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Who’s Afraid?

Source Starfinder #10: The Diaspora Strain pg. 49
When playing, whose fears are you addressing? They could be your fears or your character’s. The two can align, but in many cases, they won’t.

If you wish to be scared, help the GM out. Offer up fears you’re willing to face. Place your character in situations where these fears must be confronted. Be honest about your reactions to these fears, even if they aren’t your character’s. Accept the disadvantages that might occur in the game due to the horror.

Many reasons exist why someone might want to feel frightened, including the desire to witness someone overcome that fear. This form of pretending can be very effective if you play a character who doesn’t share your fears, who wanders into a dark room despite your grave misgivings. Similarly, you might wish to revel in your terror and play a character with the same fears, who flees when you would, intent on staying whole and safe.

If you want only your character to be scared, help the GM and the other players out. Offer up the PC’s fears and play to them when they show up in the game. How does your character react? The way a character reacts to a fearful situation might be contrary to what folks would expect in a typical Starfinder game. Make sure your fellow players know when a decision is your character’s decision and not yours. As your party plans the next move, your frightened character might argue against actions that you, as a player, think are strategically or narratively favorable. You can work with your fellow players to find a way to convince your character, or the group might agree to let your character make a dangerous or unhelpful choice.