Its a 2nd edition AD&D game, I try to limit houseruling to the bare minimum but multiclassing and kitting, even multikitting is far more free, I have played the game in my teens and read on it ever since... You play in Vacorax, part of a unique star system, but in a sengoku kind of state in relation with the rest of the planetary commonwealth, so, although the campaign will be spelljammer+planescape as sandbox background for side adventures and the main modules will be played in Fatacor, we will begin with a detour that I will later work into the fatacorian adventures... vacorax is a planet cursed by a postapocalyptic ravenloft presenting its domains as islands and thus leading to isolation between the continents, as a result each different player character demihuman race is dominant in a different continent, with the exception of halflings and gnomes, halflings are dominant in a pseudocontinent that is frozen... furchins to be precise... gnomes are non dominant but still numerous and influential in a continent where half elves and dwelves are dominant (half elves as in human-elf hybrids, and dwelves, as in dwarf-elf hybrids). One or two continents have undead as the dominant species one is dominated by evil daywalker vampires and the other is a necropolis where good aligned version of almost any undead can be found (nope, there is no such thing as romantic vampires, vampires are always evil in my book). I dont remember what I had planned for Vacorax so this info may change... but the postapocalyptic ravenloft domains are almost fully fleshed out in my files... and you can have ravenloftian adventures in them... every BTB class and an unfinished list of specialty priests are available for pcs, I have an extensive library in case you wonder what BTB classes I offer and you can multiclass as long as no class-category gets repeated (i.e. you can, at the most complicated, multiclass to priest/psionicist/rogue/sage-and-specialists/warrior/wizard) and each class gets to have a kit if you want (multiclass kits just need to have the classes required for the kit and invest the kit in one of the classes)... This design is intended to give experienced players an opportunity to defy the standard flavors they are used to and not for minmaxing, the point is expanding their roleplaying to whatever peculiar combo they can think of, but I can still veto combos that seem distasteful... your artificial synergy must persuade me. Alignment restrictions apply as normal... with mielikkiish ranger/druid combos allowed as neutral good, all my druids are part standard druid handbook druids and part celtic green book druids... i also offer highwaymen and transmogrifiers, but other classes are not homegrown, arcanists are renamed necromancers and classical necromancers, as from the complete book of necromancers are renamed necrotheurgists, necrotheurgy isn't evil but enchantment/charm might be, summoning is neutral with tit for tat being good aligned summoning and forced summoning being evil summoning... its still a work in progress.