Judgement calls vs "railroading"

Again, I find the use of railroading to be an issue, as it's too blunt to describe what I think you're trying to say.

Railroading means no player agency. The players have no choice but to follow along the DM'S plot. The only choices they can make is to continue or stop. I'd wager there's a very small contingent of players that actually prefer this playstyle.

Perhaps we need some new, intermediate terms? How about Interstate and Interstating. Or Autobahning? A game where there's only meaningful player agency at certain points, like exits, but even then constrained to choosing from a limited set of options.

Maybe Metroing or Subwaying? Like Autobahning, but the choices at the stations are more varied?

Then there's Citying, where there's a nice mix of Interstates, Metros, and surface streets to choose from. Still reliant on DM rulings and plotting, but much more open to player agency.

Finally, Baha-ing. The party's a dune buggy and can go anywhere, but there's dunes and escarpment and ridges that occasionally constrain available choice.

I get what you are throwing down here. There are nuances that it is important for us not to miss. Generally I think what is important is the culture of play we help to shape. The decisions we make as GMs inform the decisions our players make on behalf of their characters. I firmly believe this provides with the obligation to at least respect what our players are bringing to the table. We need to give them firm ground to walk on. It is not my favorite mode of play, but I believe this can be done in a game that makes liberal use of GM Force. It can work well if players understand it is their responsibility to hunt for the story. In play this resembles something like playing adventure games like Gabriel Knight, Myst or Zork. Where it goes sideways is when players are expected to act as if they were playing one sort of game when secretly they are playing a game of a completely different sort. I view this as a fairly toxic experience.
 
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As such, rulings are a playstyle choice that can work within a broader, more permissive say yes framework or a fail forward one, or in a more DM driven playstyle. I see no need to appropriate a pejorative term like railroading to describe playstyle that differ from your own, and then double down with wide eyed innocence that anyone might take issue with your rebranding.

This is well put. Thanks for managing to clearly convey in a few sentences what's a I failed to convey over several posts.


Again, I find the use of railroading to be an issue, as it's too blunt to describe what I think you're trying to say.

Railroading means no player agency. The players have no choice but to follow along the DM'S plot. The only choices they can make is to continue or stop. I'd wager there's a very small contingent of players that actually prefer this playstyle.

Perhaps we need some new, intermediate terms? How about Interstate and Interstating. Or Autobahning? A game where there's only meaningful player agency at certain points, like exits, but even then constrained to choosing from a limited set of options.

Maybe Metroing or Subwaying? Like Autobahning, but the choices at the stations are more varied?

Then there's Citying, where there's a nice mix of Interstates, Metros, and surface streets to choose from. Still reliant on DM rulings and plotting, but much more open to player agency.

Finally, Baha-ing. The party's a dune buggy and can go anywhere, but there's dunes and escarpment and ridges that occasionally constrain available choice.

You're kidding with the names I think, but this is an excellent point.

My issue with the term railroading is that I think it's fairly clear what it's meant to be...a line with set points in a certain order. You cannot vary the order or add any points in or skip any points or make any other changes.

In RPG terms, an adventure has a chapter 1, then a chapter 2, and so on until the end. There is no changing the story or going about the different parts in a different order. If this is the case, then it's a railroad. If it's not the case, then it is not a railroad.

Now, that's perhaps too strictly defined....but I think others are using the term far too broadly.

I also think that the term term is meant to refer to the story (if not a whole campaign, then at least an adventure) as a whole, rather than at one small decision point within the story. I don't know if one instance of DM judgment by fiat deserves the term railroad to be broken out.

You have to have a thing least several such points for the metaphor to even apply.
 

Getting further and further behind, here...
[MENTION=42582]pemerton[/MENTION], I've had a look over your play example from post 328 (where the party's trying to get into the underdark) and in all honesty I'm not sure what I'm supposed to be looking for. What I see is a game log for what looks like a high-ish level 4e group being diplomatic, only with more reference to game mechanics than most logs would have. In a 4e milieu I can only assume it's supposed to more or less work like that.

In context of NPC arcs and behind-the-scenes world events (which was under discussion at that point) I don't see anything to grab for. If the party have dealt with any of these various people before, it isn't mentioned; and if they haven't there's no context for the PCs to know if anything has changed since their last time here as there was no last time here. So what is posting this trying to show me?

