Solo Roleplay part II

Solo engines are frequently designed to work with scenes and threads. Scenes are like the scenes of a film. If your characters are in the tavern and then decide to go and seek an audience with the local priest then typically that would be two scenes and you could skip the travel in between. I say typically as you will see later things can happen.

Threads are individual story arcs or plot hooks that can could take the story in a different direction or change the way the character sees things. Typically in a solo game there will be several open threads. You can include the main plot you are on but also any unfinished business in your characters backstory and those from your NPCs backstories just to get you started.

They typical out put from a solo engine is the answer on the yes/no spectrum. In addition to that you can get a variety of other prompts. With these prompts it is up to you to think how can I work this prompt into the story while staying true to the setting.

Interrupted Scenes

The grand daddy of all the true solo engines is Mythic. Mythic is both an RPG in its own right but the solo engine is also sold as a separate standalone product. I don’t recommend it as for me it is too slow and too complicated. Mythic has the concept of the interrupted scene. What this means is that although you may decide that you are going to go and see the local lord something will happen before you get there. Interrupted scenes can make the world that the players inhabit seem to have a life of its own. Things happen that complicates their life. It doesn’t have to bad or game changing but if it deflects them from the intended course who knows where that may take them.

Random Facts

Some solo engines have random fact generators. These are typically a pair of words or short phrase, often an adjective and a noun. The idea is that you can try and work that into your game. Imagine it produced the phrase work hard vehicle and you had an interrupted scene. It would be far from unusual for the characters to be walking to see the lord and find the main street in chaos and blocked by an overturned wagon, livestock being chased about and a general chaos of shouting and recriminations over the cause of the accident. Random facts can encourage you to add hints of flavour and texture to your games that you may not have otherwise thought of.

Random Events

Every solo engine I have looked at has random events. This are short little instructions such as move towards a thread or introduce an NPC. What they mean is not immediately obvious. The first one means that during this scene something should happen that helps the characters advance one of the open threads. You should keep a list of the open threads and of all the NPCs in case you get an event like this and you can just roll randomly to see which thread it applies to. Moving towards a thread could be the characters hearing a rumour or gaining a bit of information. It could be seeing a familiar face in the crowd of people chasing the escaped chickens.

Introducing an NPC is a fairly common event. You should see NPC in its broadest possible definition. The Town Guard as an organisation could be considered as a single NPC just as individual guards can be NPCs. Nothing says how big a role this NPC has to have. It could be that with our overturned wagon we have the town guard turn up and try and impose some control and order the PCs back out of the way and shut the road. That doesn’t sound very exciting but that same guard could crop up again later and recognise the PCs. He could even be there alibi if he can place them at a particular time and place.

So Why Solo?

Solo engines are great prepping tools. It sounds almost counter intuitive but using a dice system can be more creative than your own mind. The reasoning is that we can fall into the habit of making assumptions. We all know what a tavern looks like so just a word or two about the quality of the place and how busy it is is all we give. While you are prepping the PCs visit (if you even do that) if you made a Solo engine roll it could suggest that somehow the stay there should help or hinder the PCs in an unexpected way. I just used the Mythic engine and it came up  with Move away from a thread.  Waste randomness. So what does that mean? Maybe something will happen at the tavern that will make life harder for the PCs. The waste randomness part to me suggests maybe some form of gambling going on. Would it harm the PCs if they lost heavily at dice? What if even if they won (one of the PCs may be very good at dice) but it turns out they have been palmed off with fake or worthless coins?

In this way each and every locale gets a bit of life or  colour that you may not have otherwise thought of.

Keeping hold of the threads

If you keep a list of the story arcs in your campaign from every thread in the characters back story to the major plot lines behind the campaign the solo engine can keep threads active that could otherwise be forgotten. I have a character in my game that, according to his backstory, is supposedly looking for his long lost mother. In fact he has not mentioned her once since the game started and in the past session when an NPC told the party that if they went to a particular location one of them could learn something about their family he just looked blankly at the rest of the group as if that had no meaning to him at all. It is easy for plot hooks or loose ends that you dropped weeks, months or years ago to simply get forgotten. What could take years to play for us players may actually only be a couple of weeks for the characters and they probably would not have forgotten. The solo engines gentle tugging at random threads can prompt you as GM to keep those threads alive and interwoven with the game world.

