If an NPC is telling the truth, what's the Insight DC to know they're telling the truth?

Charlaquin

Goblin Queen (She/Her/Hers)
I do think that people are reading what they want to read. Myself included. Go back to the early posts. While I cannot speak for anyone else, I never "went after" anything. I was pretty clear that I was only speaking for how I played. I even went so far as to invite folks to call my way house ruling if it helped.

IOW, while I might have gotten sucked down into some argument, I certainly started off by saying, "That's cool but I prefer to handle it this way".

Umm... Your first handfull of posts in this thread contained the following gems:

I always find it surprising how many DM's insist on only the DM calling for skill rolls. I've honestly never played this way. We've always assumed that a player can make a skill roll whenever the player chooses. Granted, of course, sometimes the DM will call for rolls too, fair enough, but, I've never played in a game where the players are not allowed to make skill rolls.

^Which would seem to contradict your later assertion that you played like this 20+ years ago.

Firstly, since we both agree that there are no auto succeeds or auto fails, what is changed by a player rolling before asking? If the task was impossible, it remains impossible. If the task was very easy, it remains very easy. Rolling beforehand changes nothing.

However, the notion that a player is not "entitled" to a skill check is something I strongly disagree with.

Earlier examples from [MENTION=6779196]Charlaquin[/MENTION] regarding his player would cause me, as a player to do nothing but grind my teeth. You don't ask me to describe my actions before I attack and I can certainly roll an attack roll without your permission,
^ A mischaracterization of how I run the game

nor do you ask me to describe my actions before casting a spell. So, what's wrong with, "I'm trained in investigation - I check for traps"? The idea that somehow that makes me an "entitled" player is something I strongly object to.
^ A mischaracterization of my position.

And, as a DM, I have zero interest in gate keeping player skill checks. They can roll any time they want. Frankly I prefer it that way.

To me the fact that [MENTION=6801845]Oofta[/MENTION]'s very polite requests for why doing it your way helps the game were completely stonewalled and people immediately got defensive
^ A mischaracterization of my response to Oofta

demonstrates that perhaps folks are a bit more controlling while sitting in the DM's chair than they think they are.
^ A mischaracterization of ...everyone who runs the game the way those of us on the "goal and approach" side do.

So please, don't try to pretend you were just innocently stating your preferences. From the beginning, you were presenting the way we play the game in a negative light. We have only been defending our position since then.

To be fair, I think Oofta's posts were far more inflamatory than yours, but your posts didn't exactly help de-escalate the situaition.
 

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Chaosmancer

Legend
You say that like it's an objective fact, but this lich and his dungeon don't actually exist. You made the scenario up. You didn't have to set it up specifically to make any telegraphing not make sense, that was a conscious choice. Maybe you think that's more fun. I don't.

Do you know that the Russo brothers killed Quintillions of people by having Thanos snap his fingers? And man, if you haven't, go rewatch those fights with Thanos in Infinity War, there is no way that was a balanced fight. Seems completely unfair, especially when he got the ability to manipulate reality at his will.

Wasn't it a great show?

If I create a lich that is an undead sociopath, with no regard for mortal life except as a fuel source to delay it's own death for as long as possible... Why on earth would I have it sandbag the heroes by posting a riddle before a trap? "Oh, if the heroes are clever enough they'll bypass my defenses, right into my inner sanctum, but of course they'll never be more clever than me and catch all the clues I left them."

No.

This is a being of cunning, evil, and above all a desire to preserve its own existence, it will not try and be clever at the risk of making itself vulnerable, it will work to make itself unassailable. Did I make it that way? Yes, just like Sherlock Holmes was a drug addict, CU Thanos was obsessed with balance, and Mammon is obsessed with gold. I could also make my lich like the Riddler, desperate to prove itself smarter than anyone else and layering clues upon clues into everything. I could make him a jester, chortling and making bad puns while fighting the heroes where a rubber chicken suit. I can make anything. But, what makes the right impact?

Sometimes, it is to have the joke character, sometimes the character who is too consumed by ego, honor, or duty. Sometimes, it is the character who will utilize every resource to its full potential, no games, no compromise, they will come at you with everything they are capable of.

Which villains do you think are the most viscerally satisfying to take down?


Have you tried asking your players if they would prefer a fair challenge or an unfair one? I have a feeling which one they'd pick.

