Which is too bad. I think that's probably the root of my disappointment with DAI. I never expected it to be another story where a character was thrust into an accidental hero role. The whole idea of an Inquisition had proactive potential written all over it. Or at worst, only reactive to the events of DA2/Asunder. But those were made irrelevant and Corypheus stepped in.
There should have never even been a villain. The world itself could be have been the "villain", with the player the proactive problem solver.
RPGs can't handle proactive problem solvers. It goes against the grain of design, because you can't really offer a satisfying memo of options to a proactive character. That's why all RPGs always force you into being reactive, and always cut away any kind of independent, creative choice.
The rare example that comes to mind is DA:O's werewolf option, which is entirely something the (ruthless, evil) PC comes up with, and it takes some doing to get the werewolves onside with it.