So you really want to keep limit there primarily as a creeping sense of doom for the player. Stuff will add to limit and at some point the narrator thinks it is an interesting time to roll a check on it. That does seem to keep the "accumulating danger" side intact while not letting it turn into a flat trigger.
David Scott wrote:
>
>
> The three triggers are failing to act in accordance with a virtue,
> failing to act in line with your motivation and observing the trigger
> of your flaw (as per the exalted descriptions of flaws). You get an
> automatic one point increase in your limit flaw. Then most importantly
> the ref decides if they should roll their flaw in the interest of the
> story as per the HeroQuest Decision tree page 70.
>
> -----
> David
>
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