RPGs are ... Role Playing Games

Is having a choice of scene normal or realistic? How often do we get, in real life, a choice of where we go next?

Is a game where you can wander anywhere you want around the place and do whatever you feel like "normal" or "realistic"?

I would say that it's rather normal in real life. Barring prior scheduling, on Sunday, for example, I might stay home and clean, head to the park, take in a movie or whatever. Even on a work day, while my schedule is pre-defined, it's still my choice to go to work.

Our adventurers, OTOH, do not have any pre-defined schedule typically. Therefore, it's realistic that the PC's have fairly broad freedom to choose between scenes.

However, it's not really all that realistic, when every choice leads to something fun and exciting. Yet, in a game, as DM's, it's our job to make sure that every choice goes somewhere fun an exciting, and, if it's not fun and exciting, we should do something to make it fun an exciting - like blowing something up. My personal favourite. :)
 

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Is a game where you can wander anywhere you want around the place and do whatever you feel like "normal" or "realistic"?
A game can feel any way the designer and the players want it to feel.

I think a more appropriate question might be, is wandering where you will and doing as you please appropriate to the genre? Looking at a lot of games, the answer seems to be yes.

Bear in mind that not every game is about wandering over the landscape. Characters in Flashing Blades may have 'day jobs' - soldier in a regiment, priest, royal bureaucrat, banker, fencing master - or they may be idle rich or criminals with no strict obligations or demands on their time. Adventuring may take place in the context of those careers, or it may take place during a character's downtime, at the discretion of the referee and the players.

The genre also plays a role in the relative freedom the adventurers enjoy.
All those settings vary the scope of the game and the concept behind the team also plays a part. In a Traveller campaign, there would be a difference in the styles of adventure between the crew of an independent Free Trader and the crew of an Imperial Police Cruiser.

The former would have a lot more player-driven freedom in a sandbox setting, deciding where to go to ply their trade - constrained only by their jump engines, fuel and money - while the latter would be more likely to be responding to scenarios dreamed up by the GM - more linear train trips. "OK, there's a Vargr Corsair operating in sector ZZ-nine-plural-Z-alpha. Go and deal with it."
The thing is, it's possible for the referee to create fairly open-ended scenarios which maximize player freedom - this was my thought-process in putting together a Top Secret campaign a couple of years ago, to give the agents a mission as the initial premise, but giving them considerable latitude in what to do and how to do it and having multiple directions the whole thing could go.
 

I would say that it's rather normal in real life. Barring prior scheduling, on Sunday, for example, I might stay home and clean, head to the park, take in a movie or whatever. Even on a work day, while my schedule is pre-defined, it's still my choice to go to work.
Yes, you could always choose to starve :D

My point is that so many games revolve around some fantasy in which everyone is some kind of idle adventurer (except for unimportant people like innkeepers, publicans and the like who exist to serve the "adventuring class" and therefore must actually work to earn a living) whose livelihood consists of wandering around the place killing monsters, finding treasure, rescuing damsels and being rewarded by kings (who, oddly enough, have no income whatsoever as the adventurers never seem to get taxed...)

Our "scenes" are generally not merely chosen for us, they can be predicted in advance a lot of the time. The amount of time we spend being able to choose our own scenes is around 2/7th of the days of the week. And a few hours between finishing work and going to sleep on the other days.

Living the life of the idle adventurer is neither normal nor, in most eras of human endeavour, realistic.
 

The thing is, it's possible for the referee to create fairly open-ended scenarios which maximize player freedom - this was my thought-process in putting together a Top Secret campaign a couple of years ago, to give the agents a mission as the initial premise, but giving them considerable latitude in what to do and how to do it and having multiple directions the whole thing could go.
That is so, and it's what I strive for in my game - the premise being the "team" was brought together for the most prosaic of reasons - they were hired.

So they have jobs to do, but my aim is also to give them latitude in how they do that. The job may be "go to XYZ Corp, pick up a parcel from Mr Frimm, deliver to Acme by sundown tomorrow or we don't get paid."
The scenes they cannot avoid are XYZ Corp for the pick up and Acme for the delivery.

Everything else in between and how they go about, it or get around any perceived obstacles, is entirely up to them.

