Owen K.C. Stephens's Blog, page 49

March 25, 2021

Ablative for Pathfinder 1st edition

Ablative is a creature ability you can add to monsters to make them shrink as they take damage. It’s designed for use with elementals, constructs, and slimes, but could apply to other creatures as well. If applies to creatures that primarily do weapons or natural weapon damage, it’s reduced damage output heavily counters its increased AC and accuracy. For creatures that use offenses not modified by the reduced size, it generally becomes more dangerous as it’s injured.

When an ablative creature has lost 1/3 or more of its HP, it becomes one size smaller until its HP total is healed to be over that threshold. This otherwise functions as reduce person.

When an ablative creature has lost 2/3 or more of its HP, it becomes one size smaller until its HP total is healed to be over that threshold. This also otherwise functions as reduce person, with the modifiers stacking with the first application.

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Published on March 25, 2021 00:58

March 23, 2021

A White Cis Hetero Male’s Current Comprehension

This is a post about racism, a topic on which I am absolutely not an expert. I present my comprehension of one element of it not to educate others, or moralize, or defend. I present it because it’s where I am, and I know my current position is fallible, incomplete, and in need of constant work on my part to evolve.

This is not my original idea. This is an idea that has come from my efforts to understand, through listening and study, to the voices and experiences of others. Any failure to understand the words and teaching lies with me, not them. I want to specifically credit the writing of by Ibram X. Kendi (Author), especially his book How to Be an Antiracist and the ongoing efforts of Tonya DePass and I Need Diverse Games. I recommend reading their words and listening to their voices (as a starting point, not as a one-stop center to learn all you need to know and be forgiven any other work educating yourself).

Here’s my current comprehension of this one idea:

Simply not being racist is not good enough.

We must choose to be antiracist.

As a result, things which go from being antiracist to just status quo are subject to criticism for doing do, even if they didn’t become actively racist.

Actions that nonmarginalized groups or systems take against other nonmarginalized people or groups can have a different impact when taken against marginalized people and groups. Claiming otherwise is naïve at best, often disingenuous, and sometimes actively racist.

The problems are systemic. Just not making them significantly worse cannot be the acceptable bar.

I’m going to screw this up sometimes. When I learn I have done so, I will try to take steps to be better, and do better.

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Published on March 23, 2021 14:35

March 22, 2021

The Public Does Not Owe You Private Criticism

We live in an age where it is extremely easy for critics, commentators, pundits, customers, and fans to express their analyses and opinions on game products and announcements/ads for game products that have been presented to the public (and anything ever presented in public, really, but here I am sticking to one topic to make a specific point) very, very publicly.

And, for good or ill, if those analyses and opinions pick up interest from others with likes, comments, and shares, they can go viral. Often, by the time a game professional is aware of some statement about a project they worked on or are tied to, it’s already been seen by hundreds or thousands of other people.

When those statements are critical, perhaps especially when those criticisms are valid and strongly negative, boosters of the project will often complain that there was “no need” to make “such a big deal,” out of the criticisms. One common refrain is that any complaints could be initially handled in private communications to the publisher or creator in question.

And of course, such things could start that way, that’s obvious. By even mentioning it, boosters are pushing the narrative that such criticism should start that way, and not doing so is somehow inappropriate.

And that’s B.S.

Such suggestions of different ways a thing could be handled also often claim the “only reason” criticisms are done in public is to “drive views,” or gain attention.

And even when true, that’s completely irrelevant.

Once a product, or an ad/announcement for a product, has been released to the public, the public has no responsibility to restrict their negative reactions to private communications, even as a first response. Nor should their be any expectation or suggestion that the public will do so. A game or announcement for a game is put out into the public eye specifically to garner a reaction. If a company is at a stage where positive reviews and critiques of an item are appropriate in a broad forum, then so are negative ones.

It is, of course, possible for there to specific specific people who WANT to begin criticisms privately, and that’s fine. If I have a relationship with a publisher or creator and I think they have, or are about to, make a big mistake I will often contact them privately and say why. Coming from another direction, someone who does not want fans of a game line to harass them may well seek less-public ways to send feedback to a publisher just so they aren’t the target for harassment. Further, if I was involved with a project, I may have some ethical desire to initially express my concerns about it in private even once the material in question is public.

