Heh - I’m internally a hot-head, so I have to remind myself that most people are good intentioned
The unpredictability is a feature of the campaign - it’s ‘sandbox’ style. This means there is no true ‘path’ that I intend them to follow - maybe only certain things I expect them to react to from time to time. I let them do what they want - then build a story around what I see their interests are. It’s hard work but I find they love it, because the story is built around them as a result.
EDIT - Got your edit! Too fast indeed! Yep I’m definitely a perfectionist - I feel those kind of users often help push software to their potential limits, at least.
I still think playing 2+ moods could really improve my situation (assuming I create a library of generics) - I imagine far less interruptions an clicking as a result - which is my ultimate goal when in-game. We could agree to disagree here. I do appreciate the input!