Thanks @keypayton !
Your enthusiasm convinced me to think about this a little more, and I remembered a totally different style of game we play that is a bit more involved. This game is "preparing for, traveling to, watching, and taking part in the dancing/singing/talent competition". It takes a while to play, often spread out over several days -- because we often stop playing before they even start the darn competition.
Note this "competition" is not really a competition, it's more like a recital. There's no judging or winning, not even any conflict over whether the dancing deer or the singing cat will do well -- their doing well is a given.
The antagonists in this game-style are always doing something like: trying to budge in line to get the very best seat on the train to the competition, trying to be the first to get their popcorn or to get more than one, taking others' popcorn, etc. Their shenanigans are always messing up the various activities that go into this competition/recital.
Thinking in terms of Dramatica Elements, it seems like these antagonists are driven by their Desire for things that aren't theirs -- they just want them. This led me to wonder about Symptom & Response, so I decided to look at the Theme Browser under Activity (since I figured that works best for the dancing & singing competition). Of course, Desire's quad there is the famous KTAD, Knowledge, Thought and Ability rounding it out.
And it turns out that if you set OS Domain to Activity, and OS Problem to Desire, you get Symptom of Thought and Response of Knowledge. This is perfect! Everyone (mostly played by my daughter) thinks the antagonists are being totally inconsiderate and thoughtless as they budge in line or do other cunning tricks to get what they want. "That's not nice!" my daughter will say.
And they totally respond to these misdeeds with Knowledge: "I know you budged!" or "No one is allowed two popcorns!" or "That is the Snail's seat, not yours". Meanwhile, the antagonists see it that way too -- everyone is being inconsiderate to them, so they respond with, funnily enough, pure ignorance of the rules, and just keep trying things. (being 6 she doesn't get tired of this)
Also kind of neat is the fact that these games always end with the amazing singing & dancing (Ability) and it never feels complete until we get to that part. I'm not saying it's a proper storyform or anything, but just neat how the quad really completes things. I wonder if it could feel even more complete if we brought Understanding into it, like if everyone could find a way to understand why the badguys keep trying to steal things, or the badguys could understand that what they're doing is wrong.
Sorry for the stream-of-consciousnes post!