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Roleplaying Tips Weekly E-Zine Issue #153
The 10 Essentials Of A Swashbuckling Campaign
Contents:
This Week's Tips Summarized
The 10 Essentials Of A Swashbuckling Campaign
- Swashbuckling Societies
- High Society Stuff
- Secret Plots and Shadowy Villains
- Carousing
- Romance
- Comedy and Trickery
- Damsels in Distress
- Daring Rescues and Escapes
- Races Against Time
- Duels in Dramatic Locations
Readers' Tips Summarized
- Encouraging Roleplaying Through Easy Encounters
- 5 Encounter Tips
- Token Storage
- Give NPCs Moods
Return to
Contents
A Brief Word From Johnn
Supplemental #12: Mapping Resources - Updated
The freebie mapping resources document has been updated with
a couple dozen more links to online maps and reviews of
three commercial software packages so you can learn a little more about them before making your purchase decision: Dreaming Merchant Dungeon Designer, Fractal Mapper, Campaign Cartographer 2 Pro.
To have this free plain text document emailed to you, send a blank email to: maps@roleplayingtips.com
NPC Essentials Going To Print Poll
Great news to all those who responded "I prefer print" to
the NPC Essentials eBook contest from Issue #145 -- my eBook
is going to be printed. Problem is, I don't know how many
books I should order from the printer. As I need to pay for printing up front, I would like to avoid ending up with a garage full of dusty books. :)
So, if you have a moment, please send a quick email with one
of the numbers from the choices below.
Do you plan to buy NPC Essentials ($14.95) in paper-book
form? (I won't hold you to your vote--just wanting to get a general idea of demand :)
- Yes, at my local gaming shop
- Yes, directly from you via RPGShop.com
- No, I have the PDF and don't need a print version
- No, I don't want the NPC Essentials book
Email me at: johnn@roleplayingtips.com
Thanks for your feedback!
GMing Encounters Feedback Contest
A quick reminder that there's just one week left in the contest.
Up for grabs are:
To enter the contest, send in the challenges and problems
you face when planning, designing, or running encounters for your game sessions.
Email your contest entries to: contest@roleplayingtips.com
Sorry--not such a Brief Word this week. Now, on with the
show!
Cheers,
Johnn Four
johnn@roleplayingtips.com
Return to
Contents
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Contents
The 10 Essentials Of A Swashbuckling Campaign
A Guest Article Dariel R. A. Quiogue
I was preparing my notes for a swashbuckling campaign I mean
to set up for a PBEM and one of the first things I did was
to ask myself, "What do I want in my game? How can I give
it the swashbuckling feel of The Three Musketeers movies?"
The result was a list of ten elements that together defined
for me the feel of those movies and my enjoyment of them.
Here's my list, along with some of the ideas that came up
for each one. I'd like to share them with my fellow GMs out there, and if anybody has anything to add I could sure use the tips!
- Swashbuckling Societies
All for one and one for all! Both for the purposes of the
story and for the play of the game, it's a good idea to
start the characters off as belonging to some kind of tight-
knit society that breeds swashbucklers. It has to be a
society that requires and sharpens fighting skills, and
promotes the spirit of the swashbuckling hero; the elan and
flair, the sense of honor, the readiness to fight, and a
camaraderie like what we see in The Three Musketeers.
These societies will typically exist for the purpose of
fighting - either for something, or against something; thus
military units, secret or rebel societies, and outlaw or
pirate bands fighting a tyranny make good starting points.
Ideas:
- An elite royal guards regiment, e.g. The King's musketeers
- The crew of a privateer/buccaneer ship
- Officers of a regiment; up to the mid-19th century,
officer's commissions were typically bought, often by
young gentlemen in search of adventure or fleeing some
disgrace
- Members of a secret society or movement
- Members of a fencing/dueling school or society
- Outlaws fighting tyranny
- Old comrades-in-arms, gathered again for a final adventure
Return to
Contents
- High Society Stuff
Swashbucklers typically come from the aristocracy,
constantly interact with the aristocracy, and get embroiled
in issues and struggles within the aristocracy.