Likewise, what plots they decide to get embroiled in outside their working hours is up to them. But they are still nominally in a position where they have a commitment to do what they are required to earn their money.

Fortunately, they're in a job that should have more than a few opportunities for inventive resolutions and adventures - and the possibility of picking up a bit of extra loot along the way...
 

Permerton - I pretty much agree with everything you said.
Cool.

Anyway - I'm not 100% sure I agree with the idea that scene framing isn't illusionism. At least what Celebrim calls soft illusionism. After all, you are taking away a fair degree of choice from the players, not because of the realities within the game world, but because it would make for a more interesting game (hopefully).

<snip>

If the players don't get a choice in what the next scene is, when, normally or realistically they would, and that choice is picked, again, not for any in-game reasons but to further a particular meta-game goal, isn't that soft-illusionism?
Well, the question is, what would the players be choosing from otherwise? And what counts as meaningful?

I know that Forge theory isn't all that popular on these boards, but to be honest I think that it helps unpack some of these issues and the debates that have a tendency to recur here. In this case, I think the discussion of illusionism is being distorted in the way that Mallus described - that is, too many assumptions are being drawn from classic AD&D play compared to other approaches to play.

As far as I can tell, from a combination of experience plus reading what others have to say, AD&D has two classic approaches to play: either purist-for-system simulationism (here we all are, a fighter, a wizard, a cleric and a thief in a fantasy world - I wonder what our adventures will be?) or a pretty austere form of gamism (here's this fantasy world generated in accordance with all these random tables, that looks almost like purist-for-system simulationism, except that when we take a second look at it we see that the real point of it is for the GM to run the players through the challenges that the game setup poses). In either approach, from the subjective perspective of the players there's no scene framing other than the initial "You all meet in a tavern" because from that point on the whole game unfolds according to the logic of those random tables, plus the GM's decisions about how to apply them and interpret their results. Playing this way, making decisions about "quantum pubs" or "quantum NPCs" would count as dubious metagaming, and is a good candidate for either illusionism (if the players believed that their choices about where to move in the world mattered, and in fact they didn't) or railroading (once the players pierce the veil of illusion).

The highwater mark for encouraging this sort of illusionsim/railroading is AD&D 2nd edition, which keeps all the mechanical trappings that supported purist-for-system simulationism and austere gamism, but wants to deliver a Dragonlance/Driz'zt experience in play. The "solution" to the incoherence between mechanics and goals is to have the GM tweak mechanical outcomes to produce goals. This is why I agree with the Forge-ites that AD&D 2nd edition is an incoherent ruleset. But I have to admit that, for a lot of players, it seems to deliver something they want (or at least are willing to accept).

Because I dislike this sort of illusionist/railroaded play so much it's a bit hard for me to reconstruct the preferences of those who like it, but my best guess is that they want play to produce a story, but also want mechanics that feel like the physics of the gameworld - including, for example, an absence of overt sceneframing, because when mechanics are the physics of the gameworld then the scene only changes because individual PCs and NPCs make game-mechanically legal decisions to move from A to B and to perform actions X and Y. It seems that the players who want this combination of story and physics are therefore prepared to put up with the GM exercising either covert or overt power in order to make the simulationist mechanics produce satisfying narrative outcomes. (This is even the explanation for the use of illusionism that Celebrim has given upthread.)

But once other approaches to play are considered, things change. For example, if - from the very get-go - it's understood that certain decisions will be made by the GM, then the GM making those decisions is not illusionism (because there's no deceit). But if those decisions are not relevant to the meaningful choices the players have to make in the course of play, then the GM making them is not railroading either. In the same way that no one regards it as railroading for a typical D&D campaign to begin with "So, there you all are in a tavern waiting for a patron to show up" - this isn't railroading, it's just the GM kicking things off - so if it's agreed that the GM will do this sort of thing from time to time then it's not railroading. It's just the GM doing his/her job.

A practical example from my own 4e campaign: the players made a mistake and blundered into a TPK ambush by undead spirits that had been summoned, as guardians and wardens, by a goblin shaman. After the last PC went down - which in 4e is not necessarily dead, but rolling death saves - I found out who wanted to start a new PC and who wanted to keep playing his existing PC. All but the player of the half-elf warlock wanted to keep going - the half-elf's player wanted to bring in a drow sorcerer instead. The next session then starts with the PCs (minus the half-elf, plus the drow) in the goblin dungeons. A bacsktory for the drow is worked out between me and the player explaining how he got there. For the others, it's simply assumed by them (I'm not even sure it actually came out in the course of play) that the goblins took them prisoner once the undead had knocked them out. And the prisoners can smell the smell of roasting half-elf as the goblins prepare their evening meal.

