I've said before how much I love my annual Icon expedition, and I've hinted that I've made a mysterious and awesome contribution to this year's games. I've been going there longer than I went to any one school, longer than I've stayed at any one job, and longer than I've known some of my best friends. So I know what I'm talking about when I say that Icon's insistence, year in and year out, on having "competitive" roleplaying games is not helpful to anyone. This isn't a complaint against Icon specifically, as I know other local conventions run things in pretty much the same way, and I've seen at least one example - in this excellent analogy by Johnny Nexus of Critical Miss - of a similar problem with a UK convention. I just happen to know the example of Icon SA best.
There are two lines of argument against competitive roleplaying. First, roleplaying games simply don't lend themselves well to objective measures of success and quality. You can make roleplaying games with clear winners and losers (see "Kobolds Ate My Baby!"), but it'd get awfully boring if that was the way the plot was structured every single time (see "reasons for not playing Kobolds Ate My Baby! all the time"). Roleplaying is a form of improvised story-telling, even when it's most heavily weighed down with formal rules for everything (see "extensive list of games I don't like"), and as such it's necessarily going to be a very different experience for different groups with different GMs. Not only will everyone do things differently, but every such difference will also make the whole game beyond that point into an increasingly different scenario, which means it becomes even less meaningful to try to compare the experiences of different players playing nominally identical characters in different groups.
Rating someone's roleplaying or GMing prowess based on small number of brief encounters is pointless. It's a completely subjective matter, tested under completely uncontrolled conditions, using a bad test. Most of the ratings are little more than personal preferences, a popularity contest. Loud players playing loud characters and those bold enough to make sure you definitely know how to spell their names have an obvious advantage over the meek and the good players trying to play meek characters well. One of the few slightly more objective measures I've seen rates GMs on how well they appear to know the rules; I object to that one on personal style grounds alone, as I take great pride in consciously avoiding use of the rules except where unavoidable, to keep the flow of the game going more smoothly. Many players have enjoyed that style, but if they tried to objectively and honestly answer that rating, they'd be within good reason to mark me quite poorly. So is it really a good way to measure GM quality, even if it is technically objective?
It's also always carried out so poorly. I've never seen a public explanation of the rules of the competition, it's never properly explained in person, if at all, and the judging process is pretty opaque. I do NOT subscribe to the conspiracy theory that the organisers' friends always win, but I don't believe that the winners are necessarily really "the best" either, because of the silly assessment system and the piss-poor organisation. I don't think there's anything sinister or malicious afoot, I think it's just a shit idea, run by people who traditionally have pretty piss-poor organisation (see "getting Icon mugs and tshirts delivered on time", "opening Icon doors on time", "getting Icon modules released on time", etc.; seriously, go read my Icon article from last year and bathe in the list of small and mostly acceptable flaws).
So it's just a terrible idea.
But maybe it's a popular idea, no matter how misguided? Well, perhaps among those who win, or seriously aim to win, but I know for a fact that competitive play is a significant barrier for those who don't care for it. It actively chases potential players away. For one thing, the good people at the sign-in table (who generally do their job well on other counts) have historically tended to get a bit pissy with anyone who doesn't understand the competitive system (even though there's no clear, public explanation of it) or anyone who explicitly says they don't want to play competitively. I don't know enough about the organisation of the event to say whether this is because they're just low-ranking slave labourers doing their job (and thus can't be expected to do much about it), or if we are speaking to people with some authority (who should thus have no excuses), but either way, it's not the friendliest or most constructive approach. I'm not saying it's always that way, it varies from sign-up person to sign-up person, but it does give the impression that they've forgotten who the paying customer is. This like-it-or-fuck-off attitude alone has chased some of my fellow players away from convention play for good, which is damn pointless shame.
A marginally trickier problem is that of enforced splitting up. Some of us like to play with people we know, whether this is just two people sticking together to join a group of strangers (and I can see there'd be some extra brain-power required for the admin
of this, but not that much; we are only talking about 50 or so
players at most), or a whole regular group wanting to celebrate the convention together, as a special occasion, by running something a bit different together; this latter thing is usually called "buying the module". Convention organisers seem to hate these people, and competitive play has often been used as an excuse to fob them off. You can't play together in a competitive module, because the rules say it's got to be random players (and never mind that randomly ending up with the same person in your group would be considered perfectly acceptable) to prevent cheating. And you can't buy the module while the "real" competitive groups are playing it, in case you use it to cheat (as if knowing the plot a few minutes in advance would make you a better, more popular player?). It's just paranoia; the people asking to be excused from the competition are the ones who care about it the least, not the (probably entirely imaginary) ones so desperate to win that they'd try any dumb trick to get an edge.
