I feel like the lists of design decision above need to be explained better to make sense.
Choice Making
You have to earn the right to make a tough call
If a story choice you want to make is out-of-character or simply tough for the personality you’ve developed, you need to pass a probability check. To boost your chances you can use willpower points.
As a reward, making a tough choice develops your personality and helps you level up.
Ideas shape your character as much as actions
Inner monologue give the player’s character the ability to interpret and comment on what’s happening in the story. What are your thoughts on failure, injustice, or brutality in a scene? What is the motive behind your choice to help someone?
It’s your interpretation and motives that affect your character’s empathy, create guilt or strengthen your ideals.
You always know the consequences of a choice
We never mislead the player into a wrong choice. Our goal is to create an experience where the player always has a smart option out of a tough spot. Notice a trap, sense an ambush, spot a hidden blade, make a leap of faith. You just need to have the will to make the extra effort to actually use it.
You have to earn the right to change the story
You do not start out as a leader; you have to compete for influence within the group of potential rivals or allies. NPCs don’t just get angry if they don’t agree with your choices. They have their own agendas and will try to undermine your choices.
Combat
You have to control your emotions to perform optimally in combat
Fear weakens your attacks. Anger makes you ignore your defense. Save your willpower points; you will need them to help you keep your cool. This way you can intimidate, provoke, and wear out your opponent.
Equipment doesn’t win a fight. It only sets the stage
Collecting and crafting beautiful items is important, but not only for the protection they provide. Items such as armor also affect how comfortable and confident you feel, and how memorable, attractive, and menacing you appear to NPCs.
But what wins a fight is using your willpower to overcome fear. Use these willpower points to boost your chances of keeping your cool, to ignore pain, and to regain self-control when you go beyond your physical ability.
Letting the opponent attack you from behind is a valid tactic
We’ve all seen the scene. The hero stands still, the opponents circle him, and the hero dodges in the last moment. It’s good storytelling, but horrible tactics.
What makes this a valid tactic in Sacred Fire is that IF you pull it off, a display of confidence and skill like that intimidates your opponents and affects their performance. Furthermore, showing control and courage like that will earn you the respect of NPCs.
You can win the game without killing
All fights have context within the story, and a winning condition other than defeating the opponent. In some, if you can gain enough respect through displays of skill, your opponent will give up, or you can intimidate them into fleeing. In others all you have to do is survive until help arrives. Combat in Sacred Fire is all about the tactical choices that you make.
The game AI recognizes if you choose not to land a decisive hit, or if you do not use lethal-force in combat at all. All NPCs you fight have complex agendas and their own survival is high on their list. They will rarely fight till their last breath.
The writing also gives options how to avoid, prevent or end a fight before it gets out of control.