This is not consistent with traditional AD&D play, because the transition from TPK to prisoners wasn't mediated by the rules, except in the very loose sense that the 4e rules didn't mandate that the PCs had to be dead simply because they lost the combat. (For me, this is an attractive feature of 4e - it removes the need for the GM to fudge in the interests of the story.) Nor had I made any notes about the goblins intending to take prisoners, although there was already a dungeon on the map of their lair. There was no railroading or illusionism. The whole thing was worked out by negotiating with the players, and driven by obviously metagame considerations.

Now, from what I've said, you can't work out whether the game is gamist (but not the sort of austere gamism that AD&D favours, but that's not the only viable form of gamist play) or narrativist (ie story and theme are to be worked out in the course of play). I'm not 100% sure myself - although Forge theory dictates that each functional game has only one ultimate goal of play, I'm still not fully persuaded of that. Or maybe my game is mildly dysfunctional but we cope. In any event, I'm pretty certain that a game can be played which gives the GM a certain sort of authority over sceneframing but which nevertheless involves neither illusionism nor railroading. All it requires is letting go of an attachment to hardcore simulationist mechanics - some things can happen without needing to conceive of them as mediated via the action resolution rules.

Then again, and kinda talking to myself here, if we already have a perfectly valid term - scene framing - does it need to be included in the umbrella term of illusionism? I really don't know.
Here are some relevant threads from the Forge and related sites that make me think it's important to keep the two distinct:

http://www.indie-rpgs.com/forum/index.php?topic=1448.0 on simulationist reality and narrativist reality - the latter does not assume that there's a world out there to explore, but rather that there's a story to be had if we all play together.

http://www.indie-rpgs.com/forum/index.php?topic=1361.0 on transitioning from scene to scene - the post by Paul Czege about half way down the first page is especially clear, I think, on the contrast between "continuous play" of the classic AD&D sort and more overt scene framing play.

http://www.indie-rpgs.com/forum/index.php?topic=29332.0 on the notion of railroading, and illusionism - it's not illusionism if the players know, it's not railroading if the players are OK with it (Edwards calls that "participationism"), and it's not even force if the GM doesn't transition the scene without the players' consent (which seems to be Edwards's preferred approach).

http://www.indie-rpgs.com/forum/index.php?topic=20791.0 distinguishing narrational authority (ie who gets to narrate the colour of a PC's action eg "My sword digs deep into the dragon's scales), plot authority (ie who gets to decide when the reveals happen eg "Now his mask finally comes off, and you realise that he's your father!"), situational authority (ie who gets to frame scenes) and content authority (ie who gets to decide whether or not the masked man is the PC's father). And pointing out that the last two are orthogonal to illusionism/railroading.

http://story-games.com/forums/comments.php?DiscussionID=11244 which debates whether or not D&D has scene framing at all.

http://www.indie-rpgs.com/forum/index.php?topic=227.0 on some scene framing techniques, and ways in which a GM can be more or less flexible and follow player cues in deciding to cut the scene.​

In my own game I use a mixture of "continuous play" and explicit scene-framing, but am trying to move from more of the former to more of the latter, to get rid of the boring bits. I've used skill challenge mechanics to help with this a bit (doing travel and searching as a skill challenge, so there's a definite beginning, middle and end) and also some pretty overt GM narration ("You go down the corridor and find nothing interesting").
 
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Anyway - I'm not 100% sure I agree with the idea that scene framing isn't illusionism. At least what Celebrim calls soft illusionism. After all, you are taking away a fair degree of choice from the players, not because of the realities within the game world, but because it would make for a more interesting game (hopefully).
This illustrates my problem with soft illusionism being called illusionism at all - it lumps it together with the hard illusionism, which is very, very different.

Scene framing is part of D&D being a game. It really doesn't take anything away from players or characters.
 

Cool.

