This is true it could be done this way as most things do have multiple methods, same as I think you can theoretically put it in the entityclasses under playerMale
<property name="Buffs" value="buffStatusCheck01,buffStatusCheck02"/>
But I haven't used that and not sure if it checks if the buff is not running and will restart the buff if its closed or if it only starts it when the entity is first created(it probably does restart the buff and is why the Devs used the game event to add an extra buff instead of adding it here).
But its good to know others methods in case you can't get the one your trying to work.
But I personally think for the once use effect the OP wants, if he gets it working, were he is trying to put it is the better place performance wise.
Because the game event will only run once (when the character first spawns) and then is not used again. but in the buffStatusCheck01 it runs every 2 seconds and even though it doesn't do anything most the time, every condition check is a bit of process time that eventually bogs down. It is why they made buffStatusCheck02 with a slightly different updated time to try and not have everything being checked at the same time (and they even put a remark there to highlight it) this goes back to my time when I used to program in ASM back on the commodore CBM/PET/64 when every command had to be optimised for speed and memory.
in vanilla(V2.4(b7)) of the game events for "game_first_spawn" they already add a buff here that makes you read the note so duplicating it for OPs own buff should work.
<action class="AddBuff">
<property name="phase" value="2" />
<property name="buff_name" value="buffDukeNote" />
</action>
I have also added things there myself which also work including buffs, however I have had issues with putting things to do with health or stats at start up that he may be having also if its not the issue I mentioned in first post.
e.g. I added code to reduce starting food and water to 20% max to the "game_first_spawn", when I start the game you see the stats fall as I wanted and then quickly fill up again and although I have put buffs there before and they have worked, if I put the game infection buff ("buffInfectionCatch") there it didn't work. its like the player has a bit of immunity to some things at start up or are set after the "game_first_spawn" which overrides some things set here. I'm not a serious Modder so have not looked into why but I'm sure someone will know or if I seriously want to do it I could chase down the reason.