One minor thing stood out, though: there's a roll in there that fails by 1 (needs 41, roll adds to 40 after all's said and done). A PC then lets his imp speak (but why does this need an action point - isn't speech a free action at all times?) and the imp makes his case. This is a new development, which makes the old roll history: shouldn't the imp's speech provoke a whole new roll, rather than simply modifying one whose outcome has already been determined? (and we can all agree it's GM Force or even minor railroading if the answer is that you knew the imp's speech would tip the balance and you-as-GM didn't want to risk a second roll; but I'm willing to guess that's not the case)

Lan-"a character in my game last night actually did shoot a frickin' laser beam from his forehead. Twice."-efan
 

And so to finish my thoughts on post 328...
Thinking in terms of clues is taking things back to a puzzle game. But I'm not mostly playing for puzzles.

Great Expectations has a puzzle element ("Who is Pip's benefactor?") but the main point of the story isn't to guess the answer to the puzzle. It has a second puzzle, too - what is Estella's real relationship to Pip - and Dickens wrote two answers to that one!
And Great Expectations probably had a rough storyboard of a plot before Dickens sat down and fleshed it all out into the finished prose, for all we know. That he came up with two different endings isn't relevant, really.

In the real world, solving real mysteries, one of the ways that clues work is that there is an actual answer to the question, and the clues are somehow caused by that reality (or perhaps have a cause in common with it). In a fiction, though, it is all authored.
And in an RPG, if there's to be a mystery with clues etc. those clues have to come from somewhere; and that somewhere is by default the DM (though a player can author a mystery of her own, I've seen it done). But there's not much of a mystery if everyone knows the secrets, or the answer.

Mystery is fun. Mystery is therefore good.

As to "possibilities for roleplay now lost"; well, possibilities for roleplay were certainly created, and plenty of roleplaying was happening before the discovery also - we weren't just sitting around not knowing what to do with ourselves at the table! - and so I'm not really seeing any cost here.
Again, as it turns out there was no prior interaction with the brother there's no cost.

You keep saying this. But I have NO IDEA what you are basing it on. What inconsistency do you think you've spotted?
I haven't; and won't due to there having been no prior interaction. I was assuming that there had been, and if so the inconsistency would have come from whatever the brother did/said at the time not being filtered through his evilness.

Maintaining consistency is not all that hard, because most things that happen are consistent with most other things. The peasants being unhappy can be the result of anything from a raise in taxes to the despoiling of a local shrine to a saint. The baron's refusal to allow mirrors in his house could be because he's a vampire, or because he regards them as symbols of the sun god (whom he hates) or because they remind him of his late wife, who loved make-up. (I think it's worth keeping in mind that no one actually understands all the causal processes that explain the events that happen in the real world. So there's certainly no need, in order to run a game in a fictional world, to understand or manage all its causal processes.)
Isn't that part of the mystery, though: the not knowing everything? (or, in some cases, not knowing anything)

I've read a lot of posters over the year who posit that running a player-driven game will produce inconsistency, but it's not actually something I've experienced.
Which tells me one of several things:

1. You've been amazingly lucky, or
2. You and-or your players are either meticulous note-takers or have memories that would put an elephant to shame, or
3. Your campaigns are very short (it's easier to remember something for 6 months real-time than it is for 5 years), or
4. You and your players are simply willing to live with a certain amount of internal inconsistency (border to be determined) just to keep things going.

Lan-"memory of a jellyfish"-efan
 

Speaking of character arcs, I am not really a fan of the idea of preplanned arcs for PCs or NPCs. Drives, Passions, History, Relationships, Plans, and Goals are all awesome. They provide a trajectory and situation to be explored through play. Character arcs seem like character as script to me, and throw up alarm bells. I tend to be much more in favor of characters as essentially presenting questions to be explored.
 

And there are a LOT of those players out there. Lots and lots and lots of players just want to casually tour a beloved setting, be taken for a ride on an interesting metaplot, and characterize a quirky/interesting PC while (the GM assists in ensuring that) bad guys fall in their wake. And there are lots and lots and lots of GMs who want to tell heroic fantasy stories and take players on a tour through a beloved setting (that they've created or they've studied intensively).

