So I am a running a two-player game. Force and Destiny. TFA era, deep within First Order space. The planet they are on is a recruiting ground for Stormtrooper Acolytes. Both characters are light side leaning.
The first player character is a relatively young (16), good at mechanics, likes speeder racing and is against using guns. Her Morality is "Curiosity" and "Obsession". Maybe I am just being narrow-minded and cynical, but this seems like an incredibly easy choice for a player - and one that is hard to actually represent as a weakness for a GM. I am trying to lead them into the 'five Jedi trials', led by a long lost offshoot of the Jedi Order on the planet they are starting on - but I have no idea how to represent obsession as any sort of challenge for things such as the Trial of Spirit. Or really in the game as a whole.
The second player character is a slightly older sword-and-board militia-come-hunter for the village, he is very martial and is a bit easier to plan for. His Morality is "Love" and "Recklessness". Much like Obsession, Recklessness seems like a very hard thing to consider for a GM just due to the fact that players are naturally reckless. Seldom do I see player characters run from an encounter, even if it seems the odds are against them.
Should I ask them to try to actually make their weaknesses.. well, weaknesses? Because as it stands I can't really come up with anything.
EDIT: To expand, the first player hadn't filled in the Strengths and Weaknesses with any information besides "Curiosity and Obsession", the other player has Love defined as 'love for his family' (he was adopted by the biological father of the first player's character). His weakness is Recklessness defined as 'he neglects to protect himself in lieu of his family' which just doesn't really seem like a tangible weakness to me. You could label it as "Bravery" and not change how it works (at least in my eyes).
Edited by Cvltvre