What is *worldbuilding* for?

pemerton

Legend
Vecna being a real force within the gameworld (as opposed to an existential plot device)
I don't understand what you mean by this. I don't know what you mean by "real force" and what you mean by "existential plot device".

I have two players whose PCs, as those players have built and played them, are citizens of Rel Astra. One has the goal of world domination. Another has the goal of becoming a magistrate. I establish a situation that forces some choices: if you want to dominate the world, you'll hve to ally with Vecna; but that means betraying your city; if you want to become a magistrate, all oou have to do is join yuor freind and his new ally Vecna in betrraying your city.

Vecna is not the big deal here. In different circumstances it could be Iuz, or Graz'zt, or 13th Age's Archlich, or whatver. The big deal is the choice that each PC (and ecah player) has to make. You say that "Your players are simply drinking larger helpings from the broth you have already prepared". But I'm not the one who made loyalty to the city, or gaining a magistracy, or allying with Vecna to dominate the world, salient topics of choice. The players did that.
 

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pemerton

Legend
it's a short step to finding examples of cause and effect within the scope of the stipulation. The tavern's bouncers notice the disturbance and come over to take a look (Falstaff, observant clod that he is, doesn't see them coming); and quickly decide the simplest option is to throw all four of us out [this result was pre-planned by the DM if events allowed for it, see below for why]. Result: we're firmly escorted out the door, with Gutboy still grimly clinging to the poor Thief's hair! Now we've got cause and effect within the scene: cause being the Thief provoking a disturbance, result being we're now out in the street with a captive Thief. With me so far?

So let's go a step further into the murk - assuming by now we're all fully bought in to the scene I'll let that one go and move to part two: hidden elements. The Thief, tired of having his hair pulled, makes all kinds of promises that if released he'll be the best friend we three have ever had, he'll share his stealings with us, he'll never ever ever steal from us again, blah blah blah...and it slowly occurs to the three of us that this Thief might in fact make a good addition to our group. So we take him somewhere quiet, sit him down, and get to know him. End result: we take him in and our group grows by one. Seems innocuous enough from a play perspective, right? But here's the catch: though the Thief thus far has been played by the DM as if it was an NPC, unknown to anyone else except the DM this is in fact Mary's character Keyes; and she now steps in and takes him over. Mary had this idea to start with, and acting on this idea she and the DM had pre-planned this as an unusual method of introducing her to the budding party; with Mary fully aware of the risk that Keyes' approach might be rejected (in which case there were plans B, C and D in the works to get him in later) or Keyes even killed outright (in which case Mary has another character on standby and ready to rock).

This also explains the bouncers throwing us all out (a bit unusual, given the tavern is known to be a rough place anyway and our little disturbance was pretty minor): to isolate the four of us and thus give the Thief an opportunity to make his case.

So to sum up: in a short sequence we've seen in-fiction cause and effect, we've seen hidden elements at work, we've seen DM pre-authorship at work, and we've got a party started!

Where in your view does any of this go wrong?
"In-fiction cause and effect" here means that the GM told you that the bouncers are angry and throw the PCs out. And "hidden elements" here doesn't mean hidden elements of the fiction. It means hidden elements of the actual play: the GM has pretended that s/he authored all this, but in fact it was a collaborative effort between the GM and Mary.

What you describe doesn't sound like my sort of thing - eg Why is Mary not just playing her character? Why are the GM and Mary playing a game in which the rest of us seem to be primarily bystanders? I'm not seeing very much agency on the parts of the players of Gutboy, Mialee and Falstaff.
 

Nagol

Unimportant
The suggestion that the player is trying to do something "in the fiction" makes no sense. It would be better to say that the player is trying to do something to the fiction: the player is hoping, or if you prefer is trying, to establish some new fiction (eg that Sir Bargle swings his sword). The player's hope may or may not be realised - your post considers some esamples of possible grounds for failure - but that is all about actual social processes in the actual world.


I'm, not going to quibble about using the word 'to' instead of the word 'in'. One phrase is common; the other may be more correct from a particular point of view, but it is not common. The common phrase is unambiguous in meaning so I'll keep using it.

I suspect the reason 'in' is used is because the player is playing a role and is attempting to affect that character's world though that character's action. A player would attempt to do something 'to' the fiction when acting outside that role such as through a FATE declaration.

