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indierpgnewsletter · 4 days
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I think a lot of folks in indie RPG spaces misunderstand what's going on when people who've only ever played Dungeons & Dragons claim that indie RPGs are categorically "too complicated". Yes, it's sometimes the case that they're making the unjustified assumption that all games are as complicated as Dungeons & Dragons and shying away from the possibility of having to brave a steep learning cure a second time, but that's not the whole picture.
A big part of it is that there's a substantial chunk of the D&D fandom – not a majority by any means, but certainly a very significant minority – who are into D&D because they like its vibes or they enjoy its default setting or whatever, but they have no interest in actually playing the kind of game that D&D is... so they don't.
Oh, they'll show up at your table, and if you're very lucky they might even provide their own character sheet (though whether it adheres to the character creation guidelines is anyone's guess!), but their actual engagement with the process of play consists of dicking around until the GM tells them to roll some dice, then reporting what number they rolled and letting the GM figure out what that means.
Basically, they're putting the GM in the position of acting as their personal assistant, onto whom they can offload any parts of the process of play that they're not interested in – and for some players, that's essentially everything except the physical act of rolling the dice, made possible by the fact most of D&D's mechanics are either GM-facing or amenable to being treated as such.*
Now, let's take this player and present them with a game whose design is informed by a culture of play where mechanics are strongly player facing, often to the extent that the GM doesn't need to familiarise themselves with the players' character sheets and never rolls any dice, and... well, you can see where the wires get crossed, right?
And the worst part is that it's not these players' fault – not really. Heck, it's not even a problem with D&D as a system. The problem is D&D's marketing-decreed position as a universal entry-level game means that neither the text nor the culture of play are ever allowed to admit that it might be a bad fit for any player, so total disengagement from the processes of play has to be framed as a personal preference and not a sign of basic incompatibility between the kind of game a player wants to be playing and the kind of game they're actually playing.
(Of course, from the GM's perspective, having even one player who expects you to do all the work represents a huge increase to the GM's workload, let alone a whole group full of them – but we can't admit that, either, so we're left with a culture of play whose received wisdom holds that it's just normal for GMs to be constantly riding the ragged edge of creative burnout. Fun!)
* Which, to be clear, is not a flaw in itself; a rules-heavy game ideally needs a mechanism for introducing its processes of play gradually.
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indierpgnewsletter · 12 days
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Visualizing @haveyouplayedthisttrpg's data
A while ago, I posted this over on the Indie RPG Newsletter but forgot to also put it here. If you haven't heard of Have You Played This, the blog runs polls about various RPGs and people can reply if they've played, read, just heard of it, or not even that.
Here's the highlights:
On average, these polls get 470 votes.
For the majority of these polls, more than 50% of respondents said they’d never heard of the game.
Out of 81 games that have been polled, only 33 games had even reached the eyes and ears of more than 50% of the respondents. Most people haven’t heard of most of the games!
And here's the chart showing how those 33 games look like based on votes:
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The image is a bit compressed. So if you’d like to read it comfortably, you can head to my google sheet and see it at full scale.
While this far from definitive (there’s also a huge variance in the number of votes for each game), it’s interesting to get a sense of what games are relatively popular. For example, Thirsty Sword Lesbians seems to be about as well-known as Warhammer Fantasy Roleplay on tumblr. Would you have guessed that? Actually, maybe, you could’ve. But would you have expected to see that Mouse Guard and Mausritter are roughly as popular – maybe tumblr just loves mice equally.
Also bless everyone who said they’d never heard of Pathfinder.
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indierpgnewsletter · 12 days
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Graham Walmsley is the celebrated game designer behind tabletop RPGs like Cthulhu Dark and A Taste for Murder, larps like Will That Be All, and lovecraftian scenarios for games like Trail of Cthulhu. He's also the author of two non-fiction books called Stealing Cthulhu about telling lovecraftian stories and Play Unsafe about techniques for being a better player of tabletop games. This year, he's got two new games out, Darkenwood, a GM-less game about a nightmarish forest and, Cosmic Dark, a sequel to Cthulhu Dark about corporate employees in space which does a lot of interesting stuff!
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indierpgnewsletter · 13 days
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Review: So You Want To Be A Game Master by Justin Alexander
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I was reading Justin Alexander’s book So You Want To Be a Game Master this week and something very obvious sneaked up on me. When someone says a book is for “new GMs”, they’re going to have to imagine some kind of person when they say that. When you say “new GMs”, what do you imagine to be their past experiences, their wants, their needs?