Well, the question is, what would the players be choosing from otherwise? And what counts as meaningful?

If those are the questions, then you don't address them. I'm busy working/geting ready for my next session, but I've been following this with some interest despite my lack of comments.

I know that Forge theory isn't all that popular on these boards, but to be honest I think that it helps unpack some of these issues and the debates that have a tendency to recur here.

I like Forge theory because its a serious attempt to address the complexities of what makes an RPG work. I dislike Forge theory because of particular claims that it makes that don't for me stand up in the light of my experience.

[In this case, I think the discussion of illusionism is being distorted in the way that Mallus described - that is, too many assumptions are being drawn from classic AD&D play compared to other approaches to play.

As opposed to what, for example? How I played 'Star Wars'? Chill? Call of Cthullu?

As far as I can tell, from a combination of experience plus reading what others have to say, AD&D has two classic approaches to play: either purist-for-system simulationism (here we all are, a fighter, a wizard, a cleric and a thief in a fantasy world - I wonder what our adventures will be?) or a pretty austere form of gamism (here's this fantasy world generated in accordance with all these random tables, that looks almost like purist-for-system simulationism, except that when we take a second look at it we see that the real point of it is for the GM to run the players through the challenges that the game setup poses).

You've immediately jumped into one of my least favorite assumptions of Forge theory - the notion of concrete mutually exclusive play styles. I seriously doubt anything so easily described represents actual AD&D play, and I certainly protest that a game could have both approaches at the same time. You are hunting for a 'real point' to the play as if the game has a single 'real point' rigorously adhered to, and that prevents you from seeing that it might have neither a point at all or, to the extent it has a point, it might well have many equally valid points sharing time and energy in the game.

In either approach, from the subjective perspective of the players there's no scene framing other than the initial "You all meet in a tavern" because from that point on the whole game unfolds according to the logic of those random tables, plus the GM's decisions about how to apply them and interpret their results.

I'm not sure what you mean by that, but I'm tempted to just say 'bollocks'. I don't think its possible to say what sort of scene framing has likely occurred in either of the cases you describe, nor do I think the scene framing tells us much about the game. For example, if my game begins with the scene framing, "You are all intimate associates of one of the princes of a kingdom, and the game begins at a private party being conducted in his chambers", it doesn't necessarily follow that I'm not going to flesh out the world randomly or that I'm not going to treat the castle like a dungeon where the players overcome challenges. The scene "You all meet in a tavern", is itself a sort of scene framing that tells us something about the player's characters. In particular, it's worth noting that 'Dragonlance', which you've sited as being a step away from this style of play begins with the scene framing, "You all meet in a tavern."

The highwater mark for encouraging this sort of illusionsim/railroading is AD&D 2nd edition, which keeps all the mechanical trappings that supported purist-for-system simulationism and austere gamism, but wants to deliver a Dragonlance/Driz'zt experience in play.

The real strange thing about this is that the Dragonlance/Driz'zt experience (Driz'zt especially) was itself created from games run according to something like what you call 'purist-for-system' simulation and austere gamism. The original Icewind Dale Trilogy reads like a recount of a pretty standard AD&D campaign in novelized form. The incoherence in DL/FR results first from wanting to communicate the results of a play experience (the personal campaign of the designers) rather than the tools that built that experience in the first place, and secondly from not having preexisting tools for communicating end results rather than starting points. It's worth noting, that this desire to communicate the wonderful joys of the designers end results, was a desire on the part of the designers that wasn't necessarily in line with the desires of their audience.

There are plenty of people who played DL who did have the 'Dragonlance' experience themselves, but they did so by abandoning the attempt to have the exact same experience in play as the designers, and instead employed the techniques that they had learned from playing AD&D. The result was recognizably DL, but DL in an alternate universe where the war was primarily naval in nature, or where different characters died and had different roles in the ultimate outcome of the story. What you call the 'purist-for-system' simulation can result in an epic narrative, but what it can't do is transmit the same narrative between groups (because it depends heavily on things happening randomly and players making free choices).

The "solution" to the incoherence between mechanics and goals is to have the GM tweak mechanical outcomes to produce goals. This is why I agree with the Forge-ites that AD&D 2nd edition is an incoherent ruleset.

