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Roleplaying Tips Weekly E-Zine Issue #132

11 Town Design Tips

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SENT BY SUBSCRIPTION ONLY With Compliments


From: Johnn Four, http://www.roleplayingtips.com
johnn@roleplayingtips.com

CONTENTS:
--> A Brief Word From Johnn

--> This Week's Tips Summarized:


1. How Big Is It?
2. What Is It Called?
3. Where Is It?
4. Why Is It Here?
5. What Is The Town Like?
6. How Has History Shaped The Town?
7. Who Lives Here?
8. Are There Any Professional Bodies Of Note?
9. Are There Any Buildings Of Note?
10. Who's In Charge?
11. "So, What's This Street Called, Then?"

--> Readers' Tips Of The Week:


1. Figure Case Idea
From: Kevin M.
2. Another Good Figure Storage Idea
From: Jeffrey J.
3. What One GM Learned After A Stint As A Player
From: Dave G.

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A BRIEF WORD FROM JOHNN

Correction To Last Week's Flying Article


----------------------------------------
Last week I credited a new article about Flying And D&D to
the wrong person. The true author of the work is Simon
Woodside. My apologies Simon.
http://www.roleplayingtips.com/articles/levitate_and_fly.php

HackMaster Module Winners


-------------------------
The winners of the HackMaster module have been selected and
contacted. Congratulations to the following:

Ed W, Miguel V, Gareth H, Arjen L, Mark M, Jim B, Michael B,


Leif A, Michael M, Dave F, Adam F, Jamie S, Jay N, Jens P,
Kyre R, Andres R, Kate M, Dave N, Chris S, tony@d...com

Stay tuned for another Kenzer & Co. HackMaster contest in


next week's issue.

Cheers,

Johnn Four
johnn@roleplayingtips.com

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RedMist Castle -- Online Roleplaying Campaigns


http://www.redmistRPG.com

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reestablish its sovereignty, the Castle of Red Mists stands
strong amid the ruins of the citadel it once dominated. In
times like these, heroes are made. Join us for intelligent
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[Comment from Johnn: Wow, what a beautiful site! Be sure


to click the "Visit the website for more information ->"
link at the bottom of the entry page. If only my campaign
web site was this cool. <sigh> A highly recommended
visit!]

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11 TOWN DESIGN TIPS

A Guest Article By Neil Faulkner


[ N.Faulkner@tesco.net ]

Towns can loom large in a fantasy roleplaying campaign. PCs


might pass through a fair number of them in their
wanderings. Many, perhaps most, characters will have been
born in or near a town; and NPCs may likewise have a town in
their background. Goods are available for purchase in a town
that won't be available in the villages, and it also provides
a market for any goods that the PCs might wish to sell. A
town is large enough to have a character of its own, but not
so large that it can provide a background for a whole
campaign, as a city might do.

A town, then, needs a certain amount of detail (just how


much depends on its prominence within the game), that will
hopefully help to individualise it and turn it into a
significant and memorable backdrop for whatever the PCs do
within its walls.

Here are some points to consider when building and detailing


your towns.

1. How Big Is It?


=================
As it happens, I don't think this is a terribly important
question. Unless the PCs must, for some reason, conduct a
census or measure the boundary walls, you can be quite
vague. A population of "several thousand" is sufficient to
allow for one or two distinct minority communities (see Tip
7 below), cater to a variety of trades and professions, and
provide a diversity of NPCs to interact with.

Medieval towns were generally quite small, though often


varied in size. A town of about 10,000 people, with about 90
people per acre (a figure admittedly derived from Roman
London) would - if roughly circular in outline - be less
than half a mile in diameter. One could walk from any one
point within its walls to any other in no more than fifteen
minutes at the most, assuming no major obstacles or
diversions. So if the players need to know how long it takes
them to get from A to B, and you have no idea, you can get
away with rolling a few dice. 2d10 minutes perhaps, or 3d6
(less for a small town, more for a larger one).

2. What Is It Called?
=====================
Obviously, the town needs a name, and ideally the name
should reflect something of the town's character. If the
players can identify the meaning of the name, that can help
make the town memorable.