Swashbucklers are *meant* to go around saving queens and
wooing countesses and confounding cardinals! :-) Their
employment and lifestyle typically requires them to hang
around the courts of royalty and the high lords of the land,
and to take missions for or against people in high places.
This is all part of the fun, too, because all this high
society stuff means that the players get to roleplay their
characters in challenging social encounters in very colorful
settings.
Ideas:
- Swashbucklers are drawn mainly from the aristocracy
- Swashbucklers are usually employed by the
royalty/aristocracy
- Sophistication required - in fashion, conversation,
performing arts, etc.
- High society occasions and functions - masques, balls,
hunts, parlor games, etc.
- Grandiose locations - palaces, castles, formal gardens,
ballrooms, cathedrals
- Roleplaying challenge! Accents, mannerisms, conveying the
"feel" of the milieu
- High society shenanigans - love affairs, power struggles,
heirs and heiresses, family secrets, etc.
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Contents
- Secret Plots and Shadowy Villains
Swashbucklers need someone challenging to fight and the
story requires a villain with enough oomph to spur the
characters away from their wenches and wine cups and into
the risks of heroic action.
This means a villain who can threaten the heroes' way of
life and/or loved ones, or that which they are sworn to
protect, like the person of the king or the freedom of their
country. Thus, we need a villain capable of targeting those
things and doing so in a grand way. The villain we want is
someone already firmly ensconced in power, giving him
security and the ability to work his plots; and to get the
flavor right, the villain must be a colorful character in
his own right, one the players will find intriguing.
A main villain is most effective when he is personally
untouchable through most or all of the story, like a spider
secure in a hidden web, while others do the dirty work for
him. Perhaps he is a trusted advisor of the King, a high
prelate, or royal relative, with too much prestige and
protection for the PCs to assail directly; perhaps they
could even have reasons *not* to want to assail him
directly. Only when he is finally unmasked, or his plots
fully revealed, can the heroes try to bring him to justice.
The villain should have some kind of Grand Plan to achieve
his ultimate goal. Perhaps he wants the crown for himself or
to serve an enemy nation by betraying the heroes' country.
At least several steps in his plan should have opportunities
where the PCs might be able to interfere. Allowing the PCs
or their allies to capture letters or overhear secret
conversations will give clues as to the villain's next move,
allowing the heroes to attempt to frustrate it. It's also
possible to have the PCs stumble onto part of the plan, say
by being at the wrong place at the wrong time.
The power of the villain will be mainly in the form of
being a mover of people; he will need spies and informants,
he will need bashers - like his own guards regiment - and he
will need a way to keep these people loyal. Since the main
villain does little or nothing directly, he will also need a
capable lieutenant to do much of his skulduggery; this
lieutenant can be built up to be one of the PCs' main direct
opponents, the guy they must fight and defeat at the
climactic scene.
Ideas:
- The best villain is a charming villain!
- The villain must be too powerful/influential/secretive to
attack directly at once
- The villain must have a wealth of agents/henchmen to use
- The villain has a grand plan to achieve his goal
- The grand plan must personally/emotionally involve the pcs
somehow
- The villain's activities harm or threaten the PCs'
friends, family or romantic interests
Return to
Contents
- Carousing
The swashbuckler's daily life, as presented to us by Dumas
and other writers, is one of gay leisure. Drinking,
wenching, gambling, and for the bardically inclined,
composing and performing music or poetry, should all be high
on the swashbuckler's list of activities. This lends itself
to some fun roleplaying - it's always fun to roleplay being
in a drunken revel, and the GM can use the occasion to get
the PCs more involved with the other characters in their
world.
It could also be fun to introduce the occasional
complication here, especially if based on the PCs' own
actions; if they badmouth the Cardinal while drinking, a
Cardinal's guard drinking in the same tavern might start a
bar fight, or if one tries to woo some lady he might end up
getting challenged by a jealous rival or husband.
