Thomas Shey
Legend
I feel like flaws in a lot of games are primarily meant as ways for player characters to pick up extra perks, feats, talents, etc. in return for also having a drawback, flaws, etc.; however, these are often chosen as minimize impact on "optimal play" for the PCs. In contrast, in games like Fate, a character's Trouble is meant to be a lightning rod that attracts the sort of narrative conflicts the player wants their character to deal with.
I won't deny that the build-point Disadvantages are a more primative expression of the latter-day approaches, but I can promise you that their design function is to encourage the sort of thing you're talking about, even if sometimes that's not how it works in the field. The reality is they're designed to work with a variety of players, some of whom are going to lean into such things more than others, which is why engagement with them isn't voluntary (in the sense you don't get to choose whether or not the problem comes up for the most part). Its not a coincidence they got their start with superhero games where a lack of such things would make the character look particularly sterile and out-of-genre.
(And as I said, sometimes a given player is serving two masters in his urges here, and its much easier to engage with them if said player is not forced to choose between the two too heavily).
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