"Gamism," The Forge, and the Elephant in the Room

Crazy Jerome

First Post
I think the 4e rulebooks could do with more of this. The DMG talks about various sorts of player, using Robin Laws' categories (I think - I don't actual have the Laws of Good Gamemastering). But there is little attempt to relate these social dynamics of play to the structuring of scenarios or the incorporation of story elements other than fairly banal stuff like "If you have an Actor than include some NPCs to talk with". And all of the Monster Manual is presented in ingame, fictional terms rather than at the metagame and social level. Worlds and Monsters was better in this respect, in my view, talking at the metagame level about how story elements are to be used. But it still doesn't include advice on the social dynamics of shared story creation.

Simplest example: the DMG says that players can create Quests, but says nothing about how this is actually to be handled at the table. Who designs the encounters? According to what principles? Who decides how much treasure there will be? What if the quest is to find a partiuclar treasure? It's not as if there is nothing useful to be said about how this all might be done - about how realworld negotiation at the playing table might be eased and constrained.

I think excellent DMG advice could use something almost exactly at the midpoint between Edwards and Laws. Edwards is so hellbent on telling you exactly what he means, that he doesn't care how it sounds. Laws is so worried about everyone being nice and playing well together, that he sometimes can't tell you a hard truth without reducing it to pablum.

Edit: I will say this in the defense of Edwards' tone. I never understood it ... until I imagined myself running an RPG forum dedicated to serious inquiry and having to act as a moderator. As my young nephew used to say, this could make you a bit "kwanky". (That's "cranky" for those of you unfamiliar with "toddler-ese". :) )
 
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Zelda Themelin

First Post
Or perhaps...?

Gamism - Let's kick pretend orc butt
Simulation/Immersion - I'm pretending to be a fighter trying to kick orc butt
Narrativism - We're pretending these heroes have/are/will kick orc butt

Still not sure that any of this theory as is is actually useful. I suspect that Monte and Mearls are more interested in practical matters than strictly defining Gamism/Simulationism/Narrativism, and the next edition of D&D will be incredibly popular. Meanwhile, over at the Forge, is all their GNS theorizing producing games that a significant number of other people are playing? The list of indie RPGs shown on Wikipedia produced by The Forge all seem to have been published back in 2002 to 2004.

Hehe, that clarifies it quite much. Still, not useful. I think whole Forge thing is to gloryfy some "Narrativism" (horrible word) - style, that very few normal rolepleyers like. I think that is easily seen in their lack of sales. Gllory to ideas where money goes, so sorry, but no matter how original or "Indie" piece of art (movie, game, book) is, it lacks value if idea is not attractive to somewhat large group of people.

Classical rpg:s have always consisted of some rolemaster/keeper/dm/gm/equal with really silly name, group story-telling is classic too (I did it when I was kid) but not part of classic rpg style. You can bet artsy-fartsy people to come up with something weird. Yet there aren't many lady-gaga:s out there.

It might just be I am anti-narsist... sorry narrativism. :p

But seriously I pretty much oppose idea of rpg:s having equal gamemaster rights. And forge game themes are so un-fun, though few were rather clever too I must admit.

Wait I once played with friends some vampire/beyond the supernatural/torg games where we were playing ourselves (3 different itmes). Kinda ourselves. And took turns running the plot and npcs, I was the evil "gm". Usual arguments about our stats etc. I can't imagine that being popular either.


But as you present those ideas here, seem to be summed up by all regular rpg:s I know. People play rpg:s so many different way, but Forge games way,
I've only seen it once and as to my experience of people themselves... :(


I'd be curious to know, do anyone here reflect this philosophical pondering (not in sense if this current theory is right but how you see it) into your actual gaming? Well few have given examples of their "gamist" (hate that word too) moments, but can you kinda foretell how players will react to different things etc. based on these or similar theories. I know some metathinking is required when making game for other people to exist but do most of you here believe into complex game-theories or do you use your gutt-feeling? If you are just making your gaming system you fancy I don't think it counts.
 

pemerton

Legend
Edwards has an insistence in his viewpoint that troubles me. It is like he can't even conceive of the possibility he is wrong or other approaches may be just as valid.
Whereas I don't get that vibe - for example, in a couple of his essays he talks explicitly about how he changed his mind - on the existence of simulationism, for example, and also on the place of gamism - he used to think it was the odd one out, but then realised that it has more in common with narrativism than narrativism has with simulationism.

