Lets do a "If I was going to design a storyline"
I think I would fall back on the Buildungsroman, but I would like to twist it a little.
I would want to try and start the game with the PC being an established and respected individual.
Mission starts would be a simple political section, whether space or fantasy, involved with a supposedly simple scouting scenario.
Then throw the twist in for the character. At this point I would throw in a number of different choices, areas they can visit, or things to do. Each mission involves learning something of what is happening, but only part.
The sneaky bit is I would have an internal game timer keeping track of game time. Also have mission evolution/ expiration. For example the enemy forces build in some areas, or overrun, or just flat out mission can't be done anymore becuase the conditions are gone. The idea of This quest is urgent, doesn't work when an rpg can be gone through at any pace.
Next part is don't explicitly tell the player that this game is different and urgent means urgent. Let them figure it out for themselves. An example here would be Redcliff going off to the circle, saving the circle and coming backto find the demon has retaken Redcliffe.
Basically what you do and when you do it has an effect, and some things cannot be gone back o if your too late. Going to the Dalish first could mean you experience the werewolves attack first hand, going last means finding a lot less Dalish in camp.
The idea being is at this point you cannot get the full story, and if your slow and dawdle you may only find part of the story. Too quick and you may miss information from one mission.
Then I would kill the PC. Shock factor here, and the pc does not come back.
This first part of the game in my mind would be a third long. Then the other two thirds is the revenge factor. The player gets a new PC, by way of an involved person in the dead PC's life.
This is now a bildungsroman for the new PC, but trying to put an edge in here of, does the PC play now for the right thing, or to revenge themselves

.
Then as they get used to revenge, throw in the twist. The twist being that the enemy they are fighting has a viewpoint that could be right, that has the potential to be the just cause, they have the moral highground. Your side, what you have been fighting for is morally on shaky ground.
Its still a Bildungsroman, but I am wondering if you could build in a story of descent into it.
The coming of age as it where involves the choices and decisions of the pc being trapped, forced to make uncomfortable decision, until the twist reveals they are on the wrong side.
Of course such a story could be a complete disaster if mishandled, but shocking and enlightening if written well.