Vincent, those are some good insights. Here's what I'm thinking. This bit:
"It gives you deep insights into your character that turn out, on reflection, to be deep insights into yourself, your friends, and the world."
Is what I'm talking about.
I mean, all this is basically a fancy way of saying that the characters still don't exist. Which is a simple point and should be obvious and yet it seems to be so difficult.
Here's a thing then: Does the "affirmed rightness of your vision" suffer if you don't have explicit authority over a character's feelings and such?
What different feelings do these rules give you?
The Fear Giver
When you see the Fear Giver for the first time, roll +cool
10+ you're fine
7-9, choose one of the following:
You cower and whimper
You drop what you're carrying
Take -1 forward
On a miss, all three, and you're acting under fire to approach the Fear Giver
Or
The Fear Giver
When you see the Fear Giver for the first time, roll +cool
10+ You're fine
7-9 You're afraid
On a miss, You're afraid and take -1 forward.
Or
The Fear Eater
When you feel afraid, and the Fear Eater can see you, roll +hard
10+ You're fine
7-9 You take 1 harm (ap)
On a miss, you take 3 harm (ap)
I dunno. What would they do to the game?