I have been listening to the astounding podcast series from Nathan Lowell (Tales of the Solar Clipper), beginning with "Quarter Share". If you haven't listened yet, I strongly recommend you do. Quarter Share.
This got me thinking of how a game could even try to emulate that particular style of narrative. It's a coming of age story at it's heart, where the protagonist tries to chart his path into the future. The issue is that there is very little conflict in the story. There are important decisions to be made, but no real conflicts per-say. I know that our medium excels at examining conflicts and without that framework, I can't find anything to latch onto.
How would you design a conflict-free roleplaying game?