Now this book has an answer to that question. But it’s answer that is inherited, rather than made. Because the book is essentially a kind of transmutation of the Alexandrian blog, from pixel to print, the intended reader of the book has to be pretty close to the blog’s primary readership. Which turns out to be primarily, people running D&D 5e, secondarily, people running similar trad games, and tertiaririrally, anyone else.
But the model of the GM that D&D 5e and similar-ish trad games propose is a specific one. You know the model but it’s worth expanding: world-creator, NPC-actor, story-starter, story-ender, rules-teacher, player-manager, pseudo-computer, and so on, and so on. I’m not a fan of this model. For one thing, I think it is too much. I don’t think anyone dreams of doing this much labour.
Ever since the hobby began, people have been trying to solve it. The two broad solutions have been: adventure modules and highly specific games. Adventure modules say, “We got you, boss. Here’s a bunch of work done already. Focus on the other stuff.” Highly specific games say, “We’re world, scenario, rules, everything, all wound up and ready to go. Just follow instructions. Add salt to taste.”
Even as the Alexandrian has a lot of content about “fixing” D&D modules like Descent into Avernus, neither of these two solutions are to be found in So You Want To Be A Game Master. Instead, the book primarily gives you two things: techniques and procedures for running specific modes of play (dungeons have a dungeon turn, raids have raid turns, mysteries have the node structure and the three clue rule) and advice on how to write and create your own play materials (creating dungeons, hexcrawls, and so on). I have no doubt a need is being met here. But focusing on these things presupposes that our conceptual new GM won’t be using the previously mentioned two solutions – modules or specific games. Why?
Maybe it’s because this imagined new GM really wants to write their own adventure material. Fair enough. I’m one of those people. Or I was, when I played 5e a lot. (Nowadays, I’ll do anything to avoid doing anything.) But this isn’t a book about writing per se – as in, it’s not about the act of imagination where your mind goes away and comes back with words. It’s mostly about how to structure the results of that creative act. It’s mostly giving you formats to follow.
So I think we come to the answer finally: This book imagines a new GM is someone who is running D&D 5e or some other un-opinionated game and wants structures to follow when they write their own adventures. There is other good stuff in there for other people but it’s limited: this is who will get the most out of this book.
(This first appeared on the Indie RPG Newsletter)
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indierpgnewsletter · 22 days
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On the Yes Indie'd Podcast. I spoke to Max and Aaron from RTFM. Maxwell Lander is a game designer, photographer, visual artist, and also musician?!! (dungeon synth!). Aaron King is a game designer whose works including Patchwork World Sixth Edition. They are both the co-hosts of RTFM, an RPG book club podcast, and they do really good indie RPG criticism!
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indierpgnewsletter · 22 days
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New Itch Games from Feb and March 2024
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Rabbit Ronin: A samurai picaresque of wandering adventurers, who also happen to be rabbits or pigs or bears and so forth. (Thomas McGrenery)
Holdfast Station: A zero-prep, mostly one shot, hardscrabble sci-fi RPG about community survival on an isolated mining outpost. (Michael Low and Maurice Poplar)
Otherworldly Flesh: A one page sci-fi scenario, system neutral, about a group of scientists delving into an organic living spacecraft. (Francisco Lemos)
Stirring the Hornet’s Nest at Het Thamsya: A 28-page, one-shot TTRPG adventure module for Cairn and similar games about rescuing a meditating monk from a temple of automatons and wasp monsters. (Munkao)
Dungeons for Shepherds: Dungeons is a 26-pages for preparing and running dungeons in a map-free, montage style. Intended for the PbtA game, Shepherds, but adaptable to a lot of other games. (Airk Seablade)
Denique Aequales: A scenario for Cthulhu Dark about contagion and sacrifice, set in Italy during World War 2. The PCs are anti-fascist partisans in search of a young comrade who has gone missing. (Daniele Di Rubbo & Leonardo Lucci)
La Desbandá 1937: a historically inspired role-playing game where players take on the roles of civilians in the Spanish Civil War as they retreat from Franco’s fascist forces. (Pablo Lopez)
Solstice: A ’90s Folk Horror RPG about small town mentality, shame, and burning someone alive in a wicker man to bring back the sun. (Tanya Floaker)
Lingering: “Lingering is a solo journaling TTRPG about a lingering spirit in an animal form who must convince someone to help resolve their unfinished business so their spirit can move on. (Meghan Cross / Siren’s Song Games)
(This first appeared on the Indie RPG Newsletter.)