To be clear, I quite like the random groups system myself. It can be quite fun and exciting, and occasionally you meet some great new people that way. For example, I originally got into Star Trek roleplaying through my friend Richard's random introduction to Jason Green, back at GenCon 2000, and that's had several huge effects on my life and hobbies over the last decade. But the point is that not everyone wants to do totally random groups every single time. Even I like the familiarity of friends, especially friends I don't see so often anymore, for at least some of my modules.
There should be no harm in letting half the players go off in one corner
and be competitive, and the other half go off to the other corner and play casually. But it's such a massive fucking uphill struggle every fucking
year just to get the organisers to concede that
non-competitives even exist, let alone have a right to play in a
different style.
I think the reason this hasn't changed in over a decade is that there's a problem of player organisation.
The competitive
roleplayers are pretty much a coherent, organised group by definition, because the system requires them to be and rewards them for it, so their
voice is clearer and more uniform. The non-comps are inherently disorganised and isolated
from each other, so even though we probably out-number the hard core of
comps, it's much harder to make the organisers listen to us. Perhaps someone should start a petition or a poll, just to give us a better idea of what the true numbers are like. The trouble again is that the players who've been put off by excessive compulsory competition in the past are the ones who'd be hardest to find and get involved in such a poll, because they don't want to associate with conventions anymore.
Let me close by making a prediction: Competitive roleplayers, maybe even one or two of the organisers, who read this will get all defensive and insist that it's more than a mere popularity contest, that casual players are just sore losers or an obstruction to good admin. Allow me to suggest instead that such people try to see it from a different perspective and imagine what the current system would be like if it didn't suit you, as I've described above. Perhaps talk to your friends and fellow players who you know don't pursue competitive play and see what they think about it all. And rather than merely defending the status quo, see if you can instead suggest ways that we can make the system work for everyone, to encourage even more people to join us, not less. It shouldn't be that hard.
Monday, 3 June 2013
Sunday, 2 June 2013
Retconning the Enterprises
It's been a stressful week in a stressful month in a stressful year. For a bit of relief, a quick, easy post to vent about something completely unimportant that bugs me regardless of its triviality: The registry numbers and classes of the various Starships Enterprise.
The original USS Enterprise NCC-1701 was reasonable enough, though it would have been nice if they'd clearly defined a decent meaning for NCC, or better still, made up a meaning first and chosen some other letters to fit it. Maybe Star Fleet Registry (SFR), if you don't mind splitting up the word Starfleet, or Star Ship Number (SSN), or Starfleet Commissioning Number (SCN) or some such. Trying to work out NCC in reverse has not worked well at all; the best anyone's managed is the odd-seeming Naval Commissioning Contract. And while we're at it, the USS abbreviation is dodgy too. It's obviously there as a hangover from an early assumption that this would be a show about Americans in space, but now we're stuck with the awkward prefix of United (Federation of Planets, please just infer this bit on your own) Star Ship. It's hard to say today if USS rolls off the tongue easily because it's a good combination of sounds, or if we're just so used to it now. UFS (for United Federation Starship) seems close enough to me.
But USS Enterprise NCC-1701, Constitution class, worked well enough. Then they sank it.
The replacement should have been something shiny and new, but some production and marketing people were too fucking worried about brand recognition. So instead we got the USS Enterprise NCC-1701-A, also Constitution class. Virtually identical to its predecessor, it was the starship equivalent of conveniently bringing back a dead-but-popular character through improbable circumstances. The -A suffix just messes up the registry numbers, and I struggle to believe that people were especially devoted to the number 1701 until the late '80s, when Star Trek IV and The Next Generation both insisted on re-using it with letter suffixes at the end. In other words, we were taught to love the number, it probably wouldn't have emerged naturally. It's just a fucking number! Being attached to names I can understand, but not arbitrary numbers. It's also left quite a bit of uncertainty about what other ships should or shouldn't get letter suffixes. There have been dozens of re-used names (often creating additional clashes, but that's a different complaint), but hardly any other examples of re-used registry numbers with letter prefixes. What exactly does Starfleet require for a number to get recycled?
