Taking the idea of disposable people I've tried to enhance the idea and create opposing reasons for keeping different types of people over disposing them. For instance a child being able to crawl into smaller spaces that adults would be an opposing reason to keep them around even though they might not be as strong or as fast.
Within this idea you control a group of people running away from something (I haven't decided if this is a monster, a virus, a group of attackers yet) and you have to decide the different path you'll go down- each with its own perils, advantages and disadvantages. You also must take into account which path will be the most beneficial for the group or whether you take a path which could mean some of the group not making it, but which will take you further from the threat.
For instance there would be paths which would be more difficult for children because of the spaces they needed to jump or the heights they had to reach but the path would mean the 'monster' falls behind also and therefore it could be an option to take the path despite the fact that the children may not make it.
To keep things tense and make the decisions harder to make certain paths would require specific members of the group to do specific tasks. For instance there might be a path later on where it requires someone small, like a child to climb across a small plank to release a wider path for the rest.
These opposing reasons to keep different members create an emotional and ethical tension which would keep the game interesting and still holding onto a main mechanic of resource management in relation to people as the resources and deciding on who is necessary to continue running.
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