I have a feeling if I phrased it that way, you would be right.

What if I asked them is they would prefer a realistic world compared to a saturday morning cartoon? (Unfair analogy, it makes your style seem cartoonish)

What if I asked them if they would prefer the greatest challenges I could lay before them, or a game where I took it easy on them? (again, unfair, makes it sound like you take it easy on your players.)

If you ask a black or white question, and phrase it correctly, you can get anyone to agree to anything. And even though I constantly feel like my games aren't good enough, I have yet to have a single player agree with me, so they must at least enjoy the way I lay it out.


Look, man, I don't think you need to telegraph the identity of your elf or whatever. I've been talking about traps and hazards here, you're the one who decided to extend it to mysteries.

We've been talking styles, I never once said I was limiting it to only traps and hazards. That's why I kept bringing in examples that are not only traps or hazards. If you should telegraph everything, then you should mean EVERYTHING, not just this subset of things.


I've been saying all along that I wouldn't tell the players consequences it wasn't reasonable for their characters to know. I've also been saying that my preference is to set challenges up in such a way that it is reasonable for the characters to know the potential consequences of their actions, because that leads to a gameplay experience I think is more enjoyable for most players.

So... when I set up something and say "well it isn't reasonable for them to know this" I should be reminded that it is only unreasonable because I made it so, therefore I should make it reasonable.

You only tell them what is reasonable, but you set up challenges so that the consequences are reasonable to know... and you only tell them the reasonable bits and leave out the unreasonable ones?

I hope you can see where I'm confused here. Either you are telling them everything, because their consequences should be reasonable to know, or you are doing the exact same thing I am and holding me to task for not doing it on a large enough scale? I mean, we are both not telling them what it is that is unreasonable to know, and we are both crafting the scenarios and deciding what is reasonable or unreasonable... so the only difference is how much we decide is unreasonable. Right?



You're conflating "mistakenly blunder into an unexpected consequence" with "fail to notice a trap." My playstyle does not prevent players from failing to notice traps. Players get nailed by traps with some frequency in my games, even with the telegraphing I do. They just don't unknowingly spring traps as results of failed rolls to disarm traps they have spotted. Sometimes they knowingly do so though.

Nope. I said what I meant.

You are making it impossible to make a mistake. I've watched playthroughs of Dark Souls, failing the dodge at the right time is a mistake, rolling over an edge is a mistake, hitting the button too many times and not leaving enough poison cures in your inventory is a mistake.

Your players can be inattentive, they can miss things, but they can never make a mistake. Because if they were to make a mistake, you would tell them they were about to make a mistake. At that point, it is no longer making a mistake. It is choosing to face the consequences of a risky action.



What the heck are you babbling about?

In that thread of our conversation, I pointed out at the end of a section that I was not attacking your choice of style, but instead trying to show you that your word choice was indicating biases.

You responded with "could have fooled me"

Instead of trying to defend myself, I went on a merry little thought experiment about if I was trying to fool you. What would it be like to fool you into thinking that your words couldn't have interpretations that you did not want them to have. If I could fool you into thinking that you are not coming across in ways that are hurting your position.

If I could fool you into thinking that, then you'd never see how badly you come across with some of your statements.

And yet you left in your mis-analysis of my post for some reason.

Because it showed what we were seeing before you made your position more clear. It helps you understand where we saw the fault in your statement, and I followed it with the acknowledgement of your intent, to show that I know understand what you were trying to say, despite what it looked like you were saying.

Besides, anyone not willing to read another line down to see where I was wrong was never going to read your clarification anyways.



It seems odd to me to call rules that refer to themselves as "rules" advice. Even rules about how to conduct the game outside of the rules of the game are called "table rules."

Why not, if we must have only rules or advice, not some mixture of both, then advice fits far better for me. I tend to change things pretty drastically from the DMG and MM, I have attempted a few different rewrites of some classes (nothing good, so don't ask to see them), and have take to using entire sets of cobbled together 3rd party material that directly contradicts what is in the DMG or PHB.

If it must be one or the other, then advice is closer to how I view the material.


So is that a "yes" or a "no" on finding value in seeing one's own inconsistencies and contradictions?

I'm trying to decide if this was meant as humorous or not.

