The art of the Games
Master is a tricky one to learn. By design, much of what the GM does
is kept hidden from their party of players. It is also a solitary
activity – unless you are joining the crew of a LARP, you will be
performing the task on your own from the moment you throw your hat
into the ring and start a campaign.
Basically every
published role-playing system includes a section on how the GM's role
functions. Combined with what can be learned as a player, most people
should be able to perform the task to some degree of ability by the
time they pluck up the courage to try. The hard part is improving
your skills as you go on, since this is often down to trial and
error.
My local society toyed
with the idea of running a GM master-class a couple of years ago. It
didn't happen, but it got me thinking. I have been GMing role-playing
games for over 16 years now and have run games for the Student
Role-playing Nationals on several occasions. Over the years I've
accumulated a fair number of observations on good technique. Many
will probably be obvious to experienced GMs, but hopefully there will
be something of use for everyone here.
The GM's role is
different!
Because
of the effort and knowledge that GMing entails, most role-players
start out in the player party. By the time they try being the GM they
have developed their own interpretation of the setting and their own
preferences as to how the game should be run. Taking the reins
yourself means getting the chance to craft your own vision of the
perfect campaign. Sadly, the very process of creating the campaign
means that you don't get to play in it.
Many
first-time GMs create a Player Character of their own, joining the
party in the same way that they always have whilst running the NPCs
and plot in addition. Unfortunately, this doesn't really work. One of
the major sources of player enjoyment lies in unravelling the
mysteries and solving the problems that the GM places before them.
However deftly you mix wisdom and folly into your portrayal of the
GMPC, you are fundamentally isolated from these shared experiences by
virtue of having created the mysteries and obstacles in the first
place. The need to portray the other NPCs dilutes your portrayal of
the character in a way that prevents them from fully meshing with the
party – and when the GMPC interacts with other NPCs, the players
are reduced to watching you talk to yourself.
More
experienced GMs tend to ditch this idea, but can still fall prey to
the same mindset. They create pet NPCs to give themselves a chance to
engage in satisfying role-play and dream up imaginative 'set pieces'
to show off their descriptive skills. These practices allow the GM to
enjoy the game in the same way that a player would.
Unfortunately
the pet NPCs are vulnerable to becoming Mary Sues that are more
beloved by the story-teller than the audience. A better technique is
to wait and see which NPCs your players love (or love to hate) and
develop these characters into recurring features of your campaign.
Set pieces are a perfectly good part of pre-planning, but you should
avoid rail-roading the players in order to make one happen. It is far
better to let the planned scene drop than to make the players resent
seeing it.
Ultimately,
the GM takes pleasure from different things to the rest of the group.
Although all players should strive to provide an entertaining
experience for the group as a whole, most rate their enjoyment of a
session on the basis of what they got to do in it. The GM is there to
skilfully orchestrate a good session for everyone else – and to
truly enjoy the role you need to be able to take more pleasure from
succeeding in this than you do from acting out an NPC character.
Players do appreciate an entertaining and evocative GM, but the
effect you are having on them needs to be at the heart of your own
enjoyment in the campaign.
Be aware of the
effects of group size.
It
is technically possible to run an RPG with only one player, but such
a game would be very different to the standard experience. The PC
would only have interactions with your NPCs and you would both be
intensively called upon to play them for the entire length of the
session. Adding a second player to the mix produces one of the vital
pillars of a successful campaign – relationships between different
PCs.
Because
each player plays only one character, the dynamic between two PCs is
likely to be much more developed than the relationship between a PC
and an NPC. It will be more complex in terms of motivation and their
ability to cooperate with or scheme against each other will be a
central part of the action. The fact that the players are talking to
each other also takes pressure off you – when the party are talking
amongst themselves, you can sit back and take a moment.
Adding
a third player triples the number of relationships in play to three,
whilst adding a fourth PC gives us six. Three players is typically
the minimum needed for a good session, providing enough interactions
to make the game feel lively and reducing the pressure on each player
to constantly contribute. Four is therefore a good minimum number of
people to recruit, so you can still play on weeks that one person
can't make it. Adding a fifth player gives you ten relationships and
a sixth person raises it to fifteen.
