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Roleplaying Tips Weekly E-Zine Issue #158
Irony Is A Great GM Tool - 9 Tips
Contents:
This Week's Tips Summarized
Irony Is A Great GM Tool - 9 Tips
- GM-Player Irony
- Player-Character Irony
- Player-GM Irony
- Rules Irony
- Hypocritical Irony
- Dice Irony
- Dramatic Irony Vs. Comedic Irony
- Irony From Contrast
- Create Irony By Finding Patterns
Readers' Tips Summarized
- NPC Trick - Use Work For Personality Stereotypes
- Use Index Cards To Speed Up Combat
- Increasing Player Fun - Quotes Tip
- Anime Great For Character Names
- ITL - It's Too Late
- Dungeon Time Limit Ideas
Return to
Contents
A Brief Word From Johnn
Gosford Park Movie Good Inspiration For Servant NPCs
I recently saw the movie Gosford Park, a murder mystery. I
thoroughly enjoyed the movie (some might find it too slow,
and there's nary an explosion or car crash in it) because it
revealed the secret world of servants working in a small
country manor.
If you decide to watch the movie, pay particular attention
to the social hierarchy of the servants--it's as intriguing
as the hierarchy of the upper class people they serve. Great
RPG material!
New Submission Guidelines Posted
Thinking of writing an article for the ezine? Then fame and
glory await thee! I've posted an updated version of the
submission guidelines, including a new list of article topic
requests.
Send for the guidelines via a blank email to:
submissionguidelines@roleplayingtips.com
Have a game-full week!
Johnn Four
johnn@roleplayingtips.com
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Contents
** NEW ARRIVALS FROM www.TheHeroFactory.com **
This week's arrivals include MERP, Kara-Tur, Talisman,
and Battletech! As always, free stuff for Roleplaying Tips
subscribers! We have some exciting changes on the way
soon, so keep your eye on The Hero Factory, fast becoming
the #1 Internet-only game store!
www.TheHeroFactory.com
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Contents
Irony Is A Great GM Tool - 9 Tips
By Johnn Four
Dictionary.com defines irony as "the use of words to express
something different from and often opposite to their literal
meaning." The effect of irony is to deepen story conflict,
heighten tension, add a bitter emotional tang, or produce
great humour. For these reasons, irony is a wonderful story
technique.
In English class I was instructed that dramatic irony was a
tool used by Shakespeare and other playwrights to enhance
the entertainment or drama of their plays. Dramatic irony
occurred when the audience knew something that the characters
on stage didn't.
For example, the audience knows that a character's employer
is eavesdropping while the character complains about his job
to a friend and consequently puts his foot in his mouth.
In roleplaying, the opportunities for using irony are even
richer because there is more than just the audience-
character relationship involved. In RPGs, you actually have
three parties: players, characters, and game master; and the
permutations suddenly open up to make irony an amazing
storytelling tool.
- GM-Player Irony
GM-player irony occurs when the game master is aware of some
contradiction that the players do not see. For example, the
players are being hypocrites, are contradicting themselves,
or are not "walking their talk" while the GM looks on in
amusement.
GM-player irony also occurs when the GM uses meta-game
information to personalize an encounter for a player so that
it becomes comical, clever, or tragic.
Game masters should watch for and use these situations to
enhance the game. For example:
- The players agree to stick together and watch each
other's back, but when combat erupts the party scatters
and each character proceeds to do their own thing.
Possible GM actions:
- Pause the game and make the players aware that they're not
following their own wisdom. Perhaps give them a redo, or let
them have a quick Out Of Character (OOC) discussion so they
can rally.
- Wait until the action ends, point out the irony in a
friendly way, and then have a good chuckle with the group.
- Integrate the irony of the situation into the on-going
narrative. "Ok, sensing that you are an organized,
efficient, and wise group, your foes appear to shake in
their boots with fear and then barely hide their mocking
snickers before they set about dividing and conquering your
party. Roll initiative."
