New interview, here's a snippet:
EM: Im curious about your take on stats versus storytelling and how you see the two as connecting. Youve mentioned that the game has 24 skills and 4 attributes, noting impacts on the playing experience. If a player starts down a specific path, does it become difficult to change lanes, and to what extent are players rewarded for consistently maintaining a particular ethic?
NTWTF: In terms of classic RPG dichotomies, there are no lanes to follow in No Truce, no paragon or renegade archetypes to choose between. Instead, the skills and their influence on the plot form a complex interwoven structure, revealing different aspects of the plot and the world as you play. Some of these might even be contradictory, resulting in straight up cognitive dissonance in your character. You can build a really schizophrenic type, whose skills start arguing against each other and vying for the players attention.
However, there are more concrete archetypes you can settle into if you wish. We have political leanings in the game you can be a hard core nationalist, a communist, a radically centrist neoliberal we call moralist. O ye boring person of meager soul, raise high the moralist flag of signal blue!
While playing the game, you get these little snippets of choice where you can demonstrate your leanings, and, as the game goes on, you get associated Thought Cabinet projects to ruminate over your ideology and get the relevant skill bonuses. And if you really fly the flag, you can do a kind of a vision quest for your ideology to cement your beliefs. This might involve having a fevered conversation with the broken down statue of one of the old Philippian monarchs, sword in hand. Or it might not! Design in process.
(Insert more money for awesome political vision quests)