Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

When it comes to player characters from races that don't have set alignments, the philosophy in both groups I'm part of is very simple:

Alignment doesn't define the character or limit their actions in any way. It's a stat, and one the GM is at liberty to change at any time based on the characters' actions. And yeah, we homebrewed old effects that apply specifically to certain alignments. So your Paladin might still think himself bright, shiny, good and righteous in his faith, but if he slaughters too many innocents or goes shopping for unicorn steaks while the party is laying low in the Big Bad's Obviously Evil City, that Sword of Evil-Slaying +2 is going to sting him that much harder anyway.
This is the way to do it. Its a stat not an attribute.

If you're going to allow PCs to play "evil" races, There should be incentives for evil races to stay evil and do evil. With devils and demons, its a pretty clear "Your demon/devil powers get less effective, maybe stop working, and other eviller creatures will come out of the woodwork to swallow your soul". For races like Orcs, you best be acting like an orc if you want to call on Gruumsh's aid.

I usually separate "Good" and "Evil" into "selfish motives" and "selfless motives". If some usurper is funding orphanages and feeding the poor to attract recruits to his private army, that is going to up his Evil stat. Just slowly.

I still need to crack open Testament, since @Adamska said that had a good alternative alignment system.
 
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There should be incentives for evil races to stay evil and do evil. With devils and demons, its a pretty clear "Your demon/devil powers get less effective, maybe stop working, and other eviller creatures will come out of the woodwork to swallow your soul". For races like Orcs, you best be acting like an orc if you want to call on Gruumsh's aid.
In cases like inherently evil/good races or monsters, it should be pretty simple to justify why they remain evil. It's literally in their nature. They're not human, they do not think like humans, and they do not react to stimuli as humans, and their free will is limited by their nature. A devil or a demon feels good when inflicting pain on other people. That's what "validates" their existence, to use a modern term. They exist to inflict suffering and gather power. A male orc feels damn good when fighting, looting, raping and pillaging, because Gruumsh made him so. Likewise, the average female orc in a setting where the females stay with the tribe while the males maraud feels good raising a gaggle of orcish children and brutally beating them over the head with a stick (or outright murdering them) whenever they annoy her too much. They are limited creatures.

It goes in every direction, too. A Good-Aligned Celestial feels good simply by doing good. How they do it depends on their personality and power, but whether they're helping old ladies cross the street or marshaling heavenly armies to protect the innocent against a demonic invasion, they'll get a very deep sense of satisfaction out of doing whatever good deeds they set out to, in a way a human, elf or dwarf (or any race without a built-in alignment) will ever understand. They'll feel better doing good than the most altruistic person in the world would. Again, creatures with inherited alignments aren't human and shouldn't be treated as such.

It's actually a very interesting thought exercise, trying to understand the reasoning of creatures with such intense drives. Unfortunately for the wokescolds out there, this also requires empathy and the ability to think outside of your own ideology, and they've got none of that going on.

I usually separate "Good" and "Evil" into "selfish motives" and "selfless motives". If some usurper is funding orphanages and feeding the poor to attract recruits to his private army, that is going to up his Evil stat. Just slowly.
In settings like D&D, where Evil can literally and physically corrupt you (and alternatively Good can uplift you), we find it's usually easier to go axiomatic with it and have a general list of things/actions that are Good, Evil, Lawful of Chaotic. Motivations might be modifiers, but the actions are what count in pushing alignments in any specific direction. Some actions are just inherently Good or Evil, Lawful or Chaotic, but most people don't interact with them enough for it to ding their "natural" alignment.

That's why I used unicorn steaks as the example: in a setting where killing and/or consuming the flesh or blood of a unicorn is considered by the universe as an uncontroversial Evil action, even if you don't know you're eating the steak it's likely to taint you with Evil. If you're otherwise righteous, it'll likely not come even close to changing your alignment. But it might be noticeable by certain creatures (other unicorns might attack you on sight), or by spells. The taint might go away on its own, or you might need to cleanse yourself either by atonement or some kind of ritual.