The techniques of GM Force and Illusionism (and the ultimate realization of it in railroading) may very well be absolutely necessary for those players to derive enjoyment from RPGing (without feeling burdened). They may be necessary for GMs who have stories to tell/settings to set into action and put on display. Railroading GMs and players who enjoy it don't need to hide shamefully in the corner.
Yet we/they have repeatedly been told that in fact our/their place is the corner, or better yet somewhere else entirely.

It is a legitimate style of play where GM agency is prioritized over player-agency to ensure the experience that all participants at the table are looking for.

It shouldn't be something that is shunned. It is just a set of GMing techniques that, when deployed, ensure certain play priorities (which supersede other play priorities) become manifest at the table.
And to add, it's also a gray-scale rather than black-and-white. I mean, there's times both as player and DM I've seen or let things get too railroady even for me; yet I still see lots of value in laying the occasional bit of track in order to produce a better game.

It helps if you know your table, of course, and know what they expect and-or are looking for in the game.

Minor bits of what's being called GM Force are pretty much a part of the game, I'd say.

And neither the actual examination/analysis of GM Force nor the reality that groups/GMs actually enjoy railroading (and don't need to shrink from that...which is why whenever I see someone come out and say it, I find it commendable) need be some sort of taboo.
Careful...they'll run you out on a rail if you keep saying things like that! :)

Lanefan
 

Why?

In what concrete way would my game be better, here and now, if I decided the "true" backstory of the decapitated brother, and used that secret backstory to adjudicate action declarations and hence determine outcomes.
Because then you could have built clues around it (whether legitimate or not), had results of second-party interactions influence the party (e.g. someone who had been wronged by the brother later interacts with the PCs), and - to use your term - used it as a lens through which to frame scenes. Hard to do any of that if you don't know ahead of time what you've got to work with.

In the excerpt from a play report I sblocked in my previous post, where were the continuity issues?
I've no way of knowing as I'm not privy to the party's past dealings (if any) with any of the various people they interacted with in that posted segment.

In no other medium is it assumed that the sequence of authorship of fictional events must correspond to the sequence in which those events occur in the fiction. Novelists, script writers, etc sometimes (often, even) come up with ideas for scenes or particular characters, and then write in the backstory and context which will locate the initially-conceived events within a broader fictional construction.

Why must RPGs be different?
Because they are.

That probably sounds like a dumb answer, so let me try to elaborate.

A book author, playwright or screen-writer has the huge advantage of knowing where the end will be before they start, and of knowing or alone determining the path taken to get there. This gives them the ability to write whatever bits strike their fancy and then tie those bits together later. The reader/viewer obviously doesn't know any of this, they just get to enjoy the finished product.

An RPG takes a group of players, puts them into characters, drops them into a game world or setting, and turns them loose. After this, both game-world time* and real-world time can only move in one direction: forward. So, something that's in the past for the characters is also in the past* for the players. What this forces, however, is a different approach to authorship (usually) by the DM; in that this world or setting the PCs are bashing around in has to be robust enough to withstand what they do to it, it has to be internally consistent and maintain that throughout, and it has to be alive in that it's constantly changing no matter what the PCs do to it.

* - with occasional exceptions involving either adventures in time travel (very messy but it can be done) or running concurrent parties in the same game world where you in effect go through the same time period once for each active party (really really messy if you're not careful and-or you don't know what you're doing).

So, while in an authored work it's (usually) easy to see the cause-and-effect in the end even if they weren't authored in that order, in an RPG the cause has to be in place first to both allow for the effect to happen later and - in some situations - allow the cause to itself be noticed and interacted with. And that's the DM's job.

As a general proposition, that is true. The referee is bound by "let it ride". If a player succeeds at a check, the PC's task is successful and the intent is realised.
In that immediate moment.

They succeed in their task of getting the new Duke on the throne. Hurrahs all round! Drinks on the duchy tonight! Only the DM knows he's in fact an idiot (but with really good Charisma/Bluff/whatever abilities) who hasn't got a clue how to run a duchy and, if left to his own devices, will bankrupt the place in a year while the palace halls run red with the blood of the innocent.

Disappointment or a major after-the-fact facepalm is sometimes a fact of life, both in reality and - one would think - in the game world. What were we thinking when we put that jackass on the throne? Sigh. Now we've got to get him off it again. Oh, and by the way, the locals know we were backing him and they're on their way here right now holding pitchforks and torches on high...

