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Kurieg posted:So what's RPG.net's opinion on the forced pregnancy furries and the Nazi Rape Carousel?
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# ¿ May 11, 2016 21:52 |
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# ¿ Apr 26, 2024 06:56 |
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We talk a lot about nineties RPG design and its pathologies in this thread, and I thought I'd sit down and try to enumerate all the traits that make an RPG a specifically nineties RPG. Here's what I came up with: - Dice mechanic that tries to be unusual and clever and mostly ends up not working and is hilariously broken - Badly implemented ads/disads system - Balance is a joke - Rules are often very vague or confusing and don’t work and this is excused away (rule zero! make your own decisions! if you’re getting bogged down in the rules you’re missing the point! excuse me it’s ROLE playing not ROLE playing, etc.) - Lots of talk about narrativism with no mechanical support, or counter-mechanical support (i.e. hyper-detailed combat rules) - Complicated world setting with tons of factions and subgroups - Factions relate to each other as bitchy high-school cliques - Often too many redundant factions - Little in-setting explanation for cross-faction group cooperation - Often, little explanation of what your characters are supposed to DO - Game and setting have dozens of proper noun Words used to describe things, with their definitions hidden away and always much later in the book than the Word was first used. Words are often pretentious and portentous and derived from latin or something fancy like that. - Books full of padding, both content (in-character narration, unreliable narration, fiction, potted history, documents and journals) and layout (space-eating page borders, big margins, large fonts - Actively unreadable layouts (busy, grey screens, handwriting fonts) - Often terrible organization (bad tables of contents, useless or missing indices, etc.) - Supplement treadmill - Iconic characters (unkillable, do everything, don’t follow the actual rules, story is about them not the PCs) - Metaplot threaded through the supplements. Switcheroos, revelations, what is really going on, changes to the settings, secrets that were kept from the GM - Scenario support is often very lacking (because of the metaplot) - Obvious fishing for media tie-ins (novels, video games, comics, TV series, whatever) Have I missed any?
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# ¿ May 12, 2016 01:05 |
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LatwPIAT posted:Skill bloat. megane posted:- Very few, if any, definitively statted-out threats / monsters / whatever. Those that are provided are often just random things included for flavor reasons, instead of having any sort of "power curve." wdarkk posted:Dexterity as a god-stat? AmiYumi posted:No thought given whatsoever to where starting PCs are supposed to fit into the creator's intricately-defined world, or what they're possibly supposed to do? Can also double as 80s RPG if you add the caveat "what are starting PCs supposed to do that God-NPCs wouldn't have already taken care of". Robindaybird posted:*Tendency to try to reject basic good versus evil paradigms - and overshoot 'moral ambiguity' so far that it ends up with everyone being evil, stupid, or both and a setting that's hopelessly bleak or actively hostile to people trying to change things. quote:*Lack of editorial control so writers will boost their pet factions (i.e: Wick's Scorpion Clans, oMage traditions vs Technocracy wank, that Revised Children of Gaia book), often causing problems with game balance or setting consistency, quote:*Attempts to tackle mature topics become tone-deaf and sometimes downright offensive. Halloween Jack posted:A 1-6 system for measuring character statistics. quote:Moving toward narrative mechanics..coupled with a weird fascination with "realism." quote:Grandiosity. quote:The Auteur GM theironjef posted:-Includes an utterly worthless CD-Rom full of pregen DMPCs and word files. Hostile V posted:
Alien Rope Burn posted:- Thematically tenuous quotes to lead chapters, particularly to show your knowledge of '80s glum subculture music, misanthrophic philosophers, or even worse: Yeats.
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# ¿ May 12, 2016 06:55 |
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Doresh posted:I think you're missing "Insistence on using a unique, 'flavourful' dictionary that not only replaces most if not all standard roleplaying terms, but also makes it impossible to understand the setting unless you've skimmed the entire book for the random chunks of dictionary entries. Twice." And I'd forgotten that Vampire had three complete sets of vampire terminology to describe all the vampiric things. Oy. I suppose we should also draw a distinction between games that use elaborate made-up terminology for setting elements (camarilla, kindred, rotschreck), which is understandable if deeply irritating if overdone, and games that come up with their own terms for common RPG terms (it's not a campaign it's a Chronicle, those aren't PCs they're Heroic Personae, that isn't a combat round it's an Action Interval, etc.) which are always infuriating. Evil Mastermind posted:One of the original Clanbook: Brujah templates was Vanilla Ice.