By
the time you have six players, however, certain downsides start to
emerge. The greater the number of interesting character relationships
you have bubbling away, the more likely it is that two of the
characters will wish to talk to each other. Although the players need
you in order to interact with the rest of the world or to resolve a
skill-based conflict, there is nothing to stop the players concerned
from just playing out these conversations while you do something with
someone else. Unfortunately this tends to raise the noise level in
the room as the different conversations being held try to be heard
over one another. This is bad enough with ideal seating arrangements,
but if you are talking across each other the whole thing can swiftly
become untenable. The conversing players are also guaranteed to miss
any declarations you make, bringing drama to a screeching halt while
you update them.
You
can put a stop to this by simply requiring everyone to wait their
turn and limiting talk to the person who has your attention.
Unfortunately, that attention is getting spread increasingly thin.
With six players each one is only getting 10 minutes of play per hour
on average, or 30-40 minutes in a typical session. If you push the
number of players in your party much higher, you are forced to choose
between having random unlucky players being basically ignored each
session or having every player bored and frustrated due to a lack of
play.
I'm
not saying that you absolutely need to refuse the seventh candidate
for a spot at your table. But if you're lucky enough to have plenty
of prospective players, don't be afraid to fill a set number of slots
before declaring yourself 'full'. If the campaign is short, those
left out can always get first shot at the next one. If the campaign
is long, you can invite them in if an existing player has to drop
out.
Don't forget that PC
actions go through you.
In
simple terms each player controls their own character. At a more
technical level, however, your control of the world they inhabit
means that players only declare what they want their character to do.
The action in question is not technically completed until you accept
it and describe the outcome.
This
allows you to veto any PC action by simply refusing to accept the
declaration. On the face of it this is a total violation of the
player's freedom to play their own creation, but there are
circumstances in which it is justified. Players often know things
that their characters would not – if a counter-intuitive action is
obviously advantageous based on OOC knowledge, you can refuse it
unless the player can supply a credible IC rationale.
This
veto also allows you to prevent the players from bringing themes and
content that are outside the scope of the normal game and which may
cause discomfort into the story. No player has an absolute right to
bring violent sexual assault into your Lord of the Rings game, even
though such things would logically happen in Middle Earth and their
character has the means and opportunity to succeed. The content of
the game should be limited to what the participants are comfortable
with – and make sure to include yourself in that assessment. You
can even purge unwanted elements of the published setting in this
way, though in such cases you should tell the players you are doing
so when they create their characters.
Give everyone an
equal share of the limelight.
As
the GM, you should strive to ensure that everyone gets an equal
amount of time as the 'active' player and that every PC is useful
with equal frequency. This parity of 'turns' is natural from a gaming
perspective. However, role-playing is also about crafting a story
together – and stories usually have a main character. Creating a
story with two truly equal protagonists is hard from an authorial
perspective. Creating one with six is virtually impossible. If you
adhere to normal story-telling practice you will inevitably develop
an overall focus on some PCs over others.
The
only way to fight this is to deliberately turn the focus on each
character in turn – using your knowledge of their stats and
backgrounds to alternate who will be most concerned or useful. The
most simple division is to ensure the correct mix of combat and
social scenes. I was once in a summer-long campaign that didn't
include any proper combat scenes after the second session – my
extrovert mercenary captain simply never got to use most of her
stats, but the taciturn warrior monk had a real problem getting
involved. On the other hand, most of us have probably had the
experience of making an emotionally complex socialite Vampire for a
game that turned out to be 90% Discipline use and machine-gun fire.
A
game that truly involves each player equally may feel like a
sprawling, poorly focused mess from the GM's chair. The curious thing
is that you are the only person who will feel that way. Everyone else
experiences the story through the eyes of a single persistent main
character – their own PC.
Players
are encouraged to think of events from their PC's perspective. They
are constantly aware of what that character is thinking (even if they
never share that information). In effect, you are telling up to six
different versions of the same story at once. Good thing you have
help from the players! This is why RPGs are a poor spectator sport,
even for fans of the hobby. An audience member cannot properly attach
themselves to any of the single threads and is not privy to all of
the information a participant has.
You
will also need to push the more reticent players for input when
speaking to the whole group – potentially delaying your response to
the more verbose. If you simply toss out a situation and go with
whoever speaks first, you will end up responding to the same couple
of players most of the time. If you are a male GM, keep in mind
studies have shown men frequently over-estimate the percentage of the
talking that women do in group situations.
