Edition

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.