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# ¿ May 12, 2016 18:53 |
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Kai Tave posted:I don't know if it's a 90s game thing specifically but one reason no one uses premade example characters out of an RPG is that without fail they're always built incorrectly. I don't mean "they aren't at peak optimization," I mean they're built using faulty math, older versions of systems before stuff was changed, have abilities that they couldn't legally take due to lacking prerequisites, and are otherwise riddled with mistakes...and they're frequently terrible at their purported areas of expertise as well. I seem to recall a number of the premade template characters from Shadowrun 1E/2E not being strictly buildable using the rules.
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# ¿ May 12, 2016 18:57 |
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Marvel Super Heroes RPG, TSR 1984
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# ¿ May 16, 2016 05:54 |
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Bieeardo posted:Wow, I thought that was a compilation of the old Ecology of... articles from Dragon. Glad I was too poor to buy it when it was in print! TSR was a deeply weird company.
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# ¿ May 17, 2016 20:26 |
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Alien Rope Burn posted:What, and let people see the books before buying them? That might cost you a sale if you let them be discerning!
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# ¿ May 18, 2016 01:00 |
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Dungeons and Dragons is a game of fantastic imagination, and by fantastic imagination I mean possessing an entire plane of nothing but ooze and more ooze and monsters made of ooze that is actually the original ur-source of every puddle of slimy wet mud across the entire multiverse. Did I just blow your mind?!?
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# ¿ May 18, 2016 21:44 |
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Halloween Jack posted:Really, they have many of the faults Ron Edwards identified in fantasy heartbreakers. But as Ron himself said, in the late 70s D&D but fixed! was commercially viable.
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# ¿ May 25, 2016 15:22 |
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Crasical posted:"Trust me, this is all tied into the overarching metaplot! Which I can't tell you about yet! Just trust me, this will all make sense eventually! It's not just it's own weird little side-game! It's important! Just wait!"
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# ¿ Jun 16, 2016 14:14 |
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Alien Rope Burn posted:Of course, Moorcock did the Elric series as a reaction against Tolkien, so though some of his criticisms are valid, he may have protested a bit too much. Of course, there's the treatment of women in Moorcock's novels; you can only be so progressive, I suppose. I, for one, quickly had my fill of reading about a character heavily motivated by incest, but that was part of the his anti-Tolkien reaction and not necessarily having the same sort of moralizing Tolkien did. YMMV. And yeah, a lot of "progressive" stuff from the 60s and 70s is really retrograde w/r/t women.
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# ¿ Jun 27, 2016 22:23 |
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I thought the alt-history in Aces & Eights was so you were free to do your own thing without worrying about being tripped up by "actual" history. And also to create a dynamic (Mexico vs. Union vs. CSA vs. Deseret vs. Natives) that's a little more unstable and interesting than the historical (USA systematically crushes Natives, railroads and suburbs follow in its wake). And the interesting thing of A&8 is the sheer number of economic minigames embedded in the rulebook. Want to run a saloon, pan for gold, drive a herd of cattle to market, string telegraph wire, or gamble for a living? There are full rules for doing all of things (and much, much more) in the core book. It reminded me fondly of Gangbusters, the TSR game of the Roaring Twenties that had full rules for running protection rackets, selling bathtub gin, paying off cops and judges, and extorting protection money from businesses. A&8 is certainly not everybody's cup of tea, but I'm glad it exists.
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# ¿ Jul 4, 2016 06:42 |
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Halloween Jack posted:There are rules for spice and for prescience, but as you can see from the previous chapters they're sketchy and/or bad. The deep ecology elements are in the GM advice, wherein you're encouraged to present the Entourage with social and practical issues that are more complex than they first appear to a budding colonialist.
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# ¿ Jul 5, 2016 22:44 |
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A lot of early RPG players and designers came out of the miniatures/hex-and-counter wargaming hobby of the 1970s. I bought all of my early RPG books and dice at a hobby store called The Command Post, which was mostly full of SPI/Avalon Hill wargames and diorama and modeling supplies, in a town full of military bases and retirees. Before D&D, Gyagx's big hit game was a fiddly WWII minis ruleset titled "Tanktics". The Traveller company (GDW) got their start with a big, complicated 1941 EastFront game titled "Drang Noch Osten". And so on. Early RPG culture largely emerged from the milsim hobby, blended with things like the SCA.
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# ¿ Jul 15, 2016 16:20 |
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Alien Rope Burn posted:To be fair, milwank RPGs have largely been on the outs for the past two decades or so? I mean, the last one I can think of is Spycraft 2.0, and even that's a bit of a stretch.
