M.A.G.E.S.




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UW-Mage
F. A. Q.
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Being a mage is confusing. Playing one is even more confusing. Here is a look at some of the more confusing and more frequently-asked-about aspects of the Mage universe and the Mind's Eye Theatre system, a la UW-Mage. Because we can, and because it's cool, the questions are divided into five subsections that all begin with the letter "M": Magic, Magical Society, Meta-game, Mechanics, and Miscellaneous. Note that the Primer is recommended prerequisite reading.
MAGIC:
What is a mage?
A mage is one who has discovered how to bend the world to his will. He has, as the mages say, been "Awakened" to the fact that he can change the reality around him. The most-used and perhaps most apt metaphor for this is to think of the world as a tapestry (in fact, sometimes the universe is referred to as the Tapestry) and to assign the title of "mage" to one who knows how to pull and reweave the threads into a pattern they desire. Of course, the extent of the changes one can do depends on one's magical knowledge, power, and experience (measured in a quantity known as Arete).
What is "paradigm"?
A mage can change the world around him through his belief. However, not every mage shares the same beliefs. One might commune with spirits to convince them to evince some effect, while another may pray for miracles from God. A mage who learned that magic is done through formulae and alchemical solutions may be confused by the mage who interfaces with "the underlying structure of the world" through his virtual reality apparatus. These are examples of paradigm - how a character believes he can change the universe. Part of this is actual tools, equipment, and mentality, but a part of it is worldview as well. This is why a lot of characters tend to be focused on one aspect of something, or tend to be extreme in their beliefs - if they were not so strongly attached to it, they fear they could not do their magic, and because the style of their magic - Resonance - feeds back onto them as much as it takes its cue from them.
How do foci work? What do I need to do with them to cast magic?
Because every mage has a different idea of how he changes his world, each one uses different tools to do so. Foci are the tools and actions by which the mage interfaces with the Tapestry when trying to change it. To take the examples in the question above, the foci for the alchemical mage might include solving those formulae or ingesting his potions. The mage who uses virtual reality to see the world as it is is likely to use his computer as well. Sometimes, a focus may be something other than an object - visualization, wishing, and oratory are all valid foci. Be prepared to describe how your character believes his focus channels his magic or changes the world. For example - "I want to apport my textbook from home to here. My focus is my sketchbook." is not okay, but "I can draw my desk - where I left my textbook - and a bit of a comic strip describing how I remembered to put it in (not how I forgot, like happened this morning). Because I've seen life imitate art, I'm going to make that happen here." is a good use of a focus (the sketchbook in this case).
What is an Avatar, and what does it do?
When a mage Awakens, he reaches a new level on understanding about the universe and its relation to him. However, the term is also slightly more literal: that person's Avatar awakens (most theories agree that everyone has an Avatar) and it is through this Avatar that the mage learns how to exert his will on reality. The Avatar does not always manifest as a person or as anything coherent, and a mage may not even know that it is his Avatar that is manifesting. Some people view the Avatar as a soul or guardian angel, and others theorize that the Avatar is the thing that actually performs the magic, not the mage. As the Avatar guides the mage's understanding of the universe, it from time to time needs to communicate a problem that the mage is having that is preventing him from reaching the next level of understanding (Arete). The period during which the Avatar is trying to communicate the problem is called a Seeking and are usually brought on by the Avatar, though mage-induced Seekings are also common.
What is the difference between coincidental and vulgar magic?
Contrary to popular belief, an Effect's vulgarity is not as dependent on the existence of witnesses as it is on the beliefs of witnesses if they were present. Sentients as a group, and locally as well, form an opinion of the way they expect the universe to act: this is called the Consensus. This includes things like "gravity pulls things down" as well as "fireballs don't manifest out of nowhere." If a change to reality is inconspicous and concieveable, it is most likely coincidental - meaning that it is an allowable change under the Consensus. Otherwise, it is vulgar magic. The classic example is forgetting a textbook at home. You're at school, and you need that textbook. To aport it into your hands would be very vulgar - things don't drop out of nowhere - but to aport it into your backpack might pass as coincidental. (How could it be vulgar? If someone else was holding your bag, or had checked its contents, or if it was on a scale, the changed weight or contents are would register against the Consensus.) Depending on the situation and witnesses, magic may be harder to cast or may incur more paradox if it is vulgar and done with lots of witnesses.