Role-playing games
are not morality tales.
The
basic process of a tabletop RPG is that the player declares an
attempted action and the GM describes the result. In many cases there
are multiple plausible outcomes, which can be good or bad for the PC.
In these circumstances dice rolls are usually used to determine which
outcome occurs. The probability of the good outcome is modified by
the basic challenge rating of the task, the skill level of the
character attempting it and the environmental factors in play.
One
thing that is not normally used as a modifier is the morality of the
deed being attempted. This means that PCs can commit immoral acts as
easily as virtuous ones, escaping any kind of immediate punishment
for their actions by passing the necessary rolls to beat the hazards
involved.
Some
sections of the Christian community have complained about this almost
as much as they have about the occult content to be found in some
games. They argue that allowing successful evil play (or the morally
complex play represented by characters like a good-aligned thief)
makes RPGs fundamentally harmful to the upbringing of our children.
Even if you don't subscribe to such a limiting perspective (or do
your role-playing with adults) you might still find this difficult
due to your role as a story-teller. When the heroes do bad things,
all the laws of dramatic convention demand that they should suffer
for it.
The
thing to understand here is that avoiding the tropes of dramatic
convention is one of the big attractions of being a player. We've all
seen a hundred heroes act in the same conventionally heroic way –
an RPG is the chance to explore what would happen if the people
charged with saving the world were more pragmatic, ruthless or just
plain selfish. If you block the players from advancing along these
lines, you force them to start playing an over-used stereotype
instead of playing their own concept.
Immediate
karmic punishment is also unfair from a gaming perspective. Why
bother to let the thief make all those skill rolls if the universe
contorts to deprive them of their earned advantage five minutes
later? If you don't veto the action itself, make any negative
consequences plausible and sensibly paced in their approach. Above
all, remember that the players are here to explore their own ideas –
not to receive yours in fable form. Role-playing allows people to
explore a wide variety of character mindsets, a task best
accomplished if the consequences of their actions are causally
realistic rather than arbitrary.
Don't
let the eventual success or failure of a PC hinge upon whether their
actions are just. If your overall vision for the campaign requires
that characters who cross certain lines are eventually punished,
discuss this with the player concerned and come to an accord on the
matter. Many players don't actually mind if a given character comes
to a bad end, as long as the journey is satisfying.
All players are
liberal individualists.
Since
RPGs are primarily a non-conformist hobby for young intellectuals,
there is a definite political bias in this direction among the
community. That being said, there are some role-players who vote
Conservative. Even so there are certain near-universal rules for how
players will treat the world of the game.
The
difference between being a player and simply listening to a story is
that you get to make choices. In the game – as in the real world –
those choices may be constrained by authority figures and social
norms. As the GM you both offer the choices and control all the
authority figures and societies. The more that these factors force
the players' hands, the more you are offering choices only to take
them away again.
This
is not to say that such forces should not exist within your game
world. Indeed, some players will act out until they are effectively
stopped just to test your limits. Many RPGs are set in positively
dystopian regimes and the PCs do not always have any hope of staging
a successful revolution. The important thing is that the constraining
forces are obstacles that the PCs must overcome if they wish to act
in a contrarian way. In order to create an interesting story in which
the PCs are uniquely placed to be important, such defiance is nearly
always necessary. Despite the prevalence of armed combat in RPGs, it
is rare for the PCs to be soldiers in the regular army because of the
ways in which this limits their chances for agency. When they are all
soldiers, they will usually get dropped off without support to fulfil
a simple objective by any means they choose. However technologically
advanced the setting, good communications with your superiors are
virtually unknown.
The
reason you need to be aware of this fact is that many games come with
a ready-made faction of 'good guys'. One easy way to get the PCs
together and fighting the good fight is to require that they are all
members of this faction. But the moment the commanders of this group
start pushing the party around, they become obstacles in the minds of
the players. Be too dictatorial and the players are likely to throw
you a devastating curve ball late in the campaign – either by
staging a meticulously planned coup, or by simply resigning from the
faction after being humiliated one too many times. If you can roll
with it, this can still be awesome. If you can't, it will suck.
Either way these actions are ultimately the result of player
frustration with your game rather than character motives.
Most PCs must
survive most stories.
