Tuesday, July 7, 2015

What does "Old School" mean?

A friend recently posed me the following question, 
"What do you consider are the key components to an old school game?"
Now, despite being perfectly happy to use 5th edition D&D or Pathfinder rulesets, I tend to think of and describe myself as an "Old-school" DM, but that is a very loaded term, which means a lot of different things to different people. For some it means "any system older than X" (usually older than 2000 or older than AD&D 2nd edition or whatever arbitary cutoff for "not oldschool" they have). Others might define it by technological simplicity (no tablets or laptops at the table, pen and paper only). Others think of "dungeon crawls" and the lack of an epic plot/storyline, or high body counts, or an excess of randomness and whimsy. I'm not sure I completely agree with any of them...



So, in the vein of some of my posts about DMing styleGM questionnaires, and other general answering of questions, here are my thoughts about what makes a game "Old School" (for me at least...which also translates to "what is important in my games"...


0) Rulings over Rules. System/Version/RAW does not matter. Books are not consulted at the table. The DM is the final arbiter of all rules. The DM and players should feel free to propose house rules and system-hacks as necessary. If you are strictly adhering to any rules system then you are doing it wrong...
1) DM acts as a neutral arbiter. If the dice / random table say something happens, it happens, even if that something will result in a TPK or completely derail the campaign (random ancient red dragon vs. 1st-level party). He is neither an ally nor opponent of the players.
2) The PCs are not the center of the world. The world is not scaled to their level. 1st-level PCs may encounter 20HD dragon and 20th-level PCs may encounter a handful of 1/2 HD goblins. Major events may happen regardless of the PCs actions. Some events may happen that the PCs have no control over or hope of preventing.
3) PCs are expendable. The story is not about a specific PC (or even specific group of PCs), and they should expect deaths to happen and be ready with a new character(s) to replace the lost one(s).
4) PCs are more than the sum of their stats. Players are expected to solve puzzles and explain their characters actions. Good role-playing will succeed even when the stats suck, while bad role-playing will fail even with min-maxed stats. If the player cannot describe how he is searching the room, he will probably fail to find the thing he is searching for. Likewise, if the player can describe what his character is attempting, he can do the thing even if there is not anything on the character sheet saying that he can. 
5) NPC reactions are role-played. A skill cannot accomplish the interaction for you. You have to actually discuss/negotiate/compromise with the NPCs to be "diplomatic" (see #4). If you cannot describe how you threaten the NPC, no amount of "Intimidation" skill will help you.
6) Resources are limited and the PCs are expected to manage their resources. Spells are finite (no "at will" power nonsense). Ammo is usually not recoverable. Weapons and armor break. Food is necessary. Sometimes you have to make do with what you have.
7) Magic Items are not for sale, nor are they dropped specifically for your character (see #2 above). PCs must learn to appreciate and make use of the items they find (see #6). Likewise, the creation of magic items should be an adventure unto itself, not a simple "I spend some time and money" downtime event.
8) "Character Concept" is not sacrosanct. Your character may be changed. Their alignment, race, gender, class, and even their memory of those things may be altered by magic. The player must be able adapt to the changing nature of reality (see #3).
9) Theater of the Mind rules. No miniatures or battlemats. No tactical "this hit moves you back a space" nonsense. No complex calculations or overlays for whether or not you are in the area of a spell. RPGs are not "miniatures skirmish games". The players describe their actions and they happen as described. The rules should not dictate or limit what the character's options are in combat (see #0 and #4 above), nor should "the grid" limit their sense of excitement or freedom to describe things "cinematically".
10) You go where you want. There are no rails. PCs are people with free agency. The PCs are free to travel anywhere in the world and pursue (or not pursue) any plot-hook they wish. They can choose to ignore the BBEG and run away, repeatedly if necessary, but may still have to face the consequences in the future (see #2). PCs are only heroes if they choose to be.
11) There is also a matter of Scale with old-school vs. modern fantasy games. Old-school has a more local focus. PCs in old-school fantasy games are not super-heroes who have to be stopping the world-destroying comet-collison every single adventure. Even if you are a 20th-level, plane-hopping, meteor-swarm-summoning, badass wizard, you are likely more concerned with saving a city rather than the whole world, or exploring a single dungeon rather than all of the Abyss. You are just as powerful and heroic, but without the "Only the PCs can save all of humanity" narcissistic complex of modern campaigns (see #2 above).
This also relates to the Domain-level rules in most older editions of D&D. You build a castle and get followers around level 9-10 specifically so that you have your own little fiefdom to care about and save for the next 10 levels, rather than having to worry about the whole of reality.