Maybe, depending on what you mean by a 'ruleset', but not for the reason you cite. And note, the 'solution' you cite still doesn't produce the 'Dragonlance' experience. It produces the experience of observing someone else's 'Dragonlance' experience. The incoherence in 2nd edition is a failure to understand that you can't directly transmit the 1st person experience of gaming out a story. It results in modules and even settings that are novelized and hense, noninteractive.

But I have to admit that, for a lot of players, it seems to deliver something they want (or at least are willing to accept).

Really? No, I don't think so. I think that alot of players want the experience of an epic story, but they want to experience their own epic story and much of the reason early to mid 2nd edition TSR produced all this product that didn't sell was that they were trying to transmit their own epic stories rather than providing the tools to produce epic stories on your own. Oddly, I think DL did this latter job much better than the 2nd edition attempts that followed it, because it still for the most part used the earlier adventure framework (dungeons, encounter areas, hooks, narrow-broad-narrow) rather than the read along style that followed it. It also learned better from its mistakes than latter attempts.

It seems that the players who want this combination of story and physics are therefore prepared to put up with the GM exercising either covert or overt power in order to make the simulationist mechanics produce satisfying narrative outcomes. (This is even the explanation for the use of illusionism that Celebrim has given upthread.)

You seem to have completely missed what my stake is here. Why am I trying to define 'soft illusionism'? What do I get out of having this term in the debate? One of the things I've observed about players who have been burned by 'railroading', is that they become very upset at the slighest hint of DM's exerting authority over the story because they fear that it will put them on a slippery slope which ends in the same sort of play experience that they were burned by before where the were robbed of all meaningful agency. These players tend to define games by a binary 'illusionist' or 'not illusionist' paradigm, where 'illusionist' means 'bad'.

But as I observe games, what I find is that there isn't a nice neat binary either-or thing going on. Like most everything, I believe there exists a continium between the two end points. I'm bringing up these 'soft illusionism' examples where the DM shapes the game world for metagame reasons to achieve some goal, but where most observers would say that player choice is not 'meaningfully' being reduced, in an effort to show that first, no game is or even can be completely free of illusionism, and secondly that illusionism doesn't inevitably lead to 'a railroad' because there are always implicit assumptions about the sort of choice/outcomes that will be available in play and the sorts that will not be available.

For example, if - from the very get-go - it's understood that certain decisions will be made by the GM, then the GM making those decisions is not illusionism (because there's no deceit).

Only if those things are openly acknowledged. One way to get around illusionism entirely is for games to openly acknowledge their conciets. The illusion is still there, but because the veil is openly and always peirced, there is no possibility of 'illusionism'. The illusion is maintained as an open conciet, rather than an unacknowledged one. However, this style of play is IME somewhat outside of the mainstream except in a few narrow cases. One example from the thread being the player who requested a certain object and the DM responded by placing the object in the player's path. That isn't illusionism, because there is an open transaction between the player and the DM. The player has peirced the illusion and tacitly both sides have acknowledged it. Some game system openly encourage these above board transactions. Some even create game resources for managing these transactions and even make that the mechanical focus of play.

In the same way that no one regards it as railroading for a typical D&D campaign to begin with "So, there you all are in a tavern waiting for a patron to show up" - this isn't railroading, it's just the GM kicking things off - so if it's agreed that the GM will do this sort of thing from time to time then it's not railroading. It's just the GM doing his/her job.

I don't know that I would go so far as to say 'no one' regards it as railroading. Probably someone out there is going, "I protest. My character would never hang around in a tavern.", and a negotiation would ensue as to what the realistic place for the player to begin play would actually be according to the player's desires and the approved background of the character. Part of the problem I had with your early reference to 'You all start in a tavern' is that in fact, for 'purist-for-system simulationism' there is this prior to game negotiation over the simulations starting state where the DM and the players negotiate over how the characters will fit into the world at the moment that the game clock begins running and the whole elaborate mechanical clockwork begins to turn. Most true 'purist-for-system simulationist' DMs probably actually do feel that 'You all start in a tavern' is the first step to railroading the players. What if the players would rather start in a rowboat? What about on a pilgrimage? The DM is expected to kick off the game in a game state that represents what realistically would have happened before, where 'before' is something that the player has some input over and 'after' is also something that the player has some input over.

