--- _tmp/ccsrd.md	2025-07-21 14:22:04.240730816 -0500
+++ _tmp/ccsrd.new.md	2025-07-21 14:23:17.554199605 -0500
@@ -76416,47 +76416,6 @@
     PCs' stories move through time, ask yourself: \"What is going on everywhere else that matters?\"
 :::
 
-##### Handling Players and PCs [#](#handling-players-and-pcs){.og-h-anchor aria-hidden="true"} {#handling-players-and-pcs .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-In the Cypher System, who the players choose for their PCs to be defines the gameplay you can expect to see and find
-meaning in. For example, a PC with the [Drives Like a Maniac](#focus-drives-like-a-maniac) focus requires some kind of a
-[vehicle](#choose-vehicles)---maybe more than one. Driving a sports car is great---but so is driving a dump truck or an
-interdimensional tunneler. But if there's nothing to drive, at all, a player has a right to wonder why you allowed them
-to choose this focus in the first place. A driver with nothing to drive is robbed of meaning, and the player of
-contributions that would bring meaning to the story.
-
-In the Cypher System, Tier 1 PCs are broadly capable, and some can be incredibly specialized for certain tasks. A PCs'
-[skills](#modifying-the-difficulty-skills), [assets](#modifying-the-difficulty-assets), and
-[Effort](#modifying-the-difficulty-effort) quite literally [make the impossible possible](#the-difficulty-dial). For
-example, you've told players to be prepared for tough combat challenges ahead. In response, a player creates a PC who
-begins the game with 6 [Armor](#rules-armor):
-
--   +1 Armor from the [Tough](#descriptor-tough) descriptor;
--   +1 Armor from the [Adept](#type-adept) type's[Ward](#ability-ward){.og-ability} ability, and a
-    [shield](#equipment-armor-shields) as one of their pieces of equipment, granting them an
-    [asset](#modifying-the-difficulty) on [Speed](#speed) [defense rolls](#action-defend);
--   +4 Armor from the [Stands Like a Bastion](#focus-stands-like-a-bastion) focus, gaining a set of [heavy
-    armor](#equipment-armor) from the[Practiced in Armor](#ability-practiced-in-armor){.og-ability} ability, and an
-    additional bonus for wearing it from the[Experienced Defender](#ability-experienced-defender){.og-ability} ability.
-
-Obviously, this PC a defensive powerhouse against conventional attacks---their abilities will only grow as [character
-advancement](#character-advancement) occurs. That's okay. A PC like this provides an interesting space for you to
-create dynamic situations only they can withstand. It also creates space for complex encounters that can't be won by
-fighting so much as endurance, or that require solutions that lean into other PCs' unique talents---or
-[cyphers](#choose-cyphers)---can create solutions for. The point is: if a character creates a specialist, don't be
-afraid to let that specialization shine. There are many ways to challenge a PC---and you always have [GM
-intrusion](#gm-intrusion) at your disposal. In a Cypher System campaign, you will be required to create challenges based
-on the PCs' choices and [character arcs](#choose-character-arc).
-
-Moreover, any specialist will have weak points---for example, a character like this needs both hands to [use Adept
-abilities and hold their shield](#first-tier-adept), and every PC is equally vulnerable to [GM
-intrusion](#gm-intrusion). Learning to customize your game for the desired genre, tone, and party composition might mean
-revisiting the use of some [optional rules](#choose-optional-rules). For example, if the game requires a little more
-\"gritty realism\", employ [optional rules](#choose-optional-rules) like [Fragility](#horror-rules-fragility) and
-[Ironman](#horror-rules-ironman) to dial up the threat.
-
 ##### Telling Stories Together [#](#telling-stories-together){.og-h-anchor aria-hidden="true"} {#telling-stories-together .og-h-small}
 
 [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
@@ -77436,7 +77395,7 @@
 ##### [What if the PCs find challenges and encounters too easy?](#faq-challenge){.collapsed bs-toggle="collapse" role="button" aria-expanded="false" aria-controls="faq-challenge"} {#what-if-the-pcs-find-challenges-and-encounters-too-easy .og-tab .pb-2 .pt-2 .og-h-faq}
 
 ::: {#faq-challenge .collapse}
-In addition to the strategies listed in [Handling Players and PCs](#handling-players-and-pcs) and [Creating Challenging
+In addition to the strategies listed in Handling Players and PCs and [Creating Challenging
 Encounters](#creating-challenging-encounters), dial up the challenge with [GM intrusions](#gm-intrusion) with [Horror
 Mode](#horror-rules-horror-mode) optional rule.
 
@@ -77942,7 +77901,7 @@
 -   The Flow of Information [(416)]{.og-ref}
 -   Failure to Notice [(417)]{.og-ref}
 -   Graduated Success [(417)]{.og-ref}
--   [Dealing with Character Abilities](#handling-players-and-pcs) [(418)]{.og-ref}
+-   Dealing with Character Abilities [(418)]{.og-ref}
 -   [Encouraging Player Creativity](#encouraging-play) [(420)]{.og-ref}
 -   [Artifacts](#running-the-game-artifacts) [(421)]{.og-ref}
 -   [Skills and Other Abilities](#running-the-game-skills-and-other-abilities) [(421)]{.og-ref}
@@ -77961,7 +77920,7 @@
 -   Pacing [(428)]{.og-ref}
 -   Description [(430)]{.og-ref}
 -   [Preparing for the Game Session](#session-preparation) [(431)]{.og-ref}
--   [Handling the Players](#handling-players-and-pcs) [(433)]{.og-ref}
+-   Handling the Players [(433)]{.og-ref}
 -   [Mature Themes](#horror-rules-consent) [(434)]{.og-ref}
 -   Designing Encounters [(434)]{.og-ref}
 -   Complex Encounters [(434)]{.og-ref}