Even I don't know why the brother made the black arrows - that looks like a mystery to me!
There shouldn't be any mysteries for the GM - only knowledge. Mysteries are for the players.

EDIT: Also, if the vampire is not evil (or otherwise sinister) then I'm not 100% sure what the twist is. I assume the revelation is meant to be more dramatic than learning that one's patron has been a vegetarian all along.
The vampire's not evil but if revealed most people - commoners, nobility, and so on - will naturally assume that he is, and act accordingly. Also, what nobody knows is that (in different guises and names) he's been running things from behind the scenes for about 300 years. (in my actual campaign he's been Emperor twice under the same name of Kallios: the first time he was mortal for most of his run, becoming a vampire only near the end; the second time was about 200 years later when, at a loss to find a malleable figurehead to put on the throne, he disguised himself and put himself back on it as Kallios II. This lasted for about 7 years at which point he found a suitable replacement, "died", and things went from there)

Lanefan
 

Speaking of character arcs, I am not really a fan of the idea of preplanned arcs for PCs or NPCs. Drives, Passions, History, Relationships, Plans, and Goals are all awesome. They provide a trajectory and situation to be explored through play. Character arcs seem like character as script to me, and throw up alarm bells. I tend to be much more in favor of characters as essentially presenting questions to be explored.
From the PC side Drives, Plans and Goals add up to a planned arc looking for a place to happen. History lays the groundwork. Passions and Relationships influence the arc as it goes along - if it goes along at all; there's no guarantee that it will.

Seems fine to me. :)

Lanefan
 

Speaking of character arcs, I am not really a fan of the idea of preplanned arcs for PCs or NPCs. Drives, Passions, History, Relationships, Plans, and Goals are all awesome. They provide a trajectory and situation to be explored through play. Character arcs seem like character as script to me, and throw up alarm bells. I tend to be much more in favor of characters as essentially presenting questions to be explored.

Why does the idea send up alarm bells?

If a character is portrayed strongly, then we can often predict how he or she will behave in a given situation, no? There's always the possibility of being surprised by a character's decision...but even that surprise is dependent upon a solid expectation.

Arcs simply play upon those expectations in some way; they're potential ways to explore situations and put the character in interesting positions. The arc itself is the journey to a decision for the character...what they decide when they get to that point is up to them. Like if a character's main motivation is revenge against the evil duke that killed his family...then perhaps you put him in a position where he can get his revenge on the duke, but it means he must betray the new family he has created (the party).

The arc takes what we know about the character and then puts a certain spin on it to see if we learn something. I don't see it as pre-determined in any way.
 

pemerton said:
In what concrete way would my game be better, here and now, if I decided the "true" backstory of the decapitated brother, and used that secret backstory to adjudicate action declarations and hence determine outcomes.
Because then you could have built clues around it (whether legitimate or not), had results of second-party interactions influence the party (e.g. someone who had been wronged by the brother later interacts with the PCs), and - to use your term - used it as a lens through which to frame scenes. Hard to do any of that if you don't know ahead of time what you've got to work with.
But all these things did happen. There were clues as to the brother's moral status (possession by a balrog; his treatment of his apprentice - the assassin PC; the discovery of the black arrows). There were "second-party" interactions, between the brother PC (who wanted to redeem the NPC brother) and the assassin PC (who wanted to kill him, and has now succeeded in that).

The game has been working with all this stuff the whole time. In the very first session, the PCs found a spellbook apparently written by the brother and in the possession of a mad murderer.

The confrontation between brother and brother; the need for the NPC to then recupreate in the mage's tower; and his decapitation by the assassin PC-turned-NPC - these have been the events to which the whole campaign, to date, has been leading up! It's hard to envisage any way it which this stuff could have been more at the centre of the game, given that it also has other PCs and so other elements in play (eg the naga and its PC servant).

There shouldn't be any mysteries for the GM - only knowledge. Mysteries are for the players.
in an RPG, if there's to be a mystery with clues etc. those clues have to come from somewhere; and that somewhere is by default the DM (though a player can author a mystery of her own, I've seen it done).

<snip>

Mystery is fun. Mystery is therefore good.