He also apologised for the "brain damage" episode in a very public way, as well as (if he is believed) talking to John Nephew personally to resolve things between them.

I'm by no means saying he's a saint! But by the standards of the academic world, for instance (which is the world of ideas that I mostly inhabit) he seems to admit to change and to error at least to an average degree.
 

Whereas I don't get that vibe - for example, in a couple of his essays he talks explicitly about how he changed his mind - on the existence of simulationism, for example, and also on the place of gamism - he used to think it was the odd one out, but then realised that it has more in common with narrativism than narrativism has with simulationism.

He also apologised for the "brain damage" episode in a very public way, as well as (if he is believed) talking to John Nephew personally to resolve things between them.

I'm by no means saying he's a saint! But by the standards of the academic world, for instance (which is the world of ideas that I mostly inhabit) he seems to admit to change and to error at least to an average degree.

I am not talking about an inability for his views to change overtime, i am talking about the level of conviction the man seems to have at any given moment. I am sorry, but I think the way he presents his ideas, it comes off as the one true way. He speaks in very absolute terms. This I could understand if e was talking about gravity, but not when you are talking why folks are at the gaming table. It is his dismissal if other points of view. Perhaps he has changed his position on simulation, but there was a time when he was highly dismissive of the concept. And as far as I know he continues to dismiss immerssion
 

pemerton

Legend
I just read it.

For what it's worth, here are my main thoughts about it.

It starts with a definition of RPGing:

It is a table-top game played by a group of people. That game consists of people role-playing their characters in a continuing series of events set in a self-consistent setting with consistent rules.​

It then breaks that definition up into G, N and S components:

It is a table-top game (Gamist) played by a group of people. That game consists of people role-playing their characters in a continuing series of events (Story) set in a self-consistent setting with consistent rules (Simulation).​

It then uses that break up to accuse GNS of missing the point about RPGing, by insisting on the "only one creative agenda at a time" principle:

It is table-top game (Gamist) played by a group of people OR it consists of people role-playing their characters in a continuing series of events (Story) OR it is set in a self-consistent setting with consistent rules (Simulation).​

I'm not personally 100% sure that the "only one agenda at a time" claim is true, in part because I think the distinction that Edwards et al deploy between "agendas" and "techniques" is somewhat loose - and Edwards himself seems to come close to allowing this when he says that:

Gamist and Narrativist play don't tug-of-war over "doing it right" - they simply avoid one another, like the same-end poles of two magnets. Note, I'm saying play, not players. The activity of play doesn't hybridize well between Gamism and Narrativism, but it does shift, sometimes quite easily.​

(This sort of passage tends, for me, to push against the view that GNS is about labelling and dividing the community. I know others see Edwards' writing differently.)

But even if the "only one agenda" claim is true, the criticism on those blogs wouldn't follow. Gamism is not about "playing a game". It's about doing well at the game being the point of play. Narrativism isn't about there being a "continuos series of events". It's about group play being capable of producing aesthetically satisfying fiction.

Because I don't think the criticism is fair or accurate, I don't think that these conclusions follow:

Indeed, if followed the model will produce something that is basically another type of game completely. . .

The Forges definition of Narrativist while very specific is still a method of viewing a Story based campaign. Some people like it. The games produced (for the best examples of the theory) by the theory are not what people commonly consider to be RPGs- but they are still games of some type liked by a certain type of player.​

This is the first time I've heard it suggested that Dogs in the Vineyard, Sorcerer, My Life With Master, etc aren't RPGs. (And for me, it echoes the frequent characterisation of 4e as a boardgame rather than an RPG.)

I also don't think it's true to say that GNS involves

a very specific concept of Story. One that isn't one in common use by any means, and one that likely didn't apply to any significant number of rpg campaigns until he started to apply it.​

Edwards' notion of "story" is straightforward enough - something of aesthetic appeal and aesthetic worth. (He is ambiguous about the relationship beteen appeal and worth, and has an overly moralised conception of what things are aesthetically worthwhile, which happily he drops when he actually starts talking about games, as opposed to talking abstractly about what story involves.) I've played in a lot of RPG sessions and campaigns - not just my own - where that sort of story is going on, although back in the years when I was doing a lot of play outside my own group people weren't very self-conscious about Forge-y techniques, and (especialy because of AD&D 2nd ed and Vampire, I would say) there was an excessive emphasis on the GM as the progenitor of the story.