And, yes, there ARE was to respond to publicly released material that are themselves open to criticism. I’m not talking about the content of critiques, but the venue for them. Though it’s worth noting that even accusations of a response being made in bad faith — vicious ad hominem attacks, intentional falsehoods, and similar things — even that needs to be considered with an analytical eye. While there absolutely are bad actors who will make up objections to try to take down game creators and game projects they dislike, there are at least as many bad actors who will claim legitimate criticisms are actually vile attacks because they dislike the criticism.

My key point here is, the public doesn’t owe any game or game creator the privilege of a private preview of their critique of a public release. Once a creator releases an ad, statement, or game into the public eye, they are inviting response to that release.

Even the responses they don’t like.

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Published on March 22, 2021 19:52

March 19, 2021

Rosie’s Rifles, Part II

“When you are the storyteller, you get to decide what the story is.”

I’ve been working on miniatures for Rosie’s Rebels, a super-powered military team for my Diesel Pulp ’40 hobby setting, for a long time. I rarely have much time for it currently, but my roommate built a Bren universal carrier model of mine, which let me wrap up a long-stalled project, the automatons Medusa, Stheno, and Euryale to accompany Bolt Buster.

Below are Eight-Ball and Gibson (who you can read about here), along with Medusa, Stheno, Euryale, and Bolt Buster (who have write-ups below).

Still need to be painted, obviously.

(Members of Rosie’s Rebels, L to R: Eight Ball, Gibson, Stheno, Medusa, Bolt Buster, and Euryale)

Bolt Buster: Prior to volunteering for the Homestead Observation Program Executive, Bolt Buster was a moonshiner, tractor-repair woman, and torch singer who worked the Appalachian Mountain resort circuit. Her exposure to mateirals as part of H.O.P.E.’s experimentation resulted in gaining the ability to comprehend mechanical and electronic functions (but not, for example, chemical) by hearing sounds echo off such devices. This allowed her to become a genius-level inventor and engineer. When in a hurry, she often began fixing things by hitting them with a wrench to hear what was wrong with them.

Early in deployment, Rosie’s Rifles picked up three 1st-generation R.U.R. automatons, MDA, 13O, UR-AIL, and worked with them for some months. When the automatons were destroyed, Bolt Buster was determined to rebuild them, despite the fact no one had ever successfully restarting a failed R.U.R. cognition core. She succeeded… but the automatons were incapable of speech, and could no longer achieve the coordination needed for bipedal locomotion or coordinate hands (though MDA could operate a single “off” hand). Bolt Buster built them new, smaller, bodies, and they became a core part of the Rosies’ section until the end of the war. In their new forms the automatons selected new names — Medusa, Stheno, and Euryale.

It was often debated whether Cast-Iron or Bolt Buster was a greater genius and inventor, and Cast-Iron’s inventions where clearly more advanced (but no one but her could ever make them work), while the vast majority of Bolt Buster’s much more mundane, but replicable. The two women felt no need to participate in such debates, and were good friends who often collaborated.

Medusa, Stheno, and Euryale: The only R.U.R. cognition cores to ever be restarted from total failure and remain stable, the automatons originally designated MDA, 13O, UR-AIL nonetheless underwent significant personality changes. Medusa was the only one of the 3 still able to operate even 1 hand, and was the most aggressive of the 3, generally taking charge when they made decisions without one of the Rebels present. Medusa was also able to easily adapt to different weapons in her Dexter gun mount, though she generally carried a M1919 Browning 30 cal. Stheno was built into a gun carrier to serve as its driver and gunner, and often served as the Rebel’s primary portage unit and fall back position. She had a Browning M2 .50 cal mounted forward, and a M25a 105mm recoilless rifle that could be fired by her, or swung down on it’s mounting arm to be fired by adjacent infantry (which tended to be significantly more accurate, but required Stheno to be stationary). Euryale was fixed in a single form, unable to adjust to new weapons (equipped with two custom .45 Thompson submachine guns), but was by far the fastest of the three, able to move up to 45 mph, even in rough terrain.