Finally, and I have only ever done this once, I have run an entire impromptu session with no prep at all, no plot, generic NPCs from the master list in Character Law and no one really noticed. There are several online versions of solo engines that deal with all the dice and tables for you. you just have to keep a list of NPCs and threads and interpret results. In that sort of game the better and more creative your players are the more fun it is!

Next time I will show you how to actually solo play RM using a couple of different solo engines.

 

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Shadow World Religions as Rolemaster Professions?

If you read this blog consistently you are probably aware that both Peter and I are proponents of a “No Profession” game. But the truth is that a having “No Professions” generally means that most players end up designing a character that conforms to a common fantasy trope anyway. Whether that’s because players are guided by long held biases and profession models or that a balanced design forces players into basis archetypes (at least non, pure or semi) a no profession system almost always results in customized but identifiable classes without the need for “one-off” rules, talents, quirks or similar work-arounds. (For more thoughts on this check out my blog “No Professions Equals All Profession”.)

Many, many RM’ers love having lots of professions, but many of the Companion professions are only slight variations on the 1-2 dozen standards used. I’ve read lengthy argument about tiny variations in individual skills costs to justify the differentiation, but let’s be honest—do you really need different professions for a Knight, Barbarian, Duelist or Warrior? They are all just fighters aren’t they? A barbarian is just a fighter that wears less armor!!! That differentiation could best be done with equipment choices.

However, if you like the endless variations in professions than let’s talk about Channelers, and more specifically Clerics. RM paints a very broad brush with Clerics; they basically have the same vanilla powers set in DnD: protection, healing, creation and resurrection. Blah!!! Channeling Companion went a long way in addressing the need for differentiation in Clerical powers based on their specific Diety and added several new professions as well. In my view, the choice of God makes each pantheons clerics a unique profession. In fact, I see Animists/Druids as an extension of this viewpoint—they are Channelers of a “nature god”. Why Animists/Druids are singled out as a profession when Clerics of the God of Fire, or Lightning, or Trickery should be equally as valid makes little sense—unless you are stuck in the common profession tropes of DnD and standard RPGS.

We play in Shadow World which as a very specific set of Gods. It’s common sense that a Priest’s training (spells and skills) will reflect the nature of their patron. Isn’t this the very definition of RM Professions? A “Battle-Priest of Z’taar” should be VERY different than a Cleric of Eissa. In our SW campaign, Clerics of differing religions rarely share the same spells—unlike RM RAW where most Clerics will have all the same Open, Closed and Base lists.

Because we designed our Shadow World Clerics with very specific spells and skills they basically create whole new professions. A quick look at a few of our Shadow World “Clerics” with basic tagline descriptions (you need an RM Forum membership to see or download the files):

Scions of Kuor: Lightning wielding priest, moderate pro-business republican, conservative, male, Zeus, WASP, 1% upper class, politician, elder statesmen. Spell List. RM Profession: Cleric.

Scholae of Valris: Gnostics, scribes, professors, Loremasters, scientist, Da Vinci. Spell List. RM Profession: Scholar.

Messengers of Teris: Travelers, Messenger (Warded Man), navigator, postman, pony express, information guild, courier, dispatcher. RM Profession: Spell List. Rogue, Bard?

Disciples of Cay: Olympians, Wrestlers, Greek Athletes, Gladiator, model, youthful, Grecian. Spell List. RM Profession: Monk, Fighter.

Stormbringers of Shaal: Stern, fierce, mercurial, father figure, Stormriders (Malazan) not humorous, storms, cold. Spell List. RM Profession: Cleric, Paladin.

Daughters of Inis: Assassins, seducers, dancers, Middle-Eastern, exotic, silk, razor sharp, beautiful, deadly, incense, jewelry. Spell List. RM Profession: Dervish, Dancer, Rogue, Assassin, Nightblade.

Order of the Sun: Haughty, arrogant, Kings Guard, Knight, Sun, Templar, plate armor, gold. Spell List. RM Profession: Paladin.

