In TWD, you come across a specific thing. Oh let's say, someone leaves a shit load of food and clothing in a car, your group decides to steal it. Doing this will affect the short term, in that your group is well fed for a few months, but it will resurface later because you did it. However, the narrative will have replaced you stealing food for something else, and the same outcome will happen. In TWD, you can stop things, even delay things, but the overall plot doesn't change because you CANNOT change the inevitable. This makes it personal, while at the same time, capable of telling a well rounded story that everyone experiences. It makes concessions, but I think it works really well.