Space Hex isn’t specifically being designed to be Heroic or Epic. Although I like the idea of characters being bound to a morality with existential implications. That is their actions are the cause of effects in the future.
I also like the commentary on Villains being unbound by morality but not by the effects of their actions, as well as the implications that good and bad face off and the good over comes the bad.
I just don’t think a roleplaying game is better when you play heroes or villains or you have a universe of contrasting good and evil. Although this contrast is inspiring in poetry, books, and movies.
Here’s why – tabletop roleplaying games are a tactical game where the entire story is told through the lens of the players characters. There are no cut scenes so if there are NPCs up to no good the players can see the effects but not necessarily the rest of the story.
Its like having the players followed by law enforcement or intelligence operatives. It only matters if the players know and make a choice that unfolds a story. Otherwise it’s a meaningless plot element.