Ads/disads is something I'm going over for Yags at the moment. I've decided to try and simplify things by removing a lot of the advantages that did exist. I've actually removed all the personality based ones, since I've never been particularly happy with them. I'm trying to limit things to game mechanics. If a character has a flaw, then it can be represented by a game mechanic rather than the player having to roleplay it. Forcing players to roleplay a particular disadvantage has the problem of what to do if they fail to roleplay it, and also if their interpretation is different to the GMs, or their character has a reason to change it over time. All solvable, but I'd prefer not to have to think about it. It also prevents the issue of players creating characters which have too many social problems to work well with the rest of the group. A lot of my background ones will be campaign specific, but I'm trying to limit them to events which have happened in the past. If enemies are defeated, or allies lost, then there is no concept of having to 'buy them off' with character points later on. http://www.bifrost.demon.co.uk/games/yags/core/advantages.html Something I'm also toying with is to allow players to choose their character's social class. This removes it from being an advantage (something I always had it as before), so not all characters are created equal, but I don't think that is much of a problem. -- Be seeing you, ------------------------------- Sam. http://www.bifrost.demon.co.uk/