Choosing Sides A feature of play in the Knight's Tour module is the party's startup option to act for a chosen side: either White or Black. This is presented as `mercenary For wargaming designs, `mercenary identity is a liability In games that focus on roleplaying governed by an individual's chosen alignment, appropriate play is critiqued through the character's adherence to, and ideally immersion (inhabiting, or even reveling) in the particular type assumed. `perhaps provoked as a departure from standard wargaming giving an imposed mixing, resultant validation features of maintenance, modus operandi, threatened affiliations In games expecting a party to ally with a selected side, commendable play is evaluated based on how the players' actions appertain to or reflect on the imperatives of that side. `in rpgs vs wargames players may find occasion to use the conflict to their advantages, contrary to alignment strictures experience awarded rather than penalized for risking the authority's displeasure Conan stories' use of his barbarian license as a suspense mechanism as to which way he'll jump when choosing sides/ alternating altercation How can it be? `vs knowing where you stand= Beowulf/ Moby Dick, Camelot/ Godfather clan/ gang tribes: Romeo And Juliet (& West Side Story adaptation) outlaw/ rebel bands: Robin Hood, Hunt For Red October church/ state bodies: Ivanhoe, Becket union/ guild chapters: Dune,