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indierpgnewsletter · 22 days
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Mint's Played Games
I've created a folder on Itch.io of games that I've played!
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I just figured I'd share it because it might be neat for people to see.
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indierpgnewsletter · 2 months
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Playing Rabbits in an RPG from 1976
(This continues our 2024 series, 10 Games From The First 10 Years. First published in the Indie RPG Newsletter)
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It is genuinely surprising to me that in 1976, within two years of D&D coming out, someone published a game about being rabbits. It makes a little more sense when you realize that it was inspired by Watership Down and the designers were, I believe, zoologists or something similar. But having read it, the premise is the least interesting part of this game. It has so many fascinating little ideas.
Bunnies & Burrows is a game about rabbits … but these aren’t just rabbits, they fight, explore, gamble, study herbs, see the future, parley with beetles, find love, have children – and the list goes on. The end result are characters that ironically feel more human than you’d imagine.
As I play more games, I learn about games, sure, but I’m also learning a lot about myself. And a rule of thumb has slowly emerged: I want to play games that lead to interesting, surprising, unique things being said by the players. I’ve sometimes phrased it as “people want to say cool shit at the table”. I’m people.
Bunnies & Burrows starts with D&D as a jumping off point – there’s that old, familiar rolling 3d6 down the line to get your stats. But that’s more or less where the similarities end. You have rules for fighting but it’s not D&D combat – this game is often described as having “the first martial arts system” but what this means is that fighting is mostly weapon-less and involves declaring actions that flow into each other as patterns or c-c-combos. Basically, some actions set up other actions – you can’t Rip into another rabbit unless you already pulled off a Bite & Hold in the last turn. Some actions like Run aren’t possible if you’ve just done a Pin or a Rip in the previous turn and so on. I didn’t actually get to play out a fight but these rules got me grinning.
And the whole thing is like that. The study and application of herbs is meant to be a little puzzle where through trial-and-error and dice rolls, you slowly figure out what’s good for you and what isn’t. The languages and persuasion rules mean that certain characters can become envoys to other species. Because a language can mean the difference between things turning violent and a peaceful negotiation between rabbits and a mother scorpion that has accidentally wandered into their warren.
Don’t get me wrong. Most of these little pieces are eccentric and inelegant – always more convoluted than you’d like but still a major leap forward in playability because in the end, it’s a d100 roll under a target number. All the fiddliness – and there’s a lot of it – lies in the absolutely esoteric ways this game invents for calculating that target number. But I find it easy to forgive this in an old game, especially when the most interesting part of the game doesn’t lie in the mechanics but the negative space the rules seem to create.
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The donut hole in the centre of this game – fruitful void? uncrowded centre? – is the question: What is rabbit society like? This is a setting question – or rather, a system of relation question – that is never asked but it must be answered. The mechanics have some opinions. For example, every player picks a profession when they make a character – Empath, Seer, Storyteller, Scout, and so on. Some of this comes from Watership Down, which can, of course, be your ready-made answer – it’s the unstated but obvious setting sourcebook for this game. But if you don’t go down that route, you’ve got a juicy problem: What do we value? What do we despise?
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indierpgnewsletter · 2 months
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indierpgnewsletter · 2 months
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Meeting Games Where They're At with Quinns from Shut Up and Sit Down / Quinns Quest
Quintin Smith has been reviewing boardgames for more than a decade with the iconic show, Shut Up and Sit Down. Then about 3 years ago, Quintin joined People Make Games to cover everything from Roblox's relationship to child labour to the battle for ownership and control of Disco Elysium, from the revival of kabaddi in India to phenomenon that is jubensha in china. Now, he's gone and started Quinns Quest, a new youtube channel to review tabletop roleplaying games that feels like a lot like that one weird show where William Riker from Star Trek looked at the camera and asked us if we believed in ghosts. Don't worry, listeners, we're going to ask the question on everyone's mind: why?
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indierpgnewsletter · 2 months
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Hearts of Wulin Now at Age of Ravens
Hearts of Wulin, a PbtA game of wuxia romance and melodrama is now at Age of Ravens Games. Written by Joyce Ch*ng and Lowell Francis (me). This game and its expansion, Hearts of Wulin Worlds, offers a range of playstyles by focusing on the powerful heroes trapped by a web of obligations and personal desires. 