- Use NPC actions to reveal (and mock) the PCs' actions.
Goblin #1: "Watch my back Gnasher!"
Goblin #2: "Ok Splitnose. Stick together!"
GM: "Ok, goblin's initiative. Gnasher runs east,
Splitnose run west!"
- The heroes have recently done something un-heroic, or
have performed an amoral, alignment-breaking, or unethical
action.
Possible GM actions:
- Have NPCs demonstrate the same action in the hopes that
the players will feel shame or at least sense the irony.
"The instructions from the rogue you just 'interrogated'
were good and you find the hideout. Spying through the
keyhole, you spot a prisoner who is being brutally tortured
by a group of
thugs. Finally, the victim manages to meet the leader's eye
and spit out, "Ok, ok, I swear never to park my horse in
your stall again!"
- The GM uses her acting skills to mock the players or to
get the players to think about what they've just done. If
the players "shot first, asked questions later" and killed a
significant NPC, the GM could lay the NPC's character sheet
out on the table before the players, silently point to the
spot where it reads "Diplomacy Skill 95%", cast her eyes
down, and silently shake her head in mock tragedy.
- The GM finds ways to victimize a player or players in the
same way repeatedly.
Possible GM actions:
- A player's previous character died at the hands of a wight
(a D&D undead creature). Fudging a wandering monster roll,
the GM attacks the player's new and wounded PC with another
wight.
- A pickpocket robbed the group's map last week. This week,
it'll be a hellhound's breath weapon and a resistance roll
of paper vs. fire for the map. Next week, it'll be a
beholder's disintegration ray. And the week after that,
it'll be a Trap >> Magic Curse >> Dyslexia.
This technique works best if the players believe you're
being fair or that it was their actions that resulted in the
irony. The idea is not to pick on a player so that they get
frustrated, but instead to look for opportunities to create
ironic situations or to slightly tweak situations to further
enhance encounters.
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Contents
- Player-Character Irony
In the theatric sense, the players are the audience and the
characters are the performers on the stage. Player-character
irony occurs when the players know something that their
characters do not and thus, the characters cannot act on
this knowledge. This is often called "metagaming", where
players try to use OOC information to benefit their PCs.
If you have a player who metagames, and asking them to stop
hasn't worked, try presenting the concept to them in terms
of player-character irony. Let them know that it's common
for players to have knowledge that their characters don't,
and that this is all part of the fun of roleplaying.
This might adjust their thinking and your refereeing from
"don't/can't do this" to "try to do this so you can enjoy
the irony." It could become a point of pride for competitive
players where they can claim with satisfaction, "hey, check
out the irony--my character doesn't know you just failed to
pick his pockets, so I'm gonna buy him a beer for being such
a great pal!"
As you might have guessed, roleplaying is at the heart of
player-character irony. Consequently, anything you can do to
enhance or promote this type of situation is encouraged.
- Reveal GM-only facts to the players to heighten drama. For
example, just as the battle with the big bad creature
begins, show the players the monster's hit points/health and
potential attack damage. The characters won't know this, but
it will certainly add a little tension to the combat.
- Reveal GM-only facts to the players for comedic effect.
For example, an NPC tries to bluff his way out of an
encounter with the PCs. You roll a critical failure. Rather
than tell the players how badly the NPC fails at his
attempt, you lift your GM screen to reveal the critical
failure dice roll. The players will hoot, holler, and laugh,
and then wait in delicious anticipation of your portrayal of
the bumbling NPC.
- Reveal GM-only facts to heighten the effects of a tragedy.
For example, the PCs battle a major foe only to collapse in
defeat. It turns out that the victorious foe only had one
hit point left, and you inform the players by revealing your
paperwork.
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Contents
- Player-GM Irony
Player-GM irony occurs when the players know something that
you don't. Sometimes, this might feel threatening,
especially if you prefer to control all aspects of the game.