The name can reflect the local culture and language (as in
the Slavonic grad, the German dorf, the Swiss wil, or the
English ham or bury), and such recurrent elements, real or
invented, can be used over and over for a number of towns.
So Brigfurt might be "Bridgefort", with nearby "Forest Fort"
being Valdfurt, and the coastal fishing port being perhaps
Coffurt (from "Cove Fort").

Names might also reflect past historical events, especially


those that led to the founding of the town, prominent
economic activities, or the names of powerful local rulers
in the past (whose descendants may or may not still be
around). Towns founded within the colony of an empire may
have names that refer to past emperors or empresses.

A town may have had one or more different names in the past,
and obviously old documents, be they treasure maps or wills
or whatever, will refer to the town by its old name.

[Comment from Johnn: re-read that last paragraph because


it's a great idea for creating story clues, mystery bits,
and player handouts.]

3. Where Is It?
===============
Not "where on the map" (you should already know that), but
where in relation to the local terrain. Does the town sit
atop a brooding hill or stick out of a broad plain? There
are many possibilities here that can make a town unique,
this being fantasy after all.
A town might sprawl across a cluster of islands in the
middle of a broad river, or march up a steep hillside with
its main streets more like stairways. It might entirely
encircle a small lake, with a palace or temple on an island,
or control access to a narrow mountain pass. On the coast,
it might cling to a precipitous headland, or lie nestled in
a sandy bay. A town is not just its buildings and people,
but part of the scenery.

4. Why Is It Here?
==================
A town needs a reason for being where it is. Most towns will
probably be little more than market centres for local
agricultural produce, but there are plenty of other options.
Trade on a wider scale is a good reason for a town to
develop - where roads and rivers meet, there may well be a
town.

Other possibilities:

* Defence. Frontier towns might spring up out of a need to


defend the realm. Towns also need to defend themselves, so
will be placed with that consideration in mind. Control of
trade routes - whether overland, up or down rivers, or along
the coast - is another impetus for a town to evolve.

* Mining. Rich mineral deposits need miners and miners need


somewhere to live. Whilst gold and silver might be the first
things that spring to mind, there are many others. Iron,
tin, copper, and lead all have their markets. Good building
stone needs to be quarried and may be exported over a
considerable distance. Coal should not be overlooked -
burning of it was widespread in the Middle Ages. In a
fantasy world, the product mined might be some magical or
semi-magical metal, stone, crystal, etc., unique to this one
spot.

* Associated industry. If Westbury mines copper, and


Eastdorf mines tin, then there's a fair chance that
Centreville will collect the two and make bronze. In other
words, the economic activity of a town will be related to
that of its neighbours. If the sheep flocks are up in the
hills, then the textile factories will probably be down by
the river. With a bit of planning, you can create networks
of associated industries spreading through a series of
towns. This can tell you exactly what is carried by those
merchants the PCs are escorting, or lay the foundations of
the regional politics that PCs might get sucked into.

* Religion. Manifestations of the gods or other miracles


might lead to a town developing in an otherwise unlikely
place. Some towns might subsist almost entirely on the
pilgrim trade. Towns might exist as the legacy of a long-
forgotten crusade, or develop through proximity to a
monastic community.

* Spa towns might develop around mineral springs or the


like. Expect much rumour, gossip, plotting and intrigue as
the rich and powerful congregate to take advantage of the
health-giving properties (real or supposed) of the waters.
Such towns are most likely to develop in sophisticated,
civilised regions.

5. What Is The Town Like?


=========================
A towns has character. In part this derives from its
physical structure, which needs to be considered. What are
the buildings made of? Are they tall or squat? Made of wood
or stone? Are the streets wide and paved, or narrow channels
of stinking refuse? Is the town laid out to a plan, or has
it developed of its own accord? Not every part of the town
need be the same.

What are the defences like - stone walls with many towers
or a wooden earthwork with a stockade? Are there any
defences at all? Wealth, strategic importance, and the
availability of local building material will all contribute
to the character of a town. So too will the prevailing
economic and political climate. This might be a boom town
still growing on a newly opened trade route or slowly
decaying as the silver mines run dry. It might be a sleepy,
conservative, market town, or the centre of political
turmoil. It might be insular, parochial, suspicious of
outsiders, or a melting pot of races and cultures.