What is Paradox, and what happens when I get it?
Paradox is the Consensus snapping back at a mage for violating it. It can manifest in almost any way, although the most common incur harm to the mage, usually appropriate to the Effect. Paradox also has a nasty habit of hanging - waiting around to snap back later. The ST or Narrator running your scene will determine how paradox affects you.
What is Quintessence and how can I use it?
Quintessence is the magical energy that flows through everything in the universe. It is the material with which the sphere of Prime works, and it is the energy that powers magic and makes it easier. There are essentially three types of Quintessence: Pattern Quintessence, Node Quintessence, and Tass. Pattern Quintessence is the Quintessence that is inherent in everything that exists as part of the Tapestry. (This is why Prime magic is necessary to make something permanent.) As a mage, you have access to your own Quintessence, measured by the strength of your connection to your Avatar. (Out of game, you have as many Quintessence as you have traits in your Avatar Background.) Node Quintessence flows out of Nodes, which are - predictably enough - wellsprings of Quintessence that occur naturally. Tass is Quintessence represented in physical form - thus Tass tapes, flasks that contain Tass-laden water, and so on. The Quintessence in Tass needs to be accessed in some way, such as listening to the tape, drinking from the water, burning a slip of paper Tass, and so on. (As a note, the official unit of Tass is a "dram" and it is equal to one point of Quintessence.) Quintessence can be used in two ways: it can make your magic easier, and it can make your opponent's magic harder. Spending Quintessence at the time of casting will lower your difficulty or raise your opponent's by one point per Quintessence point spent. In character, you should have some way that you access your Quintessence, though it need not be the same every time you do it. It does, however, like everything else about your character's magic, need to be consistent with your paradigm.
Can I use Effects for which I don't have the rote?
Yes, you can. If your character has seen an Effect done, has the appropriate Spheres, and wants to cast that rote, it is one higher difficulty. If the Effect is made up on the spot, it is at a difficulty two higher than normal. And, of course, you have to be able to express the rote in terms of your paradigm.
The rotes all use "Disciple," "Initiate," and so on. What are the translations of these into numbers?
1 - Apprentice (Basic)
2 - Initiate (Basic)
3 - Disciple (Intermediate)
4 - Adept (Intermediate)
5 - Master (Advanced)
Questions about Spheres and Magic, including:
1. Why can't I control everything with Entropy because of the laws of thermodynamics/the laws of chance/the Copenhagen interpretation of quantum physics/saying that "well, wouldn't it be lucky if..."?
2. What can't I control light as a particle with Matter?
3. Why can't I affect the brain chemistry with Mind/thought processes with Life?
4. Are viruses Matter or Life?
5. But couldn't that car have had its gas tank explode and roll over like that on random chance? It's coincidental!
1. Because Entropy is a badly named Sphere/the Consensus would smack you down so hard/the Copenhagen interpretation of quantum physics is trivial in the real world/sometimes you can. Good luck convincing us. (No pun intended.)
2. Because light is energy, no matter what form it's in - until you can show me a standing wave of light (and, even though it's forbidden by Special Relativity, it would still probably be Forces).
3. Body chemistry is purely under the domain of Life (being solid), and thoughts and ideas are similarly under Mind (being ethereal). Just because certain brain chemicals produce certain reactions doesn't mean that the brain can't overcome them - and in White Wolf the mind and the body are treated seperately. Thus, Empathic Projection will never exist as a Life rote without a really nice reason - and maybe Master Life.
4. Viruses are under Life.
5. I'm not even dignifying that argument with a ruling.
Are the rumors I've heard about day-long Seekings true?
For certain levels, Seekings should take longer and be more complicated. Hey, you're the one who wanted to be a master.
MAGICAL SOCIETY:
To what extent are mages forced to comply with the wishes of the Council of Nine?
Locally, that's up to the Council and the power they can wield. On a regional scale, well, you can try to cross one of the Council seats if you want.
To what extent are the different Traditions intolerant of each other?
