To me the feels come in with the lightly structure social element. in most rpg groups I ran with a player making an ultimatum was considered bad form. If you start selling this drug I’ll tell the investigators about your operation. If you spare this death knight I’ll consider all of you enemies of the church. As a gm I found them problematic because inside a game like dnd there was no tools to resolve the situation without violence. So it became a weird meta question of if you do this thing ill leave the group. [Disclaimer of only personal experience. I’m aware there are groups who can handle this tension without rules to judicate.]
A lot of the emotional depth I felt from AW came from being able to deal with those ultimatums head on without having to worry about ruining other players fun. Go Aggro combine with how fast and lethal damage was dealt out made choices feel irrevocable.