Showing posts with label DandD. Show all posts
Showing posts with label DandD. Show all posts

Sunday, June 6, 2021

Dark Sun: City-States and Sorcer-Kings

art by Alcatena

The main action of the first Dark Sun material is set in the Tyr Region, also called the Tablelands. This is an area a bit bigger than the land area of Britain or a bit smaller than the land area of Colorado, for comparison. There are seven city-states, each (at least in the beginning) ruled by a Sorcerer-King.

Thinking about revising Dark Sun with the elements I mentioned before in mind, but also with any eye to the setting's inspirations, I find the Tyr region a little bland. Each of the city-states has a real world culture as inspiration (sometimes maybe a mashup of two), which gives you a bit more of a hook than just generic D&D Sword & sorcery city-states, true, but I think we can do better--at least in terms of my stated goals.

Here I would look to Planetary Romance, as it's a genre full of city-states separated by desert: Mars/Barsoom and Llarn (from two Gardner Fox novels) come to mind, but there are lot of others, and we don't need to limit ourselves to inspiration from only desert planet planetary romance. What these stories typically portray are cities at once more homogenous and more flavorful than Dark Sun's as presented. 

Most Planetary Romance takes place in a cultural region sometimes covering a whole planet. The cities in that region mostly have the same political arrangements, speak the same language, and have a consistent material culture. In order to make then distinct (and interesting places for adventure), they tend to have one unusual thing about them. It could be one of the things I mentioned above is slightly different or it could be the pursuit of some exotic pastime, a cultural eccentricity, an exotic terrain/natural resource or something physically about its people. (Flash Gordon and Mad Max: Fury Road represent the extreme end of this, perhaps, with polities that are essentially themed.) The more flavorful unique elements, of course, tend to be on the fantastic side rather than the mundane. My post on the Sword & Planet setting of Zarthoon illustrates this, though it leans a little in the Flash Gordon direction. Still, it gives you the idea.

This game in Storm is one of those unique elements

Dark Sun at once makes the cities a bit distinct in terms of mundane details, but they are mostly lacking that hook--a fantastic element to spur adventure. The Dark Sun cities in most cases don't have a high concept thumbnail description, unless you reference what real world culture inspired them.

The description of the Sorcerer-Kings themselves is part of the problem. A bit more "wizard from Thundarr" vibe would certainly help, I think. There is a transhuman aspect to what the what the Sorcerer-Kings are after, so I feel like they should, at least in some cases, feel like they are moving away from human a bit. maybe?

So from this perspective, I plan to take a look at the city-states in upcoming posts.

Sunday, May 30, 2021

Images Under A Dying Sun

 Thinking about doing something with this old post condensing my ideas about Dark Sun. Here are some images that get me in the right frame of mind. No actual Dark Sun art here, though of course a lot of that is pretty inspirational.













Sunday, April 4, 2021

Weird Revisited: People of the Feud

This alternate, sci-fi origins of Mind Flayers and Gith-folk first appeared in 2016...

 

There was a colony ship, sent out from Earth or a world very much like it to settle a new world. It's navigators had been genetically modified to take advantage of a new drive system allowing FTL travel. The majority of the colonist were placed into cryogenic suspension for the voyage.

Something went wrong. Inadequate shielding? Purposeful sabotage? No one remembers. The navigators began to mentally breakdown, expose to psychoactive and mutagenic properties of the manifold outside normal spacetime. The ship was stranded stuttering in an out of spacetime.


The navigators began to develop psionic powers and with them certain physical requirements. Boosted quantities of certain neurotransmitters. No synthetic source was available, but there were the stored colonists to feed on.

To help them manage the ship and their food source, the former Navigators awakened a military contingent, a few at the time. They mentally enthralled them and enslaved them. Molding them over generations.


As generations passed under the accelerated mutagenesis of the manifold, both the Navigators--calling themselves the Masters now--and their soldier caste had diverged significantly from their original genotype. The Masters had long ago authorized larger scale awakening of more of the colonists to serve as a more docile slave caste--and cattle.

The Masters grew complacent and removed from human concerns and feelings. They didn't see the revolution coming. A soldier named Gith lead a coalition of the soldiers and the menials against their oppressors they now called Mind Flayers after their manner of feeding.

