What is *worldbuilding* for?

I'm curious do you think that D&D 5e's ideals, bonds and flaws can accomplish the same thing? If not... I have to ask, why not?

Again I have to ask, how is this different from the GM and a player establishing and fleshing out character backstory (or more specifically an ideal bond or flaw) in D&D 5e?
I think they lack the 'heft' of FATE character aspects, which are pretty much all-defining. Depending on the exact system you're playing they could be somewhat more or less important, but an aspect is powerful, the rules let you leverage it in various ways, its a major part of your character.

5e's IBFs are, first of all, much more specific, being at least an entire sentence, which makes them closer to backstory. There's also no tie in to anything in the rules, particularly. I think they're meant to play into Inspiration, but that itself is a relatively weak narrativist mechanic. The rest of the system doesn't particularly envisage or support Story Now, though it doesn't actively prevent it either.

Another consideration is that FATE is really intended to be played this way. It doesn't work without leveraging character's traits. 5e you can just plain ignore them, they're not inherently important at all.

See my experience here is that not everyone enjoys this style. There are players who really aren't interested in fleshing out the GM's world through their character's backstory and traits (they may not even be that interested in fleshing out their own character's traits and personality). As someone who runs games (as opposed to playing them) near constantly I've been in this situation myself where I don't want to create a world... I want to play in someone else's world.

I see 1 major difference in how FATE (aspects) approaches this vs. D&D's (ideals, flaws and bonds)... the degree to which it is mandated as part of the game. In FATE aspects are mandatory and are a fundamental part of the game mechanics in play, which means there is no opting out of them and every player has to engage with them to the same degree (fully). D&D on the other hand treats it as an optional system which players can buy into fully or choose to ignore as they see fit. FATE is great if you have a group with total buy in and your method of setting building is great for players who want the experience of building the world (though I think it's a big mistake to assume that this is desired by all players or even a universally positive thing). However for a group that doesn't want to go deep into characterization and has no desire to build the world their stories take place in (or even a group that is mixed on the idea) FATE is pretty limiting and something like 5e, IMO, is a better fit since players can choose to buy in or not as much as they want.

EDIT: Though this is purely conjecture, I think this is a major reason games like FATE don't have the widespread appeal of something like D&D or more traditional rpg's. They require more from the players and IME, it's a requirement that makes it a less attractive option for some new players as well as casual players and even experienced players who don't necessarily fall into the Storytelling (and to a lesser extent the Actor) player types.

I've found that players LOVE the kind of immersion that something like FATE can give them, because it creates a whole feeling of characterization that you have to know how to work at in games of the 5e type (which may actually punish it in some cases).
 

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It seems to me that there are three primary variations of how a game handles this. I'm sure that there are any number of slight variations on them, but the three i think seem to be the most prominent are:

1) The game leaves the determination of Background Details and how they impact play to the players and/or GM. (3E D&D)

2) The game includes these details in character generation, but the effect they have on play is nil or minimal. (5E D&D's inspiration)

3) The game includes these kinds of details in character generation, and then they can impact play in some mechanical way. (FATE)

Are there other approaches to background details in addition to the three I've outlined above?
Yes, I think there is:

4) The game leaves determination of Background Details* to random roll, done either during char-gen or sometime later or never, and any impact on play is determined by the DM only if-when something significant is rolled. The background roll(s) are merely to help provide ideas for the player if needed.

* - beyond the basics e.g. past non-adventuring profession(s), languages known, etc.

I see 4) as different from 1) in that 1) reads as if it's mandated by the game and therefore must be done for each PC via a method determined by each table, while 4) is entirely optional.

Lanefan
 

Ok you were describing how aspects in FATE helped you build setting so the question was could D&D's bonds, ideals and flaws be used to world build in the way you described... I get that you don't like them (more than ever after this answer) but I don't think you really answered my question...

Yes and you could also do this by selecting the Dragonmarked feat for House Cannith and writing up backstory (or tie it into your ideals, flaws and bonds)... Given a GM and player who want this to be a part of the character and world equally in both systems...what, from a worldbuilding perspective, in FATE makes this "meatier" than other games where you say took the feat and tied it to one of your flaws, idelas or bonds?
In a game like 4e, you can of course do that, and as a feat it has more heft than as merely an IBF would in 5e. There is STILL not as much there as an aspect compulsion in FATE, and a 4e character will most likely have many other feats, though maybe not at level 1, depending on build. Either way, 4e PCs have powers, maybe a theme, a background, etc.

