diff --git a/intro.tex b/intro.tex
index a1551cd9d9ffbaf11715bfe067a11c829446a9e9..ab1e58d75b8832a935f24d16cd813ab0dd9c31e3 100644
--- a/intro.tex
+++ b/intro.tex
@@ -13,7 +13,7 @@ The rules have an emphasis on getting an output quickly, and keeping players' de
 \subsection*{Character Creation}
 
 Character backstories can be skipped at the start, and thrown in during play, when players know more about the world.
-Character creation is random by default, so players have no expectation to understand the entire world before starting play (though you have the option to build a character).
+Everyone may begin as a blank slate, but the backstories ensure they'll soon become a well-integrated part of the world.
 
 Players roll up random characters, then interpret what those roles mean.
 What kind of gnoll is intelligent yet clumsy?
@@ -34,7 +34,9 @@ Fulfilling this code allows players to assign skills, magical abilities, and raw
 Combat is focussed on giving players real choices, and typically ends quickly as enemies have few \glsentrytext{hp}.
 Characters have a limited supply of luck which allows them to avoid damage.
 One this is gone, any wounds remain until the character has a sufficient time to rest, but the adventure can continue as luck regenerates long before wounds.
+
 Adventurers who are seriously injured can continue fighting moments later, once their luck returns.
+This leads to a cycle of `damage, healing, damage', but still recognises some wounds as serious, night-long affairs.
 
 \subsection*{Further Reading}