"Becoming" is an incredibly different role-playing game. It popped up because there really aren't RPGs that focus on a solitary hero, unless you want to play a one-on-one game. But sometimes, you want to see a classic lone protagonist, but involve more of your friends. This is the game that lets you do that.
The main game is designed for exactly four players (although there's variants to let you play with other numbers). One player is the Hero; the other players are Fates, the abstract forces which pull and push the Hero, demanding prices and offering great power at the same time. Fates use supporting characters as proxies, but aren't tied to any one character.
The main theme of the game is the price of heroism, something which (to me) evoked stories like the ones in The Dresden Files. The Hero begins with the best of intentions, moving forward with a number of Assets: advantages such as core beliefs, allies, and particular skills. The Hero moves through a series of scenes, facing ever-escalating challenges. The consequence of failure: they begin to lose their Assets, losing the things which were most important to them. Their allies falter and turn their backs, their core principles degrade, their skills become liabilities.
To counter this, and to stand a chance against the massive threats posed by the ever-larger challenges, the Hero has to strike bargains. The Fates offer deals, letting the Hero gain extra strength in exchange for letting some of their Assets fall away--a bad outcome, but not as bad as the future might hold. When Fear is wheedling against Power, both of them trying to gain your ear, which will you choose? Will you choose either? And when your Hero reaches the end of the line, will they still be fighting for good?
The game itself is set up with great structure: you choose a Quest to play through, and each Quest has a pre-determined collection of scenes. The Hero will go through that sequence, but how they choose to respond to the challenges in each scene is up to them. This might not be something everyone wants, though; but if you play, you have to accept that the Hero's path is set in stone--but not the choices they make along the way.
The game is also limited to the Quests provided (and any you want to write yourself), but I've found that to be acceptable when the rest of the game is so powerful and enjoyable. I highly recommend you look into it. Few games do what Becoming does, and few do it as well.