I'm going to step back here as I feel like I posted in good faith with comments and thoughts around your post even asking for further comment from you around ideas you presented... and it was taken as some kind of attack on you. I'm not sure how we discuss things if questioning and differing views are looked at in that way so I'll retract my questions at this point... though I will say when you claim a specific games mechanics create "meatier" worldbuilding (thus associating a value judgement with it) but don't really go into depth around why this is...you should expect people to question it, especially in what is supposed to be a discussion.

Not to continue a 'fight' that obviously nobody was really interested in having, but I can understand why [MENTION=5142]Aldarc[/MENTION] asked the question about 'fishing' and how he probably felt when he made this comment. I've heard a lot about how certain people feel like [MENTION=42582]pemerton[/MENTION] is down on their styles of play. It OFTEN seems to those who might be on the 'other side' (loosely, not sure there is one) of this divide that we're being cast as 'those weirdos over there that like funny games', to put in terms we probably all identify with who started playing RPGs at a young age. Every time I hear about how my version of this is somehow a 'fringe' style of play, which seems to implicitly be a way of saying that its not really as good as the 'regular' way, I kind of cringe a little. I hear people say they don't intend that, but the same people come back after [MENTION=42582]pemerton[/MENTION] when he basically says the same thing, that he isn't putting their kind of play down.

I mean, I have mixed feelings. I don't like to think its 'wrong' to discuss why maybe more people play one way than another, or whatever. It can be pretty hard to keep it from seeming like there's an unspoken agenda though! Even if there really isn't one.
 

So the recent focus of the discussion has me thinking and I want to see what others may feel....

When it comes to Background Details such as Bonds or Connections and the like....whatever term may be used for a specific game...some games incorporate them into game mechanics, and others don't (or do so in a minimal way such as 5E's Inspiration).

Now, I've been playing with the same group of people since we were kids, and we long ago all started creating background details and connections to NPCs or other PCs for our characters without any rule telling us to do so. I think this is why I found the initial premise of the thread to be so questionable....my players have been involved in worldbuilding pretty heavily since the 2e D&D days. And I and other GMs in our group have always taken these character details into consideration when running a game.

It seems to me that there are three primary variations of how a game handles this. I'm sure that there are any number of slight variations on them, but the three i think seem to be the most prominent are:

1) The game leaves the determination of Background Details and how they impact play to the players and/or GM. (3E D&D)

2) The game includes these details in character generation, but the effect they have on play is nil or minimal. (5E D&D's inspiration)

3) The game includes these kinds of details in character generation, and then they can impact play in some mechanical way. (FATE)

What do you think the pros and cons of each approach might be? Which approach do you prefer? Are there other approaches to background details in addition to the three I've outlined above?

4) These rules ARE the game. There are actually quite a few games in this category. One I have played extensively is PACE, which literally is NOTHING but 'aspects', it doesn't even have dice. I believe Amber has this kind of a structure as well, doesn't it?

There are a few things you could say about this. One could say that type 1 games leave the player's free to characterize their characters as they see fit (though D&D's alignment and even class kind of go against this). Others could say that type 3/4 games provide stronger characterization and its still player choice. Obviously some would also prefer the 1 end of the axis as not requiring them to really RP at all.

As I've long held, I think D&D compels play by its focus on advancement, which generates high replay value. It could incorporate type 3 mechanics as well (type 4 might be hard, but may be possible) but that would perhaps dilute the focus. It hasn't really been tried. I think for 20+ years people were afraid to 'clone D&D' for both legal and maybe gamer cultural reasons, so other game systems left that power advancement model alone. Once 'narrativist' designs were perfected and OGL provided a way to fuse those with d20 these sorts of games had already sort of mapped out their own conceptual space. Its only now that the two strands are finally starting to come together. Heck, I've done it myself HoML is a 'D&D' (there is 4e-like advancement, basically) as well as STRONG narrativist/Story Now design. I honestly don't know of another game that is in this space. Of course I am not that great a game designer and probably won't ever feel motivated to PUBLISH it, but I'm guessing someone will soon do the same thing.
 

