Tag Archives: RPGs

Story and Setting

Hmm, I was reading Trollsmyth’s post today, and it led back to a storygames thread that is handwringing over  “can setting be good in a storygame?”  I would have thought “duh, yes,” as in other genres a well realized fictional world is a powerful tool in creating an interesting story, but apparently opinons are mixed.  People are worried about the need to have an encyclopedic knowledge of the setting, and of contravening “canon.”

A couple thoughts on that.  First thought is David Mamet’s rant from yesterday about  HOW you present story information in a way people care about – via the drama, not via infodump.

Some folks in the thread mention doing helpful setting summaries; I recently saw a cool one in PowerPoint for Paizo’s Golarion.

But I have a more fundamental observation.  You don’t NEED to give them all those loads of info.

a) What does a local yokel (the prospective first level character one is to depict) in a semi-medieval land know about history 100 years ago, let alone detailed ancient history?  Nothing.  Tell them about their hovel and the immediate political concerns it has.  Most people know this.

b) Canon is crap.  It is non-binding.  If the PCs haven’t experienced it in game, it doesn’t exist.  If they go into a hex and you tell them it’s farmland and later you read a supplement and there’s a lizardman camp there instead – who cares?  Are the RPG police going to bust in through your windows and tell you “you did it wrong?”  This may be a PARTIALLY legitimate concern with a game world based on well known IP like Star Wars, but really, get over it.  Even in that case, you just tell the players at game start “look, this is MY instance of the Star Wars world – things may differ from canon and your actions may alter official history.  P.S. There’s no Ewoks.  Yay!”

c) Don’t info dump.  Go read Mamet again.  Players don’t listen and don’t remember.  Show, don’t tell, and make the showing part of the drama.

Here’s an example.  In my Reavers game recently, the PCs came to a new island, town, and noble manor house they were casing out and infiltrating.  It was from a scenario (Green Ronin’s Mansion of Shadows) that had all kinds of setting detail.  Did I just up and tell it to the PCs?  No.  They discovered what they discovered as part of their actions.  It was very helpful to me to have the detail there, so that I wasn’t having to make stuff up all the time when they decided to go bust down a random door, but I was neither tied to it nor did I need to tell them about anything they didn’t personally see, fight, screw, or pee on.

And that works.  During the climactic battle, the PCs remembered a minor setting detail – one of the noble women had a key that let them in through a small door in the inner defensive wall, allowing them to flank the defenders.  Why did they remember that?   Because one of the PCs was snuck through that door by the noble woman so they could go bang.

There was a town, with all kinds of location descriptions.  I didn’t give them a map or explanations of locations they didn’t go to.    Places they went and interacted with, they went back and interacted with again and formed relationships, plots, etc.  It works in a dungeon, in a town, in a country, in a world.

  1. Show, don’t tell.
  2. Don’t just show, involve in the drama.

There is also a lot of concern about “players that know more about the setting than another.”  My response: so?

Do people that know more about history in the real world have some kind of advantage over other people besides a vaguely smug feeling of superiority?  No.  In a group of adventurers, so what if one guy knows all about thirty gods and the other one doesn’t?  Either he’s a helpful information resource (good), or a know-it-all twerp that introduces dramatic conflict (also good).   I guess sometimes other players get some kind of inferiority complex if someone else knows more?  Well, handle it just like the real world – have your character beat theirs up.  That’s a bit tongue in cheek but maybe I’m just not relating well to the concerns of the “there should be no GM, just the players making the world up as they go” crowd.

Anyway, JDCorley has a lot of good posts in the storygames thread, check ’em out.

Writing Tips From David Mamet

Coincidentally, Louis Porter blogged about this just as I was watching my fourth episode of The Unit in a row!

It’s an awesome memo from David Mamet to the other writers of the excellent but cancelled TV show “The Unit,” which is about a batch of Army SpecOps operators and the crazy bitches they married. (Still showing on the Sleuth channel about 12 times a week!)

It (the memo, but come to think of it so does The Unit) has some good takeaways for the DM who’s planning out scenes of their own in their campaign.

Now, there’s always the debate between a “story driven” game and a “sandbox” game or whatever your pet terms are.  But the upshot is that whatever you’re doing, there needs to be drama in every scene.  (Melee combat is not in and of itself drama).