Re-using the Constitution class was even more dodgy, as this was a 40 year old design at the time, and the Enterprise-A was retired (quite reasonably, considering its competition) after only 8 years of service. This means that it was either newly built in spite of the fact that this was obviously a terrible waste of resources, or (and this is the official story) they took another Constitution class vessel (the USS Yorktown) and told it, "Sorry, other vessel, but screw your own slightly less illustrious name and legacy. You're the spare Enterprise now."
I don't like it.
If I were in charge, back in 1980-something, I would have replaced the first Enterprise with the USS Enterprise NCC-2001, positioning it as the second Excelsior class starship to be commissioned, after the USS Excelsior NCC-2000. The Excelsior was clearly superior, it was shiny and modern, and making the new Enterprise of that same class would have suggested progress and reason, rather than pointless and unhelpful sentiment. Making it second of its class (probably; Starfleet registry numbers have always been unpredictable) would repeat things nicely, as the previous one was second of the Constitution class, and the 01 at the end offers a little visual similarity too. It even fits retroactively with Enterprise NX-01, the ship much further back in history, from Star Trek: Enterprise. But I have issues with the name and number of that ship too, including its potential clash with the conjectural USS Dauntless NCC-01.
Next in real-world order was Next Gen's NCC-1701-D, but it's also obviously established that there were a -B and a -C in between too. The -B really was an Excelsior class, 9 years later than it should have been. Then -C was an Ambassador class, -D a Galaxy class and eventually -E a Sovereign class.
If it had been up to me, though, I'd have blended what we know as the -A and -B into one ship, an Excelsior that replaces the first Constitution. This would have zero effect on the plots of existing series and movies. Sulu could still take command of Excelsior, Kirk could still retire in 2293, and Harriman could take command in the same year, after the -2001 gets a bit of a refit. Easy.
Then the -C would need a registry number somewhere in the Ambassador class range, perhaps NCC-10701, keeping the 01 at the end, and even looking more similar to -1701, while sitting only just beyond the USS Ambassador's registry of NCC-10561 (which isn't strictly canon and could be adjusted to -10700 or something very easily). The Enterprise-D could instead be numbered NCC-70701, just beyond USS Galaxy NCC-70637 (which was only numbered in canon years after the series ended). And the -E could follow the USS Sovereign's NCC-73811 with NCC-73901 or something, since the Sovereign's number also wasn't fixed in canon. But these could all have been sorted out from the start, if only someone had thought of them.
So that's my ranty vent for the weekend out the way. If I got to retcon the Star Trek franchise, I'd apparently make Star Trek: Nemesis a pretty shitty movie about the adventures of the crew of the UFS Enterprise SCN-73901. Because a rose by any other prefix and registry number would smell about the same.
The original USS Enterprise NCC-1701 was reasonable enough, though it would have been nice if they'd clearly defined a decent meaning for NCC, or better still, made up a meaning first and chosen some other letters to fit it. Maybe Star Fleet Registry (SFR), if you don't mind splitting up the word Starfleet, or Star Ship Number (SSN), or Starfleet Commissioning Number (SCN) or some such. Trying to work out NCC in reverse has not worked well at all; the best anyone's managed is the odd-seeming Naval Commissioning Contract. And while we're at it, the USS abbreviation is dodgy too. It's obviously there as a hangover from an early assumption that this would be a show about Americans in space, but now we're stuck with the awkward prefix of United (Federation of Planets, please just infer this bit on your own) Star Ship. It's hard to say today if USS rolls off the tongue easily because it's a good combination of sounds, or if we're just so used to it now. UFS (for United Federation Starship) seems close enough to me.
But USS Enterprise NCC-1701, Constitution class, worked well enough. Then they sank it.
![]() |
| Voom... Boom! Zoom! Doom. |
Re-using the Constitution class was even more dodgy, as this was a 40 year old design at the time, and the Enterprise-A was retired (quite reasonably, considering its competition) after only 8 years of service. This means that it was either newly built in spite of the fact that this was obviously a terrible waste of resources, or (and this is the official story) they took another Constitution class vessel (the USS Yorktown) and told it, "Sorry, other vessel, but screw your own slightly less illustrious name and legacy. You're the spare Enterprise now."
