Yet there are other genies who are inseparable as twins, yet with very different characters. When they fight, other Players suffer and the Risk genies smile and the Quality genies are hurt and the Control genies get forgotten. You can try and get the players to sign detailed contracts, but the tighter the contract the more the Player is likely to bond with the risk genies. Or you can provide incentives and friendship, but even these can be broken when the Risk genies of the east wind blast against the player. They each suit different circumstances and personalities.
Some projects have such great challenges that only one style is possible.
There are four cults of Quality genie, and they don't mix well. Each cult thinks it is the most important. Its members dismisses the other cults as useless, or wrong, or mere copies of greatness. Most people have training and experience based in one or two of the cults. When risks change into problems, the way people respond to them can result in new risks.