Again, not trying to change someones worldview, just explaining what the game is and isn't:
1) In Sacred Fire peace is only possible trough military strength and smart tactics.
It states clearly that you have to wage a real resistance war, even if you want to build a better world. And resistance wars are messy (see the movie
Max Manus Men of War, or play
This War of Mine and you will understand, why I speak about survival guilt). This path to peace is what the Caledonians did historically. Flavius (the leader of the Roman armies in the game) can justify the war back at Rome, only if he get spoils of war or glory, or needs to defend the honor of Rome after a big defeat or aggression from the tribes. So the path to peace is to give them neither.
No glory or shame of a big battle, no spoils, let them find just scorched earth, decrease their moral, sabotage supply lines, pay in blood for every step they take. This is what I gather from reading about Severus invading Caledonia. This is the way to peace I present. Buy can you keep the honor-based majority of your tribe from doing exactly that - getting provoked into a big battle? As that's exactly what Flavius counts on. And can you survive the backslash your peace-politics creates? Nial, Morrigan and potentially a few others of the 10 characters will actively try to kill you for it.
2) In Sacred Fire 3 out of 10 characters (Wid, Clair and Marcus) stand out from the mainstream honor, die-by-the-sword, culture in their world-views.
Wid's and Clair's altruism is psychology driven (Wid is protective, Clair is traumatized), Marcus' ideological. The game is inspired by 2nd century A.D. where Judeo-Chrtistian views historically existed, and cultural exchange took place along the Hadrian Wall, it's not as I am making that up. What makes for an interesting exploration is that Christianity back than was perceived as anarchy by political powers and the concept of a religion with no sacrifice-based cult was perceived as atheistic by pagan religions. These are the angles that interest me, the inner/psychological freedom from a political society or organized religion, not the normative consequences of western religions.
In Sacred Fire your player character starts with an open-mind, weather to seek peace as described above, or weather to channel the rage of the tribes and go after Rome.
Story branching, multiple play-styles, that's good RPG design. Being a psychological RPG, the story-branching is not so much about the physical world - weather I defeat Rome now, or sacrifice a few, regroup and do it later. You do that kinds of choices too, but Sacred Fire's writing goes deeper and explores the motives, why I do what I do and how that impacts the quality of life after reaching the goal. For me it makes for more variety and choices. Form where I stand, exploring a purely pagan worldview makes for a less interesting debate, and as mentioned there are games like God of War that do that to an extent that it's already in the cliche territory for me. That's why Wid, Clair and Marcus are the first 3 characters in the Kickstarter pitch. This is a game that is not afraid to explore peaceful conflict resolution, as very few games do that, as they can not attribute a challenge to these options. My design allows that, as all the lesser emotions draw you into violence, be it anger or fear.
3) Sacred Fire gives you different starting stats based on gender. A female character gets strength penalty, and an empathy bonus (as in emotional intelligence, not being soft).
Oh, I am looking forward to the backslash that this will generate from SJW
When I mentioned, Etain overcoming her trauma reducing her life to vengeance driven murdering, I said
'she can still be effective at killing' - psychologically. That she doesn't have hangups about killing but she does it for other reasons, she is no longer an empty vessel. I never claimed woman are physically as strong as men, in fact I might be one of the few RPGs that acknowledge that in their rules.
It's very much like
Jazz_ mentioned, if you are a woman in Sacred Fire you will have to go for the weak spots, and use every advantage you can, fair or unfair to survive. But the game is innovative in that way, that psychological insight (empathy) and emotional manipulation in combat ARE possible and can give you the edge to win with lower strength. Sexism is a thing, so men will underestimate you and you can use it to your advantage. So feelings are not facts, but they affect your performance in battle. It's much more realistic than the current assumption in most games, that everyone performs at their peak level, no matter the odds they face.
4) In Sacred Fire you can build a character that draws his strength from hate.
As shown in the first seconds of the video. The anger just sips trough into other areas of your character's life. Again it's a better design than to have a luronarrative dissonance as in Red Dead Redemption, where you can go on a killing spree for most of the game and then in the last cut scene turn into a family men. And it makes for a good challenge, an internal conflict game mechanism you have to overcome. You can not expect me to pass up that idea in a psychological RPG, just to conform to your need to go berserk in a game without consequences.