You are trying, not by your admission but a lack of denial points this way as well, to lead me to a point and then say "aha, you are inconsistent". But, I see a good deal of the path ahead, the types of questions you want to ask (Can you see value in finding your inconsistencies? Seriously? Why no Mr. Parker, I am the type of man who sees no value in self improvement whatsoever, that makes me look reasonable you know) and am pointing out that asking a series of black and white, yes or no questions, and leading me to your conclusion against my agreements would in no way make me inconsistent. You are looking for the exact dividing line on a gradient scale, and it doesn't exist.


I don't count you in that half-dozen. Your posts barely register to me compared to others who are in nearly every other thread I'm in, talking largely about the same things.

I wouldn't call myself "strict." I change rules regularly to suit the campaign. What I don't change are the fundamental elements such as how to play the game and the adjudication process.

I also make no judgment as to how well your game runs, having never seen it firsthand, only observing that sometimes running the game in a way that runs contrary to its design can make for a less smoothly running game. We see this sort of thing reported on the forums all the time. I am also not confounded by how others have fun, nor do I say that following the rules is the only way forward or always necessary. I say what I do and why, that's all. And while I don't count you among the aforementioned half-dozen, statements such as these put you right in line with their tactics of ascribing to me things I do not believe by grossly mischaracterizing things that I say. I would hope you don't continue to follow suit.

Woohoo, I barely register :lol:

I wouldn't say I am grossly mischaracterizing you, statements such as "And for some reason it seems to confound about a half-dozen vocal posters on these forums. Perhaps the wondering should be turned inward as to why." Is pretty clear, the problem isn't you it is them. They are obviously not dealing in good faith, otherwise things would be clear to them.

That seems fairly clearly your intent.

Sometimes, it is only a perceived intent, but you imply a lot with some of the statements you make.

I mean, to borrow one of your techniques, would you prefer a bumpy plane ride or a smooth plane ride?


I would say "How to Play" and the DM's adjudication process are the fundamental aspects of the game and it is tinkered with at your game's peril. The rest of the rules come into play at the DM's discretion (so say the rules).

Ooh, my game is in peril now. That is much more exciting.

I mean, by choosing not to care whether a roll has meaningful consequences I have tinkered with the DM adjudication proccess, or the "How to Play" section, or both. Double Peril?

Of course, you aren't saying my game is in peril as a judgement call or anything, it is simply a sign that it might be "less smooth" than it might otherwise be.


Why do I keep reading this thread??!

Because at this point it is a glorious collage and has enveloped us all.

Personally, I just find it rude not to respond to people, so I tend to just keep talking.
 

Hussar

Legend
Umm... Your first handfull of posts in this thread contained the following gems:



^Which would seem to contradict your later assertion that you played like this 20+ years ago.


^ A mischaracterization of how I run the game


^ A mischaracterization of my position.


^ A mischaracterization of my response to Oofta


^ A mischaracterization of ...everyone who runs the game the way those of us on the "goal and approach" side do.

So please, don't try to pretend you were just innocently stating your preferences. From the beginning, you were presenting the way we play the game in a negative light. We have only been defending our position since then.

To be fair, I think Oofta's posts were far more inflamatory than yours, but your posts didn't exactly help de-escalate the situaition.

Huh, you kinda skipped ones like:

Fair 'nuff I suppose. Probably reading too much into this anyway. It was meant as an off the cuff remark that I was surprised that DM's do this. Just something I'd never run across.

Oh, and cut off the last bit in the first quote where I admit that I'm probably too gamist in my approach.

and:

Something that occurs to me that maybe is shaping my POV, is that I play online. And have done so for a long time. Which means that players can roll dice to me (the DM) without knowing the results of the roll. Fantasy Grounds, for example, has the Dice Tower, which means that anything rolled in the tower is only visible to the DM.

So, yeah, of course my players are going to drop dice without me asking. They don't know the results anyway, so, may just as well.

and, later on, this gem:

Going to take these out of order:

Quote Originally Posted by Charlaquin View Post
I don’t think most people would consider the “If the players don’t say they’re looking at the ceiling, they’re automatically surprised” to be at all reasonable. I certainly don’t. I want a goal and an approach to actions they take, but I don’t require that degree of specificity, and I certainly wouldn’t expect players to specify that they’re looking up when they’re just exploring the dungeon.
Well, considering this was a published module, and even WotC modules have had this sort of thing, I'd say that at least some people think that this is reasonable. You wouldn't see it in published modules if no one thought it was reasonable.