Regardless, until the player's proposal for action is accepted, nothing is authored. The player makes a suggestion, it is vetted to account for table expectation, rules adherence, and fictional acceptability. A fortune mechanic may be called for and used as part of the adjudication if the suggestion is acceptable. Then and only then will the table see the fiction changed -- typically through GM narration.

Some of the failure points are player or table issues. Others are not. If the player of Sir Bargle announces he is attacking and the GM informs the player he can't because the proposed victim is running a previously unknown Sanctuary spell then that's reflective of fictional positioning. If the GM announces Sir Bargle will make no attack because he is now held by a cleric with a readied action, that's a result of fictional positioning. If the player is informed Sir Bargle has been dominated since morning tea and may not take offensive action that is entirely fictional positioning. If the player is informed he can't attack because Sir Bargle is merely a figment in another PC's dream, that's entirely from fictional positioning.

Ultimately, players do not get to author directly into games -- even player-facing ones. The GM, or table if there is no GM, must accept the player's suggestion before the fiction is updated.
 

pemerton

Legend
pemerton said:
Eg in my Traveller game, there is a bioweapons conspiracy whose originator and motivations are unknown, and which the PCs (and players) are trying to work out. The answers to these mysteries will be generated through a combination of outcomes of skill checks and material introduced as components of framing.
Is the originator/s and his/her/their motivations secret backstory (by the GM)?
No. I'll sblock the rest of this for length.

[sblock]Here is an extract from my post about the first session of the campaign:

I then rolled for a patron on the random patron table, and got a "marine officer" result. Given the PC backgrounds, it made sense that Lieutenant Li - as I dubbed her - would be making contact with Roland. The first thing I told the players was that a Scout ship had landed at the starport, although there it has no Scout base and there is no apparent need to do any survey work in the system; and that the principal passenger seemed to be an officer of the Imperial Marines. I then explained that, while doing the rounds at the hospital, Roland received a message from his old comrade Li inviting him to meet her at the casino, and to feel free to bring along any friends he might have in the place.

In preparation for the session I had generated a few worlds - one with a pop in the millions and a corrosive atmosphere; a high-pop but very low-tech world with a tainted atmosphere (which I had decided meant disease, given that the world lacked the technological capacity to generate pollution); and a pop 1 (ie population in the 10s) world with no government or law level with a high tech level - clearly some sort of waystation with a research outpost attached.

Given that I had these worlds ready-to hand, and given that the players had a ship, I needed to come up with some situation from Lt Li that would put them into play: so when Roland and Vincenzo (just discharged from medical care) met up with her she told the following story - which Methwit couldn't help but overhear before joining them!

Lt Li wondered whether Vincenzo would be able to take 3 tons of cargo to Byron for her. (With his excellent education, Roland knew that Byron was a planet with a large (pop in the millions) city under a serious of domes, but without the technical capabilities to maintain the domes into the long term.) When the PCs arrived on Byron contact would be made by those expecting the goods. And payment would be 100,000 for the master of the ship, plus 10,000 for each other crew member.

Some quick maths confirmed that 100,000 would more than cover the fuel costs of the trip, and so Vincenzo (taking advice from Roland - he knows nothing about running a ship) agreed to the request.

Methwit thought all this sounded a bit odd - why would a high-class (Soc A) marine lieutenant be smuggling goods into a dead-end world like Byron - and so asked Li back to his hotel room to talk further. With his Liaison-1 and Carousing-1 and a good reaction roll she agreed, and with his Interrogation-1 he was able to obtain some additional information (although he did have to share some details about his own background to persuade her to share).

The real situation, she explained, was that Byron was itself just a stop-over point. The real action was on another world - Enlil - which is technologically backwards and has a disease-ridden atmosphere to which there is no resistance or immunity other than in Enlil's native population. So the goods to be shipped from Ardour-3 were high-tech medical gear for extracting and concentrating pathogens from the atmosphere on Enlil, to be shipped back to support a secret bio-weapons program. The reason a new team was needed for this mission was because Vincenzo had won the yacht from the original team - who were being dealt with "appropriately" for their incompetence in disrupting the operation.