The former Masters were either killed or used their power to flee into the non-space. The coalition that had brought about their downfall did not long survive. Former menials resented the soldiers as long time collaborators and the soldiers disagreed with the menials attempts to master Mind Flayer psionic disciplines.

When the ship was finally cannibalized and destroyed, two cultures had emerged as firm in their hatred of each other as they were in their former masters.

Friday, April 2, 2021

Ewoks!


I happened to see one of the old Ewoks cartoons on Youtube the other day. It was a pretty good fantasy cartoon of the era. It prompted me to recall than "Endor" is the Quenya name for Middle Earth, which may or may not be relevant.

Anyway, I feel like halflings/hobbits could be replaced with ewoks with very little difficult and bring a slightly different feel to things.

Sunday, March 21, 2021

Again, The Giants! Collated

Art by Jason Sholtis

Back in 2017, I did a series posts doing adventure sketches re-imaging Against the Giants. Here's the complete list:

Wedding of the Hill Giant Chief

Sanctum of the Stone Giant Space God

Glacial Gallery of the Frost Giant Artist

Thursday, February 18, 2021

Knacks or Gifts


I haven't done the work, but it seems like to me that it would be fairly easy, using one or another of the available 5e "race creation" rules sets to essentially make super-powered humans. I don't mean in the costumed adventure sense necessarily but it terms of that branch of fantasy where a lot of people are born with some sort of singular, inherent gift or power.

This sort of thing isn't uncommon in fantasy literature, but is less common, I think, in rpgs. In fantasy novels that utilize this trope (much like in superhero or psychic hero media) gifts didn't to get categorized, and maybe these types of gifts would run in families, creating lineages or ancestries. 

This sort of setup would allow you to get rid of the standard D&D idea of "race" with all its baggage and potentially suggest a bit of a weirder world where magic caused mutations or individuals with these magical gifts became sort of a society set apart (not unlike mutants in marvel, but also not unlike adventurers in D&D).

Saturday, January 30, 2021

Roaring Engines Under A Dark Sun

Art by Brendan McCarthy

The pulp story, "The Dead-Star Rover" (1949) by Robert Abernathy, presents a post-apocalyptic future Earth, where people are divided into tribes/cultures mostly based on the vehicles they employ: The Terrapin are nomads in armored cars, the Bird People fly fixed-wing aircraft, etc. Replacing human cultures with Athasian races would be, I think, a fine idea for a campaign on it's own, but I think there are some other things you could do to spice it up.

I figure the machines would be left over from some ancient war, perhaps shortly after humans partially terraformed and inhabited the planet. Something happened, and the machines have gone all Maximum Overdrive. Maybe its some sort of technological misunderstanding like in Shroeder's Ventus, or possibly a result of exposure to some Athasian exotic energy source ("magic," in other words). The various cultures would have learned to secret of taming one "species" of vehicle or another, though perhaps not all members of any given culture would be able to do it. There could be rituals involved, too. And taming is likely the wrong word, and the machines would most likely be viewed with as spirt totem or the like. The machine is the patron of the fragile, biologic entity.

Friday, January 29, 2021

Thieves' Guild Built in the Subterranean Ruin of [Insert Generic Anthropomorphic Urban Rodent God Your Choice]'s Temple


Billy Longino just can't take D&D seriously. Well, I can't say for certain that he's incapable, but I can say that he doesn't try very hard.

Which can make for some pretty fun game sessions, actually. He greatly enjoyed his Halfling police procedural Southfarthing Confidential back in 2017 (has it really been that long?) at NTrpgcon. I have not played this current adventure of his, but the name says it all really: Thieves' Guild Built in the Subterranean Ruin of [Insert Generic Anthropomorphic Urban Rodent God Your Choice]'s Temple.

This is certainly the sort of thing I could run in my Azurth game, at least in broadstrokes, but I'm no real critic of adventure design. Bryce Lynch and Gus L have opined, so there you go.

Anyway, it's now available in print on demand.

Sunday, January 10, 2021

No Elves

 


This is not a Talislanta post.

While D&D has added a number of new "races" to the game over the decades, it has remained strongly humanoid-centric. Nothing wrong with that, but I have wondered on occasion if fantasy of a more or less standard variety would feel any different if you placed the D&D races with say, the species in Star Frontiers (just one example, but these have the advantage of already having appeared in D&D via adaptations to Spelljammer)? Not as an addition, but as a replacement for the usual elves, dwarves, and halflings.