But if I had to sum up my objection to the objection, it would be that this is presented as if it were a strong reason to reject GNS:

It is inherently subject to Definition Conflict, and thus flamewars​

There are obvious ad hominem avenues of rebuttal here - the refutation of GNS depends upon definitions, for example, that are highly contestable - a lot of Basic D&D lacks a continuing seris of events, for example, because the passage of time between trips to the dungeon is simply handwaved away.

But - and this goes back to my exchangs with Umbran earlier in this thread (and like Umbran this blog draws on the WotC data) - I don't regard it as an objection to an interpretive theory that its characterisation of some value, or of some domain of human activity, is contestable and contested. Simple example: Rawls' may be wrong in his account of fairness, in his account of the relationship between fairness and justice, in his claim that justice is the preeminent virtue of a society, etc. But you can't show he's wrong just by showing that others - including eminent others like Nozick - contest his account of fairness, of justice, of the relationship between these two values, of the relationship of justice to overall social virtue, etc.

Hardly anything worth saying about human affairs is uncontroversial!

I read about the brain damage here
Comments on the GNS Model
I've read the brain damage thread, although it was a while ago now (but well after the actual event).

As I recall it, it is not that

Ron thinks of other definitions of Story . . . [as] brain-damaged.​

As I recall it, Edwards said that people had lost the ability to understand what it means to create a story from playing Storyteller RPGs. (This loss of ability was the so-called brain damage - Edwards makes it clear that he's a mind-brain identity guy, and I wouldn't be surprised if he's a hardcore Chomskyan!)

Here is an example, from Vincent Baker's blog:

protagonism was so badly injured during the history of role-playing (1970-ish through the present, with the height of the effect being the early 1990s), that participants in that hobby are perhaps the very last people on earth who could be expected to produce *all* the components of a functional story. No, the most functional among them can only be counted on to seize protagonism in their stump-fingered hands and scream protectively. You can tag Sorcerer with this diagnosis, instantly.​

Notice that he includes himself among the braindamaged - so he's not talking about people with differing views from his about what story means - though he also regards himself as among the most functional of the braindamaged.

What he's claiming is that the practice of RPGs - especially early 90s storyteller RPGing damages the understanding of protagonism - of story creation.

Here is another example, probably more outrage-provoking:

a human being can routinely understand, enjoy, and (with some practice) create stories. I think most postmodernism is arrant garbage, so I'll say that a story is a fictional series of events which present a conflict and a resolution, with the emergent/resulting audience experience of "theme." . . .

the routine human capacity for understanding, enjoying, and creating stories is damaged . . . by repeated "storytelling role-playing" as promulgated through many role-playing games of a specific type. This type is only one game in terms of procedures, but it's represented across several dozens of titles and about fifteen to twenty years, peaking about ten years ago [ie mid-90s]. Think of it as a "way" to role-play rather than any single title.

I now hold the viewpoint that in every generation, inspired and interested young teens and younger college students are introduced to a fascinating new activity that they are eminently qualified to excel at and enjoy greatly. However, subculturally speaking, it's a bait-and-switch, especially during the time-period outlined above. Instead, they were and are exposed to damaging behavior as they learn what to do, and therefore, the following things happen. (1) They associate the procedures they are learning with the activity itself, as a definition. (2) The original purpose which interested them is obscured or replaced with the "thing," or pseudo-thing, of the new purpose, which no one is qualified to excel at, nor does it offer any particular intrinsic rewards.

The vast majority of people so exposed quite reasonably recoil and find other things to do. Some stay and continue to participate. Socially, the activity occurs among the generational wave-front of the young teens and young college students, losing most as it goes, retaining a few each iteration, but always replenished by the new bunch. Of the ones who remain involved, many are vaguely frustrated and dissatisfied, and some of them gain power within that subculture and work hard to perpetuate it.​

Now I don't know what toxic personalities and behaviours Edwards encounterd to make him write this. I have my own memories of university roleplaying clubs in the early to mid 90s, and while I wouldn't describe what I saw there in quite the strong terms that Edwards uses, and I also would regard the RPGing as only one component of a much bigger social dynamic, I did see things that fit what Edwards is describing - in particular the exercise, by GMs who were also dominant figures in this subculture, of their self-asserted power as GMs over the story and the game, as one element in a broader matrix of power exercised over acolytes or wannabe acolytes.