The character of the town will be reflected in its citizens.


Are they optimistic, enjoying the good times and looking
forward to even better ones? Or trudging through each day
with weary resignation? What is a typical citizen like -
friendly, carefree, pious, apathetic, surly, sly or guarded?
Obviously, not every citizen will be the same, but most will
reflect the town's character to a greater or lesser extent,
and those that don't will stand out (one way to make an NPC
that little bit more notable).

The economic focus of the town will also play its part. The
air might reek with the smoke of a thousand forges or hum
with the smell of fresh fish. A busy market town might be
vibrant with clamour and bustle, or seemingly asleep for
eleven months of the year. Some towns appear to be alive,
others can feel quite dead.

6. How Has History Shaped The Town?


===================================
Towns aren't static. They are constantly evolving, some
faster than others. History will have left its mark in some
way. The fine old mansions around the main square may speak
of the days when trade boomed. The temples of the old gods
might have been taken over by the priests of the new gods.
What used to be the imperial courthouse is now an indoor
market. The north end of town looks younger than the rest
because it is - the northern invaders burned it down barely
a hundred years ago. And that neatly scrubbed little court
is where they massacred the Sons of the Temple. The oak tree
was planted there to commemorate their martyrdom. Those
pillars in the river, that was the old bridge that went down
in the great earthquake. It cracked the west tower of the
castle too - look closely and you can see where they patched
it up. And if you don't believe the legend of the Kingswell
Worm, take a look in the Serpent Inn - they've still got its
skull dangling from the ceiling.

Some towns attract more history than others, but the name of
any town might be famous - or infamous - for something. It
may have played a part on the grand stage of world history,
as the site of a crucial battle, the former court of kings,
the birthplace of a great religious or artistic movement or
intellectual revolution.

One or more of the great names of the game world's history


might be associated with the town. Perhaps it was here that
a great church reformer was born, or a king was sheltered in
his flight from a lost battle, or an ousted tyrant made his
last stand. Perhaps it was here that a great poet composed
her masterwork during her twenty years in exile, or an
illustrious general lived out his last days. As history
turns into legend over time several towns might all make
the same claim.

Perhaps of more interest to PCs is the lost artefact, the


tracing of which can lead them to the town. The town might
be the last known resting place of an enchanted sword, a
holy relic, a valuable document, or just a plain simple
treasure hoard. Of course, if it's something famous then the
PCs are unlikely to be the first to come looking for it.
They might not even know it's there to be found. Assuming,
of course, that it really is there to be found.

7. Who Lives Here?


==================
The citizens, naturally! In most cases, the majority of
these will be local people who may have lived in or around
the town for generations. But towns are liable to be
ethnically more diverse than the surrounding countryside,
offering more opportunities for foreigners to find a niche
for themselves. Some of these will be individuals, the only
one of their kind, but distinct communities may exist within
the town.

For example:

* The racial minority. Although the town might be in human


territory, there may be a distinct community of elves,
dwarves, halflings, or perhaps (if the game world allows it)
orcs, trolls, giants or something even more outlandish.
Likewise, there may be a human community in an elvish or
orcish town.

* The religious minority. Most people in the town will


probably follow the same religion, but a distinct minority
might worship an alternative god or gods, or worship the
same god but in a different way.
* The economic minority. Although of the same ethnic and
religious background of the townsfolk, this community is not
from the immediate area. They will have arrived, probably
quite recently, for some particular purpose, such as working
new mines. They might be soldiers billeted on the locals in
time of war, or refugees from a war elsewhere in the realm.
They have a better chance than other minorities of
integrating with the townsfolk over time and finding
widespread acceptance.

* The colonial minority. If the town is under the rule of a


foreign power, then that power will make its presence felt.
Members of a colonial minority will tend to fill the more
important civic offices, own the most lucrative businesses,
and control law and order. Even if they do a better job than
their native predecessors, they will probably remain the
focus of resentment. ("What have the Romans done for us?")

