Workaround for Play On Awake being shared between Particle Systems?

I have a fireball game object with a particle system dedicated to making an explosion when it hits something, and a child game object that has a particle system dedicated to making flame/smoke particles as the fireball travels.

I need to make the explosion burst when it hits a target, so I need Play On Awake off, but the flame/smoke particles during travel need Play On Awake on.

The issue is that this property is shared between them, and I can’t figure out how else I can get the effect I want.

I ended up solving it by getting the child’s particle system and calling Play() in the Start method.

I still can’t understand why Unity would synchronize play on awake, or at the very least why we can’t override it.