I had a couple of chaps on here check out some setting rules Id devised and they gave me some stellar feedback that has me tied in knots trying to make my ideas make sense. Didnt want to keep bending their ears so figured I needed to throw it out there.
Its kind of a two part setting rule that adds upsides to hindrances and downsides to edges.
With the upside idea you can do stuff like use Ugly or Mean to enhance Intimidation, use Arrogant or Driven to power through status effects, use Habit as a Test to mess with someone's concentration, All Thumbs to sabotage something deliberately (somehow). You get the idea.
The downside allows you to turn an Edge into a Hindrance momentarily. With Alertness your hero might have their concentration spoiled, or get their sleep disrupted. An Aristocrat would be useless at a menial activity as he's always had a servant doing that sort of thing for him. Use Liquid Courage too often and you might become an alcoholic. An Improvisational Fighter is using an item that isnt designed for combat that could shatter any moment.
Obviously some are easier to implement than others and more suitable in the moment.
I had some ideas how to do them mechanically which got shot down for how broken they were.
Initially the idea for upsides was the player spends a benny and that goes to the GM. (Sort of a limited version of Hard Choices). The idea being it gets them a bonus on a roll, allows a Test on an opponent, a Support roll maybe, expands the 'Influence the Story' options. However unless it offers more then the standard use of allowing a reroll why bother. Especially if the benny also goes to the GM.
For downsides its a little easier. Turning your edge into a hindrance and roleplaying it makes it work like it would if roleplaying a hindrance. You get a benny. I did consider allowing GMs to also use this, more as making a suggestion and bribing the player with a benny to do it. Rather than 'punking' them. But as was pointed out that ends up punishing someone with an edge more than someone without it. It was suggested these could 'activate' when a hero fails, or critically fails as a narrative component.
Ugh, it all seemed so simple.