(I had been planning to leave the real backstory to the mission pretty loose, to be fleshed out as needed - including the possibility that Li was actually going to betray the PCs in some fashion - but the move from Methwit's player forced my hand, and I had to come up with some more plausible backstory to explain the otherwise absurd situation I'd come up with. And it had to relate to the worlds I'd come up with in my prep.)

Since then, some more information has been established - this is from a post about the fourth session of the game:

Before the session I'd done a reasonable amount of prep.

First, I wrote up a list of established facts - that is, information that had emerged over the course of the first three sessions and so was settled truth for the campaign:

* Lt Li (the PCs' original patron, who got them involved in her bioweapons operation) had a team on Ardour-3 (the starting world for the campaign) who had flown hi-tech medical equipment to Byron (the world the PCs currently are on);

* Those NPCs lost their spaceship to the PC noble Vincenzo in a gambling game (hence Vincenzo started the game with a Type Y starship);

* Hence Li had to recruit the PCs - including one whom she knew from his time in the service, the naval enlistee Roland - to fly a further load of equipment to Byron;

* Li had recruited a bunch of NPCs (whom the PCs captured and interrogated in the previous session) at the naval base on Shelley, a world in the general vicinity of Byron;

* The PC Alissa had been in the naval hospital on Shelley (forcibly mustered out of the Marines due to failing her first term survival check by 1), but had then - about the same time that Li was travelling to Ardour-3 to meet the other PCs in the first session - found herself in a cold sleep berth in a warehouse in Byron, infected with the Enlil virus (before being found and cured by the other PCs in a previous session);

* Li was the one who had brought Alissa in a cold sleep berth from Shelley to Byron, and the other NPCs on Byron didn't know that Alissa was infected with the virus (this came out under interrogation of said NPCs);

* The operation on Byron involved experimenting on bodies (both live and dead) acquired by some NPC rogues (who were among the NPCs the PCs captured), using samples that had been brought from Enlil (the world where the virus is endemic) to Byron by another team headed by the retired merchant first officer Leila Lo (who, we had decided last session, had a backstory with Tony, a PC retired merchant third officer), and with hi-tech medical gear integrated into the cold sleep berths;

* Materials had also been taken by Leila's team from Byron to a Scout base on the world of Olyx;

* The Byron-based group (ie the NPCs the PCs had captured and interrogated) had decided to break away from Li's operation and try to set up their own independent bioweapons franchise, which was why they had taken the hi-tech gear the PCs had flown to Byron to the out-of-dome decommissioned army outpost that the PCs had assaulted in the previous session.​

That's a reasonable amount of backstory for three sessions of play (at least it feels to me like it is), but it still leaves a lot of questions unanswered, like What is Li's agenda? Who is she working for? How did Alissa get infected on Shelley? Etc?

Second, therefore, I wrote a list of possibilities/conjectures, reflecting both player speculation from the previous session and some of my own ideas:

* Alissa has expertise of 4 in cutlass, whereas the ambitious Lt Li has only expertise 2 - maybe they were fencing rivals, and Li infected Alissa both to (i) get an experimental subject and (ii) get rid of an unwanted rival! She could have done that, and taken Alissa to Byron, right before she then flew on to Ardour-3 and recruited the PCs;

* How did Alissa escape from the warehouse on Byron? Most likely just carelessness and/or malfunction, with the cold sleep unit having stopped working (perhaps damaged by the corrosive atmosphere of the world);

* Is Li working for (some branch of) the Imperium? Or is one of the players correct in speculating that she is running an entirely private operation, with the Scout base on Olyx having become - in effect - her own fiefdom.​

More information has since been established - eg in that fourth session, another patron encounter roll turned up a "diplomat" result, an official of the Imperium who recruited the PCs to travel to Olyx to inspect operations there under the cover of the Planetary Rescue Systems Inspectorate. And in the fifth session, more backstory was established about the nature of life on Enlil, and alien origins of both the Enlilians and their virus.

In the fifth session the PCs encountered a patrol cruiser that had jumped from Olyx to Enlil, and I had written up a crew for it which could have generated more backstory about the conspiracy - but in session six (last Sunday) the players decided that they would take advantage of the ship's absence from Olyx to jump there themselves and try and check it out, so those NPC crew membes didn't come into play.[/sblock]

Have you ever had the experience where a PC's desired authorship was merely to establish someone as the culprit in order to justify entering combat?
i.e. Fingers falling out of the pocket of the Big Evil Bad Guy to establish that he was in fact the murder (the victim had lost their fingers) to justify combat.