* The transient minority. A town on a busy trade route will


see a constant throughput of foreign merchants, some of whom
will put down roots in the town. If the town attracts
pilgrims, then there will usually be pilgrims present, even
if few of them stay for long. A town with a college or
academy will have a permanent student population, ever
changing yet distinct in its own right. The nomads of the
great plain might pass through every spring and autumn with
their herds. There might be a distinct community of migrant
workers in the region, moving with the seasons in a regular
annual pattern.

Adding one or more minority communities to a town can


certainly give it some flavour, but some questions need to
be answered. Where does the minority live? Scattered about
the town, or in their own distinct quarter, perhaps a
ghetto? And if the latter, is this architecturally distinct,
or otherwise possessing an atmosphere of its own? Is it a
slum or the respectable quarter of the town?

How do the native townsfolk get along with the minority?


Relations might be quite amicable, but sadly this is often
not the case. Racial or religious prejudice might be rife on
both sides, or concentrated in just one. The majority might
view the minority with anything from friendly tolerance,
tacit acceptance, grudging resentment, or outright hatred.
The minority might be trying to maintain its own distinct
identity or integrate itself into the community (possibly
both at the same time). If the PCs don't know what the
situation is, they might easily put their foot in it by
saying the wrong things to the wrong people.

A further point regarding minorities: why are these people


here? Their presence might be connected with the history of
the town (or conversely, the town's history implies the
presence of a particular minority).

8. Are There Any Professional Bodies Of Note?


=============================================
One way of making a town notable is to associate it with a
particular professional body. This might be a particular
corps of warriors, rangers, or paladins, a distinct guild of
sorcerers, thieves, or assassins, or a unique religious
community of monks or priests. Even more likely are
professional bodies connected with the town's economic
mainstay - miners, quarriers, foresters, fur trappers,
bronzesmiths, etc., or perhaps something a little more
esoteric, such as pearl divers.

Such bodies might have a reputation (deserved or otherwise)


for particular skills, a particular attitude or disposition,
or some historical heritage (staging or quelling a
rebellion, saving the town from barbarians, earning special
royal favour, monopolising a particular trade etc). They can
provide a template for NPCs (not necessarily encountered on
their home ground), provide background for a PC, or give the
town a focus for its identity.

9. Are There Any Buildings Of Note?


===================================
The town might be associated with a particular structure of
greater or lesser fame. The castle might have the oldest,
tallest, or strongest keep in the entire realm. The temple
might be notably grand and/or ancient. If you have developed
a distinct professional body for the town (see note above)
then they will probably have their headquarters here. Other
possibilities include:

* A college, school or academy.


* A monastery.
* A notorious prison.
* A royal palace, possibly set in a walled park within the
town.
* An ancient relic of a bygone age, origin perhaps unknown.
* A monument to a past monarch, conqueror, battle, divine
manifestation, etc.
* An aqueduct or viaduct.
* A particularly long, tall, or otherwise notable bridge.
* A subterranean labyrinth, natural or otherwise.
* A blessed or enchanted spring, well, or fountain, which may
have very real powers (healing, for example).
* A renowned inn where travellers and adventurers are known
to gather (like the Prancing Pony of Bree).

Some of these landmarks may be of major historical


importance ("This is the bridge where Emperor Offeldoff was
killed in the Great Serf Uprising"), of purely local
interest, or representative of nothing more than an
opportunity to make potentially useful contacts (hence
being, to the PCs, perhaps the most important of all).

10. Who's In Charge?


====================
Medieval urban government was complex and quite varied,
both from town to town and over the course of time in any
one town. If the PCs are merely passing through, or
deliberately trying to stay out of urban politics, an
unelaborated reference to a "town council" is more than
sufficient. If, however, they get the urge to make contact
with those in power, some or all of the following might be
considered:

* Royal officials. Officers (such as reeves or bailiffs)


acting on behalf of the throne, or imperial governors where
appropriate, might be the sole people in charge, in which
case they may or may not have considerable freedom to draft
and enforce laws in the name of the power they represent. On
the other hand, they may be forced to share power with other
bodies, with whom they might well be at loggerheads.