There you go a d12 - 1 worth of things that make a game "Old School", in my humble opinion.

Wednesday, July 1, 2015

The End: The Third Party vs. The Amazons

This marks the official end of both the "Third Party" (a.k.a. "Good Intentions") and "The Amazons" campaigns in my larger Ruins of Adventure setting. Some time ago The Amazons closed in on the other party whom they had been hunting and turned over the final versions of the character sheets with detailed instructions on how they should be run to fight the "Third Party". While the botted-PvP showdown did not result in a TPK on either side, nor resulted in the end of the larger campaign, both groups have chosen to retire the characters and move on to other games, leaving behind a double handful of rather badass NPCs, some new dungeons, a vision of the pending apocalypse, and some seriously messed up politics for the many other Ruins of Adventure parties to deal with in the future...

2nd of Marpenoth, 1362 D.R.

Grimnir and company stood in the central square of Hillsfar, discussing what to do and where to go. They were startled by a polite, "Ahem," from behind and turned to see Elissa Bivant-Mondaviak standing there with them. The Lady Bivant demanded, politely, for the return of the gloves that Grimnir had made from her husband's corpse, but was refused. Grimnir rebutted by repeatedly accusing her of being Tyr, or his present incarnation, a thing which she flatly denied.

Of course, the lady did not take this refusal lightly. There was a snap of fingers, a shimmer in the air, and a half dozen angry Amazons appeared, ready to throw down.

Battle Cry struck first, pronouncing a divine curse on Grimnir, stating:
"Grimnir, Squire of Cryptgarten, you are found guilty in the eyes of Assuran the Doombringer. You have killed your vassals, consorted with devils, betrayed your city, raised an army of the dead, and awakened that which should not be. You have forced innocents to bathe in the disgusting froth of their slain families, and demanded fealty from them thereafter. Know that no one, man or child, fiend or mortal, living or dead shall listen to your words nor obey your voice, nor that of your children's, children's, children, until you have yourself bathed in the blood of the evil which you have awakened."
Grimnir simply nodded along, matter of factly, at her entirely true pronouncement. Then proceeded to pummel Lady Bivant with a barrage of eldritch blasts, quickly followed up with a sword in the back from Morgianna, killing the councilwoman. Grimnir and company were stunned, and checked several times, but the lady was really quite dead.

Melastasya, who was hanging out by the citadel, shrugged and fired a trebuchet at the square, sending her friends and Amazons alike diving for cover, save Don't Fail, who stepped in front of Ash and transformed herself into living steel, shattering the projectile.

The Amazons did not take the death of their patron well, and retaliated, with many a cry for "Vengeance", as might be expected. Princess dove at Morgianna, stabbing her repeatedly. Dragon Bait hacked Traithe up severely with Worthy of Vengeance, Hot Flanks unleashed a half-dozen simultaneous fireballs (almost a meteor swarm) from her rod, Finds Them and Kills Them cripled Kevorkian with a harm spell, and Don't Fail severed Grimnir's right arm with a ring of disintegration.

Not really ready for such an assault, Grimnir grabbed Kevorkian, Dame, Morgianna, his pet beholder, and Elissa's corpse and teleported several blocks away, narrowly dodging a dimensional anchor fired at him by Battle Cry. Traithe responded likewise, disapparating in a cloud of disappearing smoke and fleeing into the city's sewers. Ash simply leaned back to watch the fun.

Experiment 321 rushed in and incapacitated Finds Them and Kills Them with a quick backstab from a poisoned knife, only to find himself being chased off and the Amazon healed by her unicorn companion. Noting Ash's refusal to help the others, Mel shadow-stepped to the square and started attacking Ash, only to be thwarted again and again by the elf mage's new mastery of Chronomancy and ability to annul her actions by creating temporal paradoxes.

With the majority of their targets apparently fled, Doesn't Shake and Princess flew into the air, eventually spotting Grimnir and the others, who they proceeded to aerially bombard with flame strikes and sunbolts. Grimnir woke up the beholder, who turned his anti-magic eye towards the flying Amazons, intercepting their spells. Unfortunately, the curse lingering over Grimnir took hold and the beholder turned his eye-rays on his would-be master, disintegrating Grimnir.