I don't like to think its 'wrong' to discuss why maybe more people play one way than another, or whatever. It can be pretty hard to keep it from seeming like there's an unspoken agenda though! Even if there really isn't one.
One could say that type 1 games leave the player's free to characterize their characters as they see fit (though D&D's alignment and even class kind of go against this). Others could say that type 3/4 games provide stronger characterization and its still player choice. Obviously some would also prefer the 1 end of the axis as not requiring them to really RP at all.
The range of activities that can count as "playing a RPG" is pretty wide. Playing essentially board-game style "Gygaxian" D&D is RPGing. So is playing Dogs in the Vineyard. So is playing Fate. But as far as the minutiae of gameplay is concerned, it's going to be pretty different. (Consider canasta and bridge - both card games, but quite different in the details of play.)

And then there is the player who just sits back, follows the narration, kicks in the odd in-character comment, and rolls the dice when a fight breaks out. In "Gygaxian" D&D, or even a contemporary module like (say) Lost Mines of Phandelver that person can rely on others to manage the mapping, to manage the "plot" (if there is one), and the like. But in Fate, that person is going to flounder if s/he is not engaging the aspects; just like in 4e that person is going to flounder if s/he doesn't understand his/her PC build.

It's not a coincidence, I think, given that I think that sort of player may be fairly common, that games which make room for him/her are more popular!
 

but I don't think you really answered my question...

I was asking what do you think the negatives, if there are any, around using ideals, bonds and flaws in the same way you use aspects (extra questions, building the setting around the answer, etc.) to worldbuild.

Yes and I was hoping to get you to expound on why you believed that...
One of the core problems, IMHO, is that even if you expanded the Inspiration Bonds system, it would still be a mostly secondary to the core game. As such, the amount of effort that you need to put in to making Inspiration Bonds work as a more critical player-facing world-building mechanic may not be worth the gains.

You could definitely use Inspiration Bonds to world-build, and it may be worth looking into it for players to think more about their characters. However, this process in 5e is undoubtedly more detached from the core mechanics and character creation process than it is in Fate, where it is an explicit part of the Social Contract of its gameplay. Inspiration is not given much elucidation or support in 5e. It ties itself primarily to Background and so, in some regards, it is narrower in its scope and application. Furthermore, it's also an issue of how these player aspects in Fate empower additional player-facing "world-building" in play, but I will get to that later.

EDIT: Backgrounds are only out of sight out of mind if the player and GM choose to ignore them... which they could also do by never compelling them in FATE...
My impression here is that the Inspiration Bond system is so haphazardly vestigial to 5E that it is often not a matter of whether "the player and GM choose to ignore them," but, rather, whether "the player and GM choose to include them." I think that this latter point is more often than not a better representation of how Inspiration-Bonds play out at most tables: a proportionately equal afterthought to playing the core game.

Yes and you could also do this by selecting the Dragonmarked feat for House Cannith and writing up backstory (or tie it into your ideals, flaws and bonds)... Given a GM and player who want this to be a part of the character and world equally in both systems...what, from a worldbuilding perspective, in FATE makes this "meatier" than other games where you say took the feat and tied it to one of your flaws, idelas or bonds?
You could agree upon nearly anything that you want for your character's backstory. This is equally true for both 5e D&D and Fate, so much that it borders on a tautology. Yet there are a few pretty big critical differences here between 5e and Fate.

IME, I would say that Fate's comparative "meat" in this regards, however, comes from the 1) mechanical prominence, 2) degree of empowerment, and 3) play consistency and frequency of these systems. But these three dimensions are intricately tied, so I can speak of them together with some contrast with D&D 5e, since that seems to be our comparison point.

As I said before, the Inspiration-Bond mechanic is more vestigial to character creation in 5e. In contrast, Aspects (e.g., High Concept, Trouble, etc.) are character creation in Fate. Your aspects define who you are or, alternatively, how you define yourself. The core of your character concept are these aspects, particularly the High Concept and Trouble, which are primary pumps of your character concept's "heart" and the Fate point economy. The game book encourages you to build setting in your character concept as expressed in your aspects. From the Fate-SRD:
Lenny and Lily settled on the “guy and girl with sword” idea, and Ryan’s going with “guy without sword.” But those are just starting ideas. Now it’s time to turn them into proper high concepts.