Now you see why this sort of thing bothers some people.


Quote Originally Posted by iserith View Post
/snip
Where in the room are you looking? Do you move about the whole chamber freely? Is there any feature of the room as describe that you're careful to avoid? Are you using any items in your search? How long do you take to perform this task?
Really, really don't care. But, @Charlaquin, we have an example of at least one DM who seems to think that the module was reasonable.

Quote Originally Posted by robus View Post
And this is why I think you're deliberately trying to misunderstand our position and pretend it's more complicated than it is. We're really not wanting players to jump through magic hoops, we just want them to clearly communicate an action through their goal and approach. You seem to assume that we have a predetermined phrase that the player must utter to pass our test (or expert domain knowledge that no one could reasonably expect). Nothing could be further from the truth. We simply want to the players to engage with the game world through their imagination rather than relying on the options listed on their character sheet.

Ah well, I tried...
The reason we think this is because we've seen examples of exactly the kind of thing you are talking about in numerous sources - both anecdotally and published adventures. It's not exactly a rare thing IME. Lots of DM's do this. So, when you advocate for a DMing style which, in my experience at least, leads to frustration, wasted time and far too many arguments at the table, you can't really be surprised that you get some push back. It's not that we're being disingenuous or arguing in bad faith, it's that we've seen what sometimes happens when DM's get that fixated on details and minutia, and it ain't pretty.

So, you can try to paint me as all unreasonable all you like. There's been more than enough back and forthing and talking past each other on both sides here without trying to play the victim card.
 

pemerton

Legend
This is the gauntlet that leads to the lich's lair, his home. They want to dissuade people from trying to get through it, the entire point is that it is a security measure. You don't post the code to your home security system on the front lawn, why would a Lich who is willing to devour and destroy souls to extend their life risk anything that could lead to their death?
To reiterate the obvious, I'm not [MENTION=6779196]Charlaquin[/MENTION]. Still, I think my response to this question is consistent with what Charlaquin has said upthread: you, the GM, tell me. I mean, it's the GM's job to frame a situation that will be engaging for the players, and if that situation is going to be a lich's gauntlet of death than it's on the GM to find a way of making that engaging rather than just an experience in literalness.

If you, as a GM, want to keep threats and consequences hidden from your players well that's your prerogative. But you can't blame this on the fiction, given that you wrote that!

If I create a lich that is an undead sociopath, with no regard for mortal life except as a fuel source to delay it's own death for as long as possible... Why on earth would I have it sandbag the heroes by posting a riddle before a trap? "Oh, if the heroes are clever enough they'll bypass my defenses, right into my inner sanctum, but of course they'll never be more clever than me and catch all the clues I left them."

<snip>

I could also make my lich like the Riddler, desperate to prove itself smarter than anyone else and layering clues upon clues into everything. I could make him a jester, chortling and making bad puns while fighting the heroes where a rubber chicken suit. I can make anything. But, what makes the right impact?

Sometimes, it is to have the joke character, sometimes the character who is too consumed by ego, honor, or duty. Sometimes, it is the character who will utilize every resource to its full potential, no games, no compromise, they will come at you with everything they are capable of.

Which villains do you think are the most viscerally satisfying to take down?
There are many ways to establish the nature of threats and of consequences than the ones that you canvass here. But I won't pursue that any further in this thread given that I started another for that purpose!

*********************************

But, [MENTION=97077]iserith[/MENTION], don't you find it strange that the only people who apparently understand the way you run the games are also the people that agree with you? That everyone who disagrees with you apparently just doesn't understand what you're doing? Something to cogitate on since we're all about that self reflection right?
Well I'm pretty confident I understand how [MENTION=97077]iserith[/MENTION] runs 5e although I have never run a RPG that way and can't envisage doing so in the future. (I've run AD&D and B/X, and those are designed to be run more-or-less in iserith's way, but I wasn't good at it then and am not good at it now; the really successful AD&D games that I ran were heavily drifted from the default expectation.)