Battle-Priest of Z’taar: Beserker, barbarian, hermit, unkempt, unbalanced, rabid, frenzy, Kurgan (Highlander), Vikings. Spell List. RM Profession: Fighter, Barbarian.

Under RAW RM, these should all be “Clerics” but as you can see they really are a variety of other professions or new professions. (The RM Professions noted are really just approximations).  Does a player even need to be a “Cleric” to be a high servant of their God? Some of these could be considered Semi-Spell Users under normal RM rules. We don’t worry about it and I have the flexibility of coming up with any creative ideas for a NPC, organization or group without worrying about which profession it can or can’t be. Likewise my players can create any PC they want without being limited by an arbitrary profession system.

However, if you have Professions shouldn’t the Clerics of varying gods be given the same consideration as Fighter or Mage variations?

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An introduction to Solo Roleplay

I thought I would write a short mini series on Solo Roleplaying, what it is, what it is good for and how to do it. At first glance the very idea of Solo roleplaying is almost oxymoronic, how can a hobby so dependent on conversation and social interaction be done on your own. Isn’t that just day dreaming?

Firstly I would say that solo roleplaying is slightly miss named. It should really be GM-less roleplaying. You can solo with a whole group of players or just a single player, namely yourself. The only thing you don’t need is the GM.

So how is this going to work?

I will get into the actual mechanics in a future post but the principle is this. You use your imagination to fill in 90-odd percent of the details but when you come across a key point, to phrase it as a yes/no question and roll the dice. To show you what I mean imagine your favourite RM character is in the dungeons of a castle and you are trying to escape. I hope you can see the character, the dark passages of the dungeons and so on. Your character reaches the end of the passage. If you were playing this in a group you would probably ask the GM “Are there any guards?” At that point you would roll the dice.

The rules and tables that make up a solo roleplaying set of rules are called an engine. A solo engine is a little like a magic 8 ball but give an answer something like ‘no, and…’ to ‘no’ to ‘yes’ to ‘yes, and’. You can think of that as almost open ended down, fail, success, open ended up. If you have ever had your players make a moving manouvre roll then you have been using a solo engine.

Player “Can I leap the chasm?”

GM “roll your MM”,

Player ” open ended downward, -200″

GM “Not only do you fail to make the leap but you fall and take 8hits and are stunned for 2 rounds.”

Anyone who has rolled a MM or a random encounter have to some extent abdicated their GMing responsibilities to the dice.

Solo engines just formalise this into a set of rules that take account of how likely the answer should be yes or no and how to move the plot or adventure on.

Solo engines also normally have a mechanism for plot twists or a chaotic factor that can force the story in a different direction. Normally you just use common sense for that setting to fill in the details. If you are in the dungeons of a human king then chances are the guards are going to be humans armed with culturally common weapons and armour. If you are in a orc stronghold then they are likely to be orcs. You don’t need to roll to determine that. Likewise the solo engine does not replace skills. If you want to pick a lock the you don’t ask the solo engine, you roll your skill.

Solo engines can be as complex as dozens of rolls from pages of tables to a single roll of 1d6, but they all do the same job to a lesser or greater extent.

In the next installment I will go more into why you may want to look into solo engines.

 

 

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Life Giving

Funnily enough both Brian and I spent some time over Christmas planning a few blog posts in advance to take a bit of pressure off. Brian published his on Wednesday and has a proper Shadow World bent to it. Inspired by the same forum post I wanted to take a look at what Life Giving actually means in terms of practicalities for the PC.

If I remember correctly D&D’s Raise Dead spell left the newly returned to the living person on 1hp for a week while they recover. I think you had to be a 9th level Cleric to cast it as well.

I was thinking today about Rolemasters equivalent which is Life Giving. As with most RM spells there are multiple versions Life Giving I, II, III, IV, V and True. They start at 12th level and Life Giving True is the 50th level biggy. What changes between iterations are two parameters.

When Life Giving I is cast not only does the caster have to successfully cast the spell but the person being brought back to life needs to roll under their constitution on a D100. With the first version for every day that the person was dead 10 is added to that percentage roll. Now technically the spell can bring back anyone who has been dead for up to a year but for that to happen they would have to roll under their Con stat with +3650 on the dice. That is a hell of an open ended downwards roll. In practice a successful raising is unlikely to happen if they have been dead for more than 5 days unless they were built like and Ox.

