Do alignments improve the gaming experience?

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are you saying that due to the Star Wars movies you understand the Dark and Light side - and they originate from broader cultural and mythical tropes?

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If your answer is yes, why would you be so adverse to mechanical alignment. All mechanical alignment does is enforce the stereotype described. It sets a general guideline.
I'm saying the opposite - that the reason the Star Wars movies are able to evoke the Dark and Light side is because the audience is already familiar with the idea that hate, aggression, and the like are emotions that are to be avoided rather than cultivated, because they can tend to have a corrupting influence. (The audience of course may not all agree with this idea - the point is that they are familiar with it.)

That said, my objection to mechanical alignment is precisely that it enforces the GM's conception of the trope/stereotype in the face of the players' alternative interpretation. And I don't see any reason to do this.

think of a PC Fighter who through the story was elevated to Knight status (this can easily happen in Mystara in the Karameikos Duchy). Should the Knight behave "un-knightly" his status can be taken away. And it is not the Player who decides on the fate of his character of whether or not he loses his status, it is the DM. Do you also oppose this "DM empowerment"?
This depends to a significant extent on what resources the player spent for the benefit.

If it was a feat or (in 4e) a paragon path or (in 3E) a prestige class benefit, then I would not support the GM simply stripping it away, no. If the player is now repudiating being a knight, it's time for a rebuild of some sort. If the player doesn't agree with the GM that his/her PC is behaving improperly, then I don't favour the GM acting unilaterally.

To relate this to what I said above in this post - I don't think it makes for a better game for all interpretations of knightliness, or good, or evil, or courage, or honour, or combatting hubris, or protecting people from undead (to allude back to [MENTION=6681948]N'raac[/MENTION]'s Raven Queen example) to be imposed upon the game by the GM. To me, at least, part of the point of playing a PC is to put forward one's own interpretations of the character and the tropes in question. And part of the point of participating in an RPG (as player or GM) is to see what other interpretations one's fellow participants put forward.

I don't want to exaggerate the creative dimension of RPGing - it's not high art - but the creative, interpretive, responsive dimension is nevertheless a part of it that is important to me. I don't want or need my players to play out my conception of what (for instance) honour requires - I could work that out on my own via my own imagination. For me, the enforcement of alignment leeches this creative dimension out of the game, and tends to reduce the players to a very narrow role in the game: they get to coin some dialogue and make some decisions having procedural consequences, but the really big questions have already been answered in advance by the GM.

I also firmly believe that the fall of a paladin, cleric & druid has not been set in stone in the books
I'm not sure which books you mean. On this issue my greatest familiarity is with Gygax's AD&D books. In his DMG he tells us that a cleric who changes allegiance for a third time will be struck down. In his PHB he tells us that changing alignment is rare and hard, and that once you change one way you will almost never be taken back. And I don't have it in front of me, but I have a feeling that the paladin class tells us that a paladin who knowingly does an evil deed is immediately stripped of paladinhood. (OSRIC v2 p 18 says that "the paladin instantly loses his or her enhanced status as a paladin and may never regain it." I doubt that is very different from what is found in the AD&D PHB.)

I don't think we're told what happens to non-neutral druids. And I can't remember what we're told about monks. (OSRIC doesn't have monks, and is silent on what happens to a non-neutral druid, though p 11 has the cryptic remark that "druids of differing alignments may be found as non-player characters in some GMs’ campaigns.")
 

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I'm saying the opposite - that the reason the Star Wars movies are able to evoke the Dark and Light side is because the audience is already familiar with the idea that hate, aggression, and the like are emotions that are to be avoided rather than cultivated, because they can tend to have a corrupting influence. (The audience of course may not all agree with this idea - the point is that they are familiar with it.)

Okay but are you saying the audience (players) are not familiar with the general premises put forward for the various alignment types in D&D? IMO, it really is not a difficult concept to grasp. I don't need a George Lucas film to explain it to me.

This depends to a significant extent on what resources the player spent for the benefit.

The Knighthood was merely a title or status not anything related to the PB, but in terms of resources it would have to be invested time.

