I'm laughing at this because in "The Sins of the Fathers" you have alternative ways to get OUT of the bar. The object is just to make it out of there -- how you do it is up to the player.
I just finished drawing up the outcome graph for "A Bridge Too Far: Survival". This mission will have four very different outcomes and over forty unique decision paths the player can follow. A few of those paths are non-combatant paths using a mixture of dialog and interaction trigger points.
Interesting, I would very much like to play that when its published
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Interesting, I would very much like to play that when its published