CIVILIZED
Law works here. Death costs time and pride, not your life's work.
A great duellist is not automatically a great general, and a great general may never win a duel. The world should produce separate reputations for separate mastery.
Extremely responsive: dodges, blocks, combos, aiming, physical projectiles and terrain that matters. This is the layer everything else is built on, so it has to be excellent before anything else ships.
Where roles, formations, objectives, synergy and counterplay decide outcomes. The competitive spine — legible enough to spectate, deep enough to specialise in for years.
Supply lines, scouting, fortification, artillery, naval movement and espionage, including asynchronous fronts that run while you sleep. Won by command and logistics, not by reflexes.
You choose how far down the risk curve you travel. Nobody is dragged into full loss for logging in.
Law works here. Death costs time and pride, not your life's work.
Contested ground. Carry what you can afford to argue over.
Descent is a decision. So is what you bring with you.
If you carry it, you can lose it. This is where the old high-stakes idea belongs — and only here.
Most games manufacture stories. This one manufactures the circumstances from which stories emerge — and then keeps them.