ElleonXan
Self-Proclaimed King of the Dumpster Fires
- Location
- USA
Well, these are some options. No clue what I'll have to choose, so I'm just gonna have to do a quick rundown of the options we have at the moment. (Please note, the two main things I'm going to be looking at right here are the immediate, relative-to-the-current-situation point, as well as the assumed connection to our developing worldview via [Reflective].)
[ ] Try to get the three scouts you've broken through to to stand down entirely and surrender at once. It will basically announce that a fight is about to begin, but cut the scouts' numbers very neatly. You're certain you can manage this, the way things are right now.
For me, this would be the "safe" diplomacy option as far as [Reflective] goes. Due to the text, we're almost guaranteed (excepting an act of god to the contrary) to succeed, giving us a minute, but almost certain win for our diplomacy skills. In the short term, though, it means we will lose the element of surprise in the coming fight. At this moment, I'm not too worried about the element of surprise, seeing as Berra showed up with several teams worth of warriors, each of which I can assume would be at least helpful in a fight... thus, this is one of the options I'm currently leaning towards.
[ ] Try to deepen the divide among the scouts, pushing harder to convince more of them that you don't have to be enemies. You doubt that the leader will have the patience to let you convince the new doubters to stand down completely afterwards; they'll probably attack rather than let the disunity spread. The resulting fight would be fairly chaotic, with uncertain loyalties in the mix. This would be tougher -- both sides of the argument are getting entrenched -- but you know you can do it, and you wouldn't lose anything you have now by trying.
This, as I see it, would be the "semi-safe" option for [Reflective] Diplomacy. On the one hand, it literally says that we won't lose anything by trying. On the other, with this option there is a very real chance that if we cause a breakdown in negotiations we would see this as a loss instead of a win. And should we choose this and negotiations break down we might be dropped into an interesting game of "Who's our enemy, What's our friend, and I Don't Know's playing both sides against each other." While the "you can't lose" aspect of trying harder is nice, the chaos that it might bring to the battlefield really turns me away from this option.
[ ] Try to negotiate a complete cease-fire. It'll mean making promises backed by your position of authority, and definitely will take some of your people scrambling to get Meerak to a radio to vouch for your sincerity and trustworthiness, but if you convince enough of the scouts that a fight isn't necessary right now, you may be able to pressure the leader into admitting that a surrender is his only choice. But you're not even sure if it's possible...
This option, in my opinion, is the "gamble" diplomacy option. I mean, it seems really good... if we can pull it off. Should we succeed, this would be a Major victory for Kakara, and might well become a defining moment in creating our future personality. That being said, it also seems like it has the most potential to go wrong. We might end up screwing up with dad, making promises without him. We might end up getting screwed on the radio angle, if only by simple bad luck of our people not getting Meerak on the radio fast enough to vouch for us before it's necessary. The leader is already suspicious that we're stalling for time, so we'd also have to do this FAST, something I'm not entirely sure we can do. And then there's the real chance that a million other things can go wrong... mayhaps Dandeer sent a rescue party for her precious son whom she loves so very much... you get my point.
The way I'm thinking though, I'm pretty sure that if we try this and it fails for whatever reason, it will probably have a pretty negative effect on Kakara, especially if it comes down to violence and someone gets hurt. And as someone who is already confused about her Pacifism, handing her a massive failure in diplomacy probably won't do her any favors... thus I'm a little hesitant to vote for this one.
[ ] Give the order to attack immediately. You can't risk the civilians. With the ambush your father has set up and the scouts' division and distraction, this will be over in a heartbeat.
This is the other option I'm leaning towards, if only because it is the "get shit done" option. Plus, it fits in with our current mindset a la [Reflection]: value life, be willing to step in.
So I dunno... gonna have to give this one a little more thought.
[ ] Try to get the three scouts you've broken through to to stand down entirely and surrender at once. It will basically announce that a fight is about to begin, but cut the scouts' numbers very neatly. You're certain you can manage this, the way things are right now.
For me, this would be the "safe" diplomacy option as far as [Reflective] goes. Due to the text, we're almost guaranteed (excepting an act of god to the contrary) to succeed, giving us a minute, but almost certain win for our diplomacy skills. In the short term, though, it means we will lose the element of surprise in the coming fight. At this moment, I'm not too worried about the element of surprise, seeing as Berra showed up with several teams worth of warriors, each of which I can assume would be at least helpful in a fight... thus, this is one of the options I'm currently leaning towards.
[ ] Try to deepen the divide among the scouts, pushing harder to convince more of them that you don't have to be enemies. You doubt that the leader will have the patience to let you convince the new doubters to stand down completely afterwards; they'll probably attack rather than let the disunity spread. The resulting fight would be fairly chaotic, with uncertain loyalties in the mix. This would be tougher -- both sides of the argument are getting entrenched -- but you know you can do it, and you wouldn't lose anything you have now by trying.
This, as I see it, would be the "semi-safe" option for [Reflective] Diplomacy. On the one hand, it literally says that we won't lose anything by trying. On the other, with this option there is a very real chance that if we cause a breakdown in negotiations we would see this as a loss instead of a win. And should we choose this and negotiations break down we might be dropped into an interesting game of "Who's our enemy, What's our friend, and I Don't Know's playing both sides against each other." While the "you can't lose" aspect of trying harder is nice, the chaos that it might bring to the battlefield really turns me away from this option.
[ ] Try to negotiate a complete cease-fire. It'll mean making promises backed by your position of authority, and definitely will take some of your people scrambling to get Meerak to a radio to vouch for your sincerity and trustworthiness, but if you convince enough of the scouts that a fight isn't necessary right now, you may be able to pressure the leader into admitting that a surrender is his only choice. But you're not even sure if it's possible...
This option, in my opinion, is the "gamble" diplomacy option. I mean, it seems really good... if we can pull it off. Should we succeed, this would be a Major victory for Kakara, and might well become a defining moment in creating our future personality. That being said, it also seems like it has the most potential to go wrong. We might end up screwing up with dad, making promises without him. We might end up getting screwed on the radio angle, if only by simple bad luck of our people not getting Meerak on the radio fast enough to vouch for us before it's necessary. The leader is already suspicious that we're stalling for time, so we'd also have to do this FAST, something I'm not entirely sure we can do. And then there's the real chance that a million other things can go wrong... mayhaps Dandeer sent a rescue party for her precious son whom she loves so very much... you get my point.
The way I'm thinking though, I'm pretty sure that if we try this and it fails for whatever reason, it will probably have a pretty negative effect on Kakara, especially if it comes down to violence and someone gets hurt. And as someone who is already confused about her Pacifism, handing her a massive failure in diplomacy probably won't do her any favors... thus I'm a little hesitant to vote for this one.
[ ] Give the order to attack immediately. You can't risk the civilians. With the ambush your father has set up and the scouts' division and distraction, this will be over in a heartbeat.
This is the other option I'm leaning towards, if only because it is the "get shit done" option. Plus, it fits in with our current mindset a la [Reflection]: value life, be willing to step in.
So I dunno... gonna have to give this one a little more thought.