Roleplaying Tips Weekly E-Zine Issue #161
Revisiting The Dungeon-Crawl: 29 Dungeon Tips!
Contents:
This Week's Tips Summarized
Revisiting The Dungeon-Crawl: 29 Dungeon Tips!
- Dungeons Aren't Just Dungeons
- Link Dungeon Settings
- Dungeons Need An Ecology
- Why Is The Dungeon There?
- Give The Players Some Impetus
- Play It Safe
- Make Each Major Section And Room Unique
- Avoid Writing A One-Track Crawl
- Everyone Loves A Secret
- Create And Use Set-Pieces
- Do Not Welcome Mr. Monty Haul!
- Make Them Work
- Leave Yourself "Wildcard Zones"
- What's Behind Door Number 13?
- Left Or Right?
- Is That Your Final Answer?
- You Enter A 10 X 10 Room...
- N, S, E, W?
- Use Suitable Wandering Monsters
- Avoid Pop-Up Monsters
- Move Creatures
- Enforce Supply Issues
- Avoid Taking Away Their Freedom
- Corridors And Passageways Are Rooms Too!
- Advance The Plot
- Foil Monty
- Break Up Treasure Hunts
- Incapacitate The Leader
- Never Let Up
Readers' Tips Summarized
- Handling Evil PCs
- Use Player Handouts To Introduce Settings
- Have The Players Award Each Other EXPs
- Units Of Measurement Resource
- Managing The Campaign Design Workload
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Contents
A Brief Word From Johnn
This Week's Article
I love dungeon crawls. Though I find I get bored if the PCs
don't get a chance to come up for air and roleplay and
interact with civilization once in awhile, I enjoy the
thrill of exploration, discovery, and tension that
accompanies a good dungeon romp.
While you might already be familiar with many of the tips in
this week's article by Doug Lochery, as he states in his
intro, dungeons risk becoming stale after awhile. So, I
encourage you to measure your next crawl against each of
Doug's points just to make sure your upcoming adventure will
be fun and inspiring.
GM Mastery Forum
In addition to the GMMastery Yahoo! group I started to
discuss Roleplaying Tips issues and the GM Mastery books I'm
writing, my publisher has also started up a GMMastery forum
for those who prefer a web-based discussion area. Check it
out at:
http://forums.rpghost.com/forumdisplay.php?forumid=4
Library Entries
Thanks to everyone who sent in their list of favourite GM
resource books. I've forwarded the list to Neil Faulkner and
I'll post the doc when he's finished sorting and editing it.
Speaking of books, I just finished Book #1 of the Guardian
Cycle, by Julia Gray. I enjoyed it very much as it presented
a fantasy world with some unusual elements, such as an
empire of mobile islands who regard continental folk as
stationary 'barbarians'. I also found the moon cycles and
moon magic she's developed quite interesting. I'm on to book
#2 and still enjoying the series.
For more info: http://www.amazon.com/exec/obidos/tg/detail/-/1857239938/
Cheers,
Johnn Four
johnn@roleplayingtips.com
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Contents
MYINFO - ASSISTANT FOR GAME MASTERS
If you are a GM who can't stand their campaigns made up of
loose sheets of paper that possess the unique ability to get
lost just when you need them, MyInfo will help you put an
end to it!
MyInfo for Windows makes organizing campaigns, adventures,
NPCs, and sites easy. Search for any information fast. All
you have to do is convert your ideas into entertainment for
you and your players.
http://www.milenix.com/rpg/
[Comment from Johnn: Milenix didn't pay me to say this, but
I thought I'd chime in and say that I've been using MyInfo
for gaming, work, and personal organization for over a year
now. I vouch for their software.]
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Contents
Revisiting The Dungeon-Crawl: 29 Dungeon Tips!
A Guest Article By Doug "Wraith" Lochery
The dungeon-crawl campaign is the traditional base for RPG
adventures. Each of us can remember a particular part of a
particular dungeon that makes us shudder or smile, depending
on which side of the screen you were on at the time.
Dungeoneering is the RPG enthusiast's heritage.
Occasionally slipping into the comfortably familiar setting
of a dungeon from time to time is something many groups do.
Unfortunately for our hobby, the veterans, the jaded, and
the novices among us can make a trip to the local villain's
dungeon somewhat stale through over-use of cliches, under
use of description and character, and the sheer silliness of
dungeon-crawl plot devices. Here are some tips to help stave
off staleness when you revisit the dungeon-crawl!