If it was a feat or (in 4e) a paragon path or (in 3E) a prestige class benefit, then I would not support the GM simply stripping it away, no. If the player is now repudiating being a knight, it's time for a rebuild of some sort. If the player doesn't agree with the GM that his/her PC is behaving improperly, then I don't favour the GM acting unilaterally.

Okay, in one of my recent sessions, the barbarian PC acted unruly within a rather gnomish mining town and got into a scuffle at a local tavern, made some choice remarks about their deity and was eventually arrested and taken into custody by the town guard. In another part of the town an investigation was being lead by 2 PCs and a NPC cleric official. It was revealed during the investigation that one of the PCs was lying to the clerical official and was deliberately keeping evidence as he believed he could do a better job in the investigation with the physical evidence found. When confronted by both the NPC and the other PC he was rather arrogant and blase about the whole thing.
Needless to say, with some other choice events to add spice to the situation, the ruling council of this rather recluse gnomish town ordered the PCs to leave and that they would continue the investigation without them.

Now from the above from the above one could also make the statement that "the player doesn't agree with the GM that his/her PC is behaving improperly" and that the party should not have been given the boot from the town. How is this different to alignment? I get the feeling from your answers that it has a lot to do with powers, feats & abilities - because you mentioned investment by the player, which in my mind, should not make a difference to the debate.

I don't think it makes for a better game for all interpretations of knightliness, or good, or evil, or courage, or honour, or combatting hubris, or protecting people from undead (to allude back to @N'raac's Raven Queen example) to be imposed upon the game by the GM. To me, at least, part of the point of playing a PC is to put forward one's own interpretations of the character and the tropes in question. And part of the point of participating in an RPG (as player or GM) is to see what other interpretations one's fellow participants put forward.

I don't want to exaggerate the creative dimension of RPGing - it's not high art - but the creative, interpretive, responsive dimension is nevertheless a part of it that is important to me. I don't want or need my players to play out my conception of what (for instance) honour requires - I could work that out on my own via my own imagination. For me, the enforcement of alignment leeches this creative dimension out of the game, and tends to reduce the players to a very narrow role in the game: they get to coin some dialogue and make some decisions having procedural consequences, but the really big questions have already been answered in advance by the GM.

Well I find this supposed "enforcement" is made when the player selects their class. If they do not want to be restricted via alignment or code or idea, they would choose something other than a cleric, paladin or druid...etc The "narrow role" is baked into the class - to say that the DM leeches a creative dimension for a player is very misleading.
The restriction is all in the class description.

I find the the player who plays the paladin in my group a breath of fresh air - he plays him within this "narrow role" and alignment doesn't even come up not that it even has to - it just doesn't, he is more aware of it than I. And I find he constantly surprises me (in a good way) and his PC challenges the other PCs within the group regarding their words and actions.
As a DM I have decided to shower him with visions (divine messages) from time to time, and as he follows the righteous path more and more, the greater the frequency of these visions. As a player and character he is not aware of this. Should he falter, the visions might become less frequent. Do I need alignment for this? No. It is a guideline, everyone in our group knows this - its there only when it is necessary or for story purposes.

I think players that want that sense of order and morale ethical heaviness do not require the DM to enforce it - I think the alignment guideline is mostly utilised for those that do not take the heavy classes seriously. So its not about DM enforcement as opposed to a means in "controlling" unruly players. Your good role-players usually will not have any need for alignment to come into play, not unless they want to for narrative purposes.

So any rule that clamps down on terrible play is good in my book, and this is besides its other uses.
 
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Your argument against alignment is that two DMs will roleplay it differently in a campaign? A cleric of the Raven Queen who animates undead will be treated the same in both campaigns? Perhaps one DM will punish the cleric by refusing him access to Divine Powers altogether and permanently, one DM might decided that the cleric will have to pay penance, another might send someone/thing to punish him (lose a hand, an eye), another would have him flogged by his spiritual equals..etc
I think its great no two DMs are the same.

No. The problem is one DM will penalize the PC in some fashion while the next one pats him on the back. And according to the rules they are both right.
 

Sadras said:
So any rule that clamps down on terrible play is good in my book, and this is besides its other uses.

Hrmmmm. I was just told in no uncertain term that this POV was not held by anyone here. Heh. [MENTION=48965]Imaro[/MENTION]. Are your ears burning?
 