Lenny latches onto the idea of tying his concept to an organization, and starts with “Disciple of…something.” He envisions a character who has trained in some mysterious martial art, and that involves rival schools and foes that want to learn those secrets. The group helps him come up with a suitably mysterious name: Disciple of the Ivory Shroud. (And now we’ve made a bit more setting: there’s an Ivory Shroud, mysterious martial arts, and all that implies.)

You cannot create a character in Fate without a High Concept and Trouble, but you could create characters in D&D 5e without Bonds. Arguably but uncontroversially, the primary focus in D&D is on Race/Class combination. What about Background in 5e? It's honestly a bit more secondary. It's primary perks are Two Bonus Skills > Two Bonus Language/Tool Proficiencies > Bonus Starting Goods. The Inspiration System is tacked onto Background. (Why does my character flaw stem from being a Guild Artisan?) Thus it is ironically relegated to the background of the Background system.

In Fate, this is less about your "Background" and more about your "Foreground" of who you are playing. It's about establishing who you want to play and what you want to see in play. It is core to your character concept. It is your character pitch. You will be invoking aspects, and your aspects will be compelled. There is a consistent engagement in play with those aspects. This is more mechanical "meat" than Inspiration. When you use a Fate point (aka Fate's "inspiration" mechanic), then you will likely be invoking off one of those aspects for the bonus, re-roll, or the "other worldbuilding" thing that I alluded to earlier. That worldbuilding thing is "Declaring a Story Detail." A player can invoke one of their aspects - though with the GM's right to reject it - to declare the existence of a story point that works in the advantage of the player/character. Here is the example that Fate uses:
Zird the Arcane gets captured with his friends by some tribesfolk from the Sagroth Wilds. The three heroes are unceremoniously dumped before the chieftain, and Amanda describes the chieftain addressing them in a strange, guttural tongue.

Ryan looks at his sheet and says, "Hey, I have If I Haven’t Been There, I’ve Read About It on my sheet. Can I declare that I’ve studied this language at some point, so we can communicate?”

Amanda thinks that’s perfectly reasonable to assume. Ryan tosses over a fate point and describes Zird answering in the chieftain’s own speech, which turns all eyes in the village (including those of his friends) on him in a moment of surprise.

Ryan has Zird look at his friends and say, "Books. They’re good for you."
Similarly, we could turn to the point of our previous character, the Disgraced Ex-Bodyguard of Prince Alfric. The players may be trying to sneak into the manor of the prince. The players fail to find a suitable "conventional" entrance into the manor. The Player then turns to the GM with a Fate point and says, "So because I am the 'Disgraced Ex-Bodyguard of Prince Alfric,' I know that there is a secret tunnel that leads from the kitchen in the manor to the garden." That character's world-building aspect has just empowered the player to world-build some more amidst gameplay. It did not stop at character creation. This IMO "meatier" because the worldbuilding here is more substantial to the core player-facing mechanics. I seriously doubt that the Inspiration-Bond system would ever see play like this.

An Aside: Point #2 (i.e., Degree of Empowerment) also gets into the point that I raised earlier about level-gating character concept. Feats limit this concept in 5e, but that is not the case in Fate. Unfortunately we don't know what a Dragonmarked feat system would like in 5e, and it is questionable that it would have one. After all, how to implement Dragonmarks is one of the big debate points when people talk of porting Eberron to 5e. If you make it a feat system in 5e, then this means that only humans can start at 1st level in their Dragonmark. And due to the Ability Score Improvement, you are forcing players to decide between Character Functionality and Character Concept. Often, IME, the former wins even though the latter is more desired. So let's instead operate on the principle that the 5e Inspiration Bond system applied to 3.5 Eberron. If I were in 3e, then my character concept is limited by the Dragonmarked feats available for my level, such that I can only take Lesser Mark of Making (?). But my desired starting point for my character may be at a more "advanced" point in my character's life when they already have the Greater Mark of Making. I could start my character in Fate with that as an aspect; however, D&D says "no" because it ties these things into power level and an increasing degree of mechanical advantages. In terms of worldbuilding as an aspect of character creation, this means that there is more inherent worldbuilding potential out of the gate mechanically with a Fate character than with a D&D 5e character. This is not a value judgment on D&D 5e. It's simply about recognizing the limitations, strengths and weaknesses, and benefits of different systems.