Ideas:
- Swashbucklers are party animals! The wild life is the good
life for these guys
- Swashbucklers can be expected to know their wines/be
connoisseurs; maybe a noble could challenge a PC to
identify an obscure vintage or tell a genuine vintage from
a fake at some point in the adventure
- Setting idea: a favorite tavern where the PCs are all
known by name and may even enjoy celebrity status
- Drinking games, crazy bets and dares, bar brawls
- Gambling for outrageous stakes
- Getting into trouble with the law or with a powerful
family, and escaping
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Contents
- Romance
Romance is yet another genre convention of the swashbuckling
adventure. Heroes are supposed to do great things for love.
Quite a bit of spice can be added by making the love
interest a member of the high aristocracy or even royalty,
bringing in rivals, and making the love interest a forbidden
fruit - betrothed or married, about to enter a convent,
belonging to a hostile family, belonging to a different
social class or group, etc. Or you could reverse the
situation and have a political marriage hanging over a PC's
head and he or she must choose between the arranged
marriage and the true love.
Now this is one field the typical player does not venture
into, so what I'm going to do in my campaign is give those
who want to try the challenge the opportunity to create
their own love interest NPCs, but I will require that there
be some complication attached to their affair. I have
observed that my current troupe of players are most
entertaining and entertained when their characters are
emotionally involved and motivated, so I'll make use of the
roleplaying opportunities to get them bonded with some vital
NPCs.
Ideas:
- Make each player define 2-3 NPCs tied to his character
somehow; one of which may be a love interest
- A PC's love interest could acquire information about the
villain's plans and become a vital pawn in the struggle
- The PC is in rivalry with the villain or one of the
villain's chief henchmen
Return to
Contents
- Comedy and Trickery
Among the many things that the great swashbuckling movies
have in common is the number of good laughs we get out of
them. The swashbuckling heroes, from Errol Flynn's Robin
Hood to Gene Kelly's d'Artagnan to Antonio Banderas' Zorro,
all have a fine and pointed sense of humor. They also
resort to trickery often to get into forbidden places,
escape, or deal with attackers. All that goes to help
create the lighthearted fun feel of the swashbuckling
adventure, and I want to capture that for my game.
In my game, I will encourage players to deliver witty
repartee and come up with humorous situations and lines of
my own in order to lead by example. I plan to give rewards
for coming up with ways to defeat opponents in combat by
trickery instead of just dealing massive damage. I also
plan to allow the players to invent, describe and use scene
props that are appropriate to the location for their stunts
For example, if one says there's a big tapestry in the
banquet hall that he plans to make fall over the charging
guardsmen, I'll just assume there *is* such a tapestry and
allow the player to make a roll for the action.
Ideas:
- Swashbucklers enjoy a good laugh; so does the GM
- Repartee is part of combat!
- Swashbuckler humor is often irreverent and mocking, but
never vulgar
- Outwitting an opponent should work as well as or better
than fighting him
- Winning fights by humiliating or tripping up the enemy is
to be encouraged
- Entering forbidden places by disguise is a genre
convention - GM should be lenient here
- Ingenious tricks and scams should be rewarded
- Tricks often require props; allow players to invent and
describe plausible props for the scene, and use them
- Chandeliers, banners, curtains and guy ropes are *always*
strong enough to bear a man's weight for at least one
swing!
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Contents
- Damsels in Distress
Tied to the romance angle is the genre convention of the
damsel in distress. If a PC has a love interest or female
ward of some sort like a younger sister, it is *guaranteed*
that she will fall afoul of the villain somehow; the villain
might desire her for himself, or maybe his lieutenant does,
she might accidentally find out about his plans, or she
might even be someone's agent and be caught trying to
frustrate the villain's plans herself.
Whatever she might be, it is also guaranteed the villain
plans something truly vile for her - but it's a genre
convention that whatever the villain has planned, it's never
so crude as immediate death. It may be an execution
scheduled for some time in the near future, torture, sale
into slavery, sacrifice (in a fantasy swashbuckling
adventure), or as expendable bait in a Fiendish Death
Trap(TM). The point is that the fun lies in seeing the hero
make his rescue attempt.
Ideas:
- A PC's love interest could be used to bait a trap
against him
- The PC's love interest is about to be forced into marriage
with the villain; stop the ceremony!
