Why I Built xRPG
People throw opinions on X like cheat codes: “free public transport,” “cap all rents,” “universal everything.” No context, no past data, no downstream effects.
xRPG exists to force actual critical thinking by putting you inside the situation. You don’t just tweet a take — you role-play the world where that take becomes policy. You make decisions, you deal with tradeoffs, and you face the consequences the way real leaders do.

What I Learned
Most ideas sound incredible until you simulate them.
Costs appear. Tradeoffs appear. Human behavior appears.
And the history you ignored suddenly matters — not as ideology, but as examples.
Whether it’s the USSR’s stagnation, Venezuela’s price controls, or cities that went bankrupt trying “free transport,” they’re just case studies. Inputs. Receipts.
Once you force people to confront them, the conversation finally becomes rational instead of tribal.

How I Built It
I built a system where your take becomes a branching scenario. Grok turns each decision into a narrative using real-world data and historical analogs. The crowd votes, and the weaker branch gets publicly executed.
Not for drama — for clarity.
It’s basically a political sandbox: decisions → consequences → learning → humility.

Challenges I Faced
Getting the “drama” tuned so it feels intense but still grounded.
Preventing Grok from drifting into fiction instead of sticking to real examples.
Working around X API rate limits while trying to keep vote cycles smooth.
And, honestly, teaching an LLM to deliver tough lessons without turning it into a lecture.

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