“Conceal a flaw, and the world will imagine the worst.”
—Marcus Valerius Martial
The pitch for virtually every role-playing game ever written is “create a hero and live out their adventures.” But how much of that role is ever really lived? How often do we simply push our PCs through the mechanics or the story — facing the risks and reaping the rewards — compared to trying to emobody the character?
In fairness, many of the stories. movies, and other media that inspire these adventures don’t often have nuanced characters. Sometimes a hero is just a hero, but other times you might want to play it a little differently. Luke Skywalker’s robot hand never seemed to provide any problems, but Jaime Lannister’s golden one is a bit more of hindrance. And for many players, having a weakness or a flaw can provide a window into their motivations, and perhaps be the spur that drives them to become heroes in the first place.