I would say that it was a social dynamic not radically different, in some of its broad features, from that of various and notorious cults that also like to collect their members from vulnerable late-teens who are newly commencing university/college students.

I had the good fortune to recruit some players, who became long term players in my game and long term friends, from refugees from games run by participants in this milieu. I also myself played in some games within this milieu, but mostly as an outsider, and in the only ongoing campaign I took part in remain very pleased with my role, as a player, in bringing the focus of play away from the GM and a would-be dominant player colluding with him to "own" the story, back to the rest of the players, and our PCs, and the various stories that we were trying to tell. (Was I therefore a "problem player"? I don't know, but I'm pretty sure the game folded not long after I quit it due to commencing full time work.)

I think Edwards' pejorative remarks about pastiche also have to be read in a similar social context. Everyone - or, at least, every roleplayer - presumably has some genre story or stories that s/he enjoys, and that inform his/her own story creation as a roleplayer - tropes, thematic concerns, characters who spoke to us and whom we like to echo, etc. When Edwards is attacking pastiche in RPGing, he is talking (I think) about the social pressure, within a certain sort of subculture associated at least weakly with sci-fi and fanatsy fans (including the RPGers among them) to adhere to the story, the "canon", the world, as an already-given thing (or, more often, an already purchased thing), to which a would-be player's own protagonistic inclinations must be subordinated.

This is why I always agree with [MENTION=22779]Hussar[/MENTION] when debates break out on these boards about excesses of player entitlement, a GM's prerogative to control the game, etc. Of course the GM has some say over what game will be run, just as the players do to - if only by saying, if you're going to GM that than let's all go to the movies instead! But as soon as someone thinks that it is important to call out a GM's prerogative, as if the banal fact that the GM is a human being too, participating in a voluntary leisure activity, wasn't all that we needed to know, then I react in the same fashion as Hussar. And I get a feeling of hostility to player protagonism that I don't understand, but that reminds me, however mildly, of Edwards' comments about RPGing.

Edwards says another curious thing on the Vincent Baker blog:

The design decisions I've made with my current project are so not-RPG, but at the same time so dismissive of what's ordinarily called "consensual storytelling," that I cannot even begin to discuss it on-line. . . I cannot articulate the way that I have abandoned the player-character, yet preserved the moral responsibility of decision-making during play.​

I don't know what he was working on then, and whether or not it has seen the light of day. I'd be curious to see it.

From that comment, plus some other stuff on the Forge forum, I infer that Edwards thinks that the whole player-participant-via-PC model of RPGing is inherently flawed as a medium for collective story creation. If true, that would be a depressing conlcusion for me! - although a flaw need not, per se, be fatal.

One post by Edwards that has helped me a lot with my GMing was posted 7 months or so after the Brain Damage episode, and seems more upbeat about what can be done in an RPG:

Plot authority - over crux-points in the knowledge base at the table - now is the time for a revelation! - typically, revealing content, although notice it can apply to player-characters' material as well as GM material - and look out, because within this authority lies the remarkable pitfall of wanting (for instances) revelations and reactions to apply precisely to players as they do to characters

Situational authority - over who's there, what's going on - scene framing would be the most relevant and obvious technique-example, or phrases like "That's when I show up!" from a player

Narrational authority - how it happens, what happens - I'm suggesting here that this is best understood as a feature of resolution . . . and not to mistake it for describing what the castle looks like, for instance; I also suggest it's far more shared in application than most role-players realize . . .

The real point, not the side-point, is that any one of these authorities can be shared across the individuals playing without violating the other authorities.

For instance, in [a particular game RE GMed], I scene-framed like a m[*****]-f[*****]. That's the middle level: situational authority. . . But I totally gave up authority over the "top" level, plot authority. I let that become an emergent property of the other two levels: again, me with full authority over situation (scene framing), and the players and I sharing authority over narrational authority, which provided me with cues, in the sense of no-nonsense instructions, regarding later scene framing. . .