- The PC's love interest has an exact, evil double who plans
to eliminate and replace her
- The damsel in distress may turn out to be a capable
fencer/pistol shot/horsewoman and play a major part in her
own rescue
- The mysterious rescuer turns out to be a woman in
disguise!
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Contents
- Daring Rescues and Escapes
Rescues and escapes make for great swashbuckling action
scenes. Here, the fun and challenge should lie equally
between combat and defeating other obstacles or hazards.
Choosing a good location to stage the scene goes a long way
toward setting this up.
For example, why just let the PCs ride up to the enemy
castle when you could have them try to rappel down a high
cliff into the castle's unguarded rear? Or, why not prevent
them from getting back down to the ground where their horses
are waiting and challenge them to leap into their saddles
from the third floor window? Pursuits over open ground
aren't half so much fun as a wild and crazy ride through a
tangled forest, with trunks and branches suddenly rearing up
in the way and plenty of opportunities for stunts and
tricks to play on one's enemies.
There are some players who really think like foxes when
their characters are pursued and you could subtly encourage
these to take over the party leadership for the duration of
the scene where they will be most useful and entertaining.
Ideas:
- There's nothing like time pressure to raise the tension
level!
- Letting the players know the clock is ticking can be made
a story bombshell. e.g. "The execution will be at noon on
the fifteenth." "But today is the fifteenth! And it's
already ten o'clock!"
- Desperate rides through a gauntlet of enemy ambushes are a
genre convention
- Running interference for a comrade is a heroic action
- For long pursuits or escapes on horseback, changing mounts
is necessary; acquiring fresh mounts can be made part of
the game - like trying to steal horses
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Contents
- Races Against Time
Time pressure is one of the best ways of bringing up the
tension level. I usually associate this with travel and
ambushes - the heroes have to get from Point A to Point B by
a certain time, usually a quick benchmark like noon or
midnight - and they'll have to do so despite significant
obstacles on the way.
Some of these obstacles could include distance, the need to
change horses, the need to find a ferry or ship that will
leave immediately -perhaps in bad weather - and of course
enemy interference.
There are two types of combat encounters that are highly
appropriate here: the running fight and the holding ambush.
A running fight can occur if the PCs are attacked by
pursuers capable of moving as fast as themselves, and they
are too pressed for time to stand and fight normally; the
object of the enemy will be to stop the PCs by capturing or
killing them. A holding ambush can be staged from behind a
barrier or to form a barrier, to deny the PCs the means to
reach their goal in time. I'm thinking that for these
situations, I can specify a maximum total number of combat
rounds they can spend fighting without getting delayed.
One heroic opportunity I could give a player, especially if
the player's character hasn't been able to do much yet, is
to make the "end run" alone to beat the deadline, while the
rest of the PCs stay and fight. Even if the PC is not as
capable as the others for the task, he or she might have
something else that gives a better chance of success, like
having the freshest horse for a long gallop. Remember that
the lighter a burden, the faster a horse can carry it, so a
kid or girl character could be given bonuses for attempting
a horseback end run that an adult male character would not
have.
Ideas:
- Secret prisoners in hard-to-reach prisons!
- Many castles really were used as prisons in their time
- If captured, a PC should be able to expect either an
opportunity to escape, a rescue, or an interesting/
informative encounter that advances the story
- A good roleplayer could be given a chance to find a
sympathetic NPC in almost any jail
- Spectacular and dangerous escape routes - maybe a
moonlight gallop along the edge of a cliff, or a hundred-
foot dive into the sea
- If PCs arrive too late to prevent an abduction, they could
be given a chance to catch up with the kidnappers or
discover where they are hiding the captive
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Contents
- Duels in Dramatic Locations
As with daring rescues and escapes, fight scenes benefit
greatly from being staged in appropriately colorful and
exciting locations. A location that possesses some form of
inherent danger or challenge is much more interesting than
one without. The hero is put in a situation where he
spends as much time or attention trying to survive in this
environment as he is fighting. If the opponent is a sneaky
cunning sort, a location where he can evade and hide with
ease then attempt ambushes will be ideal; hedge mazes should
be fun for this kind of fight. Add to this descriptions of
interesting visuals, and perhaps some background movements
and events, and you've added a lot of cinematic kick to your
fight scene.
