So, fun fact. Despite some Meta thinking otherwise, this game was not designed so that it was inevitable that the Cabal had to be sent back, or really any of the characters. There were multiple endings planned for -- one where the players come out more strongly for the Cabal, and decide to close the wall to keep them all here. Mr. Administrator would be pissed, of course, but it was a viable ending.
And a lot of our original end game plan was all about this choice being difficult, and the players working racing with each other -- friendly competition leading to quickening stakes for both sides.
But obviously, we wound up going in a different direction. It turned out that the difficulty of the choice was not only creating opposing views, but that those conflicts could become quite persona with such a small, tight-knit player group. Many people tried to simplify the conflict by debasing one side or the other. So Cthulhu showed up! I think our narrative was strengthened by the ambiguity, but it wound up not being a central player conflict.
I think the interesting question this raises is whether difficult moral choice, and factions in general, are something that can work in an ARG. I still think they could -- but in order for this to have actually worked, it would need to either be introduced earlier (probably when the Cabal first revealed themselves). I also think that it might of worked if we had a bigger, less tight knit group -- but the thing is, I like the way our group turned out.