* Appointed burgesses. Senior officers of the most


important guilds in town (probably those concerned with the
town's primary economic activities) and/or members of
prominent local families (likewise) are primarily interested
in advancing their own interests (and hence those of the
town itself) rather than that of a distant ruler. Exactly
who gets to appoint these people is open to question - the
town might have a charter specifying who can hold office,
though it might well be that they appoint themselves! And
if they can appoint their own successors, they will probably
select someone from their own guild or family.

* Religious bodies. The local church or temple may exert a


great deal of influence or none at all. It might be formally
represented on the town council, or lurk behind the scenes.
The general piety or religious fervour of the townsfolk
might indicate how much power the priesthood wields in
government as does the general tendency of the religion to
take a hand in worldly matters.

* The nobility. Noble families might exert some measure of


power, perhaps a lot, either in their own interests or on
behalf of the crown. This might be directly through the
titles they hold, or indirectly through other assets. This
might depend on whether tradition allows nobles to sully
their hands with industry.

* Peoples' representatives. Some or all of the townsfolk


might be permitted to elect one or more of their own to
represent them. The whole town council might be elected in
this way. Distinct minority communities may or may not be
represented.

* Military commanders. If the town is in an unstable border


region, or prone to revolt, military leaders might wield
some measure of power. If they have total power, the town is
effectively under martial law.

* The nature of civic government might well have an impact


on the character of the town and the attitude of the
populace. Foreign governors tend to be unpopular, though
they might be welcomed as saviours from the nepotist tyranny
of the guildmasters or the stifling fundamentalism of the
church. Conflict between rival factions tends to generate
freedom, whilst a single person or body monopolising power
has more opportunity, given the means, to impose a firm
grip.

Basically, there are many possibilities, and the wider


political landscape beyond the town should be considered if
more than a rudimentary outline of government is needed.
(For details on the real world complexities of medieval
administration, try taking a look at:
http://www.trytel.com/~tristan/towns/mc1_pt1.html )

11. "So, What's This Street Called, Then?"


==========================================
One potential headache for the GM when the PCs are strolling
around town is thinking up names for the streets. Unless
you've got a map drawn up ready, you're going to have to
improvise. Fortunately this isn't too difficult.

'Street', 'Lane', 'Way', 'Walk' and 'Alley' are reliable


standbys, as is 'Hill' if the immediate terrain allows.
'Wharf' and 'Quay' have some potential in ports. 'Crescent',
'Avenue', 'Boulevard' and the like are probably too modern
for a standard fantasy game, though I haven't researched
this.

Your street/lane/way/hill can be named after:


* A particular trade or profession (Butchers Lane, Bakers
Street).

* A notable building that the street leads to, or used to


lead to (Castle Hill, Temple Way, Oldgate Lane).

* A minority community that lives along it, or used to


(Dwarf Alley, Poets Walk, Garrison Wharf).

* A celebrated historical personage, especially one


associated with the town. This might be one of the more
illustrious rulers of the past, a legendary hero, or just
about anyone.

* A particular landmark or other distinguishing feature, not


necessarily still there (Flaxfield Street, Blackcobble Hill,
Greenoak Lane).

As ever with names, they can change over time, and their
ancestry becomes obscure or ambiguous. Wives Lane may have
started out as Weavers Lane, Wolfpack Street might once have
been the more prosaic Woolpack Street (despite the local
legend that says otherwise), whilst Fairy Bridge might refer
to the time before there was a bridge and the river had to
be crossed by ferry.

If you are using foreign languages to add flavour to the


town then such puns are difficult to substantiate (unless
you can pun in a language other than your own). Resorting to
foreign language dictionaries in the course of play is
liable to disrupt the flow, so it's probably better to
assume that you're giving the players translations. However,
'Calle de Carniceros' does have a sense of atmosphere that
'Butchers Street' lacks. According to the general flavour of
the town, you might go for French (rue), German (Strasse),
Russian (ulitsa) or some other language (which, for non-
English speaking gamers might well be English, of course).