I don't like it.
If I were in charge, back in 1980-something, I would have replaced the first Enterprise with the USS Enterprise NCC-2001, positioning it as the second Excelsior class starship to be commissioned, after the USS Excelsior NCC-2000. The Excelsior was clearly superior, it was shiny and modern, and making the new Enterprise of that same class would have suggested progress and reason, rather than pointless and unhelpful sentiment. Making it second of its class (probably; Starfleet registry numbers have always been unpredictable) would repeat things nicely, as the previous one was second of the Constitution class, and the 01 at the end offers a little visual similarity too. It even fits retroactively with Enterprise NX-01, the ship much further back in history, from Star Trek: Enterprise. But I have issues with the name and number of that ship too, including its potential clash with the conjectural USS Dauntless NCC-01.
Next in real-world order was Next Gen's NCC-1701-D, but it's also obviously established that there were a -B and a -C in between too. The -B really was an Excelsior class, 9 years later than it should have been. Then -C was an Ambassador class, -D a Galaxy class and eventually -E a Sovereign class.
If it had been up to me, though, I'd have blended what we know as the -A and -B into one ship, an Excelsior that replaces the first Constitution. This would have zero effect on the plots of existing series and movies. Sulu could still take command of Excelsior, Kirk could still retire in 2293, and Harriman could take command in the same year, after the -2001 gets a bit of a refit. Easy.
Then the -C would need a registry number somewhere in the Ambassador class range, perhaps NCC-10701, keeping the 01 at the end, and even looking more similar to -1701, while sitting only just beyond the USS Ambassador's registry of NCC-10561 (which isn't strictly canon and could be adjusted to -10700 or something very easily). The Enterprise-D could instead be numbered NCC-70701, just beyond USS Galaxy NCC-70637 (which was only numbered in canon years after the series ended). And the -E could follow the USS Sovereign's NCC-73811 with NCC-73901 or something, since the Sovereign's number also wasn't fixed in canon. But these could all have been sorted out from the start, if only someone had thought of them.
So that's my ranty vent for the weekend out the way. If I got to retcon the Star Trek franchise, I'd apparently make Star Trek: Nemesis a pretty shitty movie about the adventures of the crew of the UFS Enterprise SCN-73901. Because a rose by any other prefix and registry number would smell about the same.
![]() |
| Crunch: More or less smart than the self-destruct switcheroo? |
Friday, 24 May 2013
Consilience #66: Kill All Jedi!
I'm audible for the ninth time. Not only is this 2 episodes in 2 weeks for me, but it also makes a hat trick with #64, the last episode before the hiatus. Time to lay low for a while. There were horrid problems with the recording process, and several times someone (always me, now that I think about it...) got cut off and reduced to staticky garbling. As a result, we had to cut the episode short and Owen and Sue each lost one of their news pieces. Hopefully those can be covered in future episodes.
There is no traffic anecdote. My navigation was 100% spot on for a change, and the route was comfortably (but not suspiciously) easy and clear of traffic. I'll try to cock something up next time.
You can find the file and the show notes for #66 here:
http://consiliencecast.wordpress.com/2013/05/23/consilience-episode-66-learning-to-grow-weed-holy-water-stampeed-and-nigeria-ruins-it-for-the-rest-of-us/
There is no traffic anecdote. My navigation was 100% spot on for a change, and the route was comfortably (but not suspiciously) easy and clear of traffic. I'll try to cock something up next time.
You can find the file and the show notes for #66 here:
http://consiliencecast.wordpress.com/2013/05/23/consilience-episode-66-learning-to-grow-weed-holy-water-stampeed-and-nigeria-ruins-it-for-the-rest-of-us/
Friday, 17 May 2013
Consilience #65: Resurrected!
| I was as surprised to see him here as he was. |
You'll note also that I abandoned my new Citation Needed segment. I wasn't entirely happy with it to begin with, and the big hiatic gap kind of made it impractical to carry on. So it's out for now, but if you have suggestions on how to make it run more smoothly, or for a better replacement segment, I'm non-literally all ears.