The most typical location hazard is gravity; any fight
location that is well elevated, open, and limited in area
presents the possibility of a combatant being driven over
its edge and taking a serious fall. This area could be a
spar in a sailing ship's rigging, the rooftop of a chateau,
the belfry of a cathedral, the lip of a half-raised
drawbridge, etc. If you're running the game in a
steampunk milieu, you might stage a duel inside the engine
works of a great vehicle or infernal device, where the
combatants have to dodge moving machine parts and find each
other behind random puffs of steam.
Now, this is where the issue of what system to run the
adventure in comes up. The last thing a GM would want for
this kind of adventure is to discourage the players from
playing in proper swashbuckling style. If the system to be
used puts too many punitive modifiers on the action, the
players will not want their characters to attempt it, which
puts paid to a lot of potentially dramatic and entertaining
stunts. A system that is fast and loose and "friendly" to
cinematic stunting, like Feng Shui, is probably going to be
better for handling this game than modifier-heavy systems
like GURPS or D&D. Or if you want to use D&D anyway, you
could make sure that the feats necessary are easily
available.
Ideas:
- The Big Duel with the main villain or his chief agent is
the Big Moment in swashbuckling adventures!
- The arena should be challenging or hazardous in itself, or
laden with significance for the character
- The arena should be picturesque:
- The arena, whatever it is, is burning
- On a narrow bridge, catwalk, or log
- On a rooftop
- In a church interior (remember Ladyhawke?)
- On a crumbling ruined staircase (remember Highlander I?)
- In the rigging of a sailing ship
- Suspended from ropes
- In a stream, preferably one with white water
- On a grand staircase
- In the throne room, under the eyes of the King himself
- In/on the gondola of a balloon, or flying ship
- On a wagon or coach being driven at full speed
- On horseback, riding parallel down a cliffside trail - loser gets pushed off
- On a lonely stretch of beach
- In a formal garden's maze
- Atop a half-raised drawbridge
- In a bell tower
- In a cemetery; nice if the villain takes the fatal thrust over the grave of one of his own victims ....
- Inside the guts of a great clockwork engine - watch out for that moving beam!
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Contents
Readers' Tips Of The Week:
- Encouraging Roleplaying Through Easy Encounters
From: Rosemary Marcy
[Comment from Johnn: this is a response from the GM Mastery
list http://groups.yahoo.com/group/gmmastery/ about one GM's
problem of characters shooting first and asking questions
later.]
...Sounds like a painful situation, my friend. Instead of
trying more and more difficult foes (until the PCs are just
banging their heads against the wall in frustration), try
using encounters where the foes are far too EASY to defeat
in combat.
Hear me out. Social situations can be extremely tricky and
involve good roleplaying. If the NPCs involved in these
situations are obviously combat-deficient, it may deter the
player characters from using that solution at all. Of
course, I don't know if this works with your play style or
your setting, but it could be a good idea.
Also, my advice is to be morally ambiguous. Good people can
have disagreements among themselves just as easily as good
people can have disagreements with evil people. If there
are two factions, both of which have legitimate claims to
something and neither force could automatically be seen as
the enemy, it might shake things up.
Or, there's the "lesser of two evils" approach. What if the
PCs come across two destructive or cruel forces that oppose
one another? What if they have to choose one side to take
out first? They can't take them both on at once. Will they
let the evil wizard or the evil warlord take control of the
country? What will the differences be? Make it clear that
it's probably going to be one or the other.
- 5 Encounter Tips
From: Adam Flynn
- Visualize the encounter space. Picture clearly the area
in which an encounter will occur. Pick 5-7 short descriptors
to capture the essential detail, but don't bog down in
describing every piece of furniture unless it's important.
Try to identify areas of cover, hiding spots, escape routes,
or situations that need special rules (climbing, uneven
ground, flying, etc.).
- Know the Enemy and their plans. What is the purpose and
level of preparation the enemy has? Have they set traps and
claimed the defensible high ground or are they unawares?
Identify 3-5 reactions the enemy is likely to have, such as
pulling an alarm switch or grabbing a special item from a
cupboard. Think tactically, but avoid omniscience.