Well, let's look at this [ie another poster's problems with his game] again. Actually, I think it has nothing at all to do with distributed authority, but rather with the group members' shared trust that situational authority is going to get exerted for maximal enjoyment among everyone. . .

It's not the distributed or not-distributed aspect of situational authority you're concerned with, it's your trust at the table, as a group, that your situations in the SIS are worth anyone's time. Bluntly, you guys ought to work on that.​

So maybe he changed his mind about the viability of RPGs as a creative medium. I don't know.

TL;DR - I may be brain damaged!
 
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pemerton

Legend
Classical rpg:s have always consisted of some rolemaster/keeper/dm/gm/equal with really silly name, group story-telling is classic too (I did it when I was kid) but not part of classic rpg style.
The standard approach to narrativist play relies just as much on the GM/player divide as does Gygax's D&D. It's not "group storytelling". In fact, the whole idea is to get a story without group storytelling.

The actual jobs given to the GM and the players are a bit different from at a Gygaxian table, and very different from at a "storyteller" table.

I'd be curious to know, do anyone here reflect this philosophical pondering (not in sense if this current theory is right but how you see it) into your actual gaming?
Yes. I've been GMing in roughly the way that I do now since I started running an Oriental Adventures game in 1986. But reading the Forge, and reading some of the game rulebooks that I learned about there, has helped my GMing a lot. It was also good for WotC, because it also encourageed me make the switch from GMing Rolemaster to GMing 4e! (Not directly - I don't think there's a lot of 4e play at the Forge - but by giving me the ideas to appreciate the ways in which 4e's design would help me get what I wanted out of a gonzo fantasy RPG without having to push against the system.)

can you kinda foretell how players will react to different things etc. based on these or similar theories.
I'm not sure you can tell how a player will react to different GMing approaches unless you play with them (or at least know them well in some other fashion). I use it to help develop my own GMing technqiues.

do most of you here believe into complex game-theories or do you use your gutt-feeling?
Speaking for myself, I use theory to help develop my gut-feelings. But my gut-feelings can also tell me when something is not working. For my first few years as a GM (basically up until Oriental Adventures came out) I read Lewis Pulsipher, Gary Gygax, and similar sorts of stuff in Dragon and White Dwarf and the AD&D rulebooks, and I tried to run a game like they said I should - emphasising operational play, the need to make the players earn their XP, keep careful track of time and use time as another resource to challenge the players, etc - but (i) I wasn't very good at it, and (ii) my players didn't really seem to enjoy it. They enjoyed playing their PCs, and pursuing their PCs' goals within the imaginary world, and they wanted me to present those PCs with the challenges that would let the players explore and develop their PCs in the ways that interested them.

Even though now, when I look back at Oriental Adventures I see a game aiming mostly at a type of high concept sim play (especially with its Honour mechanics), at the time it was liberating for me - in part because of the way it gave the players more freedom to build PCs in accordance with their own conceptions of them (via the proficiency and build-your-own martial arts rules), in part because its classes and races were more obviously embedded in a world of clear thematic values (the loyal samurai, the wandering bushi, the devoted kensai, etc). And hardly an iron spike or 10 pole in sight!

My gut feel led me to the sort of RPGing I enjoy, and as an adult I became familiar with a much wider range of RPGs, but The Forge really helped me hone in on what my preferences were, how different mechanics worked with them or against them, etc etc.

I think whole Forge thing is to gloryfy some "Narrativism" (horrible word) - style, that very few normal rolepleyers like.
This I'm in two minds about.

Of course most people don't want to play the actual avant-garde games like Nicotine Girls or My Life With Master. I don't run those games either. I run 4e D&D - in its themes and tropes, it's a mainstream gonzo fantasy RPG.

But I'm not entirely persuaded that only very few normal RPGers like playing a game in which player protagonism, and the genuine shaping of the story thereby, is to the fore. I'll admit that the popularity of adventure paths does tell against this. But I also think that there does seem to be some genuine but fairly widespread ignorance of techniques - it is extremely common on these boards, for example, to see post after post written on the assumption that the only alternative to a sandbox is some sort of adventure-path style railroad.

On the other hand, there also seems to be a big love among many RPGers of a pre-packaged story of which they can be a part (by playing their PCs). For these people, presumably narrativism does have little appeal.