- Dungeons Aren't Just Dungeons
The traditional set of castle dungeons/catacombs are not the
only things that can be used to make dungeon-crawls. Caves,
buildings, extra planar spaces, starships, and even things
like enchanted forests or barren moons can be dungeons. Any
space that restricts the PCs' movement by using passages,
walls, doors, rooms, and spaces is effectively a dungeon.
Make use of these other dungeon settings to help make your
dungeon-crawl stand out.
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Contents
- Link Dungeon Settings
Keep your dungeon fresh and interesting by linking several
dungeon settings together. The castle catacombs that break
into caverns below the keep, the Enchanted forest before the
mighty tower, or the strange dimension pockets found deep
within the abandoned temple could help keep players excited
and motivated to explore further.
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- Dungeons Need An Ecology
A common mistake is to completely forget how the creatures
found within eat, drink and live. Ask yourself, how and what
do the dungeon residents eat and drink? Where do they sleep
or lair? It could be that they don't live within the dungeon
at all and are just lost, migrating, or hunting. The best
dungeons have a convincing ecology. Intricate ecologies are
not required--just create the basics and you'll find that
the rest takes care of itself.
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- Why Is The Dungeon There?
This is possibly the most important question you will ask
yourself when writing the crawl and it MUST be answered.
Rationalize the existence of your dungeon somehow and make
sure that, one way or another (through clues, encounters,
items, descriptions, or rumours), your players get to know
about it! Players find it hard to suspend their disbelief if
the dungeon location doesn't have a reason.
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- Give The Players Some Impetus
Players need a reason to want to actually go into a dungeon
environment, just as they need reasons to take on any other
adventure. Make sure that you give them the motivation
needed to explore, either through reward or circumstance.
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- Play It Safe
Design areas into your dungeon where the characters can be
safe. Give them at least one secure spot where they won't
encounter anything and where they can easily defend
themselves if chased. Such places might make excellent
camps. Make sure that these areas are memorable in some way
so the players know where to return to (see below).
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- Make Each Major Section And Room Unique
Make sure that different areas of your dungeon are different
by using sound, visuals, or smell. Make each part memorable
to the players. This will aid navigation for them ("Where
was that locked door? Back where that rotten smell was!")
and make the feeling of progress more distinct.
What would give you the greatest feeling of progress?
Slogging through 20 stone-walled rooms, or passing through a
few rooms with elaborate friezes, then a couple of rooms
engulfed in a miasma of horrid smells, followed by a bunch
of corridors through which the sound of rattling chains kept
following you?
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- Avoid Writing A One-Track Crawl
Build multiple routes into your dungeon. Make sure that the
players have some choices to make when exploring. Too many
good dungeons are spoiled by the feeling that the only
choice to get to room F was to go through rooms A, B, C, D,
and E in that order. Try to avoid "hub" style dungeons
where the only choice of direction can be made at a central
point with routes extending out from that. Ensure that some
areas have more than one way to get to them.
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- Everyone Loves A Secret
Build into the dungeon things like secret panels, hidden
passageways, and obscured treasures. Finding secrets like
these gives a great sense of achievement to the players and
a hint of memorability to your dungeon.
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Contents
- Create And Use Set-Pieces
When writing location descriptions and contents, set aside
areas in which to set up set-pieces--events that the players
have to deal with one way or another. Examples are traps
(the old crushing wall scenario), forced encounters (flesh
eating insect swarms coming down the corridor), puzzles, and
situations (a climb to be made but no hand holds or ladder).
A party going into a room and facing 5 orcs is not a set
piece, but a party going into a room, getting locked in by
orcs, and having to find a way out is. Make sure set-pieces
are solvable with a little thought and are not auto-kills
should the players not "get it".
The best set pieces are those that the players themselves
trigger somehow, such as the rolling stone ball at the
beginning of that Indiana Jones movie!
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Contents
- Do Not Welcome Mr. Monty Haul!
We all know Monty. Especially those of us who have played
1st and 2nd edition AD&D modules. Where treasure is
concerned, too much of a good thing is BAD! Balance the
treasure given to the level of the party and don't leave too
much of it around.
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- Make Them Work
Make players work for treasure. Defeating creatures, solving
puzzles, and finding secrets are all popular ways to make
them earn what they get. Treasure rarely just lies about.
