An Observation:
Monsterhearts makes it easy to play your character even though you don’t know who they are yet and even helps you through the mechanics to get to know them
In our game right now I don’t really know who Lilly is yet.
(We spend the first half of the last session with creating a homeroom and doing background etc. for characters so I had only about half a session to get to know my character. That certainly also features into this)
I did however always know what I would do in a scene because the game gives me a limited number of buttons to press. You only have a few moves and all of these require you to act in a certain way. Not only that though. The other players also tell you what subset of buttons you should press this session. Highlights leave you with 5ish buttons that you get extra rewarded for pressing. So when you don’t know what to do you can just decide what button you want to press (and you have an incentive to choose specific ones) and then decide how that would look like. Through that a certain pattern of behaviour and speech emerges that will tell you what your character is like.
(And then the singleton rule will further “limit” you after you pressed a button)
In addition to that other characters will use moves against you and you need to decide how you deal with that. Especially getting Shut Down and being turned on require you to make a decision about how your character reacts and thereby creates a little precedent in your mind.
So when you don’t know who your character is – make moves! They will require you to decide who they are.
Monsterhearts is also better at this then let’s say Dungeon World because MH moves are mostly social in nature while DW moves are mostly physical in nature. Knowing how your Paladin kills a Fell-Unicorn tells us less about their personality (although it definitely can) then knowing how the Chosen bullies someone they turned on a scene ago.
I’ve sadly yet to play Monsterhearts, but from reading it, I would agree with you Tim Franzke.