Hrmmmm. I was just told in no uncertain term that this POV was not held by anyone here. Heh. @Imaro. Are your ears burning?

In our campaign, I have introduced a house rule for the setting whereby spamming of cantrips over a continuous period of 4-5 minutes might result in the caster being affected by a migraine/headache, temporary blindness, temporary deafness...etc even perhaps render the caster unconscious. The period for these negative experiences is undefined all the character knows is that playing around with the arcane on that level has consequences even for 0-level spells.
Why did I create this house rule? Because I saw an opening for abuse within the system that wasn't to my liking.
Have I exercised it yet? No, but its there.

Same with alignment. You might have an ass-hat roleplayer who decides to play a paladin for all the benefits and does everything under the sun which is contrary to how a paladin ought to behave, and not because he wants to express his freedom, not because of narrative conflict - but because the player is an asshat and wanted all the benefits of the class without adhering to the class's code. That's when the DM can come in and be the big bully.
Have I had to do it. Thankfully not. Alignment has never been an issue in our campaigns. Wizards more so :)

This is not to say that this is Alignment's only feature - I'm just reflecting on that because this seem to be the most contentious topic regarding it.
 
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Hrmmmm. I was just told in no uncertain term that this POV was not held by anyone here. Heh. @Imaro. Are your ears burning?

No, they're not. I think you're mistaken on what I said... I never claimed this view wasn't held by anyone in the thread. What I objected to was it being stated as a broad brush reason and/or as the "crux" of the argument for the majority of people on the pro-alignment side. as far as it being some individuals reasons, I never denied that.

For further clarification...

Here was the original post I responded too...

No, it's quite clearly stated by many of the "I like alignment" camp--it's ability to curb player excess. That's been the crux of most of the examples given for why it's good. The throat-slitting paladin has been a fixture of this thread already.

...and below is my response.

Wrong, we've been asked why the DM is a better arbitrator for alignment than an individual player... we've given examples (some extreme) for why that is... but it wasn't the crux of why those of us who like alignment do, I think both @
Umbran and @Bedrockgames have given the reasons (at least for me) that I enjoy a game with alignment... but then I guess those don't count for some reason.


Where did I assure you that no one held a particular view
 
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No. The problem is one DM will penalize the PC in some fashion while the next one pats him on the back. And according to the rules they are both right.

A 1st level character may also find a +5 sword in a goblin's lair and that is fine according to the rules.
 

Okay but are you saying the audience (players) are not familiar with the general premises put forward for the various alignment types in D&D? IMO, it really is not a difficult concept to grasp. I don't need a George Lucas film to explain it to me.

<snip>

I find the the player who plays the paladin in my group a breath of fresh air - he plays him within this "narrow role" and alignment doesn't even come up not that it even has to - it just doesn't, he is more aware of it than I. And I find he constantly surprises me (in a good way) and his PC challenges the other PCs within the group regarding their words and actions.

<snip>

So any rule that clamps down on terrible play is good in my book, and this is besides its other uses.
I don't need a rule to clamp down on terrible play. And the players of paladins in my game challenge the other PCs too - upthread I posted a lengthy example of play where this sort of thing led to a significant campaign loss for the party. They don't need alignment to do this, just PCs with convictions and then roleplaying those PCs.

As for the general premise of alignments in D&D. I posted upthread the basic premises for the paladin class from two editions - in my view mediating that via alignment adds no new information. And I don't agree that the alignments themselves are well-understood premises. For instance, is Thomas Jefferson lawful (rule of law) or chaotic (individual liberties)? Is FDR chaotic (threatening to stack the Supreme Court) or lawful (defending the solidarity of the New Deal against interventionist judges)? Is Peter Singer evil (euthanasia is permissible) or good (greatest happiness of the greatest number)? I don't expect anyone to answer those questions in this thread - that would probably breach board rules. I'm just making the point that, as they are presented, D&D alignments don't actually capture or correspond to any well-understood genre tropes.

Even if they did, I would not favour a game in which the GM enforces those tropes.

