RimWorld aims to create complex drama from its systems, but as close as it sometimes gets, the illusion never quite takes hold.
That's very valid criticism: RimWorld made the switch from Colony Simulator that happened to tell wonderfully ridiculous stories through serendipity to Story Generator in the form of a colony simulator.
In current builds, the balancing, nerfs and opaque mechanisms are designed to force a story down your throat instead of letting you explore and discover it yourself. And I find that less enjoyable.
Objectively it's a better game, but whether it's a more fun game, I'm not convinced.
Just to clarify, it's been a story generator since the first day of the Kickstarter, and it's always been marketed this way. This is the first paragraph of the Kickstarter after the intro (bold in original):
I've always thought the best part of games like Dwarf Fortress and The Sims was the stories that come out of them. That's why RimWorld is designed as a story generator. It's not about winning and losing - it's about the drama, tragedy, and comedy that goes on in your colony.
https://www.kickstarter.com/projects/tynansylvester/rimworld
The Steam description also mentions it right at the beginning. It's the core design goal of the game and always has been.