(Stheno’s Dexter side, with close up on her external lockbox where many Rebels kept extra gear) (Stheno’s Sinister side, showing detail of the recoilless rifle’s swing-mount. Also closer views of Medusa, Bolt Buster (about to snack something or someone with a wrench), and Euryale.

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Published on March 19, 2021 13:44

March 18, 2021

TTRPG Events in the News

So, full disclosure, I like most of the people who run and work for Legendary games. I have worked for them myself, and still make money on some of that work.

And this is not an editorial. This is news, and some context that has come to my attention. My opinion on the core of this matter really isn’t relevant.

Legendary recently announced the Asian Spell Companion. Again, my opinion of that book does not matter. So, let me direct you to someone else’s voice on the subject — Daniel Kwan, an accomplished and skilled game industry professional. I happen to agree with him, but my agreement isn’t the important thing here.

Today, Legendary posted their response to the entirely-reasonable reaction to this product. You can read it here. But even beyond that statement, there’s something Legendary’s Jason Eric Nelson noted in a comment on my own Facebook page when someone asked him “Are the products culturally insensitive or were they designed to be a positive portrayal of Asian cultures?”

His response is worth highlighting and, with his permission, I now add here.

“Intent matters less than impact. They weren’t designed with any ill intent. But that doesn’t mean they can’t create negative impact, especially for Asian gamers.”

I agree with Jason on that.

Patreons This blog’s content are support by the backers of my Patreon. Your support you be appreciated.

Of course Daniel H. Kwan also has a Patreon, and I strongly encourage you to support him as well.

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Published on March 18, 2021 16:49

March 17, 2021

Two Specific Options for Data Flow in Tabletop RPGs

In a tabletop RPG, it can be important to find good ways to keep information flowing between GM and players. No one set of best practices is going to work for every game and every group, but there are two data management ideas that have worked well in ttRPGs I play, in numerous different game systems and with lots of different groups.

“On Deck”
For games with an initiative system that puts character and NPC actions in an order, in addition to telling players it is their turn, it can be useful to tell them that their turn is the next one AFTER the current turn. My friend Carl began telling people they were “On Deck,” meaning next-to-launch, after saying who goes right now. That means when he says “John it’s your turn; Owen, you’re on deck” I know my turn is coming up, and I should be ready to take it. It also tells me that the situation is only going to change by one player’s actions, so I can make some educated guesses about what it’ll be like when my turn comes.

“Bloodied”
Borrowing a concept from a game I’m not playing anymore, Bloodied is a condition where a character is halfway to dead or unconscious (depending on the game system we apply it to). Especially in games where tactical play can be crucial and healing during a fight is an option, players often want to know who is injured, and who isn’t. For nearly all the games I currently play, a simple system has been established where you can tell if a given character is uninjured (no damage on them), injured (some damage, but not bloodied), or bloodied (halfway to defeated). Generally players can learn which of those states a target is in without needing to make a skill check of some kind, and when using miniatures we can mark creatures that are bloodied with a magnet or plastic ring. This prevents the game from bogging down as players ask about everyone in an encounter, and allows for quick estimations of who is in one condition.

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Published on March 17, 2021 13:15

March 16, 2021

Tabletop Reality Show Pitches

Shows that focus on watching other people play games are a growing category of popular entertainment. Reality shows are already a huge hit. Surely it’s only a matter of time before we start getting tabletop game reality shows! Here are my top ten pitches, in no particular order. (I am available to exchange ideas and expertise for producer credits. 😛 )

10. Game Night Takeover: A home group with a game night that isn’t as fun as it used to be has a group of game experts come in and change how they play. The experts look at ergonomics, home rules, lighting, scheduling, personal interactions, and even run a game night for the group themselves, to show how their proposed changes make things better.

9. Sideboard: Follows professional trading card gameplayers during one season of competition. Discusses tactics, buying expensive cards, highlights rivalries among them, touches on various controversies, and includes sextions explaining gameplay.