Okay, in one of my recent sessions, the barbarian PC acted unruly within a rather gnomish mining town and got into a scuffle at a local tavern, made some choice remarks about their deity and was eventually arrested and taken into custody by the town guard. In another part of the town an investigation was being lead by 2 PCs and a NPC cleric official. It was revealed during the investigation that one of the PCs was lying to the clerical official and was deliberately keeping evidence as he believed he could do a better job in the investigation with the physical evidence found. When confronted by both the NPC and the other PC he was rather arrogant and blase about the whole thing.
Needless to say, with some other choice events to add spice to the situation, the ruling council of this rather recluse gnomish town ordered the PCs to leave and that they would continue the investigation without them.
This just looks like consequences of action resolution. The situation around the barbarian PC has been reframed, but the player of the barbarian has not been stripped of the mechanical resources s/he chose as his/her tools for engaging the game. Nor has his/her conception of his/her PC been validated - for example, nothing in the story you've told implies that s/he has to think the town council did the right thing.

Turning a paladin into a fighter is, in my view, quite a different matter. It deprives the PC of his/her resources. And (putting to one side [MENTION=6681948]N'raac[/MENTION]'s view that a person who is forsaken by the gods of good might form the view that they are not really good, which I still don't understand) it tells the player that his/her PC did the wrong thing.
 

I don't need a rule to clamp down on terrible play.

Yes, but it certainly helps new DMs to have a guideline.

And I don't agree that the alignments themselves are well-understood premises. For instance, is Thomas Jefferson lawful (rule of law) or chaotic (individual liberties)? Is FDR chaotic (threatening to stack the Supreme Court) or lawful (defending the solidarity of the New Deal against interventionist judges)? Is Peter Singer evil (euthanasia is permissible) or good (greatest happiness of the greatest number)? I don't expect anyone to answer those questions in this thread - that would probably breach board rules. I'm just making the point that, as they are presented, D&D alignments don't actually capture or correspond to any well-understood genre tropes.

I don't recall Star Wars's Dark or Light side capturing that level of detail either, I do not understand why you need that level of detail of alignment within D&D.

Even if they did, I would not favour a game in which the GM enforces those tropes.

It appears you have a misconception that everything the Paladin does is questioned, deliberated, analysed when this is not the case. The DM is not a pro-active policeman.

Turning a paladin into a fighter is, in my view, quite a different matter. It deprives the PC of his/her resources. And (putting to one side @N'raac's view that a person who is forsaken by the gods of good might form the view that they are not really good, which I still don't understand) it tells the player that his/her PC did the wrong thing.

So the question/s I pose is: Can the player ever do the wrong thing in your mind? Or is the answer only yes, if the DM does not deprive him/her of his/her resources?
 
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The difference N'raac is that there is no way that two DM's, seeing a PC devoted to the Raven Queen will give diametrically opposed rulings while following the rules of the game.

No? Let’s chat more about Her Highness below, in conjunction with her tenets.

Your argument against alignment is that two DMs will roleplay it differently in a campaign? A cleric of the Raven Queen who animates undead will be treated the same in both campaigns? Perhaps one DM will punish the cleric by refusing him access to Divine Powers altogether and permanently, one DM might decided that the cleric will have to pay penance, another might send someone/thing to punish him (lose a hand, an eye), another would have him flogged by his spiritual equals..etc

The fact that each GM will run a game differently is no different than the fact that each player will run characters differently. This is a key difference, at least to me, between a board game and a tabletop RPG.

For completeness, here is the corresponding text from the AD&D 2nd ed PHB (as published on the WotC website as part of their promotion of the reprint - its p 35 of that printing):
The paladin is a warrior bold and pure, the exemplar of everything good and true. Like the fighter, the paladin is a man of combat. However, the paladin lives for the ideals of righteousness, justice, honesty, piety, and chivalry. He strives to be a living example of these virtues so that others might learn from him as well as gain by his actions.​

I imagine a person who had no familiarity with those Arthurian (or similar) tropes - eg a person raised in a very strict and sheltered pacifist community - would have trouble identifying what the archetype of a paladin is. (For instance, such a person might reflexively see righteousness and devotion as at odds with being a warrior.) But I also imagine that comparatively few such people are playing D&D. In practice I've never had this problem. (Note that you don't need to endorse the trope in order to play a paladin: you just have to recognise it. It's a fantasy game, after all.)