That depends a lot on your character and what he thinks about relationships between the Traditions. There are, of course, feuds and rifts between certain Traditions, such as the largely-in-the-past antagonism between the Akashic Brotherhood and the Euthanatos or the slight emnity between the Celestial Chorus and the Order of Hermes. Of course, the reason that stereotypes of Traditions exist is because there are so many in that Tradition that fit that stereotype. For example, Hermetics are seen as stuffy and arrogant, because most of them are - and all of them believe it. The Dreamspeakers do have strange shamans who wear only one shoe, and they are pretty common. The Etherites are seen as babblers because most of them tend to be nervous in company and to only be able to talk about their area of expertise - and then they won't stop. Remember when making your character: your character was likely taught by these people, and probably picked up something from them. The reason LARP needs stereotypes is because there aren't the NPCs there to be the stereotypes from which the PCs can depart. Besides, playing a stereotype can be fun if there is also depth to the character.
Why is the Technocracy so bad? After all, isn't there a Tradition that uses computers?
A good question, indeed. The Virtual Adepts - and the Sons of Ether - used to be a Technocratic Convention, until they broke off and joined the Traditions. However, the Technocracy is not bad for using computers. They are bad for advocating a static universe in which there would be no wonder and no magic and for - oh, yeah - trying to kill you off and brainwash the populace to make it happen. If you need more information on them, you should ask in-game. There's bound to be someone who will tell you their side of the Ascension War.
Can I play an evil character?
You can play an evil character - but ask yourself this: will it be fun for you after the first few games? And will it be fun for the other players? Will you be able to get a full, rather than two-dimensional, role-playing experience out of it? And will you be doing things that will force the staff to take action against your character to protect the greater game? Above all, will you be able to pass the character interview?
META-GAME (XP, Traits, Influences, Reputation, Willpower):
If Contacts can be used as Influence, why bother getting Influence?
First, Influence gives you rumors and influence. Contacts only lets you get one. Also, your Influence stems from yourself; your Contacts are other people. If you start asking too many favors, they might stop helping you - or start asking you to do favors for them.
How do Negative Traits work?
When you are in a challenge (see the Primer for information on challenges), you may attempt to call a Negative Trait that your opponent possesses that is appropriate to the challenge. (Taking Lame [Physical] as an example: "You're so Lame you can't get past this bouncer." doesn't work, but "You can't catch me - you have a Lame leg." does.) If your opponent has that Trait, he must bid an extra Trait or relent the challenge. If he does not have that Trait, you must bid an extra Trait or relent.
What is Reputation, and how can I use it?
Reputation is an indicator of how your character is viewed. You might gain reputation for a deed or some such. However - for players of Vampire: the Masquerade - it is not Status. You cannot lend Reputation to other people. You can however, use it to help your case when talking to others (See example below.).
How does one acquire Experience Points (XP), and what can one get with them?
XP ("ex-pee"), also known as Experience Traits or as EP ("eep") is gained according to the table in the Primer. Attendance garners one XP, as does the occaision of a player's first night, and being given a role-playing award also garners an additional XP. Also, writing a history for your character will not only get you plot but an extra XP. The maximum XP one can gain from one session is 3, with room for exception if there is a very good reason. As for spending, there is a table in the Primer for that as well. You need the appropriate amount of XP, a good reason why you are purchasing it (you don't just make contacts in the Health industry, all of a sudden), and (for Spheres) a waiting period and method of learning the Sphere and internalizing it and viewing it through your paradigm or (for Seekings) a request send to the STs, who will either deny your request or craft a Seeking for you. (If you fail a Seeking, the XP is refunded unless the ST deems that you got enough out of the Seeking that your next Seeking will be extremely easy.) You do not have to spend all your experience at one time.
What happens when I run out of:
1. Traits?
2. Abilities?
3. Willpower?
4. Quintessence?
1. You are unable to function in that area. If you have no Physical Traits left, you exhausted yourself and are too tired to move; likewise if your Mental Traits are all gone, you have expended your brainpower that evening and probably are close to sleep with a hell of a headache if you even try to process information. You cannot initiate challenges in that area. Once per trait category per session you can spend a Willpower and regain all your traits in that area.
2. You don't lose the knowledge in that Ability (forgetting how to blacksmith because you needed a retest is stupid) but should you need that retest, it is now gone. Also, bonus traits from specialties only apply when you have at least one level of the base Ability.
