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	<title>Comments on: Intelligent Design, Evolution, and The Heist</title>
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	<link>http://www.gnomestew.com/gming-advice/intelligent-design-evolution-and-the-heist</link>
	<description>The Game Mastering Blog</description>
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		<title>By: Egiam</title>
		<link>http://www.gnomestew.com/gming-advice/intelligent-design-evolution-and-the-heist/comment-page-1#comment-8400</link>
		<dc:creator>Egiam</dc:creator>
		<pubDate>Sat, 02 Jan 2010 06:02:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5582#comment-8400</guid>
		<description>I did something just like this a few sessions ago, with my own style.

I try as hard as possible to create the scene without keeping the characters in mind. I try to get inside the mind of the villain, and set up the location using his preferences:

&quot;Okay, yep, I put a security guy with an MP5 submachine gun here. The guard changes every 4 hours. A new guy just got hired for the 3 pm to 7 pm shift. He doesn&#039;t take his job very seriously. Here is a motion detector, but no guards. Security cameras are placed here, here, and here. The man in charge of the building looks like this, has lived in town for so many years, is married to such and such, he has a young daughter, and lives in an expansive house on the outskirts of town... He has had no security cameras placed in his private office, as he finds the the thought of people being able to watch him working distracting.&quot;

Then I introduce the characters to the scene. They may do anything they please without threatening the flow of the adventure, because I DO NOT KNOW HOW IT IS GOING TO END. I have not planned the adventure to go in this way or that, but to just happen. The NPC&#039;s should be reacting to the players, not the other way around.

My players love it.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8400&#039;,&#039;Egiam&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I did something just like this a few sessions ago, with my own style.</p>
<p>I try as hard as possible to create the scene without keeping the characters in mind. I try to get inside the mind of the villain, and set up the location using his preferences:</p>
<p>&#8220;Okay, yep, I put a security guy with an MP5 submachine gun here. The guard changes every 4 hours. A new guy just got hired for the 3 pm to 7 pm shift. He doesn&#8217;t take his job very seriously. Here is a motion detector, but no guards. Security cameras are placed here, here, and here. The man in charge of the building looks like this, has lived in town for so many years, is married to such and such, he has a young daughter, and lives in an expansive house on the outskirts of town&#8230; He has had no security cameras placed in his private office, as he finds the the thought of people being able to watch him working distracting.&#8221;</p>
<p>Then I introduce the characters to the scene. They may do anything they please without threatening the flow of the adventure, because I DO NOT KNOW HOW IT IS GOING TO END. I have not planned the adventure to go in this way or that, but to just happen. The NPC&#8217;s should be reacting to the players, not the other way around.</p>
<p>My players love it.
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		<title>By: The Waterdeep Job &#171; Mike&#39;s D&#38;D Blog</title>
		<link>http://www.gnomestew.com/gming-advice/intelligent-design-evolution-and-the-heist/comment-page-1#comment-8389</link>
		<dc:creator>The Waterdeep Job &#171; Mike&#39;s D&#38;D Blog</dc:creator>
		<pubDate>Thu, 31 Dec 2009 00:18:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5582#comment-8389</guid>
		<description>[...] gnome DNAPhil at Gnome Stew posted a great essay on how a DM might plan a heist adventure. He breaks down the elements of a heist, with the focus of [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8389&#039;,&#039;The Waterdeep Job &laquo; Mike&#039;s D&amp;D Blog&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] gnome DNAPhil at Gnome Stew posted a great essay on how a DM might plan a heist adventure. He breaks down the elements of a heist, with the focus of [...]
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('8389','The Waterdeep Job &amp;laquo; Mike&amp;#39;s D&amp;amp;D Blog'); return false;">Reply</a> </div>
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		<title>By: Kaiju23</title>
		<link>http://www.gnomestew.com/gming-advice/intelligent-design-evolution-and-the-heist/comment-page-1#comment-8371</link>
		<dc:creator>Kaiju23</dc:creator>
		<pubDate>Thu, 24 Dec 2009 05:57:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5582#comment-8371</guid>
		<description>A similar method for playing out The Heist at the table is Robin Laws&#039; &quot;[url=http://robin-d-laws.livejournal.com/219754.html]You Have Already Planned[/url]&quot; idea. The group does some preliminary planning, then when challenges come up, you use your available resources (skills, contacts, luck points) to meet them -- what the character might know beforehand, but not necessarily the player.