Once a person has been brought back they are at -100 to all actions for a period of time. With Life Giving I that period is 100 days for every day dead. So if you were dead for two days then you are at -100 for 200 days. That is a bit of a steeper tariff than the 1 week at 1hp back in my D&D days.

So imagine a PC is killed and it takes three days to get them to a suitable cleric. The character rolls under their Con despite the +30 on the roll. They are now at -100 for 300 days. That is the best part of a year. I think that pretty much puts the character out of the game. Unless the entire party decides to do a year’s worth of spell research to bide their time while the character recovers I cannot see that character remaining part of the party. In my RMC game the party came together about 4 weeks ago. When they met they were 1st level now they are mix of third, fourth and fifth level. That has been non-stop high combat fighting for their lives. What would be the disparity in the characters if one took a year off while the others carried on? Obviously the levelling would tail off slightly as exp demands got tougher and I have been accelerating the characters though their first few levels to allow them to grow into their skills, but still I think you are looking at a 10 or 15 level difference if you extended that a year into the future.

Life Giving I will put your character out of the game despite being technically being alive.

Life Giving I is not that useful for characters/PCs but it is brilliant for NPCs. It is a damn sight easier to interrogate someone who is alive than someone who is dead! It is easier to claim the reward for returning the kidnapping victim if they are still alive and not every bounty is Dead or Alive, some are a bit more specific. Life Giving I is a great spell when cast by the characters rather than on the characters.

Now this is a playing group ‘thing’ but we do not tend to play beyond 20th level if we even reach that level. In my level less game spell lists rarely get above 20th level as that requires an open ended roll for each spell about 19th.

So what does a 20th level Life Giving look like? This is much more useable. The roll under your Con penalty is +1 for each day dead so our three day dead character has just +3 on the roll. That should hopefully be doable. The recovery time is 1 day for every day dead, so just 3 days in this case. That is Life Giving IV. There are not going to be many 20th level casters around but if you can find one and they are prepared to cast the spell then that is viable for PCs to carry on their careers.

Of course that is just the mechanics in the core rules whether your game world and the gods agree is a completely different issue!

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Thoughts on Resurrection in Rolemaster & Shadow World.

First off, Happy New Year! Over the holiday break I’ve been able to plot out a number of blog topics for the coming year and working on at least one new interview. I’m also hoping that my long gestating Shadow World module: Priest-King of Shade will make publication this year! (It seems unlikely that “Empire of the Black Dragon” will be published anytime soon even if I get the final draft to Terry and Nicholas in the next few weeks).

There was a recent POST on the RM Forums about Resurrection that caught my attention. It included a great poll that broke down some good options for Resurrection, but I wanted to explore the subject in greater detail as it touches upon several other blogs I’ve written recently. This topic is really a subset of the “impact of magic on a setting”. I explored another subset of this in a blog on “Musings on Magic and War” and a sub-topic of the “Gap between game rules and setting“.

RM was initially designed as an insert rule-set for the D&D world, and as such, still contains quite a bit of D&D DNA that is rarely questioned. As the forum responses suggest, Resurrection and its uses differ from GM to GM and raises a lot of issues around the games metaphysical setting as well.

RM expands upon the basic DnD Resurrection by dividing death into 3 separate processes:

  1. Soul departure. RM Soul departure rules are byzantine—calculating the time of death from unconsciousness and then applying a number of rounds for soul departure based on the character’s race. Unnecessarily complicated? Absolutely.
  2. Physical deterioration (stat loss). There are some vague rules in RM about recovering lost stats but despite a comprehensive healing system RM never fleshes out a consistent framework for causes of stat loss (undead, Unlife, spells, drain etc) and spells to cure temporary stat loss. A consistent system could unite various processes that use different mechanisms: unlife draining, life levels, Unlife corruption etc.
  3. Soul recovery. Returning a soul to the body is a fairly straight forward affair, with a number of spells at various levels allowing for resurrection.