Distraught, Kevorkian reached into his pack and pulled out the enigmatic bauble that the party had found in Yarash's lair, which he proceeded to toss into the air and destroy with a barrage of eldritch blasts...


2nd of Marpenoth, 1362 D.R.

With Grimnir apparently slain and the rest of their, definitely secondary, quarry suddenly vanished, the Amazons returned to the body of their slain patron. Despite repeated attempts, they were unable to raise Elissa from the dead (as she failed her resurrection survival roll). Don't Fail messaged the Council of Phlan, to inform them of the deaths of Councilwoman Elissa and the traitor Grimnir.

Free of their obligations of both fealty and vengeance, the girls looked around at the city in which they found themselves. Hillsfar was a mess -- the citadel all but destroyed, the walls breached, and all but a tenth of the city's population dead from disease, war, and the economic collapse that followed. Blaming the woes of the city on Grimnir (which was, at least partly and indirectly, correct), the girls agreed that they should try to set the city aright and begin to undo some of the damage wrought by the monster whom they had been hunting for the last year.

The people of Hillsfar, unwilling to provoke the women who had so easily trounced the party that had saved them from dragons and beholders less than an hour before, quickly, and with feigned enthusiasm, welcomed their new "liberators" and rulers...


2nd of Marpenoth, 1372 D.R.

Grimnir, quite alive and not a pile of dust, and friends (sans beholders, followers, or hangers on) found themselves standing in the courtyard of Kryptgarten Keep. A deathly quiet hung over the place and there were no creatures to be seen. In the center of the courtyard stood a gallows, with a single noose and a smear of blue paint on the foot-board. Curious, Grimnir and company flew into the air to look around.

The area around the keep for as far as anyone could was completely devoid of life. The forest was a blacked field of ash, the riverbed was empty and dry, the city of Phlan was a flattened ruin, even the sea was gone--not but a dry, empty, mile-deep chasm. The region had been reduced to a parched, lifeless, wasteland. Most striking however, was the conspicuous absence of a mountain. Where once the tallest peak of the Dragonspines had stood there was now...nothing.

Duvan'Ku was gone.

Or, more precisely, the thing that slept beneath the mountain had clearly awakened to wreak havoc upon the world. Figuring there was nothing to lose, Kevorkian put the Gjallarhorn to his lips and blew. Ash and Traithe briefly lashed out at their companions, driven to violence by the sound of the horn, but no armies of demons or men came seeking them. Everything really was dead, it seemed.

Then, of course, they saw the horizon moving. Something was coming towards them, fast. Something so huge that it's head and shoulders dominated the entire eastern horizon from north to south. A giant as large as the highest mountains in the world. Of course they ran. Blinked. Teleported their way to Sorassar's cave, hoping to use the Pool of Radiance there to raise another mythal to protect them.

But there was no mythal and no pool.

So Grimnir laid an Asgard rune upon the empty pool and transported them to Hell, hoping to take refuge in the castle that they had left there and use the pool there.

But when they arrived, there was no castle and no pool. Only an empty island in the middle of the river Styx, with the flaming flowers of Hell on one side, and an endlass army of Slaad marching, nay seething, towards them from the other. Ash suggested that they use the celestial stairway and lead the Slaad back to do battle with Duvan'ku.

Experiment 321 took up the challenge and lept forward, doffing his mask of insivibility and challenging the slaad to send their greatest champion to face him. After some laughing, fleeing and advancing, and some running in random directions, eventually a mighty white slaad strode through the endless hordes of its brethren, stood before Experiment 321, did a pirouette, reached a clawed hand down its throat, and pulled out a bouquet of roses.

In response, Experiment 321 shoved the roses up his nose, taking considerable damage from the thorns, broke off the tip of his own tail, and fed it to the slaad while break dancing. Honorable duels between beings of pure chaos being what they are, the self-flagellating dance fight went on for some time before the Slaadi got bored and chased Experiment 321 up the celestial staircase, some portion of his infinite brethren following to spill out onto all the other planes of existence, with still more following all the way back to the Moon Steps in the Dragonspines. Of course, the mountain was not there, so the steps led out into empty air (not that the slaad minded).