See, that's another reason why these things exist. They make for fun plot/adventure hooks that don't just rely on character initiative. Because there's nothing more passive than a party that doesn't really know where to go. But if the group's Cleric of Tyr accidentally broke the seal holding a Chaos sprite and was tainted with its essence... well, that's as good a reason as any other to get out into the world and go find a McGuffin to fix things. Good way to have some fun roleplaying opportunities if the player is up for it, too.
 
Okay, doublepost since the site is glitching on me and I can't edit the previous one:

Phil Foglio liked to joke about how do Evil races maintain their numbers if they keep killing their children. Same reason why animals that would otherwise be solitary don't usually kill their children: they instinctively avoid it. A mother bear or a tigress will slap the shit out of a misbehaving cub, particularly as it grows up and gets bolder. So yeah, a female drow would otherwise slaughter anyone in her way without a care in the world, but her kids are her kids. She'll beat them to within an inch of their lives if she wants to, but she'll raise them. And then she'll sell the males off, probably. The orc mother will beat the fear of Gruumsh into her children, but take great pride in raising strong warriors and hardy mothers for her tribe.

Seriously, this modern assumption that sentient creatures don't have instincts is so fucking stupid.
 
In cases like inherently evil/good races or monsters, it should be pretty simple to justify why they remain evil. It's literally in their nature. They're not human, they do not think like humans, and they do not react to stimuli as humans, and their free will is limited by their nature. A devil or a demon feels good when inflicting pain on other people. That's what "validates" their existence, to use a modern term. They exist to inflict suffering and gather power. A male orc feels damn good when fighting, looting, raping and pillaging, because Gruumsh made him so. Likewise, the average female orc in a setting where the females stay with the tribe while the males maraud feels good raising a gaggle of orcish children and brutally beating them over the head with a stick (or outright murdering them) whenever they annoy her too much. They are limited creatures.

It goes in every direction, too. A Good-Aligned Celestial feels good simply by doing good. How they do it depends on their personality and power, but whether they're helping old ladies cross the street or marshaling heavenly armies to protect the innocent against a demonic invasion, they'll get a very deep sense of satisfaction out of doing whatever good deeds they set out to, in a way a human, elf or dwarf (or any race without a built-in alignment) will ever understand. They'll feel better doing good than the most altruistic person in the world would. Again, creatures with inherited alignments aren't human and shouldn't be treated as such.

It's actually a very interesting thought exercise, trying to understand the reasoning of creatures with such intense drives. Unfortunately for the wokescolds out there, this also requires empathy and the ability to think outside of your own ideology, and they've got none of that going on.

Looks like it didn't autosave my post. That should have been prefaced "if you're going to allow players to make characters of those races". its easy for a GM to make an evil race be evil-but-not-cartoonishly-so, but harder to enforce non-human goals on human players without the use of mechanical carrots and sticks.

And yes, naturally the inverse for Good races. But no one wants to be an evil Deva, just a chaotic-neutral pit fiend.

That's why I used unicorn steaks as the example: in a setting where killing and/or consuming the flesh or blood of a unicorn is considered by the universe as an uncontroversial Evil action, even if you don't know you're eating the steak it's likely to taint you with Evil. If you're otherwise righteous, it'll likely not come even close to changing your alignment. But it might be noticeable by certain creatures (other unicorns might attack you on sight), or by spells. The taint might go away on its own, or you might need to cleanse yourself either by atonement or some kind of ritual.

See, that's another reason why these things exist. They make for fun plot/adventure hooks that don't just rely on character initiative. Because there's nothing more passive than a party that doesn't really know where to go. But if the group's Cleric of Tyr accidentally broke the seal holding a Chaos sprite and was tainted with its essence... well, that's as good a reason as any other to get out into the world and go find a McGuffin to fix things. Good way to have some fun roleplaying opportunities if the player is up for it, too.

I guess that's thing, in my worlds the gods have some level of omniscience.

If someone tricks the Paladin into eating unicorn streak, they did the evil deed.

But just because it doesn't affect the Paladin's alignment, there might be effects from specifically eating unicorn - his god might still want him to do a juice cleanse, Unicorns might instinctually fear and/or attack the Pally.

And some deities do have specific no-no's that you can't do. You might still be good aligned, but if you burn down a library Erathis, Ioun, and possibly Vecna are going to be unhappy with you until make it right.

