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I have built these characters (1, 2, 3, 4, 5-7, 8, 9) for the primary reason of it tested things I was developing. Specifically the concepts of Major and Minor Disciplines. Now I have to build the system into a coherent random rolling system and test it out just like modifications should be. Adding this to the AD&D system will encourage every character to go a little wild, which is a good thing.

This unavoidable delay right about 1/3rd of the way through releasing the characters is because I’m going to have to go through and organize everything into the major and minor disciplines.  In part because I also intend to test out randomizing the rest of the unplaced results as a way to check on the versatility and malleability of the suggested rules. And I love making up new names for characters as they help flesh out a world for me.

People should know that I never really have a problem to make up names for characters or make special abilities/mechanics. Unlike, for example, the Melf naming schema or when people call their characters junior. The previously mentioned characters are going to be different from standard AD&D characters in that they are built upon the give and take concept of sharing with the GM a general path for the character as a developmental concept and individualizing these characters further. A core but sometimes difficult to remember philosophy also one challenging to properly employ especially in the face of someone with a learning disability or other social challenge,

These character concepts bear some similarity to others, rather like building an engine while riding the car, building this character differentiator asks what can we take from where else? I also like that when it comes to concepts that are similar to those already in the book yet don’t have much in the way of mechanical benefits these can be switched out though I always think that they’re there to serve as enjoyable things you can do. All of which is part of processing building characters in me.

The odd thing is there can be utility in taking challenging concepts for either side of the GM Player divide. An Example that is particularly useful was uncovered when i played a Ts’krang female boat sailing character in EarthDawn.  Yes it’s broken in the game there’s lots of things are kind of broken in the game so those abilities are just some of the jams that ram right up against the wall of “That’s impossible!” on the GM’s side. Unless the GM is allowing for the pretty powerful ability to be looked at as that’s the magic, Part and parcel of the impossible things we are allowed to do. That tells someone where the Wild Things Are.