

With something more than an incidental curse, you really need player buy-in. I recommend meeting with each player, telling them you’d like to give them a cursed item that will be a major part of their character’s arc throughout the story, and the broad strokes of what you have in mind for their particular curse. Then, be receptive to feedback on that. Good players will recognize that this is a roleplay opportunity for them and try to fit it into the arc they had in mind for their character, but they may want the details tweaked to fit their particular narrative goals…eg to make the curse an ironic reflection of their flaws or a nod to their backstory or whatever. I recommend you try to approach this premise with a collaborative mindset.




Yeah I mean, basically anything can work with the right campaign, players, characters, etc. But my opinion doesn’t matter; your player’s opinions are the ones that do.
I’ll also add that the element of surprise is overrated. You think it will be cool when the player discovers this effect at a dramatic moment but it is far, FAR more likely that they never discover it at all. Or they only discover it after it’s been frustratingly negating everything they’ve tried to do so far. Or that they discover the curse at an un-dramatic moment and make the rational decision to just never trigger it again. That’s why I say it’s much better to tell the players ahead of time and set the expectation that being cursed will be a major part of their story; then they can DECIDE to have their character “accidentally” trigger the curse at a dramatic moment or what have you. You won’t have to tell the player “you’re compelled to yell now” they’ll automatically go “GOD I just feel like YELLING right now FOR SOME REASON!” and feel good about playing their character instead of feeling bad that you’re taking over their character.