8. Dungeon Survivor: Contestants make ttRPG characters before the show, picking the genre, concept, and game system of their preference but with no input on what kinds of games they’ll be playing. They then live together in austere conditions, playing their characters in a series of adventures run by professional GMs, with each player’s character interacting with the game within their own ruleset. Success within the game earns all contestants quality of life improvements in their living conditions. One player is voted out of the show every week by all the players. In case of a tie, some item gained within the week’s session is revealed to grant tiebreaker powers. When there are just 3 players left, all removed contestants gather to vote for one of them a the winner, who gains a financial prize.

7. Pawns Shop
People bring in old games they think are collectable and valuable, and experts from the industry and game shops break their hearts while teaching a little about the history of each game.

6. The Dice
Four professional game designers hear elevator pitches for new games from newbie designers, without getting to know anything about the new designers. Each pro then selects a team of newbies to assist throughout the season in completing their games, which are playtested by other teams.

5. Iron GM
GMs are given a series of mystery theme elements, and they have an hour to craft them into an adventure for experienced players. I mean, come on. It’s right there, ready for TV.

4. All Alone
Ten constants are put in apartments with no access to streaming services, internet, phones, television or Zoom. They get food and necessity deliveries, but can never leave or talk to anyone. Each can bring 10 game projects they mean to get done into the apartment when they start — campaigns to plan, miniature armies to paint, and so on. Their lives are broadcast to anyone who wants to watch. otherwise it’s just 2020 pandemic quarantine, as entertainment.

3. The Gamemaster
A Gamemaster with a reliable schedule, mastery of the game system everyone wants to play, complete but flexible campaign notes, great place to run games, and a game room with plenty of seating, tablespace, and light, begins with a pool of prospective players. Each week, the GM and players engage in group and single activities, such as watching movies, playing video- and boardgames, and discussing house-rules. The GM then asks all but one of the prospective players to stay by giving them a d20 in a Die Giving Ceremony. When there are just 4 players left, they then get to play a tabletop rpg.

2. The UnReal World
A group of game players with different backgrounds, experiences, and playstyles all move into the same ginormous apartment suite above a game store. Each day, they play a different tabletop game, drawn from a wide variety of genres, rulesets, eras, and types. If all the players ask one of the members to leave, that member goes. If all the players ask a type of game not be played anymore, it isn’t. The whole thing is filmed 24/7.

1. The Great British Play-Off
Twelve players are brought t the Big Dungeon, where they compete to be named Britain’s Best Role-Player. In a series of challenges, they are given elements that must be worked into ttRPG characters they design. These may include things like making paladins that aren’t annoying, designing back-stories that include a happy childhood and all parents still being alive and beloved, or characters built around unusual specific weapons (such as harmonica guns).

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Published on March 16, 2021 12:54

March 15, 2021

The Empty Place

Content Warning: The essay includes discussion of death, suicide, self-harm, and the passing of a recently departed person in my life. I am writing it as much for me as anyone else, and if those topics aren’t something you need in your head right now, please feel free to read no further. Please, take care of yourself.

When my father died, I was less sad, and more sympathetic. He had been in so much emotional pain, for so long. And when I had told him he was drinking himself to death six months earlier, he just said “I know.”

I wasn’t glad, or relieved, or anything I could describe in a way that made me happier. But I knew he had decided that a slow, anaesthetized death was the only solution he could find to the dissatisfaction and anger he felt about his own life. His death was just the coda of a decision he had made years before, and while I hated that decision, I had come to grips with it.

My father was a man of great determination. Once I realized he planned to drink himself to death, I knew he would succeed, and sooner rather than later. What grief I felt for his loss peaked then, when he was still breathing, but actively working to not be part of my life anymore. Even then, the emotion was less sadness, and something much closer to empathetic pain. I knew he was hurting, and that the hurt was so great he’d do anything to escape it. That hurt me, but not in the same way grief does.

My father was unreliable for most of my life–at least from my earliest teens forward, and possibly beyond that. So for the 26 years I knew him, I learned I could not rely on him. He was often full of wonderful stories, good advice, and kind words… but he also often was not. I know he loved me and wanted to help me, but as a practical matter, he could not be depended on. I was still a young adult when he died, working to figure out who I was. My father was a big part of that, but a lot of the work of my becoming who I am now happened after he was gone.

