The Playthrough · ten minutes
The Decision Lab
Play both sides of a single choice and look at what actually separated them.
Three things can be varied, one at a time, and each teaches something different:
- The decision — same starting position, same luck, different choice. Whatever separates the branches is what the decision was worth.
- The luck — same choices, a different draw. If the branches end apart, that gap is not skill and not judgement; it is the range the move always had.
- The starting position — same choices, same luck, a different place to start from. What separates them is not something either character did.
It needs JavaScript to run. Without it: how a run works, how the engine works, or a worked decision, written out.
The Decision Lab
Fork one decision and compare
Play both sides of a single choice, then look at what actually separated them. Nothing here is saved, nothing is scored, and you can rewind as often as you like — a branch in the Lab is a hypothesis, not a life.
learning · 3 decisions
The offer and the course
Compares the decision, the luck.
home · 3 decisions
Whether to move for it
Compares the starting position, the decision, the luck.
work · 3 decisions
A run at getting hired
Compares the luck, the decision, the starting position.
people · 2 decisions
After the falling-out
Compares the decision, the luck.
These are two runs of a model, not two versions of your future. The model is a teaching object: it shows how a decision, a draw, and a starting position interact. It does not know anything about you, and it is not predicting anything.