<snip>

Isn't that part of the mystery, though: the not knowing everything? (or, in some cases, not knowing anything)
But why, then, is the mystery even better if the GM already knows the answer?

A game can have clues - in the sense of events that point to something that lies beyond or behind them - without having a pre-authored mystery that the players are trying to unravel.

I was assuming that there had been <prior interaction between PCs and brother>, and if so the inconsistency would have come from whatever the brother did/said at the time not being filtered through his evilness.
But how do you know it wasn't filtered through his evilness?

Or to put it another way: suppose there had been prior interaction - and it took whatever form it did - why would that be inconsistent with evilness? Does "evilness" always manifest itself in some particular and distinctive way?

This is why I'm puzzled by these concerns about inconsistency - they seem to derive from some very particular conception about how certain sorts of characters must behave, or how certain sorts of events must unfold, if certain other things about those characters or those events are to be true. But this doesn't seem to be the case in the real world, and so why would it have to be so in the imaginary one?

pemerton said:
If stuff happened that matters to the game, in the sense of engaging or involving stuff that is core to the PCs (and hence their players), then the situation might continue to be important. It would inform framing; inform the narration of consequences for failure. But none of that requires the GM to give the town its own "character arc"!
Yet without doing so how can you inform yourself what's going on in the town and by extension what filters any interactions with the townsfolk may have?
You just make stuff up. Or you read it from the dice.

Think back to rolling reaction dice in a B/X game. The PC elf stumbles across an ogre. The GM rolls the reaction dice. They come up 5 - and the GM has the ogre say "MMM - I think I might have some elf for dinner!" And now the player of the elf can either resign him-/herself to a fight, or try to persuade the ogre to (say) take money in lieu.

Suppose instead the dice come up 10 - then the GM has the ogre say "Ooh, look at the cute elf. You remind me of the elf I saw that time when I was just a baby ogre!" In other words, the ogre's backstory and motivations are written in to fit the rolls. The same can be done for peasants in a town.

That's why I keep emphasising the significance of action resolution. We have, in our game, techniques for the players declaring actions for their PCs and then determining whether or not the PCs get what they want. We don't need an extra filter of secret backstory to resolve these dice rolls. Rather, we can construct the backstory off the back of the results. (And as part of framing. And as part of PC building. Etc, etc. But there is no need for GM's secret backstory.)

But a bit of logical continuity (and maybe some dice rolling) isn't much of a stretch.
If the ogre ever comes back into play again, chances are everyone at the table will remember it. If not, roll the dice again!

Or make notes. Written backstory isn't less effective because it's written down as a product of play rather than as a prelude to it.

Which tells me one of several things:

1. You've been amazingly lucky, or
2. You and-or your players are either meticulous note-takers or have memories that would put an elephant to shame, or
3. Your campaigns are very short (it's easier to remember something for 6 months real-time than it is for 5 years), or
4. You and your players are simply willing to live with a certain amount of internal inconsistency (border to be determined) just to keep things going.
Again, my experience makes me think that you're exaggerating the issue. It's just not that hard. So I think you're exaggerating 1 and 2.

My campaigns tend to run for many years, so 3 is not relevant.

You've left off 5 (no one remembers and so no one cares). And 5 can be quite important, because if something happens which turns out to go nowhere or be of no concern to anyone, then it doesn't really matter if it drops out of the group's collective memory and never gets brought up again. (It's hard to give example of 5, because by definition they've been forgotten. But I suspect early in my main 4e game, when the PCs were opposed to a Bane-ite sect, some stuff was at least implied about that sect that I think ended up dropping out of the picture, because the player who would have been mainly interested in that stuff - due to playing a cleric of Kord - moved to London.)

And I think you're also too harsh on 4. There's the famous story that even Raymond Chandler didn't know what the story was with one of the murders in the film of The Big Sleep (I think it's the car that is pulled out of the bay). In the real world there are often loose ends or bits that don't quite seem to fit together. So it's hardly unrealistic that, in the gameworld, there'll be events whose cause is uncertain, or NPCs who motivation never quite comes to light.

But the overall anchor of consistency and continuity is the players' play of their PCs. That provides the focus of play, and the common thread around which events turn.