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- Leave Yourself "Wildcard Zones"
Players always have a habit of surprising their GMs with
their ingenuity, skill, luck, or foolishness. Leave areas in
the dungeon where you can drop an impromptu encounter or
set-piece to help equalize a game when things are going
wrong for either you or the players. If you're not very
adept at thinking on your feet, write three options for the
wildcard zone in advance--a Good zone, a Bad zone, and an
UGLY zone. Woe betide powered-up players who enter an Ugly
zone!
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- What's Behind Door Number 13?
Make sure that not every door has a nasty creature laired
behind it. Dungeons with groups of monsters behind every
door degenerate into killing-spree lotteries where the order
of the day becomes kick-down-a-door-kill-a-monster-steal-
its-treasure. Make locations interesting, and not simply for
the creatures that are found there.
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- Left Or Right?
Avoid just giving players the directions to choose from--
describe the scene a little more. Constantly asking players
if they want the left passage or the right passage makes
them bored and makes your adventure blend into a mess of
several bland choices. Describing simple things such as
smells, colours, construction, or lighting helps make each
option stand out a little more.
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- Is That Your Final Answer?
If you aren't prepared to deal with a split party, appoint a
player to be the decision maker for the group. When the
players all want to go in different directions, ask this
player "What's your final answer?" and take the group in the
direction he gives. Make sure that the decision maker is
declared at the beginning of each session and rotate the
post from time to time to promote a feeling of fairness.
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- You Enter A 10 X 10 Room...
Never give out accurate dimensions, unless the PCs actually
spend time measuring. Simply give them a rough estimate
based on their player's ability and point of view. Leave out
dimensions until players ask, if you can get away with it.
When players spend a lot of time surveying the dimensions of
an area, hit them with something nasty to help them on their
way.
There are a few reasons to carry this practice, among them:
- It gives you some leeway later if you make a mistake with
positions.
- The players will never be sure just how accurate that map
really is.
- It forces player involvement. They now have to ask for
info rather than simply listening and choosing a direction.
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- N, S, E, W?
Avoid using compass directions when describing rooms/exits.
Only do so if a player has a compass and actually asks
something specific. Always describe locations relative to
the position of the characters (i.e. in front of you, to the
party's left, behind you). This will help absorb the
players in their character's environment.
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- Use Suitable Wandering Monsters
Nothing destroys suspension of disbelief faster than
discovering something woefully out of place. Whereas
discovering such a thing once or twice prompts curiosity,
repeatedly discovering it is game-destroying. Make sure that
your wandering monsters fit with the setting and ecology of
your dungeon creation.
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- Avoid Pop-Up Monsters
Wandering monsters don't just "pop-up" out of nowhere. Their
approach may be detected by wily characters. Ensure that
wandering monsters are part of the environ they're found in
rather than a short-term addition to force a party onwards
or to lift a boring patch. Sometimes merely hearing a
wandering monster somewhere nearby is enough to spook
players and give an area more character.
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- Move Creatures
The characters aren't the only ones who can move around in
dungeons. Monsters will also move around the dungeon--don't
be afraid to let them give chase! Using moving monsters can
make some important encounters or treasure shift location.
Use this technique to maximise opportunities that force
players to explore.
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- Enforce Supply Issues
Characters have to carry gear around. Armour, weapons,
treasure, food, water, rope--it's all got to be carted about
the dungeon to be of any use to the players. As most dungeon
settings preclude the use of pack animals due to confined
space, this either means each character carrying his own
stuff or using hirelings.
Make the players feel the weight of the supply situation.
This adds a bit of tactical thinking to an otherwise
straight-forward crawl. You can also use supplies as an
equalizer (especially food/water). If the players are
getting too powerful, give them a supply headache by
attacking their stuff!
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- Avoid Taking Away Their Freedom
A good tip to game by, whatever the setting. Don't ever
force the players into a single mode of action. Leave them
several options to play with and multiple actions to try to
resolve any situation, even if you take them prisoner. Use
clues, hints, and intuitions to reveal options when the
party starts to feel stifled or forced.
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- Corridors And Passageways Are Rooms Too!
Too often are the words "The corridor is 50 paces long"
uttered as a description. Corridors and passageways are not
devoid of decor, texture, smell, contents or creatures. Each
corridor is a location too and should be treated like it.
Ensure that passages fit in with the style of the area of
your dungeon they are found in.
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- Advance The Plot
Avoid just using your dungeon as an obstacle between the
players and their goal. Use locations and encounters within
the dungeon to advance the plot and keep the players focused
on their goal. Multiple encounters with the big bad guy,
killing the head villain early, finding out secrets about
the bad guys, and stumbling across a sub-plot all serve to
keep players interested by advancing the plot of the game.