Spell Law provides three spell mechanisms to deal with these: lifekeeping (keeps soul from departing), preservation (keeps body from decaying and stat loss), and lifegiving (returns soul to body). There are various iterations of these spells and herbs that allow for body preservation and lifekeeping. The first question I have is whether this is the best framework to deal with death and resurrection and at what level should these spell abilities occur? I don’t think I thought about this enough in my Spell Law rewrite so I may end up going back and changing some things! The second question is how rare is resurrection and how does the metaphysical framework of the setting  enable resurrection?

Barring the two extremes: resurrection is very common and easily obtained or it doesn’t occur at all except in myths, there are two aspects that could be explored.

Economics. If we conflate resurrection with technology and healthcare than the U.S. healthcare system is a great model for seeing resurrection in an economic framework. Resurrection can be seen as an expensive, elective procedure available to the wealthy and/or privileged. Is this any different than what we know of medieval or class based societies? The wealthy live longer, healthier lives because they have access to healthcare, safer environmental conditions and better diets? Does treating Resurrection as an expensive, exclusive, service unbalance or disrupt the game setting? Resurrection alone is not an age prolonging treatment, just an option for traumatic injury or illness. (I would argue that life-prolonging magic should also be available either through a spell list or ritual magic).

Religion. For resurrection to work there needs to be a meta-physical framework for “souls”. What is a soul? Where does it go? How does it come back? In Shadow World, Eissa is the Orhan god of death, but does she alone control the gate to death and the disposition of souls? Why/how do some souls stay on as ghosts or undead while others pass to somewhere else? Do Elves have souls? If not than what happens to them? Are followers of the Dark Gods prohibited from resurrection since they are opposed to Eissa? Even if you don’t use Shadow World as a setting these can still be valid questions. What about “spirits” and other totem spells introduced in the RM Companions—how do they figure into all this? To me, this seems like the setting drives the mechanism and not the other way around. This makes it hard for generic rule sets like RM to be a good fit for any setting without the setting being genericized.

For the GM that wants resurrection and wants it rationed via the settings religious structure than there are lots of great options. Perhaps resurrection is only available to followers of a “God of Death”. (Probably not the most popular of Gods) Getting resurrection from a Death Cult might require quite a bit of sacrifice from the party. Another option is that a priest can only resurrect someone from their own religion. That would neuter the “generalist” Cleric in the group unless the party was all part of the same religion.

Some things to think about. Personally I’m going to review and revise my spell list “Life Mastery” and follow this basic framework.

  1. “Resurrection” is a higher level ability (starting at 12th lvl?) thus making it rarer in general.
  2. As a Closed list, Life Mastery is only available through a few of the Gods.
  3. In general, most religions are reluctant to provide services to follower of another god. (UOC and the Orhanian pantheons provide some leeway).
  4. The cost will be high in either an offering or services.
  5. Stat loss, both temporary and potential will be notable, increasing the cost of resurrection.

These rules almost preclude a battle-field resurrection occurring. Instead, the group would need to find a cleric of the right religion, of the right level, pay the cost in either money or service and the resurrected player will need to recover and pay a cost in stat loss. That’s a lot of hurdles that may not make sense for the group. However, it does provide an adventure hook if they do.

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2017 ahead

Well we have completed the 12 days of Rolemaster as Christmas is now over.

We thought we ring a few changes for 2017 and the first of these is that we have a new blogger!

Hurin is a stalwart if the ICE forums and an avid RMU play tester. His Rolemaster background is very much RM2.

We have a new schedule. Individually we will be creating less posts. I will be posting every Friday or ‘something for the weekend’ as I like to think of it. Brian will be posting on Wednesdays. There will be weekend round ups as well. This gives us room to bring you Hurin’s posts and we hope to have a fourth voice to announce soon.

We also hit 500 twitter followers over Christmas which is really cool. The last time I looked we were at 520+.

I am hoping that in 2017 we will be able to bring you more product reviews. ICE certainly seems to be gearing up for more and more frequent new products.

So until next Friday, when I will post the second instalment of my RMU play test, have fun.

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5th Excepting Perception, Stalk & Hide and Body Development, of all the skills in all the books which one would you say is the single most important for a player to take?