Sure all sorts of gonzo PC types appear in various Old School sources, but these tend to move the game away from classic fantasy toward science fantasy or post-apocalytpicness. I think it would be interesting to see how it works if they were inserted into something more basic. 

What's to be gained? Well, for one thing, science fiction has different cliches than fantasy. There are warrior races and superior beings in both, but they don't get packaged quite in the same way. Special relationships to nature or magic are out, for instance. No one assumes Dralasites have Scottish accents, at least.

Monday, December 28, 2020

Spelljammer 1961


"Thinking beings of earth planet. This message was sent subsequent to the bravery of Yuri Gagarin and the achievements of the Soviet Union, but its intended recipient is every individual of your species. We are the Esoteric. We are now honored to admit you into the interstellar society. Many things we have to show you will definitely shock you and cause confusion. We have regret in that our policies mean you are living in a controlled environment where your understanding of physics has been restricted. We guarantee that this was done to protect you. Now, you are graded ready to have the safety guard removed to more fully experience the universe. We look forward to meeting with your government representatives and giving you a menu of offered services."

The poorly translated message broadcast to the entire planet was from beings who called themselves the Arcane. They revealed the image of the solar system taking shape from modern observations was an illusion. The real solar system was teeming with life, and ships powered by something more like magic that rocketry sailed through the heavens.

Once the principals were understood, humanity was able to get impossible, physics-defining things to happen even deep within Earth's gravity well, but it was always easier the thinner the atmosphere was. Humanity wasted no time in establishing orbital colonies and bases on the Moon, though they were ultimately more fantastic than anything science fiction had dreamed since the Victorian era. Once trade started with Mars and magical wood was imported, even private individuals were able to build all manner of spacecraft.

The Space Age had truly begun.

Monday, December 21, 2020

Reconquest of the Surface


The war, known now to the survivors as The Fury, was devastating. As many as could be saved were moved into underground habitations built for this very eventuality. Not everyone was lucky enough to have a place in the shelters, and when the leaded doors were closed and sealed, many people were left to fight for survival in the gloom, as the radioactive and mutagenic haze played strange tricks with the light of the sun and moon, and death burrowed into their bones.

The species survived, though, and in those underground redoubts, so did civilization. The old nations were forgotten with time and new ones formed, as fresh tunnels linked farflung bunkers. They only need to wait and endure. Eventually, the scientists said things might be safe, and so scouts were sent outside.

They were not prepared for what they found. The natural world, as they had hoped, had healed itself. There was no trace of the world that had been or the war that destroyed it. Things were lush and green--though that didn't mean all the horror or strangeness it was gone.

There were people on this new Earth, apparently the deformed descendants of those who had been left outside. Dwarfish ones one had perhaps come from makeshift bunkers not sufficiently sealed as they too spent much time underground. People of the forest, grotesquely thin and large eared, and then the most numerous people who lived in primitive cities. All of them were hideous. There was sometime neotenic about them in a way that made the skin crawl: their teeth were so small, their foreheads flat, their jaws receding.

Councils were convened to consider this information. The technological know-how of the people was superior to their mutated cousins, but they were limited in their access to resources and many of their machines had broken down. They were, ironically, fewer in number than those who had survived the terrors of fallout. 

The decision was made not to wage an all out war for the surface, but instead to look for out of the way places to recover resources. They would approach the mutants, when necessary using similar technology--they could not afford to have any more advanced devices fall into the primitives' hands. They could perhaps surreptitiously influence them, maybe create allies to prepare for their return. Some might have to die, of course, but perhaps the more could be shepherded toward civilization.

It would be a long project, but humanity was up to it. For now, they would have to embrace the name "orc" given to them by the mutants and play the expected role.

Thursday, December 10, 2020

The Metaphysics of D&D


"The wearer of the amulet is filled with Chaotic Evil, which is how I grew up so…"
    - Hunson Abedeer, Adventure Time!

In L. Sprague de Camp's 1942 novella The Undesired Princess the protagonist is transported to a world that follows Aristotlean logic, where everything is either one color or another with no mixing and shapes, besides the animals are all simple: The princess has hair that is primary color red; tree leaves are regular polgons of blue or yellow.

