Brief story time:
In the ‘good old days’, when I roleplayed (for I used to, you see- the table top variety) I was spoiled by a VERY talented gamemaster, and very personalized sessions (at most, three players + gamemaster). The stories encouraged dynamic character growth, and as I say, I got rather spoiled on that. I tend to expect reaction to dynamic character growth- but it doesn’t always happen. So, when a game does reward dynamic play, I love that. The tricky part is it requires the change to be noticeable- like enough time spent playing one way for the change to actually feel like a change instead of a decision.
So… the story I’m working on, my WIP Monsters- reacts to your character dynamically. At least, in as much as I can make it. Stat extremes are both rewarded and punished- creating a case for playing the middle ground. I don’t feel that I have enough into the game yet to create truly dynamic scenarios, but does strongly encourage dynamic and reactive play, and as your character changes, the story changes. They sort of feed off each other- I don’t want to force dynamic play, either- just allow it to be possible, and noticeable. As I say, though, I think true character evolution takes a long time and I don’t feel I have enough to truly feel out an emotionally invested dynamic change in one’s character. But the game itself being dynamic- yes, I very much attempt to make it so because I value dynamics as something ‘real.’
I think the most dynamic character I’ve played in a CoG game, not talking about my WIP anymore, is probably either Community College Hero, or Choice by Gaslight. Actually, wait, I’ll add Slammed! to that. The Lost Heir (1 and 2) and Choice of Robots both reacted dynamically, but your character still felt ‘the same’, and The Lost Heir did push stat-based play. Tin Star is an odd duck, it’s very dynamic but doesn’t actually feel noticeable in that dynamic-ness in one playthrough and the character doesn’t seem to undergo any major changes. At least by my opinion. Ooooh, Way Walkers is actually rather dynamic, jogging my memory. There it feels like your character is actually slowly growing. Though I haven’t noticed a truly dynamic moment yet in those games, there are a couple that come close. Choice by Gaslight is probably the best I’ve seen at dynamic possibility, though I don’t want to give away any spoilers- even in tags.
I very much value dynamic play- I’d like to see more of it, though I don’t think it’s wrong to play a well-developed, non-dynamic character. It’s more like, real dynamic moments can create a HUGE emotional response if implemented right.