Now, the traditional traffic anecdote. A large part of the hiatus was that Owen moved all the recording gear to a new house (and then eventually decided it would be most practical to store himself and all his stuff with the recording gear). I went to this place for the first time on the Saturday before we recorded, and had no problem finding it, even though it's another part of Joburg I have zero prior familiarity with. And yet, somehow, on the Tuesday we recorded, I still managed to get myself lost for a while. At least that time Owen & Sue let me into the house when I arrived, so silver linings everywhere.
You can find the file and the show notes for #65 here:
http://consiliencecast.wordpress.com/2013/05/15/consilience-episode-65-malagasy-locusts-cellphone-losers-and-dirty-hippie-stoners/
Tuesday, 14 May 2013
A Good Future, Today
(If you hate Star Trek, skip this post. But then you might just need to skip my whole blog.)
[EDIT: I can no longer endorse the Dauntless, nor honestly suggest that it meets the ideals suggested below. I'm only leaving this here because I don't delete my blog posts. However, there are better STARFLEET chapters that you may wish to consider instead.]
Take a look at this slightly aged but well-made video:
Doesn't that just make you want to rush off and find your nearest Starfleet recruiter? Good news: That's me! Let me recruit you, in my official capacity as Recruiting Officer of the USS Dauntless. Free red shirts for anyone with no first name.
In all seriousness, if you enjoy Star Trek, and science fiction in general, and even more generally all the nice things science gives us, then you should really consider signing up with the Dauntless. It's a Star Trek fan club, but that doesn't describe it well. Liking a TV series isn't the only thing we have in common, as our members share a lot of other interests and activities. I originally got involved with them through the Gauteng skeptics and Consilience, as there's some big overlap between those communities. All the Skeptics in the Pub/Park meetings I go to are full of Dauntless crew. Real science is a key interest for most of us, and there's even a big expedition we're planning for the end of the year out to Sutherland, looking at all the big telescopes.
Then there's gaming. Our Joburg region in particular has a well organised collection of people who're into miniature wargaming, CCGs, board games, paintball and, on occasion, roleplaying games. The other regions have also dipped into these sorts of things, a bit less, but probably only because they don't have as many members.
We also do some useful, constructive stuff. The Joburg region has a big blood donation day every couple of months, down in the South East, and I keep meaning to organise a second one for the North West of Joburg, so hopefully that'll be a thing soon enough, especially if we get some more members on this side of the world. And the Cape Town region is currently leading the charge, putting big Joburg to shame, on collecting supplies for the SPCA. Really, our good works are only limited by our members' time, money, energy, skills and social connections, so we could potentially do a bunch of other useful things too, with sufficient planning and imagination.
The underlying theme of it all - the sciencey stuff, the fun and games, the stuff that's useful to society - is a desire to push, step by realistic step, towards the idealistic future presented on Star Trek, because it's a good vision, one worth wanting to emulate. It's a world made better by science and reason and getting shit done without crushing jackboots. All these little activities, small things we'd likely want to do anyway, give us a way to express that ideal and do something small but practical to make it real, a centimeter at a time.
None of it's compulsory or obligatory. It's just a nice way of associating with like-minded geeks who're comfortable being geeks. We have ranks, but that's not about control and authority, it's just a fun way to acknowledge your contributions and participation. To add flavour, the whole club is represented as a starship, the USS Dauntless (a name with a rich legacy), which adds a bit of a subtle roleplaying element to all our interactions, and the rank thing fits with that nicely. It's better than just clicking 'Like' on Facebook, because you actually get something out of it, but it's all fun, easy, voluntary stuff, so you need never feel trapped by it. You have almost literally nothing to lose by joining, since Dauntless membership is free.
The Dauntless is also just one chapter of a larger network of Trek clubs called STARFLEET International, and we're so far the sole chapter in the entire Africa & Middle East region. STARFLEET membership does have a small cost, but that's separate from basic Dauntless membership, and isn't necessary for most members. Again, everything's very casual and easy with us. STARFLEET as a broader organisation does lots of good and interesting things (I'm an especially big fan of their online learning system, Starfleet Academy), but it has two components that bug me: The Starfleet Marine Corps and the Chaplains' Corps. In other words, the subsections for fans of violence and religion who share a preference for strict order and hierarchy. Presumably these are a product of the gun-totin', god-fearin' segment of STARFLEET's predominantly US membership base, and maybe the Federation's principle of tolerance can be applied to including them, but they do seem to have completely missed Roddenberry's ideal of peace and reason. Luckily, both corps are minorities within the global membership, and have effectively no practical effect on the Dauntless's activities, so it's easy to ignore them.