Brian: Attunement. In our rules, every spell ability in an item, power storing, recharging etc all require attunement skill. Plus, many althan/ka’ta’viir devices use mental interfaces which can be accessed with attunement. So even non spell-casters should have some ability, especially at higher levels.

Peter: Lore skills particularly those relating to herbs. Whether you use Herb Lore, Herbalism or Lore:Technical. I suspect that my game is a bit more hack and slash than Brian’s but being able to select the right herb and apply it is a key skill for my players.

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4th In my opinion the best bit of RMU is…?

Brian: Hands down it’s the size rules (which may be changed or modified). Such a useful tool for scaling deadliness of a creature, spell, object or trap within the rule frame. I understand that many people didn’t like the math, but it really is fantastic.

Peter: This was a hard choice and I am wavering between two possibles. I love the experience rules. I first saw them in HARP and I am really pleased to see them being used as the default rules in RMU. I was using the HARP rules, house ruled into my RMC game but now I am using the RMU rules in their place. My other love is Spell Law, pretty much all of it from the completed spell lists to the use of the spell aquisition skill as spell mastery.

Interestingly Brian and I are on different sides of the RMU size rules argument. I found the rules cumbersome, awkward and terminally slow. They initally really applied mostly to Arms Law and I though I could just junk all of Arms Law and rewrite my existing combat tables to fit RMU, which I probably will do anyway. That was before I saw Creature Law and the normalised creatures. It is a tribute to RMU and all flavours of Rolemaster that it is so modular that something as central as these rules can be changed without breaking the system.

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3rd Of all the companions and ‘laws’ which book could you not be without?

Brian: I don’t really use any of them now, but Companion I had a lot of material that could have been “core” or included in RM. Paladin being the most obvious. Arcane magic was ok, but I didn’t feel it was necessary to classify it as a realm. Battlerunes were very cool and we just rolled them into Open Essence at the time.

Peter: No surprise here but the RMC Combat Companion is my book I could not be without. I thnk it is one of the ‘lost’ books because of IP issues and mine is falling apart but I have scanned and OCRed much of it into word and the condensed combat tables I hand typed into Excel. What you get is a few professions if you use them, armour by the piece which I derived from HARP I believe, weapon katas and fighting styles which puts two weapon combo back into RMC and the jewel in the crown the condensed combat system. There is a sample below and you can see that you get the 10 armour types, criticals that are not split into Slash, Krush, Puncture but rather customised to the type of attack, so arrow criticals for bows, dagger criticals for short blades and the like. You get many weaons per page and the size modifications tucked into a corner. You can run entire combats without having to turn an page if the weapons are similar enough. The only drawback is that the same criticals come around again a little too often. That is why I have excel versions of these pages. There are only 18 attack pages of which 6 are frequently used. Those 6 I have rewritten the criticals keeping the effects the same in terms of hits, bleeding and stun etc., the location the same but just changing the prose descriptions. I started with two copies and used to swap between sets for each game session to keep the criticals varied but I now have a couple of pages with three versions after being inspired one evening. This book and the condensed combat system really triggered my appetite for simplifying RM as combats became so fast and exciting to run that it made everything else look slow by combarison!

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2nd Best layout/structure in a RM product?

Brian: One of my favorite is Uda Tyygk, in the Iron Wind. Hidden fortress, the Thyfuriak. Very cool. Reminds me of a toy I used to have: the mountain fortress from MAC (mobile action command)

http://www.ebay.com/itm/1976-vintage-Matchbox-Mobile-Action-Command-RESCUE-CENTER-playset-Lesney-MAC-/381878473020

Peter: For me it has to be the MERP campaign book Northern Mirkwood. This book has everything, the floor plans vary from the great halls of Erebor to towers and orc holds, every one of them I have reused time and again. The master military charts with every NPC, and class or adverary clearly detailed make off the cuff encounters dead easy and the amount of unique content to make the region really stand out as being different from any other woods or forest. This was also the first MERP campaign book I bought and with my only other experience of ‘modules’ being D&D ones, this book completely changed my concept of what a rpg suppliment could and should be.

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