Yeah. I might have a bit of insight here from Gangs & Bullshit playtest. The game is a supertrad moderated freikriegspiele where all players have characters, and all are in the same gang. Each turn is timeboxed in 15-20 minutes of player discussion and 5 minutes of very compressed mechanical resolution and “system tick”. I let them take one action per fictional week, and while sometimes they go “I’ll roll on Bullshit to obtain a customs permit”, usually they just come up with absurd plans and hilarious steps and wait for me to tell them how to resolve.

So, that single bullshit roll took the group 15 minutes to decide and coordinate, and a lot of other players action might hinge on it, and if it fails the titular Bullshit happens, and… It’s a darned expensive roll, especially emotionally. All rolls are as expensive (except in a few corner cases). It’s a very stressful game.

But weirdly enough there is very little minmaxing except for the whole “better leave roofs to nimble people”, and I’ve seen people completely unsuited to the task aid in some bizarre ways like throwing up on guards, setting buildings on fire, bribing neighbours, bedding harbourmasters and so on, with scarce mechanical support.

I have the feeling that the expensive roll compounds with the high rulingness of the game, so players are keen on a solid course of action (meaningful fiction if it was a storygame instead of a wargame) and less prone on leaning on the game system.