3. You lack the drive to do anything. You are easily commandable, but you have no desire to stick up for yourself or your desires. You gain three Negative Traits: Lethargic (Physical), Dull (Social), and Predictable (Mental). These are to recognize your lack of desire to move, be interesting in social situations, and stray from your normal modes of thought. They go away when you regain a Willpower.
4. You have no access to Pattern Quintessence tonight unless you can get it from somewhere else (Heart's Blood, Feng Shui).
MECHANICS (Challenges, Retests, Combat):
How does the Health Level system work?
There are five levels of health: Healthy, Bruised, Wounded, Incapacitated, and Mortally Wounded. Oh yeah, and dead. Your highest open Health Level is your level. Thus, if all your Healthy levels are crossed out, you are Bruised. Being injured incurs penalties on you when you enter a challenge:
Healthy: No penalties.
Bruised: You must risk an additional Trait on all Static and Contested Challenges.
Wounded: As Bruised, but you also lose on ties - even if you would normally have won from comparing Traits.
Incapacitated: If you drop below Wounded due to Bashing damage, you are Incapacitated and unconscious for at least 10 minutes - ask an ST for the exact timing. Once you wake up, it is too painful to move and you can only whisper pained sentences. You must heal a health level before you can initiate a challenge.
Mortally Wounded: If you drop below Wounded due to Lethal or Aggravated damage, you are Mortally Wounded and have about 10 to 30 minutes to live. Only Emergency Room care or a healing spell can save you now. You won't heal until you heal up to Incapacitated.
How long does it take to heal my wounds?
It depends on what type of damage it is and how many health levels down you are. In the list below, the times before the slash are for Bashing damage and the times after the slash are for Lethal damage.
Healthy: One hour/One day
Bruised: One day/One week
Wounded: One week/One month
Incapacitated: One week (bashing only)
Mortally Wounded: Two months (if treated medically)
For Aggravated damage, one can have them treated at a hospital and let them heal with time and bed rest. They are then healed as Lethal damage. If one tries to heal Agg with magic, the wounded has to spend a point of Quintessence to heal his Pattern. Healing Agg is always vulgar.
Does a tie win a challenge?
If your traits tie with the difficulty (see the section on challenges in the primer), you lose the challenge. If it is a contested challenge (i.e. against someone else), the defender wins on ties.
What is the heirarchy of retests on challenges?
This list is presented for a static challenge. For contested challenges, the difference is that your retest can be cancelled if the opposing player also bids the appropriate trait for that stage. (You can then move on to the next stage. Ask an ST if this is confusing.)
1. Bid your trait. Chop.
2. Abilites.
3. Willpower.
4. Attempt to overbid.
5. Attempt to convince the ST. (Anything goes.)
How much combat should I be prepared for in-game? How can I seek out/avoid combat?
Combat is where you make it. If you go causing trouble, combat will follow. Unfortunately, a lot of the time, combat results in bad things happening, and that takes you out of the game - and thus takes away good role-playing time from you.
What is Fair Escape?
If you are in a situation in combat (or right before combat starts) where your character is not part of the action and would flee the scene, you can declare Fair Escape. This means that your character leaves the scene before anything happens to him. You have to sit the combat out, but your character is in no danger. If you're watching because you declared Fair Escape, please be quiet and minimize comments and side conversations - just as if you were participating in the scene yourself.
What is an Overbid?
If you lose a Static or Contested Challenge, your last restest is an overbid. Bid another Trait and call for an overbid. Each player reveals the number of traits appropriate to the challenge (or, in the case of a Static Challenge, the ST will ask you for your traits and compare to the difficulty). If the loser has twice or more the number of traits as the winner, he gains a retest. As you've already lost the first Trait you have bid, if you win this test you keep only the second Trait bid.
Example: Brett, the Akashic who makes a living as a bouncer, has just attempted to push Steve, the hapless VA out of his way. "I'm giving you a Brawny push and stepping past you." is Brett's bid, versus Steve's "I've been bullied all my life and I'm still here - you're not going to push past someone as Resilient as me." they test, and Brett loses. However, in real life, a bouncer - and Akashic to boot - should easily be able to push his way past the scrawny VA. After having his Brawl retest cancelled by a bid of Brawl from Steve, Brett's not ready to spend a Willpower. He says, "Your resistance doesn't mean anything to someone as Tough as me." and calls 12 as his trait total. He's lost Brawny already, and is attempting to overbid with the trait Tough; he's bidding 12 traits and hoping that the VA isn't stronger than he looks. Steve admits to 4 Physical traits, and Brett gains another test - they chop and he wins this one. Though he's lost Brawny, he wins the overall challenge and Steve loses his Resilient. If Steve had had more than 6 traits, Brett would not have gotten a second test. If he had successfully overbid and lost his second challenge, he would have lost his Tough as well as his Brawny.
