name lips wrote:I like this line of questioning, though. Parson apparently can't follow orders he doesn't understand -- unlike most units, who instinctively know exactly what their Duty is.
I think it's not quite what you've said (and forgive me if someone else has already brought this up), but ...
... I think Duty only compels you to perform your assigned task to the best of your ability AND UNDERSTANDING
Since Parson didn't know
that he had to physically inspect operations within the city, he wasn't compelled to do
so; as far as he knew, all that he had to do to apply his bonus was be present in the city, and assigned to that task. Within the constraints of his understanding, he did
put forth the required effort and action to be fully successful.
That is perhaps what separates NATURAL Thinkamancy from IMPOSED Thinkamancy: one's own understanding of the Rules, affects how the Rules act upon you.
Which has some really INTERESTING
implications for what Parson's future contains for him. Remember, the idea of HIS game was "the only way to win, is by breaking the rules
". But if you simply break the rules, without somehow still staying WITHIN the system ... you aren't playing the game anymore.
Thus, to "break" the Rules, you have to change your interpretation of them
... IOW, change how you understand
could lead into some seriously deep
areas of contemplation on the nature of Erfworld.
Anyway, back to Parson and his assigned role in GK: now that he KNOWS what he has to do to apply that Warlord bonus, I'll bet you dollars to donuts, his Duty will compel
him to get up and sally forth, each and every day. Possibly, once he sees how things ACTUALLY proceed, to start suggesting some improvements that will give GK some "off the books" bonusses to it's income.
Which is yet another way of (sort of) breaking the Rules ... or at least, re-interpreting them to find chinks, cracks, loopholes, and other spaces with a bit of 'wiggle room" to be exploited ...