I have made a Rock-Paper-Scissors style TTPRG.

Characters have approaches that interact Rock-Paper-Scissors style with other characters or the GM's Failure Complications.

If you have higher stats in these approaches you can win less favourable match ups although it's always got some risk. The game is about the conflict between being yourself, doing what you're good at and being secretive and closed, not letting anybody in. Its also about becoming a powerful wizard centring from this conflict.

I think the game does a good job of balancing the power of using your best stats and the temptation of acting randomly by the advancement mini-game. You gain traits and specialities by using skills and stats in enough different ways and you kind of want them to be on a mix of high and low stats and skills to keep them working optimally. Knowing you genuinely does make it easier to fight you.

I'd a rules light but strong game where there's no randomness in the game and no metacurrencies beyond marking experience boxes. It's all on you.

https://www.drivethrurpg.com/product...ss-Fantasy-RPG