It’s pretty awesome IMHO. It draws on the literature of writers like Jin Yong and Gu Long, in particular adaptations of those stories in dozens and dozens of TV series (Laughing in the Wind, The Proud Twins). It also works to include things like more recent web novels and their adaptations, with rules for xianxia and the fantastic. The core book includes ideas for various genres, narrating fight scenes, building entanglements, and handling historical/courtly games. 
Hearts of Wulin: Worlds includes several settings: 
Shadow of Joseon, set during the Korean Joseon Dynasty. (Yeonsoo Julian Kim)
1905: San Francisco, presents a Chinatown just emerging from the shadow of the Chinese Exclusion Act. (Banana Chan)
Cour de l'Eppee transports Hearts of Wulin to swashbuckling France. (Cat Evans)
Academy of the Blade offers a dueling academy inspired by Revolutionary Girl Utena. (Alison Tam)
Fight Me IRL is a unique take on cyberpunk. (James Mendez Hodes) 
Silk & Steam gives you a wondrous silkpunk setting. (Kienna Shaw)
It also includes two major rules add-ons:
The Villain, a new playbook. Not all wulin "Heroes" are heroes with a capital H. Some start in a darker place... 
Numberless Secrets, a new set of rules for telling mystery/investigation stories in Hearts of Wulin. 
These can be found on Drivethrurpg– both are part of the ongoing GMs Day sale happening right now. 
Personally I’m really excited about the future for Hearts of Wulin. Though I never learned the print run, I do know that the last of the physical copies recently sold out at Indie Press Revolution. I have a short list of things I’m hoping to accomplish. 
Get it up on itch.io. I know some folks prefer to get their ttrpg pdfs via that site. 
Figure out how to get Print-on-Demand versions up on Drivethru. I’ve been told this is a challenging process to get right, so I’m hoping to talk to some folks who have done it before. 
Publish the Names & Entanglements deck. This was a self-print add-on for Hearts of Wulin. It's a useful resource for character creation and I’m hoping to have physical copy available for sale. 
I’ve always said folks should feel free to hack and rework Hearts of Wulin as they wish. But I’d like to get a clear Creative Commons license out there for everyone and encourage folks to play around with the system.
Eventually I might do a 1.5 version bringing some of the HoW: Worlds material over into the main book, as well as a couple of rules updates.
I want to publish a collection of Numberless Secrets mysteries along with guidance for running detective wuxia games. I love the series Ancient Detective and this is the best way I get to play out those kinds of stories. 
Get an online keeper which has easy to use set ups for all of the expansion worlds. We have a solid one– newly automated thanks to Agatha– but it doesn’t have all the expansions. 
Some folks have done from amazing things with HoW so far (inspired by media like Scott Pilgrim, Cobra Kai, Star Wars and beyond). It would be great if I could assemble a collection of new hacks and settings, maybe with some additional play options.
Finalize the one translation agreement I’ve been offered. 
I want to thank everyone who has read and/or played Hearts of Wulin. It remains a game I love to run and it would be amazing to have more people try it out.
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indierpgnewsletter · 2 months
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TOMB RAIDER!!
So excited to finally be able to talk about this! But this is the project that has been keeping me busy the past several months!
It's absolutely wild to be part of the team working led by @temporalhiccup, and I am so excited for people to get their hands on the upcoming playtest!! The game does so many cool things and I like to think of it as a parallel, or complementary experience to the video games. It's different, but different is good. And the way the whole experience is approached is incredibly thoughtful (no plundering tombs for fun and profit here!).
This Polygon article has more info on some of the game elements (and also some playbook previews, including a bit of the Companion which I wrote 👀), so go check it out!
Everyone involved is so talented and passionate about this game, and I am so excited for people to learn more about it!
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indierpgnewsletter · 2 months
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from “the worst journey in the world” (1922) by apsley cherry-garrard
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indierpgnewsletter · 2 months
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New Episode: Project ECCO with 400 Episodes of the Party of One Backlog
The multiverse is in danger. It's up to one lone podcaster to try and fix it.