I went to work the Monday after the weekend my father died. I was manager of a parking garage at the time. When the people running the associated building discovered I had lost my father, they were shocked I had shown up. They were ready to move heaven and earth to let me go home… but I didn’t. I kept the bereavement days in case I needed them to arrange funerals, or clear out his apartment. And over and over, society kept trying to tell me I should be devastated by my father’s death, and I just wasn’t. Sympathy, not sadness.

At the end of last month, my friend Marc Curlee died of covid. I had known Marc since I was 13, and he was several years older. As you might expect, I was a snot-nosed kid, and our early relationship was not without friction, but we loved many of the same things, and like most of my friends over my life, bonded over gaming. And through 37 years of moves, stretches of years in different states, marriage on my part, career changes, and shifting special environments, Marc and I stayed friends.

Early on, it was Marc, not my father, who taught me to shave. Later, when my father was long since gone, Marc was still a strong presence in my life. As I worked on figuring out who I was, my father checked out of his part in that, and Marc didn’t. If Marc told me he’d do something, it got done. If I was sad, or lost, or drowning in a sea of green-black depression, Marc reached out. Marc was an important part of my support group, and one of the people I desperately missed when I left OK for 6 years. And no matter how long Mac and I were apart, when we managed to hang out again, it was like we’d never had a gap.

While Marc was hospitalized, I called him every day. Early on, we’d chat, and he’d talk about his plans for years to come. He was focused on the future. Then, as he was moved to the ICU, he stopped picking up the phone. I left messages, but he wasn’t in any condition to return them. I desperately wanted to visit, but even beyond the risk to me I live in a house with 2 highly vulnerable people. I could not talk to Marc. Could not see him. Could not be at his side. He had been there for me for decades, and I couldn’t be there for him.

Marc’s passing as hit me like no loss I have suffered before. It’s not just grief, though I have been fighting avalanches of sadness, but an empty place. I had no idea how many times a day Marc entered my mind. When I see a thing I thought he’d like, I’d make a mental note to tell him. When some story or game rule or art reminded me of some even he and I shared in your decades-long friendship, I’d smile. Not just occasionally, but multiple times each day, even when he wasn’t nearby, Marc was part of the core fabric of how I interpret and interact with the world.

And his passing has opened an empty place within me. A place which used to be filled with the things Marc and I would share in the future, and now we never will.

Grief is very much my reaction, but it is more than that. Anger, confusion, and horror sit alongside sadness in near-equal measure, the mix constantly churning on what will come on top. This is the grief people kept telling me I should be feeling when my father died, and I never did. And to be clear, Marc is absolutely not a stand-in father figure in my life. But he was a close, lifelong, formative friend, without whom I would not only be who I am today, I would be a worse parody of the best aspects of my self.

Processing this takes time, and the energy and attention that process demands will not be denied or delayed. I am fragile, veering off into the avalanche of grief any time a tiny pebble of loss is disturbed, when I realize I can’t share something with Marc, can’t talk to him, can’t play games with him ever again. I know that I will survive this — among other things, it would dishonor Marc’s memory not to take care of the people he cared about, and that includes me — but it’s going to take time, effort, and pain to get to a place where maybe I am okay.

Right now, I’m constantly struggling with the Empty Place.

(In memory of Marc Curlee, one of my oldest and closest friends.)

(Supported by my Pateon)

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Published on March 15, 2021 14:55

March 12, 2021

More Models for my Hobby-Only ’49 Setting

I have been working on a “White Tsar” diesel pulp armored vehicle for nearly 5 years now. It’s a major kitbash, using some pretty advanced models beyond my actual skill level, and it’s stalled out more than once.

But our new housemate (a friend of decades) is an avid modeler, and wanted to help. The fact each wheel has more than 100 individual parts (I love pedrails, but they were not simple tech) phased him not a bit. And thus, this monstrosity has finally finished the construction stage, so I can show it off prior to beginning painting.

Comparing it to the original Tsar tank:

More than 20 feet tall? Check.
Triwheel design? Check
Giant weapon sponsons and a turret? Check

Here’s a quick recap of its fictional origin.