So, join the crew of the USS Dauntless today, and boldly go where you want humanity to go in future, and have a good time doing so.
[EDIT: I can no longer endorse the Dauntless, nor honestly suggest that it meets the ideals suggested below. I'm only leaving this here because I don't delete my blog posts. However, there are better STARFLEET chapters that you may wish to consider instead.]
Take a look at this slightly aged but well-made video:
Doesn't that just make you want to rush off and find your nearest Starfleet recruiter? Good news: That's me! Let me recruit you, in my official capacity as Recruiting Officer of the USS Dauntless. Free red shirts for anyone with no first name.
In all seriousness, if you enjoy Star Trek, and science fiction in general, and even more generally all the nice things science gives us, then you should really consider signing up with the Dauntless. It's a Star Trek fan club, but that doesn't describe it well. Liking a TV series isn't the only thing we have in common, as our members share a lot of other interests and activities. I originally got involved with them through the Gauteng skeptics and Consilience, as there's some big overlap between those communities. All the Skeptics in the Pub/Park meetings I go to are full of Dauntless crew. Real science is a key interest for most of us, and there's even a big expedition we're planning for the end of the year out to Sutherland, looking at all the big telescopes.
Then there's gaming. Our Joburg region in particular has a well organised collection of people who're into miniature wargaming, CCGs, board games, paintball and, on occasion, roleplaying games. The other regions have also dipped into these sorts of things, a bit less, but probably only because they don't have as many members.
We also do some useful, constructive stuff. The Joburg region has a big blood donation day every couple of months, down in the South East, and I keep meaning to organise a second one for the North West of Joburg, so hopefully that'll be a thing soon enough, especially if we get some more members on this side of the world. And the Cape Town region is currently leading the charge, putting big Joburg to shame, on collecting supplies for the SPCA. Really, our good works are only limited by our members' time, money, energy, skills and social connections, so we could potentially do a bunch of other useful things too, with sufficient planning and imagination.
The underlying theme of it all - the sciencey stuff, the fun and games, the stuff that's useful to society - is a desire to push, step by realistic step, towards the idealistic future presented on Star Trek, because it's a good vision, one worth wanting to emulate. It's a world made better by science and reason and getting shit done without crushing jackboots. All these little activities, small things we'd likely want to do anyway, give us a way to express that ideal and do something small but practical to make it real, a centimeter at a time.
None of it's compulsory or obligatory. It's just a nice way of associating with like-minded geeks who're comfortable being geeks. We have ranks, but that's not about control and authority, it's just a fun way to acknowledge your contributions and participation. To add flavour, the whole club is represented as a starship, the USS Dauntless (a name with a rich legacy), which adds a bit of a subtle roleplaying element to all our interactions, and the rank thing fits with that nicely. It's better than just clicking 'Like' on Facebook, because you actually get something out of it, but it's all fun, easy, voluntary stuff, so you need never feel trapped by it. You have almost literally nothing to lose by joining, since Dauntless membership is free.
![]() |
| And we're saving up all of our non-fees for a club house just like this! |
The Dauntless is also just one chapter of a larger network of Trek clubs called STARFLEET International, and we're so far the sole chapter in the entire Africa & Middle East region. STARFLEET membership does have a small cost, but that's separate from basic Dauntless membership, and isn't necessary for most members. Again, everything's very casual and easy with us. STARFLEET as a broader organisation does lots of good and interesting things (I'm an especially big fan of their online learning system, Starfleet Academy), but it has two components that bug me: The Starfleet Marine Corps and the Chaplains' Corps. In other words, the subsections for fans of violence and religion who share a preference for strict order and hierarchy. Presumably these are a product of the gun-totin', god-fearin' segment of STARFLEET's predominantly US membership base, and maybe the Federation's principle of tolerance can be applied to including them, but they do seem to have completely missed Roddenberry's ideal of peace and reason. Luckily, both corps are minorities within the global membership, and have effectively no practical effect on the Dauntless's activities, so it's easy to ignore them.
So, join the crew of the USS Dauntless today, and boldly go where you want humanity to go in future, and have a good time doing so.
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