Thanks to the excellent playtest on The Walking Eye podcast I have identified a problem with my game (Spark). The game doesn't support roleplaying per-say. You get rewarded for entering into conflicts that challenge your beliefs, but you get nothing for good roleplaying or for taking risks.
Currently I am considering including a fanmail style mechanic that would allow people to grant fate to the person who "portrayed their character the most convincingly" or "took the most risks". I am looking for any advice about the potential downsides of Fanmail mechanics. Other than the notable Gaming as Women blogpost, are there other breakdowns on the flaws of these styles of mechanics?