Like I said, I'm in two minds. I think 4e was an interesting attempt to produce a very narrativist-friendly game, that could also be used for light gamist play, and that (despite its departures from traditional D&D) retained many features of classic RPGs - powers, hit points, and other class features that blur the line between game and metagame, rather than calling it out in the more blatant fashion of some Forge-y games.

With 4e apparently having collapsed, I think it will be a while before we see something like that again! I think it's back to mainstream sim for us!
 

I don't really see the Rawls comparison here. Rawls had an idea which he attempted to prove through a clear argument, but he is a philosopher. There is no way to test Rawls idea in a lab, especially since it is an argument about what "ought to be" not what "is". But Edwards, IMO, fails to build an argument that can be met. He begins with a conclusion and procedes from there. In my mind the burden is on Edwards to prove his position has merit. Also, Edwards is describing something that could easily be tested. There may be some debate about method and results, but there are ways to obtain data about agendas are at the table. So i don't feel he can rely on asserton or argumention alone.

If he was just a blogger giving his two cents this wouldn't be an issue. As a gm i comb blogs for advice that may be useful and try it out. But he has built a model and website around these ideas. So he clearly wants them to be taken seriously.

On the whole brain damage thing, i don't think there is any good ustification for that. We already had a lengthy debate about ths at therpgsite, so I wont get too into my views again, but he began with comparing a style he didn't like to brain damage (going further and saying actual real harm was done to the mind) and ended by comparing it to sexual abuse. That doesn't disprove his ideas. However it definitely says something about his rhetorical style.
 

But I'm not entirely persuaded that only very few normal RPGers like playing a game in which player protagonism, and the genuine shaping of the story thereby, is to the fore. I'll admit that the popularity of adventure paths does tell against this. But I also think that there does seem to be some genuine but fairly widespread ignorance of techniques - it is extremely common on these boards, for example, to see post after post written on the assumption that the only alternative to a sandbox is some sort of adventure-path style railroad.

I am not sure this is that wide spread. Personally I have had many fruitful conversations here about adventure structures and approaches to running games. I have found that people use widely different vocabularies (normakky descriptive enough that you know what the person is saying most of the time). There will always be people who just see the two extremes if the spectrum: sandbox and railroad. I am not sure this stems from ignorance of alternatives. My conclusion is this comes from the fact that these two are the most concrete in terms of prep and concept. So i think most people are aware of other techiques (heck you can't read most gm sections without being exposed to alternatives to sandbox and railroad)

I dont run either. I run what i call character driven adventures mixed with invesrigative elements. It is very similar to what Clash Bowley calls situational GMing. So my approach involves making characters, power groups, locations and events. It would be easy to mistake this for sandbox, but in my mind it isn't that. I suspect plenty of folks at the forge employ this style as well. But i also employ railroad and sandbox as techniques here and there. For instance the initial set uo if my adventure may be a railroad, but after that players have total control.

Another thing to keep in mind is age. You rarely know the age of a poster or how long they have played rpgs. Usually when I enciunter a poster who doesn't undeerstand the range of techniques or styles out there, it turns out to be someone who started gaming recently (usually beginning on 3e, pathfinder or 4e).
 

steenan

Adventurer
With all the criticism of Forge theories, I was skeptical about them for some time. I changed my mind, because they really helped my games. Even if the GNS classification is arbitrary and not grounded in serious research, it is exactly what I needed.

For several years me and my friends had a problem: we enjoyed some sessions much better than others and couldn't put a finger on the difference. Some games were excellent, some were just good; we played and GMed good enough to ensure we had "good" games, but we didn't know how to aim for "excellent".

The narrativism, as defined at Forge, was a revelation. The distinction between "story before" and "story now" was exactly what we searched for.

Forge also helped me rediscover gamism as a fun and functional play style - as opposed to munchkin activity that disrupts play. Being aware of different agendas that may come into conflict helped in finding common ground and deciding how we wanted to play at given time.

The Big Model, despite its incompleteness, was much more useful for my group than any other classification scheme (like the Law's one) exactly because it didn't try to classify player styles or character behavior, but the activities and agendas at the table. It showed us that we may find many different "common grounds" and there is no need for painful compromises - but we have to, for every separate game, define clearly how we wanted to play.
 

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