However, it's a wonderful situation you should take
advantage of when it happens because it makes the players
feel privileged and engaged in your story. For once, they
know something the GM doesn't, and the fun factor goes way
up.
- When the players do their group planning, step out of
earshot and have them come get you when they're done. This
means you won't know what they're planning, and as the game
unfolds, you'll be hard-pressed to find a player who isn't
grinning madly.
- When a player knows a rule and uses it against the GM,
it's ironic. Avoid getting upset or frustrated. You're human
and will make mistakes. Plus, you're busy running the game
the whole night so you don't have the luxury of quiet
periods or between-turn moments to scour the rules looking
for tricky exceptions or loopholes. In most cases, let the
player(s) have their victory (and allow yourself to
celebrate with them), add the rule to your knowledge base,
and move on.
- When you forget an important detail and the players
remember but don't fill you in, that's player-GM irony. For
example, you forget that a recurring NPC has a magic Ring of
Lie Detection and the PCs are getting away with murder.
Take advantage of this situation by adding more details to
your story that will make it more interesting and which will
account for the mis-remembered detail. Avoid thinking of
this as a huge mistake and avoid penalizing the players for
their duplicity. Instead, it's an opportunity to add an
unexpected twist to your adventure. Roll with the punches
(pun intended) and move on.
For example, perhaps the NPC mentioned above has had his
ring stolen but doesn't want to let anyone know, so he made
a duplicate to wear and has sent his agents out to track
down the thief--who happens to be a friend or acquaintance
of the PCs and who will appear in the next encounter and
request help against the thugs who are on his tail.
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Contents
- Rules Irony
It can be useful to teach roll-players and rules lawyers
about irony. Often, if you can get closed-minded people to
laugh at themselves, half the battle is won.
Rules irony occurs when a player knows about a useful or
pertinent rule, but either her character or the GM does not.
For example, the player might know that fire is effective
against the troll her PC is fighting, but her character does
not. In this case, it might be useful for you to point out
the irony to the player before she can act. This might curb
the player's inclination to metagame and have her PC start
pulling out the torches and oil flasks. "Oh the irony!"
If a player employs a rule that the GM didn't know or forgot
about, then it's important to be a good sport and keep
focused on the job of having fun. Avoid making it a player
vs. GM issue (which many rules lawyers thrive on). Either
laugh at the irony as you would have your players do and
move on, or try to knead the situation so that the game
continues smoothly on and arguments are kept to a minimum.
Rules irony also occurs when a GM knows a rule that will
affect a PC, but the character's player does not. This
situation is to be encouraged and sought out when the rule
in question will end up creating a more entertaining
adventure or encounter. Do this by periodically re-reading
your game books and plan encounters around the likely-to-be-
forgotten or unknown rule.
Rules from the player's guide are especially effective as
the irony will be that much greater.
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Contents
- Hypocritical Irony
Hypocritical irony occurs when the GM, a player, or a
character commits a false act or claims to hold a belief
that he doesn't possess.
For example:
- A GM claims to encourage role-playing, but most encounters
can only be resolved through combat. Or, a self-professed
hack 'n 'slash GM creates puzzle or role-playing focused
scenarios.
- A player claims to enjoy the campaign and to be serious
about gaming, but he always shows up late and has a high
absentee rate.
- A PC acts and talks tough, but is the first to head to the
shadows when combat erupts.
Recognizing the irony in these situations is important. If
someone is committing a serious hypocrisy, then noting the
irony takes the edge off and lets you approach the problem
in a more indirect, non-confrontational way. "It's ironic
that you've missed the last three sessions without advance
notice Bob, because I think I recall you saying you were
serious about the campaign. Are you still serious about
playing?"
Another great technique is to make your NPCs hypocrites and
to create ironic situations with them involved. This either
lets you illustrate player or character hypocrisy so they
get the hint, or it simply serves as the basis of a
wonderful roleplaying situation with no innuendo intended.