As
a story-telling medium, role-playing games come in a variety of
styles and genres. The best systems are designed to reflect the
stylistic conventions of the setting they pertain to, allowing the
game to naturally turn out the way that it is 'supposed to'. This is
why Wizards' fad for buying popular titles and releasing new editions
with the D&D rules imposed upon them has so many fierce critics.
One
effect of this variation is that the fragility of PCs is massively
variable between different systems. Some favour heroic legends full
of super-human valour, whilst others bring home the deadly
consequences of violence as a mirror of the real world. The setting
information will play this up, with some games driving home the idea
that no-one in the PCs' line of work should expect to live very long.
GMs often feel pressured to represent the game world faithfully (it
is one of their basic tasks after all). In this case, however, there
is a very important rule worth spelling out:
The
desired length of the campaign is the ONLY factor that determines
maximum desirable levels of PC mortality.
Any
ongoing story requires continuity. Even if the events of the world
form a single narrative, the players will need a persistent main
character to follow them with. You can't expect replacement
characters to keep getting involved in the same business that the
dead ones cared about. The character development that PCs can display
also makes a persistent cast more interesting than an ever-changing
one, with the relationships I've already mentioned growing and
evolving as a result.
If
Buffy had killed off a Slayer, Watcher or Scooby every 3 or 4
episodes, it would have been unwatchable by the end of season 2.
Audiences would have ceased to invest in the new characters, knowing
that they had no prospect of staying around long enough to get
interesting. To make matters worse, the replacement characters in an
RPG are played by the same people as the preceding ones. However good
the writing and acting, by the time Sarah was on her fifth Slayer or
third Watcher they would all have blurred together in our minds.
Some
game systems make prolonged survival functionally impossible. These
games are only suitable for short campaigns and there is nothing
wrong with that. In other cases you simply have to tailor the amount
of peril the PCs face to the type of game you are playing. If the
party can handle two combat encounters at a push, don't keep creating
adventures with five in a row. The bottom line is that if you expect
every player to lose more than 2 different PCs over the course of
your main campaign, it probably isn't going to work out.
Fear makes it hurt
more.
Despite
what I have said above, players desire a challenge. The real
possibility of failure and character death are a vital source of
tension that you cannot do without. The logical conclusion would seem
to be that you should hit the party with everything they can actually
handle, before allowing them to stagger over the finish line with all
of their resources spent.
The
problem with this approach is that the randomness of the dice can
interfere with these calculations. A string of bad rolls can cause
you to accidentally wipe out the party with an encounter that they
could normally have handled. You can mitigate this by fudging the
results of your own rolls since you can make them in secret.
(Incidentally, making the odd important roll publicly in the middle
of the snack table is a great way to raise the mental stakes for your
group). But if the players become consciously aware that you are
altering your rolls to prevent them from losing, all the tension
evaporates and combat becomes nothing but a slog.
The
solution lies in the building of tension and threat before the
pay-off of the actual fight. Get your players focused on the
narrative aspect of the confrontation, rather than the game systems.
Most rules drastically underestimate the dangers of battle and you
can use this in your favour. A sufficiently levelled party can
certainly kill a hill giant, but it is still intimidating to track
something by its knee-deep footprints only to find it wielding a
carelessly uprooted tree.
Once
the fight begins, keep the players in 'story mode' as much as
possible. Take time to describe the results of each attack rather
than simply reeling off numbers. Narrate hits by the effect they have
on the target – a blow from said giant that takes 20% of the
target's HP is a glancing hit, even if it was close to maximum on the
dice. After all, narrative logic says that a direct hit would have
killed them. This keeps the fear of a fatal direct hit alive in the
player's mind.
The
more the players are afraid of the encounter, the less you actually
have to beat them up before they feel like they've survived something
tough. This means you can have shorter combats, which helps to
balance the combat and non-combat scenes better. It also means that
the players are less likely to get a read on the average damage
output of the thing they are facing – at which point they will
calculate how many blows they can take and become less scared of the
next one.
If
you still need to wear them down, a succession of short fights can
accomplish the same attrition with less error. And on the rare
occasions you throw everything at them at once, they will be certain
they are all about to die and feel like epic heroes when they don't.
Bait your hooks
correctly.
At
the beginning of a campaign you get away with a lot of rail-roading.