Ash, wanting a place to stand, so to speak, dug through the bag of baubles taken from the tombs in Deckon Thar (which had somehow ended up on his person through yet another paradox) until he found one that contained both the mountain intact, and an elf.


2nd of Marpenoth, 362 D.R.

Ash, Grimnir, Melastasya, Kevorkian, Dame, Morgianna, Experiment 321, and Traithe stepped down off the celestial staircase into the abandoned city of Deckon Thar. Only Ash found it slightly strange that all of his companions were elves, complete with liripipe hoods, curly shoes, and inappropriately revealing armor and that the city exhibited a distinctive hint of Elvish architecture. Likewise the others did not seem to notice or mind that there was not a slavering horde of Slaad chasing them down the stairs.

The city was in surprisingly good shape, and the mountain was intact, though the hand of Duvan'Ku could be seen peaking out (Ash couldn't help but notice the unusually slender and graceful fingers on the giant hand). Of course, the party decided that they should immediately try to destroy the hand...

They shot it. Lightninged it. Burned it. Banished it. Poisoned it ... Nothing worked.

Then Ash had an idea...he pulled out Yarash's Spoon and pointed it at the hand. The hand quickly transformed, remaining just as large, but becoming a twisted thing, made entirely of thumbs, and oozing with clear, sticky, oil-like substance. They once again blasted the hand with fire, but this time it burned. And burned. And burned. Two days later, the hand was still on fire. The same remained true after two weeks, two months...

Determined that they must do something to keep Duvan'ku from fully waking up, and blessed with elvish patience and longevity, the party decided that they would settle in Deckon Thar to watch over the hand, protect it from anyone that might try to disturb its sleep, and research a way to destroy it.

Dame, Kevorkian, and Melastasya decided to reform the Guild of Naturalists, and resume Dame's experiments at creating flying, soul-draining, god-hating, leech-cuttlefish-lamprey hybrids to feed on the thing under the mountain. After a few years of experimentation, their attempts succeeded, and they named their creations "Ab-bo'leth".

Grimnir and Ash, meanwhile went to Myth Drannor to treat with the Coronal, asking for use of his elf-blade to open the multi-planar sarcophagus which they found in the Tomb of Mog. He agreed, and many of the great lords of Myth Drannor came with them. Ash and the Coronal placed their blades in the slots on the sarcophagus, only to find it full of strangely clumpy and bad smelling particles of clay. Ash dug through and found, burried at the bottom of Mog's litter-box, an exact duplicate of the supposedly unique Coronal's Elfblade. He claimed this for himself, with the Coronal's blessing, and thus became the second king of all elfdom, ruling from the mountain city of Deckon Thar.

Traith explored down the river, finding a city by the sea populated by strange, short-lived, hairy ape-beasts. They were relatively intelligent and possessed the crafts of smithing and magic, but were otherwise mostly harmless and beneath the notice of the elf-lords of Deckon Thar.

The elves budded...

Deckon Thar flourished...

New "pets" wer made...

A thousand years passed...



2nd of Marpenoth, 1361 D.R.

High on the mountain of Duvan'ku, a giant hand burns for eternity. Below the hand is an ancient city, dark and brooding. It is a home to ancient beings of unspeakable power and the tentacled horrors which they created for their unknown ends. What riches await to be claimed in the fabled city of Deckon Thar are anyone's guess, and New Phlan is rife with the rumors of fortune and glory to be claimed beneath the Mountain of the Ever-Burning Hand.

Monday, June 29, 2015

The Exodus: Session 1

Dramatis Personae:

  • Vadim -- Druidic Cattle-Rustler Extraordinaire 
  • Khut -- Vadim's trusty Ranger sidekick
  • Adu -- A warbler who warbles too much
  • Khadagon -- A hermitic barbarian with bigger tusks than the rest of us
  • Surqutani -- A crazy steppes-witch



Our Story Begins:

Buttercup was in heat, the Black Crow tribe had the studliest bulls, the answer was simple, steal a bull. But no, Vadim had an even cleverer and sneakier answer, why steal the bull when all you need is the semen. So Vadim and Khut headed to the nearest Black Crow camp to scope out the available stock.