EDIT: For the sake of everyone else, please don't quote giant chunks of my wall of text. Please quote key ideas and snippets. Otherwise, this all becomes far more unpleasant to read.
 

The range of activities that can count as "playing a RPG" is pretty wide. Playing essentially board-game style "Gygaxian" D&D is RPGing. So is playing Dogs in the Vineyard. So is playing Fate. But as far as the minutiae of gameplay is concerned, it's going to be pretty different. (Consider canasta and bridge - both card games, but quite different in the details of play.)

And then there is the player who just sits back, follows the narration, kicks in the odd in-character comment, and rolls the dice when a fight breaks out. In "Gygaxian" D&D, or even a contemporary module like (say) Lost Mines of Phandelver that person can rely on others to manage the mapping, to manage the "plot" (if there is one), and the like. But in Fate, that person is going to flounder if s/he is not engaging the aspects; just like in 4e that person is going to flounder if s/he doesn't understand his/her PC build.

It's not a coincidence, I think, given that I think that sort of player may be fairly common, that games which make room for him/her are more popular!

I think there are a variety of factors at work in terms of different game preferences and the relative popularity of various games. It is probably fruitless to make anything but guesses and any such exercise is likely to end up reeking of our various biases and whatnot.

But yes, there are some 'just like to kick back' players. I haven't found that story focused games necessarily turn them off. Most of them are OK with BEING engaged, they're just not so into going to a lot of effort to make that happen on their own. They can often play a game like mine and have plenty of fun. Either they mostly ignore the big driving 'stuff' and take on a smaller role, or they tie their 'wagon' to another character that is run by a more proactive player. You can certainly encourage this sort of thing if it works for them.

I don't see this as much different from the guy who plays in a module and just hangs on the second ranks taking his turns and acquiring his treasure and XP split.
 

I don't see this as much different from the guy who plays in a module and just hangs on the second ranks taking his turns and acquiring his treasure and XP split.
It's hard to make interesting, context-independent generalisations here. I'll just compare a few systems.

In AD&D it is possible to be the player who does what I said - sits back, makes the odd comment, rolls the dice when a fight breaks out. I've played with these players! As MUs they're terrible, because they need someone else to help manage the spell load-out (both choosing, and casting). As clerics they're a bit better because the spell load-out can be focused on healing, and they're more viable in combat. But fighter is obviously the default AD&D class for such a player.

I've GMed for this sort of player in Rolemaster, and a fairly simple warrior-ish build is tolerable. Spells are a nightmare, though (for the same sort of reason that 4e is widely regarded as not that friendly to the "casual" player); and even as a warrior there will probably be quite a bit of stuff on the PC sheet - given the richness of the RM skill system - that doesn't really get used, or needs advice from another player/GM when it is used.

In Cortex+ Heroic I think this sort of player will find building the dice pool a bit of a headache, because there's no "generic" die you roll (d20, or d100), but a somewhat unique dice pool to put together every time (by combining various descriptors both from the PC sheet and the framed scene).

I think Burning Wheel will just tend to suck for this sort of player. If they are not managing and engaging their own PCs Beliefs and Instincts they won't earn artha (fate points and the like), and without arth it can be quite hard to succeed. This sort of player will also be hard for the GM, as they don't contribute the sort of focus and energy that BW looks to from a player to make the game go.

In 4e or a 4e variant, there is less need to engage Beliefs/Instincts/Aspects/Descriptors, which makes it friendlier for this sort of player. There's still the issue of managing the power list - even if the roll of the d20 is constant, the powers aren't - but some 4e-type builds obviously help with this (eg some Essentials-style builds).
 

I think there are a variety of factors at work in terms of different game preferences and the relative popularity of various games. It is probably fruitless to make anything but guesses and any such exercise is likely to end up reeking of our various biases and whatnot.

But yes, there are some 'just like to kick back' players. I haven't found that story focused games necessarily turn them off. Most of them are OK with BEING engaged, they're just not so into going to a lot of effort to make that happen on their own. They can often play a game like mine and have plenty of fun. Either they mostly ignore the big driving 'stuff' and take on a smaller role, or they tie their 'wagon' to another character that is run by a more proactive player. You can certainly encourage this sort of thing if it works for them.