One recurrent point of disagreement I've noticed has been the significance, on the "goal and approach" method, of player descriptions. I think it's clear that "flowery language" is not relevant. It's not obvious to me that some degree of eloquence is not relevant, given that the player is expected to state reasonably clearly what his/her PC is doing. Given that RPGing is (at least as I do it) an exercise in oral communication and the sharing of ideas, I don't see anything objectionable about this. I expect this in my GMing, and if I'm not sure what a player thinks is going on with their PC in the fiction will ask. (I then do a different thing with that information from what [MENTION=97077]iserith[/MENTION] does, as per my posts upthread.)

As per another current thread, I don't think the artistry of the communication is core to RPGing, but that's a different thing from well thought out and clearly communicated ideas.

One possible explanation of this phenomenon might be that people who do understand the way we run the game tend to like it.
I personally don't find this a very tenable explanation. I believe that there are a number of posters on these boards who are not participating in this thread, who understand how you run your game, but who don't necessarily care for it - roughly speaking, because their preferences are closer to mine.

My own conjecture is that a number of those who you are arguing with - maybe not all - either formed their RPGing tastes in the era of Dragonlance and then 2nd ed AD&D, or had their RPGing tastes informed by the legacy of that era (eg at 3E tables playing in a similar fashion). They are therefore working with radically different conceptions of what the GM's role is, how the players are expected to engage with the shared fiction, what the relationship is between mechanics and fiction, etc.
 

Ovinomancer

No flips for you!
To reiterate the obvious, I'm not [MENTION=6779196]Charlaquin[/MENTION]. Still, I think my response to this question is consistent with what Charlaquin has said upthread: you, the GM, tell me. I mean, it's the GM's job to frame a situation that will be engaging for the players, and if that situation is going to be a lich's gauntlet of death than it's on the GM to find a way of making that engaging rather than just an experience in literalness.

If you, as a GM, want to keep threats and consequences hidden from your players well that's your prerogative. But you can't blame this on the fiction, given that you wrote that!

There are many ways to establish the nature of threats and of consequences than the ones that you canvass here. But I won't pursue that any further in this thread given that I started another for that purpose!

*********************************

Well I'm pretty confident I understand how [MENTION=97077]iserith[/MENTION] runs 5e although I have never run a RPG that way and can't envisage doing so in the future. (I've run AD&D and B/X, and those are designed to be run more-or-less in iserith's way, but I wasn't good at it then and am not good at it now; the really successful AD&D games that I ran were heavily drifted from the default expectation.)

One recurrent point of disagreement I've noticed has been the significance, on the "goal and approach" method, of player descriptions. I think it's clear that "flowery language" is not relevant. It's not obvious to me that some degree of eloquence is not relevant, given that the player is expected to state reasonably clearly what his/her PC is doing. Given that RPGing is (at least as I do it) an exercise in oral communication and the sharing of ideas, I don't see anything objectionable about this. I expect this in my GMing, and if I'm not sure what a player thinks is going on with their PC in the fiction will ask. (I then do a different thing with that information from what [MENTION=97077]iserith[/MENTION] does, as per my posts upthread.)

As per another current thread, I don't think the artistry of the communication is core to RPGing, but that's a different thing from well thought out and clearly communicated ideas.

I personally don't find this a very tenable explanation. I believe that there are a number of posters on these boards who are not participating in this thread, who understand how you run your game, but who don't necessarily care for it - roughly speaking, because their preferences are closer to mine.

My own conjecture is that a number of those who you are arguing with - maybe not all - either formed their RPGing tastes in the era of Dragonlance and then 2nd ed AD&D, or had their RPGing tastes informed by the legacy of that era (eg at 3E tables playing in a similar fashion). They are therefore working with radically different conceptions of what the GM's role is, how the players are expected to engage with the shared fiction, what the relationship is between mechanics and fiction, etc.
This last bit. The conjecture that only those that agree understand is wild confirmation bias. Only those that agree will bother to defend the style, generally. It should be noted that there's really only a double-handful of posters active in this thread, which has largely separated into two loose camps. Drawing any broader conclusion from this is ridiculous.
 

