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Ahahaha, that's a great way to put it. I wonder if it'd give a different feel with more gamey elements. One thing I was trying to implement is ongoing status effects that alter gameplay, similar to passive upgrades in some deck builders. Some would be negative, like war and famine, but others would be positive and the player would be drafted a bunch of them at certain milestones. That way you'd be playing a choose-your-own-adventure in tandem with an engine builder of sorts.