D&D as written often describes a world just as foreign as that. Even ignoring things that you could argue are merely abstractions for the sake of the game (like movement), you still have things like alignment (and in some editions alignment language), leveling, people with classes vs. nonclassed NPCs, clerical healing and the like.

I've read things in the past that posited a world where D&Disms got rationalized a bit (I've maybe written one), but discussion yesterday with a reference to the perennial "baby orc" argument made we think it would be interesting to throw rationalization somewhat out the window and play in a setting where the world just sort of runs on D&D (meta)physics.

We're talking about a world where some people start to develop superhuman resistance to injury and various abilities--and these keep increasing so long as they acquire treasure from underground hordes. Where there's some sort of metaphysical orientation to the universe that leads people to automatically acquire a language recognized by every member of the club when they join up. A world where sentients with lifetimes much longer that humans just can never learn to be better than humans in arms or magic. Stuff like that.

"But no!" You'll protest. "That would be really silly!" 

Sure, but isn't that often the case with D&D?

See?

And this would actually elevate the silliness by making it a thought experiment.

All kidding aside, it perhaps wouldn't be the stuff of a long campaign, but I don't think the implications of that sort of thing would be interesting to think about.

Friday, November 27, 2020

Go to Very Distant Lands

Art by Steve Ellis

 Adventure Time ended its original run in 2018, but there's a now series of single episode stories on HBOMax. Watching those reminded me how a lot of rpgers were excited about Adventure Time, at least in its early seasons. It's sort of gonzo, post-apocalyptic setting seemed very much cut from the same cloth as a lot of rpg worldbuilding.

No official AT rpg has ever appeared in English, and in the end the show is a kid's cartoon, perhaps more character driven, than exploration based, but I think it would be pretty easy to derive inspiration from the form of AT's Land of Ooo, as opposed to exact content. In other words, if you wanted a D&D campaign for adults to do D&D stuff that was just in some ways reminiscent of Ooo, this is how I would go about it. (If this thread gets comments someone will no doubt mention the Far Away Lands rpg. Let me preempt that by saying that it has slightly different goals. It's more doing an AT but not AT rpg. I'm thinking of "if you want D&D to have more of a resemblance to AT" without going full cartoon.)

So this is what I think:
  • Make the setting more expressly post-apocalyptic. Not in the usual Tolkienian way that D&D usually is, but in the Gamma World way.
  • Avoid the standard versions of standard monsters. You can use names like "dragon" if you want, but avoid the standard fantasy dragons of D&D. Ok, maybe goblins or giants can stay, but no orcs. My suggestion: borrow a lot of monsters and races from Gamma World, and lean heavy on the AD&D Fiend Folio derived monsters.
  • Elementals are important, but maybe not the standard Greek ones. They seem to be part of a fundamental magic structure of the universe, but Fire, Water, yada yada may not be where it's at. Luckily, D&D gives us para- and quasi- elementals that are weirder.
  • Don't be afraid of the player's getting ahold of more advanced tech, but not weapons so much. Let them freely pick up a bit of the 20th or 21st Century here and there, but don't make weapons or combat related. Let them find record players (or ipods), or gameboys and the like.
  • Mutagens and weirdness. While AT doesn't dwell on it, it has decree of weirdness and even body horror that seems drawn from the most fevered of post-apocalyptic or atomic war fiction. The zones of Roadside Picnic have more in common with it that you might think.
  • Negotiation is always an option. Very few creatures should be attack on sight sorts. Most of them have got the same sort of troubles and aspirations as the adventures, just a different point of view.
  • Don't be afraid of humor. The first edition of Gamma World embraced the silliness of its premise and with something like this, you should too.

Friday, August 28, 2020

D&D Setting + TSR Game Mashups

 Here's an idea: Take a D&D (mostly 2e) setting and combine it with a non-D&D rpg also published by TSR. Here are a few:

Spelljammer XXVc (Spelljammer + Buck Rogers XXVc)

Buck Rogers is thrown into suspended animation and awakens in a world where magic is ascendant, and Earth is an occupied territory. This winds up being a bit like Shadowrun with rockets (XXVc already had a hint of cyberpunk to it), but the difference is genetic engineering and other high-tech feats would actually be accomplished via magic.

Another Spelljammer combo: Add the Buck Rogers Adventure Game for a pulpier approach.