Be on the look-out for when hypocritical irony happens. If
the situation is humorous or innocent, such as when the
character does something hypocritical but does not know it
(yet), then celebrate the irony and let the players in on
the joke so everyone can have a good laugh.
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Contents
- Dice Irony
Dice irony occurs when the least favourable roll turns up at
the most inopportune time. Perhaps a character fumbles
during a called shot. Maybe a foe only has a 1% chance of
succeeding against a character and rolls it. Or maybe the
worst possible random effect is rolled, such as a character
growing twice in size while trying to hide.
Celebrate dice irony when it occurs. Give the player a
sympathetic pat on the back after a fumble roll, or do a
happy dance to mock the players when an NPC beats the odds.
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Contents
- Dramatic Irony Vs. Comedic Irony
Before you celebrate an ironic situation or tweak an
encounter to become ironic, first consider whether the
effect will end up being funny or tragic and then compare
that to the game atmosphere you're trying to create.
If you're running a serious game, seek to avoid comedic
irony. I think this is the second most important reason for
hiding important player dice rolls when a character is
performing a risky task. If the roll reveals an ironic
result, any atmosphere you've tried to create will evaporate
in the ensuing player uproar.
Alternately, if you're running a lighthearted game, avoid
irony that will cast a serious or tragic pall over the
table.
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Contents
- Irony From Contrast
If you have difficulty spotting or creating irony, start by
looking for contrast. You can practice this in real life and
at the game table by first getting a big picture view of any
given situation, and then imagining its opposite.
For example, if the PCs are in the middle of a deadly
combat, the opposite would be peace and negotiation. How
could you morph the concepts of peace and discussion into a
planned combat encounter so that it becomes ironic?
- Appearances are deceiving. The nasty monster is actually
considered a scholar amongst his kin.
- The dragon is really peaceful, and it's actually the
princess in chains using mind control magic to make the
creature attack the PCs.
- An alien culture's gesture of peace and negotiation
involve throwing missile weapons at the feet of the other
party (thus, giving up their weapons as a gesture of peace,
but possibly appearing as an attack to foreigners).
Dictionary.com associates the words incongruity, contrast,
opposite, difference, twist, satire, and sarcasm with the
term irony. Keep these words and concepts in mind to help
you conjure up irony.
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Contents
- Create Irony By Finding Patterns
Another key skill in creating or finding irony in any given
situation is to spot a pattern and then look for the break
in that pattern. The break is where your irony lies, and if
a break isn't ironic, then that's what you'd change so the
situation becomes ironic.
For example, let's say you start almost all your adventures
in the tavern. The PCs hear gossip that leads them into
trouble, strangers approach with help requests, or conflicts
arise amongst the regulars that the PCs can help with. And
let's say, for an upcoming adventure, the PCs need to find a
map to get them started out.
The pattern is that adventures normally start in the tavern,
so the break in the pattern would be to start the new
adventure elsewhere. To make the break ironic, you could
mislead the PCs to look outside the tavern for their next
adventure, while the adventure seed turns out to be in the
tavern the whole time.
In game terms, this could be done by a dying messenger
throwing himself on the PCs as they're on their way to the
tavern and uttering the final words, "give this scroll to
the mage Ereamon." The mage is waiting at the tavern for the
messenger, but hopefully the Mage's Guild seal on the scroll
will cause the PCs to look elsewhere first.
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Conflict fuels the stories in movies and books, and they
should fuel your adventures as well. Irony is a great way to
create conflict at many levels at your game table in such a
way as to avoid hurt feelings and arguments that other kinds
of conflict can create.
Unlike books and movies, RPGs offer many different and
unique permutations of irony between players, characters,
and GM. Be on the lookout for irony and wield it as a GMing
tool whenever possible.
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Tips Request: Campaign Newsletter Links
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regularly receive requests for more examples of campaign
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[ http://www.roleplayingtips.com/issue7.asp ]
Please send me the URL of your online newsletter and I'll
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Send your link to:
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Thanks! :)
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Contents
Readers' Tips Of The Week:
- NPC Trick - Use Work For Personality Stereotypes
From: Andy T.