Many street names are sufficiently generic to be used in


more than one town. All of the towns in a region might have
their own Empire Street, for example.

* * *

Conclusion
==========
Towns, like NPCs, need only be as detailed as the plot
demands. If the PCs are passing through several towns a day
on a long overland journey, you won't want to give copious
details about every one of them (and they probably wouldn't
thank you if you did). A brief description of generalities
is sufficient. If, however, the PCs have reason to visit a
particular town, or find something to do in a town you
haven't even given a name yet, then more detail is needed.

Fleshing out a town can provide scenario hooks, offer the


PCs a chance to make contacts that might prove useful in the
future, or simply offer the players a bit of background
detail. Hopefully the list above will prove useful either in
the pre-game planning stage or inventing a town on the fly.

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Announcing A New Book Series: GM Mastery


A Collection Of Game Master Help Books

Our first book: NPC Essentials is a collection of tips,


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Also included are NPC archetypes, charts, and an example
NPC-centric adventure. Written by that hack writer
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http://www.GMMastery.com

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READERS' TIPS OF THE WEEK

1. Figure Case Idea


From: Kevin M.
===================
I realize that it's about two years too late, but I thought
I would go ahead & respond to your request in issue #19
(Never Forget Your Dice Again) for a safe way to transport
painted mini's within your plastic tote.

I was at a sporting goods store recently and they had


Doskocil Single Pistol cases for $5. These cases are
constructed of a hard plastic case filled with "egg crate
foam". For this price you get a case that will hold about
15-20 mini's (more or less depending on their size, of
course). Since the foam interlocks the mini can NOT move
once the case is closed.

Case dimensions:
Outer Dim. 12" x 8.62" x 2.62",
Inner Dim. 11.25" x 7.25" x 2.25"

They are available online as well. There are companies other


than Doskocil, some cheaper, some not.

2. Another Good Figure Storage Idea


From: Jeffrey J.
===================================
Johnn,

I just finished perusing the latest issue (#131) and was


reading Sakura's tips on figurine storage. I have another
approach to storage that I think many people may have
overlooked. I take the empty clear boxes that you get new
dice sets in and use them for storage for my miniatures.

I have found that all but the largest miniatures will fit in
these boxes with no problems, and I simply wrap them in
bubble wrap prior to slipping them into the box. I then pack
the little boxes into a larger one, with the uniform size
making it much easier to pack them securely, and head out to
wherever I need to go with them.

3. What One GM Learned After A Stint As A Player


From: Dave G.
================================================
One of the greatest lessons I learned about GMing came at a
time when I was playing instead of running the game. When I
got started in the hobby I was the first one to own the
books, and for most of my early gaming career, I was always
the one running the games. The few exceptions didn't really
give me a chance for character development or progression.
So I groomed a replacement and switched sides of the screen
for a while.

Once I got to play I started thinking about what it was that


I wanted from the game as a player. This was a fundamental
shift in my thinking that changed the way I run games as a
GM. By listening to the things I responded most to, and
those things that excited the other players, I got a much
better sense of how to put adventures and campaigns
together.

When I started GMing again, the first thing I changed was to


talk less and listen more. The characters (players) can give
you a lot of fuel for ideas and the things they want to see
in a game. In my current campaign, there are almost entire
sessions of great role-playing between players, where I just
sit back, take notes, and give them my best devilish grin.
This is the kind of role-playing that GMs dream about.

The second thing I changed was my thinking about rewards for


the characters. Money is not necessarily the ideal
motivator. In order to do this, I needed (through role-
playing) to find out what the characters wanted out of their
careers and then find ways of giving them the opportunity to
go after those goals.

This was another key. Don't necessarily give the players


what they want for their characters, rather, give them ways
to work for the goals and dreams. It's much more realistic
and it makes the 'getting' at least as important as the
'having'

It's easy for some GMs to lose sight of the characters


within the twists and turns of the plot, but keeping them in
mind while the plot is under construction makes the game
more satisfying for everyone.

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That's it for this week's issue.

Have more fun at every game!

Johnn Four
mailto:johnn@roleplayingtips.com

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