RE: Hammercalled and Narrative Character Creation
The goal I have is to create a sort of mini-adventure or questionnaire that poses a series of problems or courses of action and allows players to intuitively select things.
One thing I might be concerned about with a system like this would be people who are familiar with the process (e.g. after creating a few characters) slipping into a pattern of "strategizing" their answers (either consciously or unconsciously) to lead to the game-mechanical results they wanted rather than considering the questions in-the-moment. Presumably you want the question process to develop some depth and discovery about the character during the process, so you wouldn't want the questions to feel like results-oriented obstacles to bypass. If there was some way to make the process unpredictable (for example, there's a big pool of questions and you only get asked a random subset of them) that might prevent the problem I'm hypothesizing, but obviously that would have some design challenges associated with it.
Yeah, there would need to be some sort of consideration that went into how that all came to pass.
On the other hand, the narrative system would probably still have an advantage on the traditional method with regards to how much thought people put into who their character is, as opposed to what their numbers are.