Most player parties are a diverse collection of people who wouldn't
normally hang out together, often with no desire to get involved in
an epic quest to save the world. Unless they are all already recruits
for the good faction, you will have to force them into mutual peril
through circumstances beyond their control until they have formed
enough of a relationship to tackle the revealed over-arching plot
together.
Of
course, you can't keep this up forever. At some point the characters
will be able to make their own choices about what happens next. When
this happens you will usually offer them a 'plot hook' – an
interesting thing that they can choose to investigate if they like.
Since you only have so much prep time, doing so is probably the only
course of action that will fit with your plans.
Players
are notorious for ignoring the intended plot hook to poke at an
incidental detail of the setting instead. You can't help that, but
you can avoid presenting a hook that the characters will deliberately
choose to pass up. Tailor your adventures to the interests and
motives of your party – one group might love the chance to rob a
bank, another would never consider such a selfish crime.
The
worst outcome is when some characters take up the quest and others
refuse it. Not only do you have to keep switching between two
separated groups, but you have to invent something for the others to
do back at home. You can just leave them out as a consequence of
their own choices, but this punishes the player for faithful
character play.
This
problem will mostly solve itself once the group becomes friends
(another reason to keep a persistent cast). The paladin might not be
sympathetic that the rogue is in trouble with the mob, but he won't
just stand by and let the woman who saved his life five times get
murdered. Just be aware that the GM cannot rush this process. I once
played in a Vampire game where everyone started calling the PCs a
'coterie' after they'd only met for five minutes. Several of our
politically diverse characters were so offended by this that they
denounced the rumour and deliberately tried to distance themselves
from each other...
Plan one ending,
allow many.
The
player party do not have to be capable of solving all of the world's
problems – sometimes it is fine to show them something they can do
nothing about. A plot hook, on the other hand, is an invitation to
get involved. Think ahead and ask yourself how the party you've got
will be able to deal with the issue. An unsolvable plot will simply
get your party stymied or killed. Even something of the correct
'challenge rating' might require abilities that no party member
possesses or presume a greater combat focus than they have.
On
the other hand, you shouldn't see the quest in terms of working
toward that one solution. If the PCs try something different, play it
out however it falls. Don't be afraid to let the players succeed more
easily if they do something clever you didn't think of. Most of the
time they will make things far harder for themselves by doing the
unpredictable, so it's only fair.
If
the players are consistently out-thinking you, you can apply the
'super-genius rule' to a major villain. Rather than providing the NPC
with their defences in advance, simply decide that they foresaw
whatever the PCs try first and grant them the appropriate
counter-measures on the fly.
Take note of what
doesn't work.
Most
beginning GMs are already familiar with a wide range of story-telling
and gameplay techniques from their exposure to other mediums. Many
of these can be profitably applied to RPGs. Some, however, fall foul
of the specific qualities of the hobby. If you are lucky you will
learn these lessons from playing in other people's campaigns. If you
are less lucky you will learn from the missteps of your own.
Here
are a few things I've picked up that don't work out well:
-
Background music. A well-timed burst of appropriate music can lend a
great deal of power to any kind of scene. It is natural to want to
enlist this benefit when creating experiences for your players.
Unfortunately role-playing is almost entirely enacted in the form of
verbal communication. If the players have to strain to hear you, all
of the effect of your GMing is lost. The most dramatic events also do
not happen in real time – set the 'combat music' on loop and it
will drive you mad before the fight is over. Play it once and it will
die away before the pace of events has lessened.
A
single piece of music can profitably be played at the beginning of
the session to set the tone. Otherwise it is best to compose a
lengthy playlist and have it on very low volume throughout the
session. Eventually random chance will create an appropriately timed
musical link – which your players will actually appreciate more
than a deliberate one.
-
Dream sequences and vision quests. These wild pieces of symbolism
offer a great chance to flex your creative muscles and in theory
provide great character pieces for your players. The problem is that
these sequences are intended to end with an epiphany that guides the
character going forward. This basically means that you end up holding
the character hostage until they give the 'right' answer, unless you
are good enough to roll with whatever they come up with. It is also
possible that the player simply won't be able to figure out the
intended message, however obvious your symbolism is to you and
everyone else.