They arrived in early morning, set up Vadim's cheap, ugly, worn-out tent, and started making the rounds. Then, of course, the Black Crow tent-mender's wife, an unfortunately thin woman, came storming out of a tent, spitting, cursing, and kicking things over. Khut fell immediately in love. He, of course, added killing the woman's husband to his mental to-do list.

A "warbler" (sentient, tool-wielding, velociraptors)
Just as Khut was daydreaming about the bloody slaughter of a man he didn't know in order to win the hand of a woman he had only seen once (which may or may not be reflective of his own mode of conception), there was a sudden ruckus in the grasses. A tribe of warblers was running through the grass, making quite the racket.

Khut saw a warbler Housebeast running around crazily, and he and Vadim slowly approached to see what was up. Vadim quickly made friends with the thing, but then all hell broke loose. Black-fletched arrows started flying out of the grass and the warblers started jumping and yammering like crazy. Then a flock of black-feathered, glassy-eyed warblers with metal claws and their beaks tied shut burst from the grass and attacked the first band. Vadim charged in with his sabre, quickly joined by a big-toothed hermit and a crazy steppes-witch who were also visiting the Black Crows. Khut, not really seeing the gravity of the situation, kept his distance, but did, slowly, ready his bow.

The black warblers swarmed over the defenders. There was much hacking and bashing from Vadim and the hermit, and blasts of fire from the witch, and the occasional, lazy arrow from Khut, but the little black bird-goblins kept coming. At some point Adu, the lead friendly-warbler, vanished, only to reappear moments later with a shriek and a blast of concussive force that flattened the prairie grasses around him.

Finally, as nearly a dozen of the creatures climbed over the hermit's body, the witch let loose a blast of...something. Whatever it was, it was neither right nor pleasant, as the black-warblers eyes suddenly crusted up with filth, blinding them. The hermit roared and raged, shaking one creature that was clinging to his axe off, splitting it in twain, then charged and leaped headlong into a nearby cookfire. The air was filled with the horrendous smell of burned hair, burned feathers, and burned hornbeast droppings. But the battle was over.

Friendships forged in the heat of battle are the only true kind, and our heroes were no different. Once the black warblers were dispatched introductions were made, wounds were patched up, and our five disparate heroes became a party.

The black warbler bodies were looted and burned. Khut, by virtue of discretion the only one uninjured from the ordeal, offered the warbler tribe the use of his, or rather Vadim's, tent to build their nests in for the day. The warblers and the injured laid down to rest until nightfall.

Khut, meanwhile, went off after the tentmaker's wife. Not that he really expected to confront her, or make a pass at her, or even approach her (women were scary after all), but he was in love, so he followed her. Her trail was strewn with beautiful, perfect white feathers, which he collected, intending to use them as fletching. Then her trail just ended. Khut scanned the skies and spotted a beautiful white bird flying off towards a distant thunderstorm. He breathed the deep sigh of young unrequited love (is their any other kind) and headed back to the Black Crow camp.

When night fell, Vadim called together Khut and their new friends, Adu, Khadagon, and Surqutani, and explained their deep and desperate need for the semen of the Black Crow's prized bulls. While Vadim and Khut, expert cattle rustlers that they were, said they would do the actual collection, the others agreed to help.

Surqutani used her chilling touch to frost over the bone flasks that would hold the collected semen, in order to keep it fresh for the journey back to Drowned Rivers. Adu and his warblers spread out, making a general ruckuss to cover the sounds of the rustlers creeping through the grass, and using their illusions to increase the general gloaming over the ground. And Khadagan walked up and started a conversation to distract the man on watch over the herd. Vadim doused Khut and himself with hornbeast urine to mask their smell.

A Warbeast (domesticated brontotherium)
Crawling stealthily through the grass, Vadim and Khut noticed that the guard was mounted on a truly impressive Warbeast and made a bee-line for his fine stock. As they approached, another large, fine hornbeast bull, already in rut, caught their scent and started to hone in on them. Khut broke off towards the bull, while Vadim moved up to the stallion. Soon they were both crouching carefully between the legs of their quarry and started their milking.

All went well, until the warbeast shifted and stepped on Vadim's foot. Vadim stiffled a scream, and then began working harder, quickly bringing the warbeast to climax. The hornbeast that Khut was jacking, meanwhile, spotted one of the warblers and went trotting after it. Unable to keep up with the excited  beast, Khut grabbed onto its member and hung their, allowing himself to be dragged along. Soon his weight hanging their, combined with the jostling stride of the hornbeast got the job done.