“In the ’49 setting, the Crimea remains under the control of the White Russians, loyalists to the Russian monarchy despite losing most of their territory to the Soviet Union. The White Russians are commanded by Anastasia the Great, also known as the “Black Duchess,” the last surviving child of Czar Nicholas II. Anastacia is a military genius with a reputation for ambushes and nasty surprises, a lifetime of conflict, and a cabal of loyal psychic stranniks with mysterious ties to the legendary Rasputin.

One of the things that has allowed the Black Duchess is hold on to ‘Czarist Crimea’ as the last gasp of the Russian Empire is that rather than build walkers (which her tiny empire simply lacks the resources to design or maintain), she depends primarily on the mighty White Tsar rolling heavy armor units. Faster and cheaper than walkers and more reliable than the legendarily finicky tracked vehicles, the White Tsar remains the only wheeled heavy armor unit in the war. Though the original Tsar wheeled armor unit was too heavy to move, by using what Martian-derived technology is available to her on a revised wheeled design for a huge mobile cannon platform, the Black Duchess has created a mobile heavy armor unit that performs very well, and which traditional anti-walker tactics don’t work well against.”

Now, I can turn my attention to the Black Duchess’s primary Romanian Fascist foes.

Pics with Eight-Ball, one of Rosie’s Rebels, for scale.

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Published on March 12, 2021 13:54

March 11, 2021

Worldbuilding with Proverbs

Whether it is because you need something for a character who is presented as wise to say (or to have written, so their wise book can be quoted), or want to represent common values in a fictional culture by showing what they hold as common advice, it can be useful to consider proverbs as an important part of worldbuilding.

Even homilies that are conceptually the same can carry some cool worldbuilding information. You might start with “Don’t complain about the crust on the bread that holds starvation at bay,” and decide it’s too negatively focused, or too plebian. “Vinegar slakes thirst as well as wine, but is much less commonly sipped” has a very similar core idea, but carries a very different nuance.

You can also add callbacks for proverbs. “A dull sword hurts more than a sharp word” is a perfectly reasonable proverb. But if one culture stops there, and a different one adds “But sharp words are more easily whispered behind your back,” it shows both that the two cultures have impact on one another, and that they have different core concerns.

You can go so far as to have proverbs that are clearly driven by political or religious control, rather than folk wisdom. The novel 1984 is a masterclass on this, and I can’t provide better examples than “Ignorance is Strength” and “Slavery is Freedom,” so I’ll just note adding a little George Orwell to your reading list can go a long way.

Of course, putting this theory into practice can also since you down a rabbit-hole of creating entire books of pithy things your different fictional cutlures say and talk about… none of which may ever come up in games you run or scenes you right. I find that kind of thing fun and useful as mental background, but not everyone has the time or inclination. Since many ttRPG-focused worldbuilders are just looking for some fun things to drop in their campaigns, rather than essays on theoretical ways they could spend more time thinking about things to spend time thinking about things, here’s a short list of proverbs you can add to your home game worldbuilding, or use as jumping-off points for creating your own.

“Cursing your wakefulness does not help you sleep.”

“That a tragedy could have been worse does not make it less a tragedy.”

“A novice who will defend you is of greater value than a master who won’t.”

“The fly does not care how complex the web is.”

“Starting a fight is bad, but tolerating an injustice is worse.”

“You need not be the one to build a bad bridge for its collapse to harm you.”

“It is fair to suspect your motives when you tell only one kind of truth, even without accusing you of falsehood.”

“Do not assume those who are paid to smile enjoy your company simply because they do as they are paid to.”

“To complain a cat’s meow is too loud, when the cock’s crow and dog’s bark go without comment, is to show your complaint is with cats, not noises.”

“Increasing the volume of your voice does not increase the wisdom of your words. But it may convey information about your anger.”

“Those blessed with lives that require no labor can most easily be dismissive of the value of work. But their figs still do not pick themselves.”

“We should not call them wise words because they come from someone accounted wise. We should account someone as wise if we find they have offered words with wisdom.”

“Platitudes cannot staunch bleeding, nor return what has been stolen.”

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Published on March 11, 2021 12:05

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