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(+7)

I've coded RH in a way where the player character can have dynamic conversations with the characters without punishment (unless you're being a huge asshole). You can usually tell when you're headed a certain plot direction with the prompts instead of arbitrary responses leading to certain endings, so you are free to define your relationships with them and "roleplay." For example, instead of trying to see if your response is "good" to Black, you can use it as a tool to learn more about him and his motivations, how he sees himself, what being a "good person" means to him, etc.

(+2)

Ohhh that makes so much more sense! Thank you! :)