All Alone in the Night (Ravenloft + Metamorphosis Alpha)

When the generation ship Warden left earth, the monsters went with it, and Dracula takes his real estate schemes to the stars! Like The Starlost, you would need isolated habitats, but here they would be ruled by various horrors. Vampire Hunter D could also be an influence here. 

Another Ravenloft option: Mix in Gangbusters with the monsters as mob bosses.


Sunday, August 23, 2020

Weird Revisited: The Weird and The Unusual

This post first appeared in May of 2017...

 

The difficulty with dealing with the fantastic is too-often repeated tropes/ideas become cliches, and kind of unfantastic. The D&D (read: prevailing) view of elves, dwarves, dragons, etc. has thoroughly mundanified and Gygaxian-realismed these things into yawns for a lot of people. Now, it's resonable to ask just how fantastic an element needs to be in a game about killing stuff and taking its treasure, but feeling burned out on the standard tropes has led to a lot of folks reaching for the Weird. It's funny that almost 100 year-old tropes can seem fresh and untrod territory, but fantasy is nothing if not a conservative genre, I guess.

The trouble is, those elements might get a little stale for some people, too, with repetition. So there's the New Weird or gonzo, of course, but I'd also like to suggest that maybe things don't have to be wholly "new." They just have to be a bit surprising, and those surprises can each be employed a small number of times so they stay fresh.

I think looking back to mythology and folklore helps a lot, because there are a lot of forgotten elements in those that make no sense from the modern perspective, and so have tended to be dropped from retellings. Medieval bestiaries are good, too.

Here's an interesting thing I came across a couple of years ago: "mundane" animals as treasure guardians:

Washington Irving notes the folk-belief that the spiritual guardians of buried treasure could take on the form of animals, such as toads. “Wild vines entangled the trees, and flaunted in their faces; brambles and briers caught their clothes as they passes; the garter snake glided across their path; the spotted toad hopped and waddled before them; and the restless cat-bird mewed at them from every thicket. Had Wolfert Webber [a man in search of treasure, but who was unschooled in folk-magic] been deeply read in romantic legend, he might have fancied himself entering upon forbidden enchanted ground; or that these were some of the guardians set to keep watch upon buried treasure.” Diedrich Knickerbocker (pseud.), “The Adventures of the Black Fisherman,” Tales of a Traveller (1825), 2: 356.

So replace a dragon or some other "fantastic" creature with just an animal, acting kind of strange and maybe able to talk. Adventure Time! sort of (I'm sure unknowingly) uses this trope with a frog that serves as a portal to lumpy space:


Monsters that want to chat, instead of kill the party immediately, are also a mythological staple that is not as often done in rpgs (though I try to do a bit of this in Mortzengersturm). This one can hard because PCs are a stabby lot, but it can help put them in the old school mindset of the goal being to get treasure, not necessarily kill things. A loquacious monster is a challenge, not an encounter.

Finally I would suggest the behavioral reskin (this is sort of a broader application of the talking monster principle). We're all familiar with putting new flesh on a set of stats, but a more subtler reskin will sometimes surprise players more. If goblins aren't following their Gygaxian role, but instead all consumed with building/repairing some ancient machine, maybe that hooks the PCs interest? Maybe it's only me, but I think backwards talking derro that can only be understood if you look in a mirror as they speak, move a known monster away from an evil dwarf back to the Shaverian paranoid weirdness.

Those are just some examples, which may or may not work for you, but I'm sure you can think of your own. Instead of trying hard to make things fresh and new, just make them a little odd.

Friday, August 21, 2020

Weird Revisited: Draconic Correspondences

This comes from a productive accidental brainstorming with Richard and Mateo on the late G+ back in its glory days of 2015.

Chromatic Dragon Colors & Alchemical Associations:
Black: lead, vitriol (sulfuric acid), fire, the smell of sulfur, putrefation, phelgmatic.
Blue: tin, rust, water, acrid smell, dissolution, melancholic.
Green: copper, earth, saltpeter, chlorine smell, amalgamation, sanguine.
Red: iron, air, sodium carbonate, rotten egg smell, separation, choleric.
White: silver, alchemical mercury, after a rain smell, unemotional.