Good and Evil, Law and Chaos are also tropes, as the Star Wars discussion notes. I find it hard to believe every GM will concur as to how one best reflects “a living example of ” the ideals of righteousness, justice, honesty, piety, and chivalry”. Your answer, as I read it, is that the players may interpret this as they will, and you will let any disagreement slide. Yet you have indicated you reject one of my possible character interpretations for the Raven Queen. As well, your willingness to let any disagreement slide seems to be conditional on the players not deviating too far from your own view, in that you have noted this has never been an issue for you because your players “are reasonable”, ie do not play characters in a manner you see as deviating excessively from the values set out.

This seems a lot more practical than [MENTION=22779]Hussar[/MENTION]’s expectation every GM’s ruling on every issue would be identical. I don’t see any less room for debate over the virtues outlined above for the Paladin, nor how hard he must strive to exemplify them, nor how successful he must be, than to shorthand this to exemplifying the ideals of the LG alignment.

What we don't need, in order for someone to play this class, is a definition in the stricter sense of what counts as "devotion", "taking the high road", "refusing to allow the illusions of temptation to dissuade you from your obligations" or "fervently crusading [in the service of] a specific faith". Or, in other words, what we don't need in order for this class to work in the game is anything approaching the application of mechanical alignment.

I agree with your first sentence. We need not analyze each and every action in depth, classifying it to the Nth degree. I disagree with your second sentence’s implication that implies such classification is needed to even approach the application of mechanical alignment.

The way you present this, it's as if the choice of anger, fear, aggression and hatred as triggers for corruption was arbitrary: as if, in some alternative "Star Wars universe", Yoda might warn Luke not to help too many old ladies across the road, because generosity, compassion, loving kindness and equanimity are the ways of the dark side!

The idea that those sorts of emotions lead to corruption is not invented by Lucas - it's an idea with broad resonance, although worked out in perhaps the greatest detail within Buddhism. They are not simply "external" triggers for the dark side - as if the god of the Jedi doesn't like them to do these things, and after three strikes will boot them out of the team. They are "internal" triggers for the dark side, corrupters of personality which eventually - and drawing on another fantasy trope that predates Lucas - manifests itself in external transformation.

You keep telling me the character should define his own morality, as there is no way that the GM and player can be expected to agree on what is “moral/good” and what is not. Yet you say above, and I agree, that we have a pretty good idea what exemplifies Good and what exemplifies Evil. So how is it hard to envision a judgement in game that a character’s actions taken as a whole (or an extreme action) indicates a trend to the Dark Side?

The analogue of alignment debates in a Star Wars RPG would be the GM trying to tell the Jedi player whether or not a particular action manifested an excessive degree of aggression. I would not be interested in that for the same reason I'm not interested in mechanical alignment. If the player is being sincere in playing a Jedi, s/he will avoid excessive aggression. If s/he wants to play out a fall to the dark side, then that can be played out. (Obligatory Darths & Droids reference here.)

And, again, I don’t see the need to analyze each and every action, but actions in general. A player sincere in playing a Jedi or a Paladin will certainly not undertake an extreme action which, in and of itself, would indicate he has “gone to the Dark Side” (or fallen as a Paladin).

By "morality" here you seem to mean what she thinks is right and wrong. Yes, that is defined as part of the gameworld. As I posted upthread, when I tell my players that I want to run a game using the default 4e world, then I am including the Raven Queen as written up for that world. Here are the relevant passages (PHB p 22):

The name of the god of death is long forgotten, but she is called the Raven Queen. She is the spinner of fate and the patron of winter. She marks the end of each mortal life, and mourners call upon her during funeral rites, in the hope that she will guard the departed from the curse of undeath.

She expects her followers to abide by these commandments:

* Hold no pity for those who suffer and die, for death is the natural end of life.

* Bring down the proud who try to cast off the chains of fate. As the instrument of the Raven Queen, you must punish hubris where you find it.

* Watch for the cults of Orcus and stamp them out whenever they arise. The Demon Prince of the Undead seeks to claim the Raven Queen’s throne.​

I never said that they could (though in fact the players have worked out details - eg the paladin decided himself that he sleeps standing up). That is a view you've imputed to me, perhaps in part because - in this as in other conversations - you don't distinguish between backstory and action resolution as components of the fiction.