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- Foil Monty
Are you finding that Monty Haul comes knocking due to over-
successful players (or mis-calculated dungeon design)? Have
some of the PCs' loot stolen or lost; or change the amount
of treasure still resident in the dungeon. Be subtle when
adjusting treasure though--strong arm tactics are usually
resented by players. Set pieces that affect the players'
treasure serve as a great equalizer.
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- Break Up Treasure Hunts
There are players who like to adventure simply to see how
much stuff they can accumulate. Treasure is their goal.
Unfortunately, such players can make even the best laid
dungeon degenerate into a game of "kick-down-a-door-kill-
the-monster-steal-it's-treasure". Stop this practice by
forcing the player's involvement in a sub-plot or situation
that makes the above approach difficult to apply.
For example, curse or poison the PC and have him chase the
cure, steal his main weapon and have him hunt for a new one,
force a bad supply situation, trap some doors ("kick me and
I explode," says the door), or have the main villain take an
interest in him.
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- Incapacitate The Leader
If the players use a team leader or if you've appointed a
party spokesperson, take that person out of the equation for
a bit to sow some confusion and liven things up a bit. Don't
use this tactic too often though, or it becomes cliche.
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- Never Let Up
Dungeons are dangerous locales. If players are dawdling,
force their hand by using wandering monsters, impromptu set-
pieces, plot advances, and psychology tricks. The biggest
killer of successful dungeons is directionless dawdling.
Don't let it happen.
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SHAMELESS SELF PROMOTION
NPC Essentials Is Now In Print!
Thanks to everyone who sent in their kind comments about my
book NPC Essentials, a how-to guide for planning, designing,
roleplaying, and managing NPCs in your games.
Here's what people are saying:
"NPC Essentials is simply amazing, by far the best
information on the creation and playing of NPCs that I've
seen. I found myself inspired and pleased with every turn of
the page."
-- Matthew F.
"I didn't buy the book. Why not? Because my husband (another
subscriber) already did! He can't stop talking about how
cool it is, and from the little he's let me see, I have to
agree. Your ideas on NPC creation were insightful and -
more importantly - extremely helpful in whipping up fully
developed, 3-dimensional NPCs."
-- Denise S.
"Actually I ended up buying it and you did an awesome job on
[NPC Essentials]. A lot less d20 stuff then expected, plenty
of NPC insight! I am just weary about buying d20 material as
most of the technical aspects cannot be used with other
games. But you did a great job at keeping it generic enough
to be used with other gaming systems. Again, awesome job!!!"
-- In His Grip, Brent D. Wisdom , Golgotha Games
Spiritual Warfare the RPG, www.spiritualwarfarerpg.com
Book ordering info:
Online at my RPGShop.com store ($13.46): http://roleplayingtips.rpgshop.com/product_info.php?products_id=32181
Through your Friendly Local Game Store (International):
Title: NPC Essentials
Publisher: RPGObjects
ISBN: 0-9724826-3-6
SKU: IMP RPO2001
Readers' Tips Of The Week:
- Handling Evil PCs
From: Gary T.
This is a pretty contentious suggestion, so beware. This
method takes a cue from Palladium's alignment system. I've
found it to be far more useful than the traditional D&D--
especially for evil characters' motivations. Some think of
them as more restricting, but when thought of as a guideline
or a basic outlook on life, I think they make far more sense
and actually help decide what the character may do.
The trick is to formulate a personal code for each evil PC.
For example, quoting from the Palladium's suggestion for an
"aberrant" character:
An Aberrant character will...
2) Lie and cheat those not worthy of his respect.
3) May or may not kill an unarmed foe.
4) Not kill (may harm, kidnap) an innocent, particularly a
child.
6) Does not resort to inhumane treatment of prisoners, but
torture although distasteful, is a necessary means of
extracting information.
7) Never tortures for pleasure.
9) Work with others to attain his goals.
11) Never betrays a friend.
I would suggest that you not hold yourself to only those
listed in the Palladium books. Go through each of the
points one by one. By charting how the character will most
likely react to these (and other) situations, you
essentially create a custom alignment. Both the players and
GM now know specifically what kinds of "evil" behaviors to
expect from the character, and can thus plan accordingly.
This also moves away from the more nebulous concepts such as
"chaotic", and makes for less alignment-based arguments.
