Sometimes, I talk to friends of mine about Armageddon. I describe it differently depending on the person of course, but very often my description goes somewhere along, "If during your character story, you burn down a tavern. Because the game is all text, it takes nothing for GMs to make your roleplay influence the gameworld and have that tavern burnt down. So a year later, unless there were some player ran efforts to rebuild it, that tavern stays burnt down." And they seem interested, or at the very least impressed by the sheer possibility of that.
If you review things that players might find impressive about the going ons of the game. Things that people would want to be part of, or aspire to, or originate, or even be the creators of. Then you come across such things as Dwarven Seige of Allanak, Infiltration of Tuluk and burning down of the tree, creation of T'zai Byn and the Guild, building a tavern, having a book written about them, having a street/landmark/statue made after them, becoming part of lore and history of the game entirely that stayed years beyond the actual character's lifetime.
It's true. The game is not about that. But ... I imagine 90% of the playerbase, would want to do this, or wanted to do this at one point in time. Not with every character. Plenty of players played thir share of drunks and guileless characters that were ment to add color to the gameworld at best and have some awesome scenes during it. But at least every so often. It is a natural human desire in both this game, the other game, or the biggest game of all, the Real Life.
Multiply this by the fact that many people of our playerbase have been playing for 5-20 years and it should be realized that many players arent particularly all that eager to play yet another average joe schmoe, like the whole cyberpunk theme encourages. At the same time, a good percentage of people 'have' managed to become part of the lore in one incarnation, or another, and these players have long preferred the average joe schmoing. Enjoying the intricacy of the story, instead of achievement. And this is wonderful. Different players are attracted to the game for different reasons, at a different time. It is just my hope that Armageddon is capable to cater to both and many other aspects of the playerbase interests and desires. And finds this incessant desire for players characters to be the 'world changing heroes' to be an understandable and 'welcome' aspect of their character, for ... the possibility of this exact thing is one of the sizeable charms of a game made out of text.