- Know how committed the enemy is. Make yourself a two-axis
(like alignment) range. One axis is neutral - blind hate.
The other is coward - foolhardy courage. Place your enemy
in both the ranges and use it to identify how committed they
are to engaging the PCs or holding the encounter area. Will
they flee at the first serious losses or fight to the death.
And if they flee, where will they regroup?
- Multiple solutions. Unless the encounter space is a blank
10 x 10 room with 1 door, there are bound to be multiple
ways of handling whatever problem the PCs encounter. Think
of three of the most obvious and try to be flexible enough
to handle the ones you won't think of.
Be aware of the PCs' capabilities (spells, items, skills,
abilities) and imagine what ways they might apply them to
overcome the encounter.
Don't be resistant to a new solution unless there is a good
reason for it not to work. If it's logical and well-
considered, why shouldn't it succeed?
- Know your exit strategy. If the PCs' fail what happens?
Do they automatically die from the trap or are they rendered
unconscious and dragged to the dungeons. Do the foes that
flee regroup and make a surprise assault if the PCs rest
here or do they wait in ambush elsewhere? Think 1 minute,
20 minutes, an hour, and a day into the future and decide if
the situation in the area will change in that time.
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Contents
- Token Storage
From: Christian T.
For those of you who collect tokens (i.e. from Dungeon
Magazine, Adventure Game, others) and want a handy storage
solution, try a standard film canister. My entire, 100-plus
token collection fits in one canister.
Drawback: no bulky tokens. Works for a goblin army, though.
Bonus: You can label them on the top with wipe off marker
and then wipe it off when you change what's inside.
[Comment from Johnn: Now you've got me thinking Christian. I
bet toilet paper tubes would work too. And Christmas
wrapping paper tubes cut down to size! Now, I wonder what
would fit my square counters?]
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Contents
- Give NPCs Moods
From: Johnn Four
[Here's a tip that didn't make the final cut for my NPC
Essentials book so I thought I'd post it here for your use.]
You can achieve additional character depth by assigning NPCs
moods. Moods can change from encounter to encounter, which
makes this technique a great way to keep recurring NPCs
fresh and interesting.
Assign each NPC:
- A base mood
- A tendency mood
A base mood is where the NPC starts at the beginning of the
encounter. Perhaps the NPC is having a bad day and there's a
dark cloud hanging over his head, or maybe the NPC has just
won a contest and is exuberant.
A tendency is how the NPC typically reacts and adjusts their
mood to others. Some people are optimists and always look
for the positive things in life. Their tendency is to adjust
their moods towards the positive in most situations. Others
are pessimists who thrive on negativity, and their tendency
will be to adjust moods towards the negative side. Some are
neutral because they are unflappable, or they hide their
emotions, or they focus on just facts and logic when
possible.
When the PCs enter the scene, greet them with the NPC in his
default mood, then adjust the NPC's mood according to the
player characters' actions, modified by the NPCs' tendency.
For example, Corbin the innkeep is normally jovial, though a
pessimist, but he's just been given a large tip so he's even
friendlier when the PCs arrive. However, Corbin raises the
prices for the PCs' drinks, thinking them easy marks, and
the characters get upset. In the face of the group's
accusations, Corbin's mood darkens dramatically because of
his negative tendency and he becomes quite angry instead of
apologetic.
The key benefit of using tendencies is to help NPCs react
according to their own personalities and not solely
according to PC actions. If every NPC reacts the same way to
the same degree then your campaign loses some of its
believability. Having independent reactions for each NPC
will help them gain the respect and interest of the player
characters.
A fast way to notate NPC moods is with a pair of arrows. The
first arrow indicates the NPC's default mood, the second
the tendency mood.
- Up means good
- Down means bad
- Short means minor
- Long means major
Thus, an NPC with a default mood of "pleasant" would have a
short up-arrow. An NPC with a short fuse and a bad temper
would have a long down-arrow tendency.
You can add further complexity to your notations by using
diagonal arrows, numbers, different symbols, etc. Work out a
system that makes planning and GMing NPC moods fast and easy
for you.
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