How do you as DM manage such player authorship?
So the action declaration here would have to be something like "I search him for the fingers of the victim". (Unless you're using a system which allows flat-out player fiat of key plot elements - I don't play any systems like that.) And I'm not 100% sure what you have in mind by "justifying combat". Are you meaning that the NPC's guilt is clearly established in the eyes of others?

In any event, I don't recall any situation exactly like that in my games. In this episode, a player made a check to find clues on a bit of paper. And in this episode, the PCs successfully goaded their nemesis into revealing his villainy in public.

In your game would you be averse to the absence of foot prints if it were due to an ability (magical or otherwise) or is that ability perhaps only alluded to (created) due to a failed SC?
It would depend on system and context.

In 4e, an absence of footprints could be part of the framing of a situation, eg to indicate that the villain can fly or teleport. That would be an obvious exercise of GM agency. But if the GM hasn't exercised such agency, and the investigation is being resolved by a skill challenge as you suggest, then the discovery of footprints would be an open possibility, sure.

In Cortex+ Heroic the GM could establish a scene distinction like No Signs of Passage - but the players could make rolls to eliminate that scene distinction if they wanted, and to establish an asset like Faint Footprints Discovered. Cortex+ Heroic is much closer to Fate than is 4e, in these sorts of respects.
 

pemerton

Legend
No one said they didn't have meaningful (whatever that means) options for resolution, but there is no roll that will bring about the realization of successfully beating this monster in combat in the same way that there is no roll that would successfully find the map in the study if the DM did not place it there.

<snip>

And here I'm unclear how this is any different from the map not being in the study...

The ship cannot be attacked...plain and simple, due to what I assume was fictional positioning created by the DM. The map cannot be found plain and simple due to fictional positioning created by the DM.
The example with the dragon and with the starship don't involve any secret/hidden backstory. The players aren't trying to have their PCs shoot down the ship, or kill the dragon, but failing due to the GM's adjudication by reference to unrevealed elements of the backstory. Indeed, they are not examples where the current goal of play is to kill a dragon or shoot down a ship at all.
 

pemerton

Legend
Some of the failure points are player or table issues. Others are not. If the player of Sir Bargle announces he is attacking and the GM informs the player he can't because the proposed victim is running a previously unknown Sanctuary spell then that's reflective of fictional positioning. If the GM announces Sir Bargle will make no attack because he is now held by a cleric with a readied action, that's a result of fictional positioning. If the player is informed Sir Bargle has been dominated since morning tea and may not take offensive action that is entirely fictional positioning. If the player is informed he can't attack because Sir Bargle is merely a figment in another PC's dream, that's entirely from fictional positioning.
The authority of the GM to establish those elements of fictional positioning is all about actual social processes.

Eg in Cortex+ Heroic, the GM doesn't have that sort of authority. The GM can spend a doom pool die to have a NPC interrupt the player's action declaration, but the best that will get is a roll, which the player may beat, and then spend a "plot point" to be able to impose the desired consequence on the NPC in any event.

And I've never played a game where the GM has the authority to tell a player that his/her PC is a figment of anothr PC's imagination.
 

S

Sunseeker

Guest
I don't understand what you mean by this. I don't know what you mean by "real force" and what you mean by "existential plot device".

I have two players whose PCs, as those players have built and played them, are citizens of Rel Astra. One has the goal of world domination. Another has the goal of becoming a magistrate. I establish a situation that forces some choices: if you want to dominate the world, you'll hve to ally with Vecna; but that means betraying your city; if you want to become a magistrate, all oou have to do is join yuor freind and his new ally Vecna in betrraying your city.

Vecna is not the big deal here. In different circumstances it could be Iuz, or Graz'zt, or 13th Age's Archlich, or whatver. The big deal is the choice that each PC (and ecah player) has to make. You say that "Your players are simply drinking larger helpings from the broth you have already prepared". But I'm not the one who made loyalty to the city, or gaining a magistracy, or allying with Vecna to dominate the world, salient topics of choice. The players did that.

You really make me want to bang my head against me desk you know that? I mean like I'm tempted, right now, to literally hit my head on my keyboard because it would be more productive than continuing this conversation. Because you peeled out ONE FREAKING LINE from my post and IGNORED all the rest of my post explaining what I wrote.

