Here’s an interesting possibility: what if the player as Fate can dump encounters upon different characters? All encounters take place between two characters (protagonist and antagonist). Fate could have a lot of fun choosing up pairings for encounters. The difficulty, though, is that encounters are rather complicated and the player has no way of knowing what the library of encounters contains without ploughing through the entire library. That’s a big problem.
Should the encounter be presented in text or in iconic form? Text would be easier to read and better able to handle special situations not covered by the iconic language. There would be a bit of a ‘suspension of disbelief’ problem for the player: how can the characters understand plain text when all their conversations take place in iconic language? This wouldn’t be an actual problem internally, as the decisions made by the characters could be handled in the algorithms. But the player would find it rather odd.
It would certainly be nice if the iconic language were able to handle the encounters, but I’m not confident that it could do so.
It might also be interesting to break the fourth wall. I did this several times in the original Siboot: the encounter directly addressed the player. These started out as advisories to the player when my algorithms detected a pattern of errors on the player’s part. I would then intervene with advice for the player.