This is not consistent with traditional AD&D play, because the transition from TPK to prisoners wasn't mediated by the rules, except in the very loose sense that the 4e rules didn't mandate that the PCs had to be dead simply because they lost the combat. (For me, this is an attractive feature of 4e - it removes the need for the GM to fudge in the interests of the story.)

Rather, it gives the GM explicit permission to fudge in the interests of story in this particular case. In 1e, the GM has explicit permission to fudge anything he wanted, but strongly encouraged a 'tough love' approach that encouraged the 1e notion of 'skillful play'. In your game, it's clear that you are more interested in maintaining story continuity than in the 'skillful play' that the designers of 1e felt was a crucial part of your game.

Nor had I made any notes about the goblins intending to take prisoners, although there was already a dungeon on the map of their lair. There was no railroading or illusionism. The whole thing was worked out by negotiating with the players, and driven by obviously metagame considerations.

Agreed. However, this says nothing against any of my prior arguments because, since you've moved away from 'the heart and soul of illusionism', you can't actually use this as a counter example to my definition of illusionism whether 'hard' or 'soft'. You are, for the purposes of this discussion, off on a tangent. I have no problem admitting that an open agreement like this isn't illusionism, while still maintaining my prior arguments unchanged.

I'm not 100% sure myself - although Forge theory dictates that each functional game has only one ultimate goal of play, I'm still not fully persuaded of that.

I'm strongly persuaded that that is where Forge theory goes most wrong. Not only IMO does a functional game never have one ultimate goal of play (unless there is only one player, and then only 'perhaps), but since under Forge theory any game which lacks one ultimate goal of play is perforce 'incoherent', it's only a short jump from the assertion that there must be one goal of play to 'Everyone else is having badwrongfun', 'Every prior designer produced incoherent games', and 'You are all doing it wrong'.

Or maybe my game is mildly dysfunctional but we cope.

No, your game is functional because you balance the different desires your players have in a way that your players are comfortable with.

In any event, I'm pretty certain that a game can be played which gives the GM a certain sort of authority over sceneframing but which nevertheless involves neither illusionism nor railroading.

I never asserted otherwise.

All it requires is letting go of an attachment to hardcore simulationist mechanics - some things can happen without needing to conceive of them as mediated via the action resolution rules.

Whoa there. You haven't established that. You've only established that there is an alternative to illusionism. You haven't established that this is the only alternative, nor have you established that you hardcore simulationism is incompatible with all forms of illusionism, nor have you established that a game can't be both 'hardcore simulationist' at one point in the game and 'illusionist' at another point. See my prior example of 'narrow-broad-narrow', where the default assumption is "During the hook and the conclusion, I will accept a certain amount of illusionism provided that I'm allowed to make the journey between the two points in a hard core simulation where I have a gaurantee of full agency and fair arbitration with the GM in a referee stance."
 
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Man-whut?
Sigh. Most people play D&D as a game, and know that it's a game, and as such accept a certain degree of what might be called gamism or soft illusionism.

Don't read the comment as arguing that all D&D must include scene framing, or must involve illusionism, or anything like that.
 

Scene framing is part of D&D being a game. It really doesn't take anything away from players or characters.

I guess now its my turn to jump on this.

I agree with the statement with one reservation, but think the following statement works well for the same reasons:

"Illusionism is part of D&D being a game. It really doesn't [necessarily] take anything away from the players or characters."

When you jump into a forge discussion of scene framing, very quickly you are going to get into a discussion of what is meant by 'scene framing', and pretty soon someone is going to assert that all RPGs always have some sort of scene framing because no (PnP) RPG is truly continious. And since none are really continuous, they all have scene framing to represent the disparate passages of time between important events. The most frequent obvious one in D&D is, "Ok, it's the next day.", which is scene framing, but even, "Ok, you go 80' further down the corridor, when..." is also scene framing.

When this is asserted, you think get into a discussion of what separates the different types and degrees of scene framing assumed by the rules of different games because usually the original poster wanted to talk about explicit scene framing, and so you end up in a discussion of 'soft scene framing' or 'hard scene framing' or 'heavy scene framing'.

I'm doing the same thing with illusionism.

My one reservation is that I think in both cases, the technique can become 'hard' enough that in fact it does take agency from the players.
 

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