Okay, doublepost since the site is glitching on me and I can't edit the previous one:

Phil Foglio liked to joke about how do Evil races maintain their numbers if they keep killing their children. Same reason why animals that would otherwise be solitary don't usually kill their children: they instinctively avoid it. A mother bear or a tigress will slap the shit out of a misbehaving cub, particularly as it grows up and gets bolder. So yeah, a female drow would otherwise slaughter anyone in her way without a care in the world, but her kids are her kids. She'll beat them to within an inch of their lives if she wants to, but she'll raise them. And then she'll sell the males off, probably. The orc mother will beat the fear of Gruumsh into her children, but take great pride in raising strong warriors and hardy mothers for her tribe.

Seriously, this modern assumption that sentient creatures don't have instincts is so fucking stupid.

Correct.
Again, the part about PCs was cut off.
I'm talking basically using mechanics to get PCs to act per those racial instincts.
 
It's not so janky when you realize Good, Evil, Law and Chaos are all proven metaphysical forces in the game universe that transcend even the power of Gods, including having their own planes of existence and creatures made entirely out of those energies, as well as spells and magical effects that interact directly with them.

Sure, player characters are usually deeper than just their alignment, but it makes sense that their actions and beliefs would align them with an alignment or another. Sure, it depends on the GM's discretion (as it should, it's ultimately the GM's world) but so long as it's consistently done there's no issue. Ironically, downplaying alignment as it was done since 4e only made it jankier and jankier.

Right, that's actually when it's actually a really good system.

It's in the realm of player character behavior that the jank starts to flare up. Sentient behavior is tough to box into just 9 slots.

The way I've played it for a long time is a combination of "alignment is just a stat" like Corn Flakes mentioned, and also that ~75% of the mundane, mortal world doesn't have an alignment. That is, to truly "belong"to an alignment takes a level of... commitment, for lack of a better word, than most people exhibit. Your average random village NPC just doesn't reach that level. Some people do rise to that level, but it's not consistent or reliable. Divine spellcasters always do because they have to align with the energies of their power source - sort of like tuning a radio to the right frequency. Arcane spellcasters often do, but, again, those are a minority of the population. Otherwise, it's a crapshoot at best.

This also prevents Detect Evil being used as a Paladin Murder Radar.

I've also decoupled the axis. Some people are aligned on one axis, some on both, and some on neither. So someone might just be Lawful, or might just be Good. I don't say that just being "Lawful" is the same as being "Lawful Neutral", because to my mind, the Neutral alignment, like all the other alignments, requires a commitment to Neutrality, not just indifference.
 
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There is no Lawful Stupid or Evil Stupid alignment. I don't know why people act like there is, except maybe that they're stupid. Do these people think that every religion in the world that believe in some variant of good and evil spirits is racist?
 
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I still need to crack open Testament, since @Adamska said that had a good alternative alignment system.
I think in a way it's a good compromise between alignments being subjective and objective, since it gives you cultural and religious norms to follow as a character and works on a points scale in a way, piety guiding how righteous you are in the community and in the eyes of the divine of your people rather than making people gurgle about good and evil.

Stray too far from the edicts of your gods and community? The community won't help you, hell, might even exile you. On top of that your gods may even destroy you if you're particularly pissing them off that day if you have a high enough negative piety.
 
There is no Lawful Stupid or Evil Stupid alignment. I don't know why people act like there is, except maybe that they're stupid. Do these people think that every religion in the world that believe in some variant of good and evil spirits is racist?
Don't people use "Lawful Stupid" mainly for players who do completely nonsensical autistic things because "That's the law!" like smiting your party mate because they killed the assassin/marauding orc/whatever and killing is illegal?
 
Don't people use "Lawful Stupid" mainly for players who do completely nonsensical autistic things because "That's the law!" like smiting your party mate because they killed the assassin/marauding orc/whatever and killing is illegal?
If you ever want a really hilarious example of lawful stupid, dig up the old 3.5E book Elder Evils, and check the entry for Pandorum.

Despite the fact that Pandorum is a god-killing, reality-wrecking entity who shouldn't even be in your universe, and that releasing him will herald a fairly nasty apocalypse, there's an apparently retarded kolyarut (inevitable construct-outsider) intent on breaking him out because imprisoning the entity is supposedly against the rules of the contract used to summon him.
 