This is a great cinematic device, and it went really well in our group&#039;s campaign. It lets the characters be prepared, and keeps the players surprised at the same time. You can read the recap of our session by our GM in the comments on Law&#039;s LJ page under the subject &quot;Trying this out&quot;.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8371&#039;,&#039;Kaiju23&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>A similar method for playing out The Heist at the table is Robin Laws&#8217; &#8220;[url=http://robin-d-laws.livejournal.com/219754.html]You Have Already Planned[/url]&#8221; idea. The group does some preliminary planning, then when challenges come up, you use your available resources (skills, contacts, luck points) to meet them &#8212; what the character might know beforehand, but not necessarily the player.</p>
<p>This is a great cinematic device, and it went really well in our group&#8217;s campaign. It lets the characters be prepared, and keeps the players surprised at the same time. You can read the recap of our session by our GM in the comments on Law&#8217;s LJ page under the subject &#8220;Trying this out&#8221;.
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		<title>By: DCBradshaw</title>
		<link>http://www.gnomestew.com/gming-advice/intelligent-design-evolution-and-the-heist/comment-page-1#comment-8370</link>
		<dc:creator>DCBradshaw</dc:creator>
		<pubDate>Thu, 24 Dec 2009 05:25:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5582#comment-8370</guid>
		<description>I ran a heist game once (actually it was an intricate assassination setup), and tried to take it another direction: I wanted it to mimic the trope of the mastermind (in this case the main NPC) telling the audience and the characters the plans in a voice-over as the action is unfolding on-camera.  So the players got the scene setup, as a short in-character monologue done by the NPC, had a minute or two to quickly plan their mode of attack, then were immersed in the encounter.

For example, the mastermind would say, &quot;Our first step is to distract the guards so that Mr. Hacker can gain access to the wireless router rack unit and quickly disable the bank&#039;s already lackluster security protocols.&quot;  I&#039;d say, &quot;The bank lobby looks like this, this, and this.&quot;

They&#039;d put together a quick plan (I&#039;ll trip on the floor mat and knock into you, and we&#039;ll feign an argument; if the guard doesn&#039;t take the bait then you ask for a manager and we&#039;ll etc., etc., etc.), then the scene was played out, with some pre-arranged encounter triggers, but also a fair amount of improv based around their actions, rolls and ideas.

I think the best parts of a good heist are the unsuspected things that pop up, both complications the characters didn&#039;t foresee, and also the characters&#039; &quot;aces in the hole&quot; that aren&#039;t revealed until they actually happen--having to set up those kind of switchbacks sort of ruins the delight when they&#039;re pulled off.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8370&#039;,&#039;DCBradshaw&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I ran a heist game once (actually it was an intricate assassination setup), and tried to take it another direction: I wanted it to mimic the trope of the mastermind (in this case the main NPC) telling the audience and the characters the plans in a voice-over as the action is unfolding on-camera.  So the players got the scene setup, as a short in-character monologue done by the NPC, had a minute or two to quickly plan their mode of attack, then were immersed in the encounter.</p>
<p>For example, the mastermind would say, &#8220;Our first step is to distract the guards so that Mr. Hacker can gain access to the wireless router rack unit and quickly disable the bank&#8217;s already lackluster security protocols.&#8221;  I&#8217;d say, &#8220;The bank lobby looks like this, this, and this.&#8221;</p>
<p>They&#8217;d put together a quick plan (I&#8217;ll trip on the floor mat and knock into you, and we&#8217;ll feign an argument; if the guard doesn&#8217;t take the bait then you ask for a manager and we&#8217;ll etc., etc., etc.), then the scene was played out, with some pre-arranged encounter triggers, but also a fair amount of improv based around their actions, rolls and ideas.</p>
<p>I think the best parts of a good heist are the unsuspected things that pop up, both complications the characters didn&#8217;t foresee, and also the characters&#8217; &#8220;aces in the hole&#8221; that aren&#8217;t revealed until they actually happen&#8211;having to set up those kind of switchbacks sort of ruins the delight when they&#8217;re pulled off.
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		<title>By: DNAphil</title>
		<link>http://www.gnomestew.com/gming-advice/intelligent-design-evolution-and-the-heist/comment-page-1#comment-8340</link>
		<dc:creator>DNAphil</dc:creator>
		<pubDate>Thu, 17 Dec 2009 21:50:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5582#comment-8340</guid>
		<description>In the Evolution method, the idea is that you are not trying to come up with a plan to utterly thwart the heroes, lets face it, unless the players really bungle the plan, they should complete the heist.  

