Prophecy gets silly fast when it feels like a VIP pass.

The versions I love are the ones where foreknowledge functions more like pressure than privilege. The character does not feel chosen so much as cornered. Every decision gets clouded by the question of whether they are fulfilling fate or merely trapped by it.

That is part of what makes classic quest fantasy endure. Destiny is never only glamorous. It usually arrives with grief attached.

If a prophecy makes a hero feel larger than life, fine. If it makes them feel smaller inside a machine they cannot fully understand, even better.