He talks about a problem they were having, which was execs wanting them to put in more “explainy” information in the scenes instead of drama.

How many of us have had the problem where they, as a DM, are too much in love with conveying information about our game world or whatnot?  And the PCs don’t care and forget it?  Well, here’s the reason.

Similarly, one might ask writers of adventure scenarios to look at this.  Don’t subject people to expositional scenes.  That’s how story driven gaming got much of its bad name.

That’s also one of the reasons wandering monsters aren’t as prevalent any more – they risk being a scene with no real drama.

Here’s the kernel of his point:

START, EVERY TIME, WITH THIS INVIOLABLE RULE: THE *SCENE MUST BE DRAMATIC*. it must start because the hero HAS A PROBLEM, AND IT MUST CULMINATE WITH THE HERO FINDING HIM OR HERSELF EITHER THWARTED OR EDUCATED THAT ANOTHER WAY EXISTS.

Basically, if a scene is not dramatic – drop it.

But is this only “dramatist, storygamer” advice?  I would argue not.  Even in sandbox gaming, you are placing scenes.  You’re just not dictating their order.  It’s a false dichotomy, drama vs sandbox, in many ways.  If the PCs wander across something and have a scene, and that scene has no innate drama, it’s kinda a waste of time.

Discuss!

Reavers on the Seas of Fate – Thirteenth Session Summary

Thirteenth Session (16 page pdf), “Mansion of Shadows, Part III” – The inevitable holocaust of violence descends on Staufen Manor.  At the Asmodean funeral for the eldest son, the PCs decide it’s time to wipe out the whole family – but the priest is ready for them with summoned devils.  Simultaneously, the pirates assault the island!  The fledgling pirates carefully decide who to rape and kill and who to protect from the raping and killing.  Who gets it?  Read and find out!

This was a super-sized session, we went for about 8 hours, which was good because the players just had so much fun intriguing with the Staufens that it took us a while to get to the violence.  Every time I’d try to advance the timeline they’d run off and do something else in some dark corner of the keep.  Fair enough!

Then the fight in the chapel went pretty fast.  The priest was 7th level but Sindawe used an Infamy Point to do him in – he pulled the mirror down on him and spent a point and we decided that it happened just as he was channeling to summon more critters and he went through the gate the other way, ending up in Hell!  And there was much chortling.

They were happy to see most of the Staufens meet their brutal ends.  Then, they kept complaining that I wouldn’t let them loot all the bodies with a bunch of Staufen guards standing around.  “Surely they will leave us alone to molest the body of their dead lord soon!”  Sigh.

We used my new Quickie Mass Combat Rules to handle the pirate attack. It went pretty fast and smooth.  It seems like it lends itself well to handing out index cards with units on them to the players to have them pick  up some of the slack too.  The PCs were thinking fast, I was proud.  Wogan laid a fog cloud on the parapet to disrupt the orc crossbowmen, which was good because they were going to get free attacks on the pirates till that gate got open.  Then once the battle was joined, they even remembered about the other door in the inner wall and used it to flank the guards – that’s the kind of things PCs love to just forget about.  And then Wogan used one of his Infamy Points to bullseye Jack from across the battle.  “Yo ho ho, bitch!”  he shouted as Jack crumpled.  The other players really liked that.

I’m going to have to tighten up on the use of Infamy Points to autokill enemy leaders once I start getting some I want to stay around longer.  These guys are just mooks so if they die, great; if they live I’ll level them and bring them back for later torment.

The looting sequence was fun; the PCs got to run rampant over all the color text they had seen before.  They were sad that a) they weren’t supposed to keep whatever they looted, the pirates do fair shares and b) that the halfling alchemist wasn’t retarded, and when pirates attacked right after weirdo visitors paid her about a thousand gold for every weaponizable product she had, she took the money and ran.  They were bemused but entertained by the huge pumpkin that they took as loot.  My personal theory is that pirate (and orc) looting pretty much operates according to the Redneck Principle, which is that things are taken based on how good it feels to hold them up and scream “WOOOOOOOO!!!!!” at the top of your lungs.  Some of that is gold and jewels – and in this case, some of it is 70 pound pumpkins and inn signs.

