you'll probably be fine with that, but for the future, keep in mind that Dread likes to have the players invent those explanations.
So avoid making statements on the sheet like "you've been tasked by the Company to keep tabs on the Captain because he's been acting odd. "
Try to make it a question that the player fills in:
"Why are you concerned with the captain's odd behavior?"
You manipulated the player into being concerned with the captain's behavior, but left the reason for the player to decide.
This gives you 2 things:
buy-in on you telling the player what their PC is like because you assigned the trait, but they get to define the cause
variability of character definition. Different player will answer that question differently, which will drive different results in more ways than you expect than if you assign the whole trait and cause.
So avoid making statements on the sheet like "you've been tasked by the Company to keep tabs on the Captain because he's been acting odd. "
Try to make it a question that the player fills in:
"Why are you concerned with the captain's odd behavior?"
You manipulated the player into being concerned with the captain's behavior, but left the reason for the player to decide.
This gives you 2 things:
buy-in on you telling the player what their PC is like because you assigned the trait, but they get to define the cause
variability of character definition. Different player will answer that question differently, which will drive different results in more ways than you expect than if you assign the whole trait and cause.