Speaking of character arcs, I am not really a fan of the idea of preplanned arcs for PCs or NPCs. Drives, Passions, History, Relationships, Plans, and Goals are all awesome. They provide a trajectory and situation to be explored through play. Character arcs seem like character as script to me, and throw up alarm bells. I tend to be much more in favor of characters as essentially presenting questions to be explored.
From the PC side Drives, Plans and Goals add up to a planned arc looking for a place to happen.
But they're not a planned arc, at least as Campbell is conceiving of them. They're springs to action. But they will be tested, perhaps realised, perhaps changed or abandoned.

If you learn that your brother was a maker of cursed arrows, maybe you have to give up your goal of redeeming him! (Or maybe not. But when confronted with that sort of challenge to your goals, the notion of a planned arc has to be abandoned.)

This is the sort of thing Campbell means by "exploring through play".

Disappointment or a major after-the-fact facepalm is sometimes a fact of life, both in reality and - one would think - in the game world.
Yes. But when, at the table, is the GM licensed to introduce such results. In my preferred approach, as the narration of failure. Because that's what you're describing: the players (and their PCs) have not got what they wanted.

An RPG takes a group of players, puts them into characters, drops them into a game world or setting, and turns them loose. After this, both game-world time* and real-world time can only move in one direction: forward. So, something that's in the past for the characters is also in the past* for the players.
But this is just wrong.

Players make up bits of their PC backstory all the time. Heck, some players make up names for their PCs sometime after the first session.

GMs have been making up the settting in response to play ever since the first time Gygax or Arneson or whomever said - "I wonder what's in the neighbourhood of this dungeon - I'd better write up a village". The City of Greyhawk clearly was conceived of by Gyggax efore its history was. Etc.

And filling in backstory after the event is an utterly routine feature of serial fiction.

The Baron's an NPC. The DM runs the NPCs. Thus, if the Baron did something then by extension I as DM did it.
This just seems confused.

If the Baron does something, that doesn't mean the GM did that thing. Sauron killed Elendil. Tolkien wrote a story about Sauron killing Elendil.

In terms of the relatonship between backstory, GM narration thereof, and the way that play of the game works, the GM can just as easily narrate that the Baron did such-and-such as part of narrating the consequence of a player's failed check, as decide on it secretly in advance and then use that decision as the basis for deteriming that the player's action declaration for his/her PC fails.

The GM is doing quite different things in each case, but what the baron did remains the same in either case. This is why it is helpful to analysis to distinguish the doings of (real) GMs from the doings of (imaginary) NPCs. If we don't, it's very hard to talk coherently about what is driving the game: we end up with assertions like "The baron cause such-and-such to happen in the game", when the baron in fact (being imaginary) exercised no causal power on anyone ever.

This point is pretty well recognised when it comes to alignment and characterisation - ie most RPGers recognise that "I was playing in character" isn't a good reason to explain anti-social play, because the character isn't real, and it is the player who has to take responsibility for the choices s/he made.

Exactly the same point applies in other contexts too. The fiction doesn't write itself. It gets written by someone, via some process. And we can't identify or talk about that process if all we talk about are the imagined causal powers of imaginary people.

A book author, playwright or screen-writer has the huge advantage of knowing where the end will be before they start, and of knowing or alone determining the path taken to get there. This gives them the ability to write whatever bits strike their fancy and then tie those bits together later. The reader/viewer obviously doesn't know any of this, they just get to enjoy the finished product.

<snip>

What this forces, however, is a different approach to authorship (usually) by the DM; in that this world or setting the PCs are bashing around in has to be robust enough to withstand what they do to it, it has to be internally consistent and maintain that throughout, and it has to be alive in that it's constantly changing no matter what the PCs do to it.

<snip>

So, while in an authored work it's (usually) easy to see the cause-and-effect in the end even if they weren't authored in that order, in an RPG the cause has to be in place first to both allow for the effect to happen later and - in some situations - allow the cause to itself be noticed and interacted with. And that's the DM's job.
None of this is "forced".

The setting doesn't have to be "constantly changing" - until the PCs visit place X, I as a GM don't even have to turn my mind to it. And when they do, I can make up or drop in whatever seems reasonable - and if they never come back to place X again, that's the end of it. And for X to be "robust enough" to withstand what the PCs do to it, all I need is a few key descriptions and some action resolution mechanics.

Pages of backstory simply aren't necessary to any of this.
 
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