Go back, re-read my post. Respond again when you understand it. This may take more than one re-read, I'll be patient.
 

pemerton

Legend
When my players elect to explore eastward, for example, they find the foothills for the mountains the can already see. In those foothills they will find new challenges.

<snip>

If I did that, for instance, then I would foreshadow that fact prior to the question coming up, as in "the gate is guarded by Bob the Guard, and you, Bob the Rogue, know from your underground contacts (established by Bob the Rogue at character creation or during play) that Bob the Guard is generally held to be unbribable. He is, however, known to be rather dim."

So, for me, a DM who uses heavy prep, the goal of play here would never be for the players to declare actions to find out my notes on bribing the guards, they'd either already be told in framing what to expect or they could try and I'll let the mechanics determine things.

<snip>

Let's assume the case where the DM has notes that say the map is in the kitchen. The players don't know this, and so they have hope that they can find the map. This is negated, yes, but that doesn't negate the map as an objective of play, it just says that the fictional positioning is not yet right and they need to try again elsewhere. This isn't all that dissimilar to having to get past the guards before having a chance to search for the map. Again, broader play where agency is spread out vs narrower play where every scene focuses on the maximum agency moves.
To me, this all speaks of very heavily GM-driven play.

The GM has established that there are foothills. The GM estabilshes the material for the challenges in said foothills. The GM estabilshes the personality of Bob the Guard, and determines what it is that Bob the Rogue's contacts have told him about Bob the Guard. The GM establishes where the map is, and the players have to work ther way through the GM's pre-established fiction until they make the right move to find the map.

As you are describing these things, I am not seeing a great deal of player agency over the shared fiction.

The choice to go to this room to search instead of the other room to search is agency if it comes at a cost, regardless of outcome. If there's a time limit, or chance of guards appearing, then the choice to move to this room and search has a consequence, and therefor agency as the players spend a limited resource (in this case time or danger) to achieve a goal.

<snip>

The guards arriving are a check made by me based on the events ongoing -- make a lot of noise, check gets a plus. Quiet, check gets a minus. Near the guard post? Plus. Crawling through airducts? Minus.
From the OP:

In classic D&D, the dungeon was a type of puzzle. The players had to map it, by declaring moves (literally) for their PCs. The players, using their PCs as vehicles, had to learn what was in there: this was about inventory - having enough torches, 10' poles, etc - and about game moves too - searching for secret doors, checking ceilings and floors, and so on. And finally, the players had to try and loot it while either avoiding or defeating the monsters guarding the treasures and wandering around the place - this is what the combat mechanics were for.

The game is something of a cross between a wargame and a complex refereed maze. And *worldbuilding* is all about making the maze. I get that.

Perhaps your game is something like that? So player agency is really in beating the maze/puzzle?

It' s not clear, though. Eg in classic D&D, the "time limit" comes from a known-to-the-players wandering monster mechanic, plus known-to-the-players rules about torches burning down, light spells running out, etc. So the "time limit" isn't anything like a story element - it's a parameter of the puzzle that has to be taken into account in arriving at a solution.

Here's another way a "time limit" can work: (i) there are 5 rooms; (ii) you can search 3 of them for the map; (iii) then you're done. That doesn't seem to allow much player agency - it's just a gamble. Suppose there is an extra rule: use your Passwall resource and you can search an extra room. (In the fiction, the spell creates a shortcut.) That's a very modest bit of agency, but not as much as in classic D&D.

It's not clear to me what you haVE in mind when you talk about a time limit. Likewise with the guards, which perhaps are like wandering monsters but perhaps not.


There's absolutely nothing wrong with defining agency as the ability to introduce new fiction through action declarations

<snip>

The player expressing a desire to introduce new fiction that is actually introduced when agreed to by the GM or when the dice indicate success of that introduction isn't a different thing that the player being able to introduce new fiction through action declaration. Also, your phrasing fails to account for the fiat introduction of Jabal of the Cabal as part of an action declaration that is accepted regardless of the outcome of the mechanics
As far as Jabal is concerned, a long way upthread I already distinguished between two different Circles declarations:

* Jabal is a leader of my cabal. I reach out to him.