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Don't people use "Lawful Stupid" mainly for players who do completely nonsensical autistic things because "That's the law!" like smiting your party mate because they killed the assassin/marauding orc/whatever and killing is illegal?
Yes.

But also relatively common is Evil Stupid. "I senselessly murder this person who would benefit me more if he stayed alive, because I'm evil! I must murder!"
 
Well, with my current group, we've taken a bit of a pause from our main campaign to run Dungeon of the Mad Mage. Initially our DM was going to DM that, and did for our first session, but he asked me if I wanted to take over. I had no real objection to it, we'd spent most of the first session building characters for it and barely got two rooms in before we needed to call it a night. Besides, I felt like he could use a break and get a chance to actually play for once, and it'd give me some more DMing practice with something relatively simple.

All in all, it was a fun time. The party still didn't clear the first level, but they did a fair amount of exploring before we packed it in. It was hilarious how cautious they were being when so many of the things they ran into had literally no effect. They unscrewed the head from a statue in a secret room and lit a candle inside before screwing it back on, and all that happened was it looked spooky. They put a head on another statue and prepared for a trap, but nothing happened. Then they found a deactivated gate, but none of them actually walked under it while they were investigating, so none of them encountered the lingering magic between its pillars that could've been beneficial.

The funniest part was towards the end as they were going down a hallway. The warlock, ever cautious, decided to cast augury to see what the outcome of going that way would be. I had to quickly look ahead to determine what was over there: fifteen goblins and two bugbears, probably not that big a deal for a party of four. But there was also no treasure aside from whatever they'd find on the bodies. So because the bad outweighed the good, I said "woe" and they started freaking out, but then they went for it anyway and slaughtered the whole group, even the last goblin who was begging for his life after giving them information (I worry about my players). The other party members then proceeded to lambast the warlock for making them wait around ten minutes and freak out over nothing and threatened to smash his crystal ball if he tried it again. Good times.

The other reason I'm taking over as DM for the time being is so that our original DM can try and figure out how to untangle the mess our current campaign is in. It's become a mashup of the Essentials Kit campaign, his own homebrew realm, and the Spelljammer campaign (which he added in an attempt to unfuck things but only made things worse). I've offered to help since I'm pretty good at being able to separate my OOC and IC knowledge and don't think I'd have an issue with spoilers, but thus far he hasn't taken me up on that. Hopefully he can figure something out, I really like my character and want to play him again sometime.
 
If you ever want a really hilarious example of lawful stupid, dig up the old 3.5E book Elder Evils, and check the entry for Pandorum.

Despite the fact that Pandorum is a god-killing, reality-wrecking entity who shouldn't even be in your universe, and that releasing him will herald a fairly nasty apocalypse, there's an apparently retarded kolyarut (inevitable construct-outsider) intent on breaking him out because imprisoning the entity is supposedly against the rules of the contract used to summon him.

Yes.

But also relatively common is Evil Stupid. "I senselessly murder this person who would benefit me more if he stayed alive, because I'm evil! I must murder!"

Other common off-menu player alignments:

Stupid Good - The flip side of Lawful Stupid, Stupid Good players will blatantly endanger the party by giving the baby-eating orc death cultist a second chance, and/or negotiate their way right out of rewards, because their interpretation of good would make a saint say "Okay, tone it down a bit, guy."

Neutral Moron - The druid player who thinks a commitment to neutrality means that if a party member saves a baby, he has to go eat one.

Chaotic Asshole - Played by the same player who plays fishmalks in Vampire. It's largely indistinguishable from Chaotic Evil, but usually with less baby-eating.

Chaotic Thief - Again, largely indistinguishable from Chaotic Evil, but mostly manifests in Thief players who insist that the invisible "player character" brand on their forehead means my dwarf isn't going to cut their thieving hands off after the third time they fuck me over.

Chaotic Kender - A subtype of Chaotic Thief found mostly (but sadly not exclusively) in Dragonlance. Behaves mostly like Chaotic Thief, except they think their behavioris charming and endearing, and they invariably claim to be good-aligned.