Next time, back to Riddleport.  But first… <cue Mars, the Bringer of War>

Quickie Mass Combat Rules

I came up with some streamlined mass combat rules to handle a battle in my Reavers campaign with 30+ participants on each side.  It worked pretty well, so I thought I’d share it.  I didn’t want a huge system, but I wanted something that would work smoothly, that would incorporate the PCs organically without turning into some weird “minigame” or requiring them to be commanders.

Quick Mass Combat Rules

Army Builder ™

Break each side up into units of n creatures, where n=5, 10, or whatever makes sense for the scale of the conflict.  Units should be mostly homogeneous.

Unit Initiative = Median initiative of the creatures in the unit.

Unit HD = Total HD of the creatures in the unit.

Unit hp = Total hp of the creatures – break them up into n boxes of equal hp, one box per creature.

Unit AC = AC of each creature.

Unit Move = Slowest move of the individual creatures.  Loosely track units on the battlefield so it’s clear who they’re in contact with.

Unit Attack = Normal attack bonus of the creatures + ½ times the number of creatures in the unit.  (10 creatures = +5 attack bonus.)

Unit Damage= normal damage + the number of creatures in the unit.  (10 creatures = +10 damage.)

Saves = save of each creature.

Targeted spells can only take out the appropriate number of individuals.

Area effect spells, apply as unit damage.  Might not be “fair” to the fireballers, but whatever.

Named NPCs and PCs can engage specific targets in the unit, and get engaged by them separately from the unit attacks.

Combat!

Units roll once to attack other units using their unit attack versus the other unit’s AC.  If they hit, they roll damage, duh.  As a unit takes damage, you cross off boxes for each creature-sized increment of damage they take.  You can “half cross” off a box for leftover damage that’s about half a creature’s  hit points.  As armies take damage and boxes get crossed off, their attack and damage bonuses based on the number of creatures in the unit go down commensurately.

After that, it’s rulings not rules baby!

Playtest Example

A pirate attack on a Chelish manor house!  There are 30 attacking pirates, and they have a wagon-mounted swivel gun.  Each pirate is a War2 with Toughness – they have 20 hp each, but only attack at +3, do 1d6+1 damage each and have an AC of 13.  The PCs are their “men on the inside”.

The keep is defended by 30 human guards (War1) with only 5 hp, but AC 17 and damage of 1d8+1 (longsword +3).  It is also defended by 10 orc soldiers (was 15 before the PCs got their hands on them) that are War1s but have an effective hp of 22 because of their orcish ferocity, AC 15, and attack with a greatsword at +5 for 2d6+4 points of damage.

Continue reading

This Is Why We Can’t Have Nice Things

You recall my recent post about the “D&D With Porn Stars” blog?  Even WotC covered it!  Well, apparently there’s some OSR group called “TARGA” out there.  One of their weekly link roundups linked to the blog.  Apparently this twisted the nipples of two guys mainly, this guy (who apparently was also sad his latest brilliant blog posts weren’t included in the links) and this guy.

This had a lot of fallout, including Chgowiz pulling his blog down off the Internet totally in a fit of pique.  And the guy who was doing the link roundups left the organization.  And primary complainy guy left the organization.  And lo did Joesky speak out upon the subject.

My point isn’t that some of those involved are douchey.  It’s that organizations like this are inevitably douchey.

Some of the worst times of my gaming life have been as a result of my involvement with nonprofit gaming organizations.  I was involved with the RPGA as a Living Greyhawk Triad – that sucked.  I started a Memphis gaming group (the FORGE – still going strong!  No, I hadn’t heard of the Ron Edwards thing at the time.).  That was horrific in its early stages, when my roommate and I had endless conflicts with the demented wife of an RPGA staffer; she even raised her hand to hit my roommate once during one of her psychotic rants.  (Once we said “screw you guys” and got it going on our own it worked out fine.)  I was a officer of the Christian Gamers Guild, until the neverending power plays and schizophrenic threats drove me away.

Politics are never so vicious as when the spoils are pathetic.  It’s why bosses at nonprofits are about 25% more sleazy and awful on average (a made up but completely true statistic).   Organizations like that (and to a similar extent, the cabals “in charge” of things like RPG forum sites) inevitably devolve into a self-serving nest of narcissists and empowering cowards.

I refuse to participate in such “organizations” (a strong word for random mailing lists with self-proclaimed “Boards” of 5 or so random people that decide to waste hundreds of man-hours of time working out policies that can only alienate and never help anyone) anymore.  And I’m a lot happier.