I have always had trouble with NPCs.
I never used to enjoy playing them, and coming up with
different but memorable NPC personalities on the fly made
them turn out to be stereotyped. I just couldn't think of
enough different characteristics on the fly.
Then I hit upon the idea of using your work or college
environment as a resource for personality stereotypes. It's
a nasty little piece of character assassination I like to
call "Stereotyping your friends and enemies."
After a couple of minutes reflection you will soon realise
that you can easily exaggerate, twist, and turn the most
memorable characteristics of your work colleagues or college
friends/lecturers into stereotypical characters perfect for
the genre of your choice.
For example, I work in an office divided into four teams,
each with a supervisor, plus manager, plus marketing team,
plus Uber-boss. (Evil Fat Cat director. Fans of Dilbert see:
Catbert.)
So the manager in his office far-far away becomes the hermit
in a cave, Guardian of the Important Bits of Paper and
mystical Stamp of Authority, which become magic scrolls or
some sort of magical artifact in your game world.
The supervisor and her deputy from down the end of the
office become the Vain & Isolated Queen of the South with
Whitestaff, her loyal and dedicated Druid, valiantly trying
to keep the country in order, effectively ruling in her
distracted absence.
Your mates from two desks over become the Feisty Red-Headed
Warrior Woman of the Jungles of Wherever and the Quiet
Brooding One always watching over her, always tagging along.
The slightly odd little man that no-one talks to becomes The
Comedy-Side-Kick Odd Little Man for those light relief
moments. If YOU are the slightly odd little man that nobody
talks to, go see a movie, or better yet, write one.
The marketing team become a cabal of slimy cabalists in
designer suits. Acting in secret, concocting lots of
fiendish little plans to earn themselves favour with the
Uber Boss at the cost of making your heroes' lives that
little bit more difficult.
The Uber-Boss (Managing Director with the Fat-Cat salary)
can easily become the Evil, Soul Sucking Vampire, draining
the life force out of everybody he controls and casting the
broken and exhausted aside in his never-ending quest for
more power and wealth.
Pretty soon you will realise that you can plunder the whole
building for ideas and model the political structure of an
entire game world on the microcosm of relationships you find
in A Typical Office Building.
For those of you that have seen "The Office" on TV in the
UK, you will know exactly what I mean.
- Use Index Cards To Speed Up Combat
From: Palmer Of The Turks
http://groups.yahoo.com/group/gmmastery/
If you can (and wish to) get organized well enough, index
cards are simply godly tools.
Make up one card per PC for the DM, listing AC, BAB, HP,
initiative, damage, stats, spells, wands, and other basic
sundries good in combat.
Each magic item should have its own card--2 actually. The
player version names the item, gives a physical description,
and lists all known qualities/abilities of the item (as they
find them out). The DM copy has the same, but has everything
listed. Mark them both with a ref number in the corner so
you can match PC copy to DM copy.
Most monster stat blocks can be compressed to an index card
as well and they're great for keeping major NPCs in order.
For NPCs, you may need two: one combat card, one social card
(listing personality, who they are, what they have to do
with the plot or PCs).
Make a bunch of chits (1 set per player, plus 1 or 2 for the
DM) numbered 1 to (the highest initiative mod + 22) that
players stick in front of themselves after rolling
initiative so you can easily just glance around and see who
goes when. Similar chits can be used to track spell use...
PCs get 1 chit per spell they can cast labelled with the
appropriate level.
For example, in D&D terms, the generic Lvl 4 Cha 18 Sorcerer
gets 6 Lvl 0 chits, 7 Lvl 1 chits, and 4 Lvl 2 chits. As
they cast spells, they toss them into a used chit container.
Memorization-type casters simply write the name of the
spells they're memorizing on chits and toss in as
appropriate. They naturally have already prepared 1 card per
spell that they know with the full writeup on it.
