If I were doing the design work, that's kind of how I would have run the advisor missions--give the Inquisition more numerical stats and design the missions like an actual card game (playing this card depletes Resources but adds to Power), give your opponents "hands" they can play (and there should be opponents), map out a series of responses, and then give the player some scorched-earth reactions like "assassinate that dude" or "invade and destroy that location" that minorly deplete all your stats (and give you neg with all the allies of that opponent) but also completely remove an "opponent" from the game. So in general terms what you'd want to do would be to pile up all your negative reaction onto one or two dudes and then eliminate them. You could add a further level of interest by giving your "opponents" a "negative threshhold" where if they go over it, they go batshit and do something really detrimental like suicide-bombing a university or assassinating a bunch of your allies. So you try to make them eat as much of the neg rep as you possibly can and then eliminate them BEFORE they go critical.
Really Machiavellian but ultimately it's all a numbers game so it's (relatively speaking) simple to program--you just have to do writeups for all the different critical state changes and perhaps a few extra cinematics for the Denoument. That's why you'd design it as an actual "game", then you can create a game theory diagram to show all the possible resulting states so you know how many different writeups you need. If you're smart, you actually merge as many of the similar states as possible which limits your final writeup number and thus also how many actually voiced lines and cinematic differences you need.
It'd be interesting to do game design that way, where you game theory out the different possibilities of your mechanical setup FIRST and then assign writing based on that. It would probably feel a lot more complex and convoluted if you did it that way and it would probably be an easier design methodology than sitting there with a notebook going "what's something creative we could do with this character" and then try to figure out "what else should that affect?"





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