You first told me the players define their own codes and the GM has no right to evaluate them. But it seems this only holds true if the players define their codes within your parameters – that is, consistent with the tenets of the Raven Queen.

So why was my example character dismissed as inappropriate to the Raven Queen? His efforts to bring death to the masses do not seem, from where I sit, to violate any of the commandments above. I also note that all references to date have indicated the RQ is opposed to Undead in general, but I only see Orcus referenced above. It seems my character could reasonably decide it is OK to utilize undeath in the services of the Raven Queen, rather than in the service of the Demon Queen.

I also find that first could cast moral judgement. I don’t really envision a classic Paladin looking at the starving, suffering villagers and telling them “Silence, wretched ones – your suffering is the natural order of things, and soon you shall die, as is right and proper”, yet that seems a perfectly legitimate interpretation of the first commandment. In fact, seeking to ease their suffering seems to violate that commandment.
[MENTION=22779]Hussar[/MENTION], I suspect not every GM would agree with my interpretations above. Does that mean these commandments should also be stricken from the rules?

For me, the answer to that question is "I wouldn't". It's up to them to decide what is involved in honouring the Raven Queen's commandments.

it's up to them to play their characters, and it's not my role to judge whether or not they're doing it properly.

So why did you dismiss my character who murders in the name of the Raven Queen? In what way was he clearly not honoring those commandments? You judged that character before it was even created.

No. The problem is one DM will penalize the PC in some fashion while the next one pats him on the back. And according to the rules they are both right.

And yet the thrust of [MENTION=42582]pemerton[/MENTION]’s comments has been that two players could take entirely different interpretations of, say, service to the Raven Queen and both be right.

Turning a paladin into a fighter is, in my view, quite a different matter. It deprives the PC of his/her resources. And (putting to one side @N'raac's view that a person who is forsaken by the gods of good might form the view that they are not really good, which I still don't understand) it tells the player that his/her PC did the wrong thing.

To the mechanics issue, I agree the character should be able to regain equivalent mechanics, not be forced to play a character who lags far behind his peers. But then, doesn’t Raise Dead cost a character a level? Doesn’t that mechanic cause a lag for a period of time, at least? Why can falling as a paladin or cleric not impose a disadvantage, albeit one I agree should not be indefinite or permanent?

You continue to assert that any assessment of alignment means the character “did wrong”. If the player consistently eases the suffering of the hurt and dying, expressing remorse for the tragedy of their pain and death, that directly violates the first RQ commandment above. To her, it is wrong. The PC is not acting in her service. Does that mean the character objectively “did wrong”? No. Is the PC doing wrong in the eyes of the Raven Queen? I suggest breaking her commandments is “doing wrong” in her eyes. It would be appropriate for her to take action against a follower “doing wrong” just as it would be appropriate for the Prince to take action against a Cleric breaking his edicts.

Every alignment has its own outlook. To “do right” under one will certainly “do wrong” under another. It does not establish an objective “right” or “wrong” unless we have defined one alignment to be morally superior. I think we do consider “good” to be morally superior to “evil” under the tropes of fantasy literature, but I don’t believe we assess that a Druid (or RQ follower) who views death as the natural order, and opposes efforts to unnaturally prolong life (say, in our world, life support machinery) is “wrong”.

I don't recall Star Wars's Dark or Light side capturing that level of detail either, I do not understand why you need that level of detail of alignment within D&D.

It appears you have a misconception that everything the Paladin does is questioned, deliberated, analysed when this is not the case. The DM is not a pro-active policeman.

100% agree

So the question/s I pose is: Can the player ever do the wrong thing in your mind? Or is the answer only yes, if the DM does not deprive him/her of his/her resources?

Answers I’ve been looking for as well, but my questions have been far less succinct. Although it seems my murdering follower of the RQ was perceived as “wrong”…funny, it seems more “right” now than it did when I first posited it. It seems like the RQ is perceived more positively in [MENTION=42582]pemerton[/MENTION]’s game than her precepts above would suggest.
 

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