Then, of course, the excited warbeast bucked, throwing the rider, who spotted Vadim. Apparently the sight of the notorious cattle rustler jerking off his mount was (with a little help from one of Adu's spells) the funniest thing the guard had ever seen, as he burst into unstoppable paroxysms of laughter, allowing our heroes to escape.

The five of them sprinted away into the darkness, running east. They finally stopped by a spring about six miles away from the Black Crow camp, where Khut, who had not gotten a nap during the day with the others, fell down and was almost immediately asleep. Everyone else soon followed, though not without posting a watch.

During her watch, Surqutani apparently went insane and blasted her sleeping companions with the same spell that had rendered the black-warblers blind. Khadagon woke up and retaliated, but was quickly kicked down the nearby well and splashed with acid by the witch.

Just then, the thundering of horn-beast hooves could be heard, as a quartet of Black Crow thieftakers came riding after Vadim and company. Adu jumped on the still-sleeping Khut and hid them with the illusion of a bramble ticket. Vadim quickly burried his flasks of semen, figuring that he'd be less likely to be staked out to die if they did not find evidence of the crime on him.

The first thief-taker attempted to lasso Vadim and failed. The second clubbed him. The third simply grabbed him by his shirt-collar and dragged him along beside his warbeast, grinding Vadim against the walls of the canyon they rode through. All the while, Vadim yelled at them, trying to point out that the witch was their real enemy, pointing out that she was poisoning the well. Surqutani, in response, blasted Vadim with a bolt of fire, silencing him. The thief-takers rode off with their unconscious prize, not wanting to tangle with the witch and not seeing the rest of the group.

Still lying within the cover of the illusory brambles, Khut threw a dagger into Surqutani's back. By that point Khadagon had managed to climb up the well. He grabbed the witch's ankle and pulled her into the well with him, where he incapacitated her with a few quick punches. Once he was sure that the thief-takers were long gone, Khut tossed a rope down and hauled the hermit and the witch out of the spring.

Adu said that the witch had clearly been under the effects of the evil magic of the black warblers and said he wanted to heal her. Khut, ever cautious, held a blade to her neck as the warbler cast his spell, waiting to see if her eyes were still the strange milky-white they had been while she was attacking. When she awoke, he saw, reflected in her eyes, a scene of the steppes burning, a wall of fire sweeping from the east, and everything across the steppes lying dead.

Obviously he suggested that they should head west, which, conveniently, was the direction the thief-takers had ridden off with Vadim. He dug up Vadim's semen flask, then said they should set off to rescue their friend...in the morning. First, he was still exhausted, so he lay back down to sleep.

The party was awakened by a horrible roaring noise. They woke up to see a wall of fire sweeping across the prairie, right towards them. They leaped to safety in the well, then, after the fire had passed, followed in its wake chasing the blaze across the blackened grasslands (because the alternative was going in the direction of whatever had caused it, which seemed like a patently bad idea).

They followed the fire and the thief-taker's warbeast's tracks to the west, eventually spotting a large marble bluff. Figuring that the thief-takers would have sought shelter from the fire there, Khut called a halt and waited until nightfall. The party then spread out, circling the bluff stealthily, hoping to get close enough to snatch Vadim and then get away.

The thief-takers spotted Surqutani, but not wanting to mess with the witch, simply warned her off with their bows, keeping their eyes fixed on her for signs of treachery or magic. Khut climbed up the far side of the bluff and made his way over to where he could look down on them. He saw no sign of Vadim, but did see the big warbeast stallion from the night before, with no rider this time. Unable to resist a rustler's instincts, he grinned and leaped from the rock right onto the beast's back and kicked it into a trot.

Vadim, meanwhile, had awoken and managed to cut through his bonds. Seeing Khut, he ran out of the cave in which he was being kept, and double-hopped up onto the warbeast's rump, slapping it with a longstrider spell. The two thieves sped away on the fine warbeast, then circled back to pick up their three companions (not without being grazed by a couple of arrows).

Once clear of the thief-takers, and well out of arrow range, they turned the beast south, away from the fire and the thief-takers, and back towards Drowned Rivers and Buttercup, who was still waiting for her semen.