Heck, even the RPG Blogger Network went through some of that.  Let me tell you what you need in terms of detailed power structure, unless there’s real money changing hands.

1.  One moderator/owner guy, who will be very tolerant, and generally tell everyone to just calm down and ignore it if someone’s twisting their knickers, but in extreme cases warn or ban people who are being total asshats on the forum, mailing list, or whatever.

2.  One person per real initiative (like an e-zine or whatever) who organizes/runs the initiative and includes submissions based on their sole prerogative.  Other people can step up to do another “whatever” if they disagree with that person’s vision.

That’s it.  You don’t need a “constitution.”  You don’t need a “board.”  Every single one of those you’re doing is a bunch of jacking off that will look pretty stupid to you in ten years when you’re wondering where your youth went.

On a similar note, if someone says something on a blog or mailing list or forum you don’t like – do feel free to ignore it.  Some people act like every post is a missive solely directed at them.  Unless it begins with “Dear X, you are a loser” it is not, and you can safely ignore it, let it go by, and life will go on.

This has been a public service message.  Wise up.

Steve Jackson Games State Of The Union

Steve Jackson,the company that publishes GURPS and Muchkin (if that’s news to you the rest of this is going to be helleboring), has just released their “Report to the Stakeholders: 2010” that gives an overall look at how they’re doing.

The good news: They’re doing well.  28 staff, profitable, $3M gross revenue.

The bad news: All their goals revolve around “sell more Munchkin.”  They only released one print GURPS release in 2009, mostly they’re going PDF.  Kinda sucks – 80% of their revenue is from Munchkin and 20% is from GURPS but there’s no GURPS goal…

The RPG company list on my blogroll keeps getting smaller as these companies eschew RPGs for board games.  Ah well.  I hear White Wolf might be giving it up as well and sunsetting RPGs for other stuff.

Props for the transparency though – did you know SJG openly lists how many units they sell on their e23 PDF sales site?

D&D With Porn Stars Goes Video (ok, not that surprising considering)

The newest hotness in the blogosphere is the “D&D With Porn Stars” blog – it’s not a gimmick, it’s really a group of D&D players who are also (mostly) porn stars.  The blog is actually quite good and full of thoughtful articles written by DM Zak Sabbath!

Anyway, he does some session summaries, but they’re going one step further and filming their play sessions and airing them as a series called “I Hit It With My Axe” on The Escapist.  No, there’s no hardcore action (yet, at least), but you get to see…   Well, an only slightly more chaotic than normal gaming group, really.

Insights so far from the first episode:

  • Hot girls like to play elves and tieflings.  That should not be news.
  • Porn stars have geek hobbies.  Also should not be news; I remember fondly the long discussion I had with that stripper about her WoW priest.

Zak says it should liven up more in future episodes!  It’s getting loads of press: io9 interviewed Satine Phoenix about it, even my favorite geek site Topless Robot reported on it.

I totally want a big version of their logo to use as my background…

Shadowrun Problems; Great PR Though

News broke on Tuesday that Catalyst Game Labs, publisher of Shadowrun, Eclipse Phase, Cthulhutech, and Battletech, is in severe trouble to the tune of $850,000 being embezzled from their corporate coffers.  You can read the initial detailed report of the issue here.

On the one hand, eek.  On the other hand, embezzlement has practically become a tradition in the RPG industry, so it’s not all that surprising.

What I want to point out, though, is the press release Catalyst put out on Wednesday, the very next day after the news broke.

For Immediate Release

Catalyst Game Labs recently completed a detailed financial review of the company. We learned that over the past several years the company has achieved dramatic growth in terms of demand, increased total revenues and strong sales with an increasing market share in the gaming industry, despite a lackluster economy. We are thrilled by that news and are eager to move forward with our upcoming original game Leviathans, along with our other new casual games. We also remain committed to plans for our beloved licensed games: Shadowrun, BattleTech, Eclipse Phase, and CthuluTech.

While we wish the review had only uncovered positive news, we also discovered our accounting procedures had not been updated as the company continued to grow. The result was that business funds had been co-mingled with the personal funds of one of the owners. We believe the missing funds were the result of bad habits that began alongside the creation of the company, which was initially a small hobby group. Upon further investigation, in which the owner has willingly participated, the owner in question now owes the company a significant balance and is working to help rectify the situation.

