Currently there is no design regarding what the players should be doing or how they should be doing the few features implemented: quests/reputation/recruits.
You are free to do what you want. If you are going to be effective or not, thats up to you. You want to win? You want to survive? You want to be the almighty hero that defeats everything? Despite starting as a lowly peasant, with poor equipment and limited skills? Even if you start as a demigod, your current power is just a small fraction what you can achieve.
You, as the player, have to think:
What are the actions I can do?
What are the ways at my disposal to improve my power?
How do I acquire/generate value?
What are the best tactics to employ against the multitude of different enemies?
What are the best ways to compare and choose companions?
When to run? When to fight?
The game offers you freedom of ignorance to play and figure out the answers to those questions on your own. Knowing the answers, is experience, is winning the game, is gaming the system.
Can you keep yourself immersed? How do you entertain yourself? Do you roleplay, do you imagine yourself in the role of your character, living his adventure, taking choices, deciding actions?
You are not on rails. There is no balance, wich is just an ilusion. You can just slip down the waterfall of randomness and die many times, losing your adventurers all the time, if thats your thing. Or do you want to challenge fate, control your destiny with an iron fist, investing in one character, training him, making him stronger. Maybe roleplaying someone that has a strong will to live, or someone who understands the dangers of the world, someone who want to be as prepared as possible, someone who does its best to improve.
Then you figure out simple things like getting rocks from the ground and throwing them is one of the actions the game allows you to do since character creation 99% of the time within your first day, that if repeated (i.e. trained) will lead your character to improve his physical valencies, such as strenght, agility, toughness, spatial sense, kinesthetic sense, and so on... Its the equivalent of doing exercises without weights, using your own body, like push ups, military push ups, running, jumping, lunges, etc... Its like your character is training all around. The game doesnt allow you to do a thousand different exercises that would ultimatelly make you the stronger, faster, most explosive, most coordinate, agile, flexible, with best reflexes... because those physical valencies are what it takes to be "that guy" that will have solid chances of wipping everybody's asses, demons, forgotten beasts, night creatures, you name it. But not even a demigod starting character is good enough for that, if that is your thing.
Quests difficulty are relative to your character progression in power, his companions power, both equipment, skills and stats wise, and your own intelect, into deciding how to use what you have or if what you have is not enough yet and so on.
The quests are regional problems that affect many people wich were incapable of solving them. You alone, or with your companions can try and solve it. But realistically you are just another adventurer and thats how the game treats you at first. The game does not garantee your victory, it does not scale itself to you. It does not spoonfed you, it does not take you by hand. You are insignificant to the world, its up to you to make a name for youself. Not even the quest givers think you can do it and they are right for most of the adventurers created, because those characters power are way below the necessary for those heroic quests difficulty, even if your character is a "demigod", if you want to survive without permanent injuries or with a good chance of doing well, any starting character is not enough.
Basically, if you want to relativize the game difficulty (A), you have to train (B). If you want A, you are forced to do B. You a free to not do B, but you are not garanteed to get A.
as I said if you want to make the game your bitch, you should start asking yourself those questions I mentioned above... finding those answers... giving in to the grindy way to play, because you are insignificant weak being bound to die and start again very repetitivelly. You see, whatever you do, it will lead to repetition, dieing and making new characters repeatedly, or repeatedly training a character just so you dont die repeatedly. Make your choice.
Ive tried different methods and approaches: make many different adventurers and just let fate take care of them and see how far do they go without "THE INSIGHT". Ive had some fun that way, but for my taste, its not epic enough, its not unique and heroic enough. Without "THE INSIGHT" those adventurers have no connection with me, they are just worthless nobodies, throwing dices with their destinies.
Then I tried my current approach. Basically I start from the premise that the character had "THE INSIGHT", wich is in general a wise/conscious/critic view of his surroundings, he sees the world, the history, its inhabitants and all the fantasy thing and realizes he is just a meal for anything that moves, but he decides to do something about it. He start getting cautious, he starts thinking, he starting preparing, he gets a survivalist/paranoid mood that might die soon, but he is conscious that sleeping in a hamlet, surrounded by people is safer, that he needs better equipment, because he wood spear is about to break, that he needs to improve everything and he is willing to do so.
In resume, despite starting as a peasant, by having that "insight", he started to act smart regarding his current position towards others... He is aware of the basic mechanics of the world.
So, in the abscense of a proper representation of that character aspect, Im free to fill it (roleplay) as I see fit and that "atitude: act/think/speak" and view of things I impregnate onto my characters. They end up being highly suscessfull.