

lacked mechanical teeth to make it more than a narrative prompting experience
Anyone looking for a game like that is going to be overwhelmed by Daggerheart. It has plenty of crunch. But it does have an overall philosophy that “Everything you do at the table should flow from the fiction”.
I think it’s more that the mechanics take a backseat to the fiction, and largely the GM is more responsible for that than the players. It’s definitely not for everyone. I run a regular 5e game and I suspect half of my players would be into it and half would very clearly say “no thanks”.
That’s an interesting interpretation, considering that success with fear is just as likely as failure with hope. I don’t see this as primarily existing to make things easier for the players. Rather it’s there to make each roll more interesting.
The communication around Fear could be better in the book. GMs can do normal GM things whenever they want. Fear is used to up the stakes by using special adversary moves, taking more “turns” than they can naturally, or interrupting the players in ways that would likely seem unfair in 5e.