The current group of owners was presented with this information on Monday. Administrative organization for the company is under review, and accounting procedures have been restructured, to correct the situation and provide more stringent oversight. We feel the management team at Catalyst did the responsible thing by seeking this financial review and we will continue to restructure as needed. We are in discussions with our partners and freelancers to remedy any back payments that may also be due as a result of this review.

We are embarrassed that this situation did occur but we hope our eagerness to make these changes, along with our reputation for making great games, will encourage you to stand by us. We understand that for a few employees the news was too stressful and we wish them all the best in their new endeavors. However, the majority of the team remains and will continue to bring great entertainment to you all. We appreciate the support our friends, freelancers, and fans have provided us in the past and look forward to a successful future.

Now, I’m not saying any of that is true or it isn’t, but I do want to say this is the best example of game company PR I’ve seen in a long time.  If you need to do damage control, this is how you do it.

  • It’s prompt – put out less than 24 hours after the news hit.
  • It’s upbeat – explains sales are great, the game will be fine, the guy just made a mistake, and it’s all on the path to resolution.
  • It’s detailed – not too much detail, but enough that you can kinda trust you’re being told a decent part of the story.
  • None of it is obvious lies – it’s sad that that’s worthy of note but look at the competition.

When confronted with similar issues, other game companies instead tend to:

  • Disappear, and not address the issue for months (WEG)
  • Spin a tale of woe about personal finances, health, psychological problems, betrayal, and dark magic (Palladium, WEG)
  • Make a declaration that is either a transparent lie or gives no detail and tells you it’s none of your business (WotC)

I like this press release so much that I find myself hoping it’s true and that they can recover from this in a meaningful way!  I hear that the Eclipse Phase guys have already said they won’t work with Catalyst any more, they’ve shed a couple employees, and some other freelancers are turning their backs on them – those are bad signs.  But, who knows.

Aside: The public somehow thinks that it’s mostly the big companies like AIG or Lehman Brothers that are full of illegal shenanigans – but having worked for small companies, I am willing to bet the percentage is just about equal.  Human nature’s the same in small and large scale.

Alternity “The Lighthouse” Session Summaries 16 and 17 Posted

We’ve completed a couple more sessions of our Alternity campaign, The Lighthouse!  Sorry, I’m falling behind since I’m running one campaign, doing session summaries for this one, and doing other RPG work on the side.  But this should catch us up.

Sixteenth Session – As we’re heading to a system overrun by kroath, the “Take An Orphan To Work Day” program backfires terribly as it turns out the guy who runs the orphanage is a spy.  He is lucky to only lose one of his four limbs in the bargain.

The kroath are kinda like a mix between Predators (who they resemble) and Aliens (in that they can transform people into more kroath).  We were looking forward to mixing it up with them, but turns out that’ll be unlikely.  The planet where the kroath has a gravity of like 4 g’s and only mutants and cyborgs can exist outside the cities.  And, we didn’t get much done on that because we spent most of the time chasing the head of the local orphanage.

A lot of the campaign’s plot has been driven by these plotline writeups Paul has us do.  He has some index cards with stuff like “Old Enemy” or “Star-Crossed Lovers” written on them that we pick and then write up a related subplot for our characters (or another’s!).  He is pretty much constructing entire sessions from those.  A previous subplot had Martin St. John masterminding “Take an Orphan to Work Day” as part of his community service efforts with the Lighthouse’s orphanage.  Turns out the kids have been stealing intel from secured areas and the guy running the orphanage takes off.  At first we think maybe he’s a garden variety pedophile; then we think maybe the kids are infested with alien mind control worms;  but in the end it turns out the guy’s a VoidCorp secret agent. We quickly come up with a very elaborate and amusing plan to catch him.

Seventeenth Session – We’re in the kroath infested system, but most of the session is spent dealing with an irate auditor and an alien threat that can best be described as the Flying Spaghetti Monster.

Again, we actually get to the kroath planet but most of the initial action is from Klaus Otterschmidt, some Concord auditor that has been making a nuisance of himself; he jails Martin St. John and tries to depose Captain Takashi.  The Captain gets sick of him and has Haggernak throw him in the brig; the guy reveals that he is getting payback for his family dying in a botched mission Captain Takashi led like ten years ago (a subplot helpfully written up by Chris for me, apparently).