The other reason I'm taking over as DM for the time being is so that our original DM can try and figure out how to untangle the mess our current campaign is in. It's become a mashup of the Essentials Kit campaign, his own homebrew realm, and the Spelljammer campaign (which he added in an attempt to unfuck things but only made things worse). I've offered to help since I'm pretty good at being able to separate my OOC and IC knowledge and don't think I'd have an issue with spoilers, but thus far he hasn't taken me up on that. Hopefully he can figure something out, I really like my character and want to play him again sometime.

Never go full Spelljammer or full Planescape. It never helps a struggling campaign to vastly expand it's scope.

Instead, go Ravenloft. Massively narrow the scope of the campaign.
 
Chaotic Thief - Again, largely indistinguishable from Chaotic Evil, but mostly manifests in Thief players who insist that the invisible "player character" brand on their forehead means my dwarf isn't going to cut their thieving hands off after the third time they fuck me over.

The Chaotic Thief also tends to be a big believer that talking fast and interrupting the DM means your character moves at light speed, unlocks every chest, loots every body, and stashes all the treasure in his pack before the last dead orc has even hit the floor.

Don't forget True Neutral But I'm Actually Neutral Evil.
 
Chaotic Thief - Again, largely indistinguishable from Chaotic Evil, but mostly manifests in Thief players who insist that the invisible "player character" brand on their forehead means my dwarf isn't going to cut their thieving hands off after the third time they fuck me over.
My only time ever killing a fellow party member was this. Touch a githyanki gladiator's masterwork weaponry and you shouldn't be surprised when he carves you asshole to appetite.
 
Never go full Spelljammer or full Planescape. It never helps a struggling campaign to vastly expand it's scope.

Agreed. Adding more dangling plots and more NPCs will not help.

It also doesn't help that Spelljammer doesn't work as a setting (ok nothing fantasy ever works as a setting but especially Spelljammer) so everyone needs to be on the "We are going to agree that some bits of logic and verisimilitude need to be sacrificed so we can go have space adventures with hyperintelligent hippos, so sometimes things will happen/not happen just due to plot" train ship.
 
Agreed. Adding more dangling plots and more NPCs will not help.

It also doesn't help that Spelljammer doesn't work as a setting (ok nothing fantasy ever works as a setting but especially Spelljammer) so everyone needs to be on the "We are going to agree that some bits of logic and verisimilitude need to be sacrificed so we can go have space adventures with hyperintelligent hippos, so sometimes things will happen/not happen just due to plot" train ship.
I think my DM's decision was one-third each "this looks fun," "I need to justify this purchase," and "the party is completely lost in this open-ended scenario and maybe putting them on a structured adventure would be more fun for them." The issue that has popped up is that Light of Xaryxis is apparently not that great a campaign anyway (shocking, I know), but now we're basically stuck with it due to the literal world breaking it does; we simply can't go back to Toril until we finish the adventure, and even if we do, a lot of stuff is going to be fucked up. He was going to attempt to tie it back into his homebrew, but I don't know how successful that has been.

I'm on the outside looking in, but from my perspective, I think he got bored with the starter adventure even though we were having fun with it. Meanwhile, he had gone into a manic state and created a whole homebrew realm he wanted to play with, and he just couldn't wait for us to slay the dragon before he got to use it. I can understand that to an extent, an experienced player is probably not going to be all that interested in standard orc fights and such. However, and correct me if I'm wrong, it's about more than just how you like it as a DM. Obviously if you really hate a particular scenario, you don't have to run it, but if your party is having a good time, don't just make the campaign take a hard right turn into something you'd rather do.

We're all still having fun at least, and hopefully some extra time to think and plan things out better will help him wrangle it back to making some amount of sense. But man, if I were to tell the full story so far, it would sound like the ravings of a madman.
 
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However, and correct me if I'm wrong, it's about more than just how you like it as a DM. Obviously if you really hate a particular scenario, you don't have to run it, but if your party is having a good time, don't just make the campaign take a hard right turn into something you'd rather do.

Its one of those difficult to navigate things where it the GM's job to make sure all the players have a good time; the GM is also a player.