- Use Player Handouts To Introduce Settings
From: Bill C. via the GMMastery List
...The handout idea [to introduce settings] works in a
variety of ways. You could have letters sent from a
foreigner. If the writing is stilted and there is mention of
odd things in the body of the letter, it serves as an
introduction. Another option is to have the PCs find a
journal or travelogue written by someone famous. Include a
250-500 word description of the area.
If you're up for the extra work, include one or two subtle
cultural items that the writer got dead wrong. For example,
the players find a diary written by the famous adventurer
Giles de Falconsroost. He describes traveling to the land of
Kereth Zann where no one shows their face. The inhabitants
were observing a religious month when he was there and Giles
never found out that they take the hoods off for 11 months.
So he wrote as if it were fact.
To not completely annoy the players, have them show up
during the same time of observance, but as it's ending. Then
when the locals take off the hoods, you'll see the PCs'
surprise but they might not feel completely suckered. And if
the rest of the information was very factual (such as a
description of how the Counselor to the Sheik actually runs
the country), you've introduced the setting.
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Contents
- Have The Players Award Each Other EXPs
From: Amber M.
Here's an idea for those people who may play Whitewolf based
RPGs. My current Storyteller decided he was tired of
trying to come up with a well rounded number of EXPs that
people earned, especially when it came to someone who showed
up for an hour and left, or someone who just didn't feel
well that night and wasn't playing up to par.
He felt that he might be judging people too harshly and
didn't want people to feel he was singling them out in any
way. So, he started a new experience system that most of us
who also run games have picked up on.
We (at first) voted who was the best role player, who was
the worst, etc. But, I began to voice my opinion that it
wasn't fair that way because what if two people got more
time than the other two (there's 4 of us), or if two people
were really into their characters that night?
So, we decided that the PLAYERS voting for how much (between
a range of numbers given by the Storyteller, which was
usually 2 to 5 a night), was a much more efficient system.
If someone really roleplayed that day, they'd get 5. If
someone just didn't feel well, but really gave it all they
got, maybe the players take pity and give them 4 or 5
anyway. If the players get peeved because a player came over
to play and left 20 minutes later (it's happened in our
group), they can decide to give less.
It is also confidential as each player writes their numbers
on a piece of paper with the names of the players next to
the numbers and hands them to the Storyteller. He adds up
the numbers and divides by the number of people present, and
that's the number you get, unless he thinks you did a lot
better or more poorly than the others think, in which case
he might adjust it and write why.
I think it's eliminated hard feelings among the players who
thought they did really well but didn't get high enough on
the "chart" of people to get the kind of experience they
deserved (in their mind). It also makes it interesting when
the players begin counting their decimal places. Heh, you
should see some of the numbers! I, personally, am sitting
at 23.6666666667 exp! Now if only I could get it to round
off....
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Contents
- Units Of Measurement Resource
From: Simon W.
Check out this site:
http://www.unc.edu/~rowlett/units/index.html
It has the standard metric conversion tables, but also great
information about other measurements, such as hat sizes,
paper weights, drought severity, and so on.
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Contents
- Managing The Campaign Design Workload
From: Tommy H.
re: http://www.roleplayingtips.com/readissue.php?number=127
I remember an article about creating top 7 lists for
various game elements. A friend of mine came up with a
similar idea.
I tend to over-create and end up with a book full of notes.
And, instead of focusing on one idea at a time, I often
can't make a choice of which idea to work on next, or I'm
slowed down by an immense follow-up on a single concept.
So, he suggested that I made up a "core of creation".
The core consists of as many common game elements as I can
imagine, (new treasure, new types of magical disasters, new
traps, Kingdoms, etc.). For each element, I create 10 new
concepts and stop at 10 until all elements have 10 concepts.
[Comment from Johnn: this is a great tip. Building up your
campaign or game world in iterations helps when bits of
information are dependant on each other and there's no clear
starting point. For example, do you design deities first
then figure out how magic works, or do you handle how magic
governs the gods initially?
Adding details in small, digestible chunks to each element
helps flesh things out in stages so you can take what's
already been designed into account when tackling each item
without painting yourself into a corner.]
- Encouraging Passive Players To Speak Out
From: Samir
We have players who step out and take charge and we have
players who are content to stand back and only occasionally
participate. While running a high fantasy, save the
multiverse game, I placed the heroes in a situation where
each was required to complete a quest. When it was time to
begin the quests the players realized that only the quested
PC could speak to the NPCs. No one else in the party could
interact with any NPC. The more aggressive players had to
step back and let the quested PC lead them. Everyone had
their day in the sun and the less aggressive players now
jump in more with their comments and actions since I tried
that tactic.
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