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# ¿ Jul 15, 2016 20:44 |
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gradenko_2000 posted:Thank you! I tried doing a melee attack in the Hand to Hand Combat System as well. It seems like it's harder in HTH to get to the far-right end of the damage tables, although I suppose that's to be expected/is realistic.
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# ¿ Jul 22, 2016 15:49 |
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gradenko_2000 posted:Question for the thread: what was the first edition of GURPS like? 4E is the one that redid a number of core mechanics and is crunch-incompatible with everything that came before.
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# ¿ Aug 3, 2016 23:51 |
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Alien Rope Burn posted:Yeah, I've gotten halfway through it before I just went limp and started emitting steam.
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# ¿ Aug 4, 2016 18:13 |
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wiegieman posted:Why does anyone actually live in the Madlands? Is there something stopping them from leaving?
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# ¿ Aug 14, 2016 15:18 |
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What I remember most about Tomb of Iuchiban was that it came with a large blank grid map and a bunch of punch out tiles to represent the rooms and the semi-random way they were arranged, and that it added nothing to the module and seemed to be there solely to justify the effort and expense of making it a boxed module. It's not even like TOI is an old-school mapping puzzle like many classic D&D adventures (including Tomb of Horrors) - it's just a series of linked rooms, each one of which has A Clever Trap in the middle and An Exit or two on the other side of the Clever Trap. Plus the whole thing is full of handwavey nonsense about how the shadowlands taint is strong enough to warp space and time so the geometry is unreliable and doesn't always make sense, which is the opposite of the effect created by laying square tiles on a square-gridded map. Just baffling.
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# ¿ Sep 16, 2016 17:57 |
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Alien Rope Burn posted:Yeah, you had early games like James Bond and Ghostbusters that were definitely meandering towards genre-based mechanics. Call of Cthulhu, too, in its own way.
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# ¿ Sep 28, 2016 03:25 |
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Night10194 posted:In better hands, it could even be the theme. A satire of heroic violence, of the idea that if you're hurting 'bad guys' it's okay to do whatever you want to them. Not particularly cleverly, but it's been done.
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# ¿ Sep 30, 2016 14:28 |
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wiegieman posted:Earthdawn barely gets away with having elves and dwarves by making the elves primitive, regressed tree dwellers (who happen to be from the BLOOD FOREST) and the dwarves the Italian renaissance who are the rulers of the world in the place of the humans who are warmongers. And yeah, I've seen collections of oh-so-liberal Euros suddenly break into Kristallnacht 2 Nacht Harder as soon as someone mentions gypsies/travellers/pikeys.
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# ¿ Oct 11, 2016 18:18 |
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In additional to poison, Gygax D&D also had this weird obsession with bottles of flaming oil and who was and wasn't allowed to use them.
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# ¿ Nov 9, 2016 05:07 |
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I thought the D20 license and the advent of supercheap PDF creation and distribution would mean an end to the Fantasy Heartbreaker, but I guess nerds will never, ever, ever stop making "AD&D but with more stuff that is also more realistic and complicated" games. I'm a little baffled that this thing got enough KS backers to go to production. People were really willing to spend $5300 on some no-name's ideas about rolling dice to hack of limbs and contract dysentery? What a world, what a world.
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# ¿ Nov 30, 2016 01:10 |
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Night10194 posted:Once again this game is genuinely missing its potential for hilarity. Has anyone ever done an everything-is-awful medieval era RPG that actually worked? WFRP and Vampire: the Dark Ages are the only two that come to mind.
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# ¿ Dec 1, 2016 14:37 |
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I get a real Elder Scrolls vibe from this game. Trying to be Very Serious, but the engine has enough glitches and edge cases that you can make all sorts of ridiculous cartoon weirdness happen just going strictly by the book.
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# ¿ Dec 1, 2016 15:54 |
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Halloween Jack posted:It's pretty telling that people who've never played RPGs before seem to pick up "storygames" a lot better than they do games that try to model the differences between .40 S&W and .357 SIG. I think there's a good argument to be made that the way most RPGs have been designed for decades, when played from a young age, actually has the potential to miseducate people in how they read stories--always asking the question of how some science-fictional, fantastical phenomena works in terms of a mechanistic virtual reality. The same trait also manifests in one of my least-favorite nerd mindsets - the way that so many nerds can only engage and critique things is by calling out plot holes, things that are "unrealistic", or ways that it contradicts canon or the original work it's being adapted from. Nerds love doing it because it's 1) objectively provable/disprovable and 2) a great way to assert how much smarter you are than the creator. Dear God, the number of people I've heard rant about the Duracell battery analogy and the laws of thermodynamics as their entire takeaway from the first Matrix film...