How is Reputation used?
Reputation can add bonuses to your Social Traits when you are attempting to use your fame in the community as sway. You can add a Reputation Trait to your bid by explaining (preferably in an in-character sentence) why that Trait should be applicable. Someone else can subtract from your Social Trait total in the same situation by spending one of their own and saying why one of yours should be counted against you.
MISCELLANEOUS (Role-playing, Plot, Bookkeeping, Staff):
There's no plot going on. What should I do?
Pursue personal plot. Get involved in someone else's plot. Also, check your rumors. There's always something in the Rumors to pursue. And, besides that, the staff has placed at least one thing in every game session for each player. It's your job to find it - though it's usually out in the open.
Why am I not in any scenes?
STs don't start scenes - players do. Following that, find something to do and ask for a scene. Also, see "There's not plot going on. What should I do?" above.
What should I do if my character knows something I don't?
If it's something about the Mage universe, ask a staff member and he will be able to help you. If it's not universe-related, like Medicine: Cardiology or Science: Cosmology, fake it as best you can and then (hopefully) go research it so you'll be better-prepared next time. If doing something depends on that ability, like knowing whether you should go for the arms, neck, or legs when trying to incapacitate because of your Medicine: Kinesthesiology or Brawl (Tae Kwon Do) x4, call a staff member. You will most likely have to win a test to know the answer.
What should I do if I don't understand what people are talking about in-game?
Ask them.
What is the difference between a Narrator and a Storyteller?
Narrators are PCs, too. They have characters and a role in the plot, though they may be called to run a scene or play an NPC for a time. Storytellers are always out of play unless as an NPC, and STs have greater authority. Also, the STs know all of the plot that is happening, while the Narrators are largely unaware of plans for plot. Narrators are in play so that smaller or more trivial scenes can be run without an ST, so the STs can have more eyes and ears in the game, and so a PC doesn't have to find an ST when he wants to put up an Effect that doesn't affect anyone but himself (e.g. Watch the Weaving).
To whom to I go if I have a problem with a player/Narrator/Storyteller/rule/scene/plot/game?
If you have a problem with anything in the game, please don't hesitate to talk to the STs. We want you to have a good time, and we want to make sure that we're doing everything in our power to help you have fun in game. If you have a problem with a rule, it might be because you don't understand the reasoning behind the rule - feel free to ask why it exists - or it might be because the rule doesn't make sense and the STs haven't realized it yet. In either case, ask and you will get an answer either way. If your problem is with a particular staff member and you don't feel comfortable approaching that staff member with your problem, talk to another staff member. If you're having trouble with a Narrator, talk to the STs; if it's an ST that's giving you trouble, talk to the Head Storyteller. And if the Head Storyteller is giving you trouble, talk to another staff member. We want to work out your problems, and we need to know that there are problems before we can do that.
What is a Black Card?
Whether represented physically or metaphorically, there is always the option of a Black Card in a scene. Using the Black Card represents that the player (not the character) feels uncomfortable with the descriptions, actions, or concepts in a scene. We want to make sure that everyone has fun and that no-one feels like they're getting into something they don't feel comfortable imagining or interacting with. (Example from the Head ST: I was once running a game in which I had introduced a god-like entity. A player felt uncomfortable with continuing because he had religious objections to having a character interact with this entity and the game would thusly no longer be enjoyable to him. He asked me to stop - the right decision on his part, tantamount to using the Black Card - and I modified the scene to something that was okay with him.)
What is a Door?
If an ST says the phrase, "this is a door," he means that there is a greater possibility in the situation you are about enter that your character will be killed. None of our plots aim to kill people, but sometimes players can be very unlucky throwing chops. We respect that players work hard on their characters and do not like to see them taken away by a situation they may feel let down by. Thus, much like Fair Escape, we let our players have a chance to tell us whether they are okay with character death.
Can you correct my grammar as to "focus" and "foci"?
