AbdulAlhazred
Legend
Well, I think I haven't presented a compelling example of play in which you would NEED to be using principles like those DW is built on. The fact is, sure, you can have, as a sort of sidelight to the actual game play, this sort of personality dynamic in any game. However, in DW, even in the example situations I outlined, there would be actual mechanical consequences. That is, a PC can get bonuses to checks and certainly XP points, for playing either to or against their bonds. Beyond that, much more routine, how did the goblins come to be? Probably because of something like a Discern Realities, an answer to a question, etc. It would rarely be the case that it was straight up a GM pick.This seems like a decently interesting character dynamic, but I really don't see why you need specific system for this. The things that make this interesting are not any specific rules, it is their personal beliefs and attitudes.
Remember, a game like DW is not intended to produce NOVEL OUTCOMES, it is intended to have novel DRIVERS in play. In fact the outcome of playing a DW session SHOULD read like you COULD have, but never ever would, play that scenario in say B/X. That is, the in-game narrative should extremely similar, but the character motivations and direction of play are unique to DW.