pemerton

Legend
pemerton said:
My own conjecture is that a number of those who you are arguing with - maybe not all - either formed their RPGing tastes in the era of Dragonlance and then 2nd ed AD&D, or had their RPGing tastes informed by the legacy of that era (eg at 3E tables playing in a similar fashion). They are therefore working with radically different conceptions of what the GM's role is, how the players are expected to engage with the shared fiction, what the relationship is between mechanics and fiction, etc.
This last bit. The conjecture that only those that agree understand is wild confirmation bias. Only those that agree will bother to defend the style, generally. It should be noted that there's really only a double-handful of posters active in this thread, which has largely separated into two loose camps. Drawing any broader conclusion from this is ridiculous.
I wasn't sure - are you agreeing with my conjecture, disagreeing with it, or saying that I'm conjecturing on too weak an evidence base? The last would probably be fair - I'm not sure if it counts as running my way or against me if I add that, in formulating my conjecture, I'm drawing on past threads involving different posters but dealing with somewhat similar topics of discussion.
 

Ovinomancer

No flips for you!
I wasn't sure - are you agreeing with my conjecture, disagreeing with it, or saying that I'm conjecturing on too weak an evidence base? The last would probably be fair - I'm not sure if it counts as running my way or against me if I add that, in formulating my conjecture, I'm drawing on past threads involving different posters but dealing with somewhat similar topics of discussion.
Sorry, agreeing. There's more out there than the remaining posters in this thread.
 

Oofta

Legend
My own conjecture is that a number of those who you are arguing with - maybe not all - either formed their RPGing tastes in the era of Dragonlance and then 2nd ed AD&D, or had their RPGing tastes informed by the legacy of that era (eg at 3E tables playing in a similar fashion). They are therefore working with radically different conceptions of what the GM's role is, how the players are expected to engage with the shared fiction, what the relationship is between mechanics and fiction, etc.

While I have played D&D pretty much since it's inception, I would say that my preference is not totally based on that experience. I'm a software developer (and a lot of players have been friends from work), and we speak in code words called "patterns" on a pretty regular basis. So I'm used to using verbal shortcuts. I'm used to people saying "we're using the factory pattern" or "this code used DI so...". I don't see "I make an athletics check" to be that much different.

That, and I just have a different perspective on the game than some people. I view it as a fantasy/action movie/novel story generator simulator first with compromises to make it a game second. So sometimes people try things that will never work like trying to climb the impossible to climb wall. Sometimes they suspect the guy that's telling the truth and I don't want to give anything away so I let them make an insight check to maintain reasonable doubt.

What bugs me is repeatedly, incessantly hearing that I simply "don't understand" the goal and approach method(tm). That's what I find insulting.
 

pemerton

Legend
I just have a different perspective on the game than some people. I view it as a fantasy/action movie/novel story generator simulator first with compromises to make it a game second. So sometimes people try things that will never work like trying to climb the impossible to climb wall. Sometimes they suspect the guy that's telling the truth and I don't want to give anything away so I let them make an insight check to maintain reasonable doubt.
I think the inference from I view it as a fantasy/action movie/novel to sometimes people try to climb the impossible-to-climb wall, which can never work is contentious.

For instance, one way to decide in a FRPG that a wall is impossible to climb is by seeing whether or not a check to climb it succeeds or fails. That can be quiet consistent with viewing the game as a fantasy/action movie/novel. But obviously involves taking a different view about where authorial power lies.
 

Oofta

Legend
I think the inference from I view it as a fantasy/action movie/novel to sometimes people try to climb the impossible-to-climb wall, which can never work is contentious.

For instance, one way to decide in a FRPG that a wall is impossible to climb is by seeing whether or not a check to climb it succeeds or fails. That can be quiet consistent with viewing the game as a fantasy/action movie/novel. But obviously involves taking a different view about where authorial power lies.

One of the things I do which seems to be contentious is to let people try to do things even if I know it's bound to fail (or will always succeed). If it gets out of hand I'll stop it for speed of play, but if someone want to climb the wall that can't be climbed they can always attempt it.

I reflect the attempt of the PC to climb with the roll of a die roll at the table. An effort was made, and until the effort was made there was no way of knowing, it's just a method to reinforce the futility of climbing the wall. But it also feels like I'm taking agency away from the player to me if the DM is the only one who can call for a roll because I know what the result will be.

In other words, if an attempt seems to be possible but not guaranteed from the perspective of the PC I allow or may ask for a roll (sometimes I don't just for brevity). Pretty much everything is run from the perspective of the PC, not the perspective of the DM.
 

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