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Choices, outcome, etc nothing matters except food and gold for your mercs. There are some minor differences or changes but again it's pretty minor.
Those things are not mutually exclusive.
But this game isn't story driven or story focused. It's a sandbox game.
Other games have much better combat and much better stories or rpg elements. The expedition series of games comes to mind.
But they aren't sandbox. I can't even think of a turn based sandbox game with an rpg story
I think this is the way to look at it.
Several aspects of this game are implemented as challenge choices rather than moral or role playing choices.
Take stealing for example: in RPGs I don't steal from ordinary folk (routinely loot farmer's houses for example) unless I decide to play a criminal party which is not that often. So in Wartales I don't steal from merchants, caravans, training centres or houses etc.
However many locations have lock boxes and if you open these taking the contents is not considered stealing by the game (with one or two notable exceptions). Now it seems ridiculous that you get fingered for stealing if you steal three apples from a farmer but if you unlock his chest and nick a valuable family heirloom you get off scot free.
The answer to this is that a) as far as the game is concerned unlocking chests is a mini-game challenge, not stealing and b) some of these lock boxes contain important plot items or unlock additional content. In other words the farmer's chest is not really the farmer's chest, it's the game's chest and just happens to be located at the farmer's property because the game engine wasn't or couldn't be configured to do the lock pick mini-game out on the world map.
In a similar way if you get a mandatory fight and no peaceful resolution available as a result of doing a quest then the fight is the quest challenge. One way to reconcile this in role playing terms is that rather like the farmer's chest isn't really the farmer's chest, such fights do not involve actually killing the misguided band who are trying to get in your way, it just involves giving them a good hiding, a bloody nose (cover you eyes, Boo, in the event the game shows a decapitation as a result of a crit at some point during the fight).