I've learned the hardway that you need to give players a goal, and while they can have side-quests, as the GM you need to keep everyone at least tangentially moving to that goal. It also doesn't help that sessions are often once a week, and that's a lot of time to forget exactly what it was you're doing. (Which is why I give my players simple homework assignments a couple days after a session; it keeps fantasy events fresher in their minds as well as serving as a temperature check)

If the campaign feels like its stalled out (and sometimes even if it hasn't) there's always a new setting to try. The party very rarely moves as quick as the GM's imagination.

My advice to him, if you're not wanting a reset, would be to list all the dangling plot threads and pick no more than three to keep going. Everything else there should be a special session to button them up.
This is really hard because most everything is a tapestry and they are supposed to be things that unfold. But one thing to do, especially for things that little more than progress gating, is to give the party Minions/Agents who can go say, watch Baron vonPerfectlyNormalGuy's mansion at 122 Completely Ordinary Not All Suspicious Lane for signs of Vampires.
 
Its one of those difficult to navigate things where it the GM's job to make sure all the players have a good time; the GM is also a player.

I've learned the hardway that you need to give players a goal, and while they can have side-quests, as the GM you need to keep everyone at least tangentially moving to that goal. It also doesn't help that sessions are often once a week, and that's a lot of time to forget exactly what it was you're doing. (Which is why I give my players simple homework assignments a couple days after a session; it keeps fantasy events fresher in their minds as well as serving as a temperature check)

If the campaign feels like its stalled out (and sometimes even if it hasn't) there's always a new setting to try. The party very rarely moves as quick as the GM's imagination.

My advice to him, if you're not wanting a reset, would be to list all the dangling plot threads and pick no more than three to keep going. Everything else there should be a special session to button them up.
This is really hard because most everything is a tapestry and they are supposed to be things that unfold. But one thing to do, especially for things that little more than progress gating, is to give the party Minions/Agents who can go say, watch Baron vonPerfectlyNormalGuy's mansion at 122 Completely Ordinary Not All Suspicious Lane for signs of Vampires.
I only have his word to go off of, but supposedly everything is going to tie back together. I'm sure it will, but there's a bigger problem.
For context, his homebrew is based off of his old character that he played a lot and reached max level with, and then he spent literal in-game decades creating a whole realm dedicated to the preservation of forgotten lore. He also tied in a couple of our characters' backstories to his character, though in a fairly minor way. Said character then disappeared, nobody in that realm knows where he is, and many don't even know he built the place. His disappearance caused it to become unstable (abusing the Weave will do that), and that's when we showed up.

Well, unbeknownst to any of us at the time, there was actually a time limit before the whole place went kablammo, but we barely did any exploration due to the effects of the instability scaring us off (as an example, one party member became mute and we had no clue how to fix it, so she was silenced for a couple sessions until it could be deus ex machina'd away). We were still a pretty low-level party and we had no idea what lay in this sprawling forest, no clue where to go, and a lot of very unhelpful NPCs giving us contradictory information. To be fair, everyone was slowly losing their sanity, but still, kind of hard to navigate a scenario like that.

Anyway, we fail to figure out where his character fucked off to, so we left to avoid going even more crazy, and off-screen the entire demiplane exploded. Right after that is when the Spelljammer stuff started, and that's been its own can of worms.
The issue that I see with the campaign as a whole is that his character is built up to be very important, but he has given practically zero clues as to how we'd track him down beyond a vague "he went off to slay a dragon." Clearly we need to figure out where he is so that a bunch of shit can be fixed, but nothing seems to be leading that way. I also think he didn't really test the rules of his homebrew scenario very well, and he underestimated how cautious we would be with all the psychic craziness affecting us constantly. And since then, aside from some other characters having heard of him before, we still have nothing to go off of.

I know he doesn't want to railroad us, but at the same time, it would help if there were at least some semblance of direction. The Essentials Kit campaign was good about this; the dragon is built up as the ultimate threat that you're working up to, and each quest that leads up to it ties back to its arrival in the region in some way. In contrast, our campaign has been a whole lot of wandering around for very little reward, both loot and story.

Do you think it would be good for me to offer again to help him with fixing the campaign? I think a second pair of eyes on what he's worked on so far would help him get back on track, but I know that I'd be spoiling myself and would have to remember to keep my IC and OOC knowledge separate, though I've already done that a bit since I helped him while he was working on it in the first place.

(Sorry for all these rambling blogposts, there's just a lot to cover.)
 
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