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Besides traits, there are also options with a backstory (but this has its own problems, in the sense that some players might not find anything suitable from the list), although the fun factor is roughly the same as with maps. But balancing might be a little easier.
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On the other hand, it's very difficult to find a middle ground between "maps don't change anything" and "maps break everything."
Maps, by their very nature, will break something. Either the player will simply start as an unstoppable force, or they will change the situation in the setting with their very existence, or they will simply gain additional opportunities to steer the narrative in a completely unexpected direction for the GM.