Then, the dhros (space bunny-cats) that live in the station air ducts (the fodder from many a subplot writeup) figure in again; three of them get psychic powers somehow and try to force-choke their frequent tormentor, Martin St. John.

And finally some huge 10 km across tentacle-and-maw-intensive Lovecraftian space monster shows up.  We promptly dub it the Flying Spaghetti Monster, much to Paul’s consternation.  There’s a long confusing sequence mostly happening in Pepin’s mind where he makes contact with other aliens and gets superpowers and talks to the FSM and sacrifices himself to save the station…  He lives, and some sci-fi author somewhere is very proud.

Kroath?  Maybe next time!

Reavers on the Seas of Fate – Twelfth Session Summary

Twelfth Session (12 page pdf), “Mansion of Shadows, Part II” – The PCs hang out with a Chelish noble family for a while, and witness depths of degeneration that make even hardened criminals from Riddleport uncomfortable.  After a long night of sneaking around the mansion and fleeing from horrid things, they lure the eldest son out to the forest and whack him.

[Note: spoilers for Mansion of Shadows, a Green Ronin d20 adventure]

Our Pathfinder campaign, Reavers on the Seas of Fate, continues in good spirits as our fledgling pirates continue their infiltration of the Staufen family manor.  I haven’t had to change the adventure a whole lot from the Green Ronin original; “demented devil worshipping noble family” drops right into Golarion’s Cheliax without a second thought.  In fact, the players are already speculating on both the Asmodeus worship and “seven sins” ancient Thassilonian elements, both of which came along in the original!

The players definitely found the mansion super creepy.  The best parts were:

  • The hugely fat naked freak eating nonstop in the kitchen.  My impression of it picking up its battleaxe and giving them the hairy eyeball even as it continued to munch on a leg of mutton, and that later when it was sleeping it was sleep-gnawing on the same mutton, made quite an impression. But they were most disturbed when they found out it was female (Leanor Staufen).
  • Serpent being too nosy and ending up running around Three Stooges style fleeing from one devil after another in the mansion at night, even tossing himself down a staircase to escape more quickly.  “Woowoowoowoowoo!”
  • Sindawe seducing Amalinda Staufen in the catacombs under the temple to Asmodeus, and after she put out the candle, he started to realize that her cadaverous body was horribly similar to a lot of the preserved corpses in the room.  He got so nervous that he lit a sunrod and passed it off as “Oh, I just wanted to be able to look at you.”

Rules note, Serpent had to spend an Infamy Point to stop Jack from getting away.  The PCs didn’t really coordinate ahead of time and so when Serpent decided to attack Erich it caused enough confusion that Jack rode off on his horse, which would have been pretty much a scenario-derailer – if they couldn’t find a way back into the mansion then the pirate attack would pretty much be a non-starter.  But Serpent coughed up an Infamy Point so I rolled a random encounter and said “His horse got disabled by a… dire badger… so you’re able to catch up to him.”  So in the end it worked out fine.

Next time in Mansion of Shadows, Part III – both a mass combat and a naval battle!  I’m working on rules for both to make them fun and not onerous.

New d20 Modern Patronage Project

Last month I wrote about the state of modern d20 gaming and mentioned there might be a project in the works to update it for Pathfinder.  Well, the project is up and taking donations!  It’s being done as a patronage project by Super Genius Games, which consists of Owen K.C. Stephens, Stan!, and R. Hyrum Savage.  They’re calling it “P20 Modern.”

Follow along and see how it goes!  I liked d20 Modern OK and think it could be done a lot better, and it’s a great time to take it on.

Pathfinder iPhone Apps?

I was just listening to a big ol long video of Erik Mona speaking on “Pen & Paper Gaming in the 21st Century” that Louis Porter Jr, had posted on his blog, and he mentions that Paizo has three iPhone apps in the works.  Watch starting around 26 minutes in.

Specifically he describes the “Live Character Sheet” for Pathfinder – add all your stats and stuff there.  One person casts Bless – you can see the other iPhones on the local network and select what characters get Blessed – and then it takes care of counting down rounds for you.”  Nice! Suck it, Digital Initiative.

He talks about other technology stuff like Surface and ARGs, PDF publishing, POD, etc.  Check it out!