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I think now need to set out how to address points 1-7 of "Defeating Evil" in my Macross rpg in a clearer or more direct manner, especially 4 and 7.

(+1)

As a fun aside: A version of "Overcoming Evil" where the GM brings out the prep for step 4 and the players flip it or don't change tactics and keep on bulldozing through?

Die Hard.

So, like, the plot can work without a full reversal, but that usually means heaping on the pain, and making it obvious. 

Darkest Dungeon and Torchbearer know this.