Dreams
are also solitary events – even if the players get one each they
are going to be sitting out for a prolonged period. The one time I've
seen this work was when the GM had the PCs use magic to collectively
enter the dream of a comatose party member. The dreamscape was
provided in advance by the player of that character, with the GM
running it like a pre-written adventure.
-
Cliffhangers. RPG campaigns are effectively episodic ongoing stories.
If you want the players to be excited about coming back, what better
way to do it than to leave the cast in mortal peril? This is
particularly effective in our age of binge-watching, since they
really do have to wait until next week.
The
downside is that you are forcing yourself to resume the narrative
exactly where you left it. This means that the absence or late
arrival of one player will cost you play. Even if everyone can make
it, you are demanding that they instantly return to the head-space
they were in after 3-4 hours of continuous gaming a week ago.
It
is actually better to plan sessions so that they end at some kind of
satisfying conclusion. You will still get cliffhangers when your
planned story overruns, so save the benefits for then.
-
Crowd control abilities. Many games provide the ability to immobilise
a target for a short period of time. These have great tactical
utility for PCs which explains their popularity. But unless you plan
to use them to take the party alive or enable a villainous escape,
don't fire them at party members. Being forced to sit out of an
entire scene doesn't add anything to a player's night. If you want
your villains to divide and conquer, a Charm effect is much more
fun...
-
Memory wipes. Characters get more interesting and complex as they
develop through play. The primary source of this development is the
experiences their adventures provide. When you take those experiences
back, you are effectively asking the player to 'roll back' their
character. If you think level drains suck, they've got nothing on
laser guided amnesia.
The
same could be said of artificial Alignment changes. The Alignment of
a well-made character is nothing but a crude label for their complex
collection of beliefs and goals. When a PC's motivation abruptly
changes to 'Hail Hydra', the player will have a hard time equating
that with the thoughts the character should be having. To play as
instructed they will pretty much have to suppress the real character
and play a crude stereotype. On the other hand, these effects at
least motivate the player to take actions. A memory wipe does nothing
but take motivation away.
You will fail.
However
much you have already learned from watching other GMs, you will make
your own mistakes. Sometimes your plans will go wrong or your awesome
idea will fall flat. Sometimes you will misread what your players
want or the players will just be in a poor mood. Whatever the reason,
not every session can be awesome.
As
the focus of the group's attention and the person who is bringing
your prepared work to the table, it is natural for even an
experienced GM to feel a touch of stage fright now and again. A bad
session can really knock your confidence and make this worse. There
is nothing to be done about this except to get back on the horse and
run a better one next week. Learn from your mistakes, but don't beat
yourself up over them.
During
my time in the hobby I have twice witnessed a 'player revolution' –
when the GM was so consistently bad that the players collectively
asked him to step down in favour of another member of the group. If
this doesn't happen to you, you're doing OK. (If it does, learn all
you can from their complaints and apply it to whatever you do next).
Own your ending.
Some
campaigns are pre-planned to terminate at the conclusion of a
particular plot arc. These build to a focused finale and come to an
epic conclusion. Others are open-ended, consisting of a sequences of
smaller plots connected by a shared world and persistent characters.
These last until the GM wants to do something else, at which point
they wrap up at the conclusion of the current quest.
Some
games terminate earlier than expected. The GM or players may decide
that they are not having fun with a new campaign. Scheduling changes
may make the group non-viable. Or the PCs might get wiped out by
accident or their own stupidity.
Unfortunately
most RPGs do not end in any of these ways. Perhaps the most common
way for a game to die is for multiple sessions to be missed in a row
due to unusual circumstances. Eventually people stop trying to
reschedule and the game is never mentioned again.
As
the GM it is your responsibility to organise sessions. Because of the
amount of work the GM has to put in, most players will not presume to
schedule a session for someone else to run. (My wife has occasionally
dropped me in it this way, but that's a special case).
There
is nothing wrong with saying that you don't want to run any more, or
that attempting to organise the game is clearly not working out. If
you are conflicted about whether you want to continue, it is entirely
OK to place a game 'on hiatus' (even though virtually no game frozen
in this way is ever thawed out again).
The
problem is when you say nothing. In this case each player
unofficially leaves the game separately when their patience runs out,
This is a poor last impression for your campaign to leave – and is
most painful and protracted for your keenest fans. Always take the
time to declare your game dead – maybe someone else in the group
will start a new game in the time slot and you'll actually get to
play...
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