Yes. "Focus" [fokh^s] is the singular, and "foci" [fosaj] - not "focuses" - is the plural. The head storyteller, but probably not any of the other staff members, is an asshole about this. Probably because he can be.
Where should I send my downtime actions and XP expenditures?
Send them to uwmage_st@yahoogroups.com. We can't guarantee you'll get a response, but we do read them all. It would be best to get all downtime actions, XP expenditures, and the like in before 5pm on Wednesday. If you don't get it in that soon, don't fear: a non-monetary bribe or offering to the STs is always appreciated to help, er, grease the wheels.
How do you keep all this bookkeeping organized?
We use a piece of freeware called Grapevine. It's available online at grapevinelarp.com, and is probably the most widely-used LARP administration software. If you want the template that we use to make our character sheets or the menus that we use from which to create characters - as both are modified from the default - look at the Files section of the website.
What should I do if I lose my character sheet or nametag?
If you lose your nametag, ask for a new one - we should be able to have one for the next week. As for your sheet, a new one should (hopefully) be e-mailed to you every Thursday. If you forget it, you're going to have to sit and write one out from the copy on the ST's computer.
I can't make a game. What's your policy on missed games?
If you can't make a game, you lose the opportunity to play. We think that's enough punishment. We would, however, like to know when you'll be gone so we don't schedule something especially for you on a week where you won't be there.
Why don't I get e-mails from the OOC/IC/ST group?
You won't get e-mails back from the ST group, obviously. But if you're signed up for the OOC and IC groups and you don't get e-mails from them, check your settings to make sure it's on "Daily Digest" or "Individual E-mails."
What does "YFNHST" stand for? I keep seeing it at the bottom of the e-mails...
It stands for "Your Friendly Neighborhood Head Storyteller." Or, alternately, "Your Friendly Neighborhood Storyteller." Or, possibly, "Your Friendly Neighborhood STaff." Or, maybe, well... you get the idea.
Why does our Head ST never sleep?
Anne-who-plays Andromeda (Player): "Because the chocolate covered Thai hookers keep him busy."
Charlotte-who-plays-Cara (Player): (Charlotte has given the Head ST The Bible Cure to Sleep Disorders and, though she probably knows it won't work, now considers the problem a non-issue. -<YFNHST>)
Joel-who-plays-Jack (Player): "Because every time he tries to close his eyes, there we are. And we won't go away. Why, God, why won't he sleep?"
Greg-who-plays-Gary (Player): "Because he's a meth fiend."
Andrew-who-plays-Rupert (Player): (Andrew w.p. Rupert abstains from answering. -<YFNHST>)
Greg-who-plays-Jerry (Player): "He's too busy putting together the website."
Troy-who-plays-Theo (Player): "Because he has problems."
Sara-who-plays-Dex (Player): "Because he has a serious caffeine addiction, though I have very little evidence to back that up."
Josh-who-plays-Malcolm (Player): "He is dedicated to what he does, and one of the things he does is LARP. Also, he is a perfectionist."
Blake-who-plays-Srivi (Player): "He is butter scraped over too much bread."
Paul-who-plays-Sparks (Narrator): "He does sleep, but only once a year. And he wakes up really grumpy."
Jes-who-plays-Gwen (Narrator): "Hormonal imbalances."
Rick-who-plays-Alexander (Narrator): "Because his bushy beard actually takes control of him. While his conscious mind sleeps, his hair controls his body."
Seth-who-plays-Bastian (Narrator): "Because, like the butterfly that is bursting from its long slumber in its rigorous transformation from a caterpillar, the green and fat worm of old, Eli is changing. Changing into the ST he needs to be…. But, unlike the butterfly…. Eli gets to do it without any of that long slumber…. Bummer, huh?"
Ali-who-played-Juliet (Storyteller): "Because he feels that when he's sleeping his life is out of control."
Alex-who-played-Ian (Storyteller): "Because he hates himself."
Scott-who-played-Norman (Storyteller):
Moe-who-played-Jacob (Storyteller): (Moe has no excuse. -<YFNHST>)
Keener-who-played-Gerald (Storyteller): "Because he's a masochist."
Pumpkin (Storyteller): "Because he is young enough that it's an option and ambitious enough that it's a necessity."
Eli (Head Storyteller): *snoring*
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