Monday, August 10, 2020

To Rescue the Duke

 

Our Land of Azurth 5e game continued last night, with the party plotting to free the Duke of Dhoona from the curse after having killed the evil, plant priest Slekht Zaad. Luckily, Zaad was at least truthful about bringing the antidote, they just have to find a means to deliver it.

Bell and Waylon (the only two not wanted but the city guard) go into the city in disguise to buy a wagon and oxen to sneak the others back in. They return, and everyone else hides in the wagon in any illusory pill of dung.

Once back in the city, they again seek sanctuary in the Temple of Azulina. They send Shade and Waylon to invisibly scout the ducal palace. They find it strangely unguarded, but they are wary.

The group decides to create a diversion with Kully the Bard rabble-rousing against the Duke's crazy policies (most specifically his beer tax) and the rest of the part readying for an invisible infiltration of the palace at the proper time. Kully's tactics work, and a small, but dedicated mob advances to cavort rudely in the Duke's beer fountain. Predictably, guards pour out of the palace to subdue them, and the rest of the part gets inside.

Searching quickly (i.e., not stopping to take treasure), they make their way to the upstairs. The palace is mostly empty, but they first discover were Zaad's ally the Guard Captain Draco Battles and his lieutenants are staying. After a tense moment, they manage to avoid them while invisible. Finally, they discover the Duke's room. Dagmar's Remove Curse has no effect on the mad Duke, but Waylon blows the antidote powder into his eyes, and the Duke comes to himself.

The Duke is only out of the party's sight for a moment, when Draco's men try to nab him. The party rescues the Duke and slays the two.

The restored Duke makes the other guards stand down. He rewards the party for their heroism, and allows Waylon to start up a party on the palace grounds with the liberated beer.

Sunday, August 9, 2020

More Classic TSR Settings as 70s Paperbacks

In comments on my last post of this sort, a request was made for Planescape and Spelljammer. I was happy to oblige.

Art by Bruce Pennington. Title typeface is Dynamo (well, actually Nougat which is an homage).

Art is by Richard M. Powers. Title typeface is ITC Busorama.

Sunday, August 2, 2020

TSR Settings as 70s Paperbacks

For no good reason, I decided to reimagine two classic D&D settings as 70s mass market trade paperbacks.

Art by Ken Kelly


Art by Sanjulin

Sunday, July 26, 2020

Spelljammer Reimagined


I've been thinking a bit lately about how I might revise Spelljammer (not that I haven't done Spelljammerish riffs before) and so this serves as a bit of a companion to my Dark Sun and Ravenloft pieces. Here are my notes:

Greater Economy of Space. While it's certainly an aesthetic choice, how I would want to run a game of ships sailing between worlds isn't enhanced by a lot of crystal spheres. The detailed one's only seem to connect D&D IP and made up ones would tend to be like systems in Star Trek or Star Wars--generally only with one place of interest. I think a denser packed, smaller setting is better--though of course smaller is relative. We're still talking a system that encompasses numerous worlds. I'm think one very overstuffed primary system (cosmos or cosm), and perhaps a couple of other, more mysterious ones. There might be other cosms out there, but they aren't as closely linked.

No Spelljamming Helms. Space travel should be due to a specific technology, but I have something more like the alternate physics of Garfinkle's Celestial Matters, maybe. Some special material like Cavorite or lift wood will likely be necessary.


No Elves. Well, maybe there might be something somewhere named elves, but what I mean is, I think I would avoid standard D&D species/races in favor of more science fiction ones, maybe just reskinned from stuff in D&D. The Star Frontiers borrowings in Spelljammer might well show up.

More fantastic. There's just air in space, or at least the in-cosm space ships typically travel through, no need for all the rules about ships and air envelopes. Rock or earth generates gravity (maybe it's a property of elemental earth?), but ships themselves or other objects.

Psionic/Psychic Powers Over Spells. I'm not completely sure of this one, but I feel like framing magic more as psionics without out and out trad wizard rare and notable would enhance the sort of planetary romance feel.

Inspirations:
Flash Gordon, Alex Raymond
Storm "The Pandarve Cycle," by Don Lawrence and others.
Celestial Matters. Richard Garfinkle
Iron Wolf and Cody Starbuck both by Howard Chaykin
Brass Sun: The Wheel of Worlds, Edington and Culbard.
The Rediscovery of Man stories by Cordwainer Smith
The Airtight Garage, Moebius
Treasure Planet (2002)