could play it as written, you can imbrace the matrix of choices it presents but in many ways then your not playing a wargame but a sort of board game not unlike life where the binary choice tries to convince you that it's not just gambling.

And so I say you've convinced me to give it a look. Just to see if Kill or Risk Death is in fact even a choice worth making.

I sit here and think that within the broader context of war the odds that an individual would ever chose the later would be increasingly small.

But if the game if the campaign where to become you must kill someone on your side or you must risk your own death then we have a heck of a fun game even if it is a binary choice we kind of have to force. The player will still almost always chose to not risk death but then we can explore the why after. It is when we follow rigid procduralism that we stop playing the war game.

Following the presentation of two initial states players/powers should go what part of the DIME can I lean on to produce the outcome that maximizes my return on either gamble even if my actual action is a third option revealed within the shared cognitive space that we could call the field of battle/play.

Is faking someones death killing them? I would argure to a degree and thus we could in theory define the odds of success the risk of things going bad if caught to what degree and so forth but each of this subsequent judgements requires a certain understanding.

If the game fails to provide meaningful choice it's just gambling. If the gamble itself doesn't even matter it's just weather.

Just my two cents on what you wrote about given what I've been thinking about about 'campagins' of late. Feel free to ignore my rambeling. Point is you got me thinking.

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