* As we travel, I look for signs of any members of my knightly order.​

The first involves establishing a new element of the fiction; the second does not. Establsihing a new element of the fiction is not a canonical element of a Circles check.

And I do not define player agency as "the ability to introduce new fiction through action declaration". I have repeatedly talked about "player agency over the content of the shared fiction", and have pointed to multiple ways that can be exercised. Action declaration is one. Providing material for GM narration of framing and consequences is another.

The exanmples you gave, that I quoted above, illustrate this. How does the GM decide what challenges will be found in the foothils? Who decided that foothilss would figure in the game at all? Why has the GM framed a scene with Bob the Guard, and established that Bob the Guard can't be bribed? Who made acquisition of the map a goal of play?

At least as you describe these things, I get an impression that you regard all this as very GM-driven. Here's a furtehr cause of that impression:

Where do you get your framing? I don't know, it's largely unimportant. You can make it up on the spot. You can use things that tie it to your characters for future links and challenges, you can read your notes that you prepped and are still useful. What does it matter?
In the "standard narrativistic model", the source and content of the framing is hugely important. The players build characters; those characters have dramatic needs; the GM's job is to frame those characters into situations that will speak to those dramatic needs and provoke choices, which lead to consequences, which feed into further framing, and so on until the game is done.

This is an important mode of player agency in respect of the content of the shared fiction, which has nothing to do with action declaration.

the players lose agency by having the GM force them into crisis of the GM's choosing. That the GM references the notes on their characters before doing so doesn't mean the players suddenly have agency at being framed into a crisis of the GM's choosing.
Are you envisaging the players framing their own situations? That really does sound like "collaborative storytelling".

But in any event I simply can't agree. A player who signals "I want to play a game in which my PC tries to free his brother from possession by a balrog, starting with the attempt to find items that will help that task" is not having his/her agency negated by the GM saying "OK, you're in a market, and a peddler is offering to sell you an angel feather." That player's agency is being affirmed!
 

pemerton

Legend
you peeled out ONE FREAKING LINE from my post and IGNORED all the rest of my post explaining what I wrote.
You said this "Your players are simply drinking larger helpings from the broth you have already prepared: Vecna being a real force within the gameworld (as opposed to an existential plot device) and the things she wants to do."

As I said, I don't know exactly what it means, but my point is that I didn't prepare the broth.

Here's another bit of your post: "My only caveat was that the base world is initially presented by the DM, who therefore retains primary authorship over what is or isn't possible. IE: if Vecna did not exist in your campaign world, then her mission to conquer Rel Astra would not exist, and therefore players could not make the choice to ally with her in that endevour."

As I indicated (or tried to) in my reply to your post, that is completely backwards. "Vecna is not the big deal here." Vecna wouldn't have featured as a significant part of the gameworld but for there being a player whose PC had a goal of world domination. Vecna's mission to conquer Rel Astra wouldn't have been authored, by me as GM, but for the fact that it generated pressure on these two PCs (and, thereby, their players).

It's not like I had all this backstory involving Vecna, and the Great Kingdom, and plots to conquer Rel Astra, etc - my broth - and the players started drinking from it. My players had their PCs - their broth - and I introduced all this stuff into the fiction that spoke to their PCs - I was drinking from their broth.

Now if you think I've misunderstood your metaphor, well maybe I have. But you're going to have to give it to me literally. Because at the moment I don't think I'm misunderstanding you. I think you're misunderstanding the actual dynamic of the episode of play that I described, and are making mistaken assumptions about the causal relationship between "world building" and player choices.
 

I keep imagining the Council of Rivendell as an RPG scene and the player of Boromir, bored with all the talking and politicking yells that he attacks Sauron! He makes a perception check to find Sauron and succeeds! Sauron is there spying on them, and Boromir attacks!

Wouldn't want to deny player agency in establishing the fiction!

Now you're being silly. If a player wanted to focus on a character that is a 'sleuth' or has some sort of super senses or something and then wants to bring that out by staking that he can detect something well-hidden against a spy making off with information, then bring on the spy! I mean, that's PERFECTLY AWESOME. It doesn't have to be 'Sauron' (the main big bad of the whole story arc) but there's nothing wrong with Sauron (or maybe Saruman, hard to say he isn't just an agent of Sauron anyway) spending in somebody to spy on Rivendell is there? Nothing like this happened in the novel, but it certainly could have.
 

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