I'm hitting a new stage in development for The Artifact. We've just ran though two games that use a that i've been futzing with and I'm starting to really like the results. The thing is it does something meta and weird to the game. It creates one class of characters that play in a very story driven way and another that plays tactically. Not that any individual couldn't cross over that divide but they'd at least start off very differently.
Techy characters start to become more story oriented, which makes sense. The fighters stay very tactically driven. So far my players haven't noticed that, but they're not used to thinking in design terms so they just accept it. The story aspect isn't quite free form, and actually it could be played wrong by the GM and made into a dice game (I'll work on some structure to attempt to prevent that).
The question is, would you see anything wrong with that? Are there any tripping hazards to avoid that occur to you?