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# ¿ Dec 1, 2016 18:09 |
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Terrible Opinions posted:It certainly doesn't ruin a very good film, but the batteries was a really dumb change mandated by executives to the script. Which also leads to things like TV Tropes, where engagement with art is done entirely by trying to reduce it to a series of pre-constructed tropes. That movie was nothing special, it was just a Five Man Band with a Will They Won't They central dynamic that gets subverted by the Double Betrayal by the Gary Stu.
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# ¿ Dec 1, 2016 18:21 |
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Halloween Jack posted:That said, it touches on a problem that I also see in CP2020 and a number of other games: PC types that just don't play that well with each other out of the box. Like, a "mechanic" profession makes sense, along with a Media and a Solo, but what are these three characters doing together, at the same place, and the same time? It took a very long time for designers to figure out that just because three characters can be part of the same team on a TV show doesn't mean that they should be together in an Adventuring Party.
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# ¿ Dec 1, 2016 23:27 |
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unseenlibrarian posted:I am reminded of Anima: Beyond Fantasy, where every single power system works differently; ki is nothing like psychics is nothing like magic is nothing like summoning with entirely different ways of building and employing powers for each version. I can only imagine if they'd ever done a sourcebook for the secret supertech rulers of reality where you had to deal with hackers. D&D 4E tried to fix this by giving everybody a role to play in combat and the ability to jointly participate in non-combat skill tests, and boy oh boy did that trigger the grognard verisimilitude sensor arrays something fierce. vvvv: p much FMguru fucked around with this message at 00:31 on Dec 2, 2016 |
# ¿ Dec 2, 2016 00:16 |
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Nessus posted:Yeah, you see this kind of glib reading with a lot of stuff. I really perceived it with Prometheus, where it was like, instead of engaging with this film, people went "Ha ha, Charlize Theron's character got a really long distance figure wrong and then didn't make the right maneuver while fleeing a rolling object!"
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# ¿ Dec 2, 2016 00:58 |
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Evil Mastermind posted:The only game I've ever seen that handles the decker/everyone else problem well is, believe it or not, Torg. They establish that time in the GodNet operates at more or less the same speed as the real world, so a hacker moving from one node to another or attacking some ICE is just "an action", then you go and see what everyone else is doing. The explanation was that it was so people could use the GodNet for long periods without having to worry about them going nuts due to the extreme time dilation.
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# ¿ Dec 2, 2016 01:34 |
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I think my favorite thing about MIDDENARDE is the way that the guy just keeps infodumping his stupid, irrelevant, and almost certainly false "Did You Know?" factoids about Ye Olde Medieval Times into his game. That's something of an old-time gamer trick, being a font of all kinds of dubious information about history and how weapons really work and how the modern military does things. We've all had That Guy at the table who wouldn't shut up about bullets really kill people by the hydrostatic shock waves they create, haven't we?
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# ¿ Dec 7, 2016 16:48 |
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PurpleXVI posted:God, I need to vent my bile over the creator of Middenarde somewhere. So I share my criticism of his adventure modules with him, point out completely unanticipated stuff like the players sailing from Southampton to London. And he says to me that he thought London was landlocked.
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# ¿ Dec 7, 2016 20:12 |
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Doresh posted:The dick shoe research clearly had priority here.
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# ¿ Dec 7, 2016 20:14 |
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Night10194 posted:Oh, I get that. I'm saying that I'm sick of every goddamn dimension hopping RPG not letting me ride a magical lion while I try to get the flux capacitor into position to shut down a rampaging chrono-bot that is trying to eat the middle ages.
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# ¿ Dec 11, 2016 16:34 |
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Night10194 posted:The biggest thing to remember is that most fans of an RPG don't actually get to play it very often, and get to DM it even less, so most won't have that much experience with the mechanical flaws of the system they love. If you never actually get to play TORG, then I imagine the fact that the mechanics that make it unplayable are staying in is going to annoy a fan less.
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# ¿ Dec 15, 2016 23:02 |
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# ¿ Apr 26, 2024 06:56 |
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Night10194 posted:Are there any legit mechanically solid games from the early-mid nineties that people can think of? I'm curious.
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# ¿ Dec 16, 2016 23:16 |