For spells with descriptions too long to write comfortably
on an index card, you can just write the School, Level,
Components, Casting Time, Range, Target, Duration, Save, and
Spell Resistance, maybe a brief summary, and then "See PHB p
123" or whatever. When you actually need it, you know the
exact page and don't waste time fumbling and searching.
The same sort of thing can be applied to feats and other
class powers like Monk attacks and Barbarian Rages.
[Comment from Johnn: for other super-organized GMs out there
like Palmer, have any of you tried getting each player one
of those small dry-erase boards? Each player gets a
different pen colour and brush, and can record their hit
points, initiative, spells available, spells cast (and
remaining durations), marching order, etc., on the boards.
I haven't done this, but have wondered about it. Any success
stories out there?]
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Contents
- Increasing Player Fun - Quotes Tip
From: Samir
Assign a player as the quote keeper. As your group becomes
comfortable with each other they will make memorable
comments that are either on purpose or by accident. Keeping
track of these quotes adds to the enjoyment of the game.
http://www.witte-family.net/gaming/quotes.htm
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Contents
- Anime Great For Character Names
From: Jim B.
Johnn,
Great stuff! I always look forward to your articles and can
always find some tidbit in each newsletter that I can use
right away in my games.
Sometimes my players have difficulty coming up with names
that aren't cliche and a source for names occurred to me
while watching anime. I mean no disrespect to the people or
their families, but in the end credits there are hundreds of
names. Select one and simply remove the last vowel, and
viola, new fantasy name.
For example: Hiroshi becomes Hirosh and can be pronounced a
number of ways. Some times this method will lead to the
evolution of a name. i.e. Hentachi to Hentach to Hen-ttak
the Half-Orc.
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Contents
- ITL - It's Too Late
From: Christian T.
One rule I like to play with that I jointly invented with
one my players is the ITL rule: It's Too Late.
If someone forgets a rule, whether it be the DM (Hey! Black
dragons have spell like abilities!) or the players (Hey, my
boots of elvenkind give me +10! I made that last check after
all!), and if the game has already proceeded, one or more of
us will shrug and quote: "You forgot? Tough! ITL!"
It definitely speeds up game time and makes us more
interested in remembering important things.
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Contents
- Dungeon Time Limit Ideas
From: Michael Ullom, MichaelUllom@aol.com
re: http://www.roleplayingtips.com/issue156.asp#3
Other time limit possibilities for your dungeons:
- War-Torn
The dungeon is an area where the PCs have a limited period
of time to get the treasure out, and every delay increases
their chances of running into an army.
- Recently Unearthed
The dungeon has been discovered only a few days ago and will
likely be crawling with adventurers. Compete or cooperate
with other adventurers in getting the goods. And most
importantly, hurry before some bigger group comes along!
- Temporary Demand
If there's a crazy merchant clamoring for platinum, it's
only a matter of time before some other merchant comes in
town with the goods, or devalues whatever's inside the
dungeon now. One group raided a wizard's tower to get
healing potions before a battle...
- Multiple Forces
Recently, my group bagged a white dragon and his evil ogre
henchmen outside the cave. Imagine our shock when we
discovered his treasure lay in the hands of rapidly
evacuating ogres and the dragon's pet ogre King after using
up our best abilities on the initial encounter. A good way
to remind people that 'lesser monsters' can be dangerous.
- Dubious Legality
If the dungeon is on somebody's borders, it may only be a
matter of time before the owner discovers this and the
dungeon and everything in it become his property.
- Fairy Hill/ Rip Van Winkle
For every minute or hour spent in the dungeon, a different
amount of time passes outside. Rest in there too long and
come out a year or more later.
- Weather/Magic Related Time Limit
If the storm of the century's coming in three days, the PCs
might want to be long gone before then. Likewise, the
dungeon might have a puzzle only solvable during a solar
eclipse or stellar constellation...
- Minor Events
- Gambling debts called in
- The pawnshop only holding the magic sword for another week
- Yearly taxes coming up
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