Ethan Skemp in Bezug auf Charaktere ohne sterbliche Erinnerung schrieb:
As written (and as I play it), yes, they have to be your memories. This particular requirement has a couple of metagame reasons, as well as the setting requirements.
For one, it makes changelings who escape more of an exception than a rule. The fact that there are some changelings who will never be able to escape Arcadia because they were taken too young not only makes the escape more dramatic, but it also explains why the Fae abduct infants despite all the trouble in raising them.
For two, it makes escape more of a personal achievement. I'm really fond of the idea that every changeling wanted something bad enough to be able to make their way home, because it makes changelings this motivated, emotionally resonant, proactive type of character. If you have to do some part of the escape without anybody at all helping, that emphasizes that you wanted to come back. And that's a key element of the game: the emotion of wanting to go home, and then the challenge of what happens when you do.
For three, and admittedly this one's a bit out there, it's a strike against "problem characters." You know the type: the guy who wants to play the 9rd-century abductee so he can be the goofy knight trying to slay taxicab "dragons" and making "humorous" observations about fast food, TV, and every single thing he runs into. Or the child raised in Faerie who has absolutely no emotional connection to any living human in the mortal world so that the player doesn't have to have any motivation other than "what I feel like doing at the time." If you like idiosyncratic characters and trust your players to do them well, that's obviously not a concern, but we wanted to make sure that there was less of an incidence of these characters for all the gaming groups out there who have players that could use a little more imposed restraint. (Particularly a problem for LARPs, perhaps.) There should be room for whimsy in the game, of course, but characters that are all whimsical all the time are kind of damaging for a game with a fairly serious theme at its core.