You'll dig this episode if you like: Multiverse stories, big weird game experiments, that one time travel sequence from Avengers: Endgame, clip shows, celebrating 400 episodes of the best TTRPG podcast (it's in the url: https://bestrpgpodcast.com/)
Happy episode 400, everybody.
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indierpgnewsletter · 2 months
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I can't stress enough how much I miss StumbleUpon
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indierpgnewsletter · 2 months
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I am planning to put up some rec posts for specific systems, with some details about how the rules work. Let me know what sounds interesting to you!
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indierpgnewsletter · 2 months
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There's Other Kinds Of GM Advice: Theatricality versus Transparency
(This first appeared on the Indie RPG Newsletter)
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I find that broadly there are at least two kinds of GM advice – and they have a very different philosophy underpinning them.
The first kind of advice aims at all costs to maintain verisimilitude. It’s a solution that you can implement without breaking the players’ immersion in their characters. This can just be stuff like Matt Colville explaining that if your players are taking too long discussing plans, guess what, orcs attack! We’ve all probably played a game where people were going in circles and not able to decide what to do. If it looks like we’re not able to decide, we’re probably going to be relieved if the GM makes something happen to break the deadlock and prompt us back into the action.
(Historically, this kind of thing was taken to egregious lengths like Gary Gygax saying if players start acting uppity, have a rock fall on their head. It’s mostly gone now but reddit tells me that Cyberpunk Red which came out relatively recently still says something similar.)
The second flavor of advice involves breaking character and talking to your players directly. I know “talk to your players” is a mantra repeated so often that autocorrect suggests it as soon as you type the letter t. At its worst, this advice is vague and unhelpful. We’ve all considered talking frankly to people in our lives, we just find it awkward and hard and annoying. But, but, but – at its best, just describing the problem as you see it and escalating it from a character discussion to a player discussion will make it go away instantly. Like magic. (If you’re not sure what that means: In a previous issue, I discussed Jason Tocci’s excellent advice on escalating conversation in this way.)
And since the theatrical flavour of advice has the weight of history on its side and transparent advice keeps getting boiled down to mantra form, I thought I’d write down some examples of situations and some alternative ways to handle them:
Situation 1: The players are marines discussing whether to dive into the alien lair and recover their stolen engine (their main goal) or go and see if another missing team of marines is okay. There is only 45 minutes left and this is a one shot.
Theatrical: The other marines suddenly come on the radio and say, “hey we’re okay, please complete the mission.”
Transparent: “Hey, folks. There’s 45 minutes left. If we don’t do the alien lair now, we won’t be able to do it at all. Is that fine?”
Situation 2: The players are low-level fantasy nobodies who have a famous wizard friend. They’re about to tangle with some medium-level bad guy and decide to call in their wizard friend.
Theatrical: When the players try to contact her via a telepathic phone call / spell, she sounds breathless and says she’s busy doing something way more important like fighting a dragon.
Transparent: “Hey, folks. If we get the wizard in, she’ll absolutely make this fight a cakewalk. We won’t even need to roll initiative really. Is that what you want? Or would we rather have a fun fight?”
Situation 3: The players were having fun exploring when they meet a cool NPC (an android! an elf! an android elf!) who has this interesting backstory with an urgent, earth-shattering hook. They go along with the android elf because it seems more important but immediately look like they’re having less fun.
Theatrical: Narrate how the android elf meets a group of other android elves and have the elf say, “Hey, now that I have these folks helping me, you can leave it you want!”
Transparent: “Hey, folks. Talking to you as players here, do we want to stick with this whole android elf plot here? It does mean that we won’t do any open-ended exploration. Which would you prefer?” If they want to ditch the elf plot, you could just retcon it entirely or do the theatrical solution.
All of these situations have happened at my table. They’re all relatively low stakes and I think whichever way you handle it, it’ll probably be fine. But that said, some situations absolutely work better when done transparently so if you’ve never tried the transparent way, give it a shot. If immersion matters a lot to you, try it at the end of the session.
/End
PS. The theatrical options often still require the players to willingly suspend their disbelief and go with it. If a player didn’t play along, they might just say “I thought their radios weren’t working, otherwise we could’ve just contacted them before. Why can they suddenly contact us now?” or “Oh, the wizard is fighting a dragon right now. We can totally wait. There’s no reason we need to fight the bad guy right now.” And sometimes I can’t shut off that part of my brain either so I won’t judge. But if there’s a way to sidestep that situation even coming up, I’m going to take it every time.
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