I don't see this as much different from the guy who plays in a module and just hangs on the second ranks taking his turns and acquiring his treasure and XP split.

First @pemerton ... just wanted to say in your recent posts you summed up what I was (trying to say??) saying earlier and apparently were able to avoid accusations of disingenuous behavior/posting. Perhaps I'm not expressing my thoughts correctly but thanks for re-stating it (in a more clear manner??).

My biggest issue with players like this and games like FATE (which for the record I do play and enjoy) is that they don't want to do the lengthy character creation that is involved in creating a character for said game (especially the more involved older versions of FATE). Either they haven't and don't enjoy thinking in that much depth about a character they haven't played yet or they just want to get to playing the game. And yes I know FATE can do the design a character during play method but IME, this becomes an exercise where I as the GM, often through prompting (Hey there's a locked door did you want to make one of your skills lockpicking?) am basically building their character for them.

I think that it takes a particular (uncommon??) type of player to get a game like FATE or MHRP to play well... the group I have now, some of them would be really great in FATE and would really enjoy it but the other half would probably make the quality of the game drop... When I see mechanics like D&D's Inspiration+ Ideals/Boons/Flaws I like it because it allows me to play to those things with my players who enjoy and are up for that type of roleplaying while ignoring it or only bringing it to bear rarely for those that aren't as invested. I prefer it because both sides get what they want vs. half the group not playing or the game quality suffering.
 

It's hard to make interesting, context-independent generalisations here. I'll just compare a few systems.

In AD&D it is possible to be the player who does what I said - sits back, makes the odd comment, rolls the dice when a fight breaks out. I've played with these players! As MUs they're terrible, because they need someone else to help manage the spell load-out (both choosing, and casting). As clerics they're a bit better because the spell load-out can be focused on healing, and they're more viable in combat. But fighter is obviously the default AD&D class for such a player.
OK, I've GMed for long enough to have 'seen everything'. So, yeah, once or twice in 40 years I saw a guy that hung out with the other players and nominally had a character, and actually kept coming back week after week. I had one guy that was SORT OF like that in a 4e campaign. He was actually pretty interested in playing, at times, but he ran a bow ranger and did pretty much just react to things. However, he also slacked off and finally just stopped showing up, although he kept SAYING he was 'coming this week' for a year! lol. My point is, when people are REALLY so disengaged that they aren't even into it enough to RP at all, they almost invariably don't stick around. I think its a corner-case, basically.

What is MUCH more likely is you have some people who, for various reasons, are not quite fully engaged. OFTEN IT IS BECAUSE A D&D STYLE GAME ACTUALLY DOESN'T INTEREST THEM! These are people that are prime candidates for something like a Story Now game!
I've GMed for this sort of player in Rolemaster, and a fairly simple warrior-ish build is tolerable. Spells are a nightmare, though (for the same sort of reason that 4e is widely regarded as not that friendly to the "casual" player); and even as a warrior there will probably be quite a bit of stuff on the PC sheet - given the richness of the RM skill system - that doesn't really get used, or needs advice from another player/GM when it is used.
Meh, 4e has bow rangers and, for the true slacker, the Slayer. We usually kept a 'guest character' slayer around that could be borrowed by visitors who wanted to do more than watch. Works well enough.

In Cortex+ Heroic I think this sort of player will find building the dice pool a bit of a headache, because there's no "generic" die you roll (d20, or d100), but a somewhat unique dice pool to put together every time (by combining various descriptors both from the PC sheet and the framed scene).

I think Burning Wheel will just tend to suck for this sort of player. If they are not managing and engaging their own PCs Beliefs and Instincts they won't earn artha (fate points and the like), and without arth it can be quite hard to succeed. This sort of player will also be hard for the GM, as they don't contribute the sort of focus and energy that BW looks to from a player to make the game go.

In 4e or a 4e variant, there is less need to engage Beliefs/Instincts/Aspects/Descriptors, which makes it friendlier for this sort of player. There's still the issue of managing the power list - even if the roll of the d20 is constant, the powers aren't - but some 4e-type builds obviously help with this (eg some Essentials-style builds).

I see the simple builds as being more 'introductory' than 'remedial'. Its quite possible to build one in my game as well, although it really hasn't come up.
 

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