So we both made games with Legacy of Kain references! This is an interesting framework for an emotional dialogue on fatalism. I imagine it could be very taxing for two players to narrate countless scenarios where one involuntarily eliminates the other, and that could lead to some frustration (which is likely the point). I'd probably consider some other way to manipulate fate after enough recursions are reached? I also thought to myself that the background and setting of the Betrayal stage could vary either slightly or dramatically each turn, but each time ending with the same inevitable event.