The GM&#039;s job in the the Evolution method, and perhaps I should have include a few lines on this, is that you need to create encounters to sweat the player&#039;s plan. No plan survives encounter with the enemy.  So the GM&#039;s job is to make things complicated.  

For instance in the Italian Job, the plan for stealing the safe was about as perfect as it got.  But when they captured the truck and opened it up, the wrong type of safe was inside.  That is a complication, not a failure.  
  
That said, the GM should pick the where the complications occur based on how exciting the complication will make the heist. The idea is to shake the players up and see if they can keep their cool, and think on their feet.

When I create opposition for my players in the Evolution method, I do not always put failure of the heist as a the negative outcome of the scene.  The idea is to complicate, not crush.  

So using a getaway as an example, the obvious failure condition to evading the bad guys is a combat encounter. An alternative is that players still evade the bad guys, but their safe house, where they were heading is now compromised, and now they have to find another place to lay low.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8340&#039;,&#039;DNAphil&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>In the Evolution method, the idea is that you are not trying to come up with a plan to utterly thwart the heroes, lets face it, unless the players really bungle the plan, they should complete the heist.  </p>
<p>The GM&#8217;s job in the the Evolution method, and perhaps I should have include a few lines on this, is that you need to create encounters to sweat the player&#8217;s plan. No plan survives encounter with the enemy.  So the GM&#8217;s job is to make things complicated.  </p>
<p>For instance in the Italian Job, the plan for stealing the safe was about as perfect as it got.  But when they captured the truck and opened it up, the wrong type of safe was inside.  That is a complication, not a failure.  </p>
<p>That said, the GM should pick the where the complications occur based on how exciting the complication will make the heist. The idea is to shake the players up and see if they can keep their cool, and think on their feet.</p>
<p>When I create opposition for my players in the Evolution method, I do not always put failure of the heist as a the negative outcome of the scene.  The idea is to complicate, not crush.  </p>
<p>So using a getaway as an example, the obvious failure condition to evading the bad guys is a combat encounter. An alternative is that players still evade the bad guys, but their safe house, where they were heading is now compromised, and now they have to find another place to lay low.
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		<title>By: deadlytoque</title>
		<link>http://www.gnomestew.com/gming-advice/intelligent-design-evolution-and-the-heist/comment-page-1#comment-8339</link>
		<dc:creator>deadlytoque</dc:creator>
		<pubDate>Thu, 17 Dec 2009 21:33:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5582#comment-8339</guid>
		<description>&lt;a href=&#039;#comment-8338&#039; rel=&quot;nofollow&quot;&gt;@Nojo&lt;/a&gt; - What I&#039;m saying is let the players design their OWN opposition. They will design challenges tailored to their own strengths and weaknesses. They might make it too easy for themselves, but one time through, and they won&#039;t make that mistake again: they will want challenge, so they will give themselves challenge.

In my experience, when you let players design their own challenges, they will make things way more difficult, and way more fun than you could just on your own.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8339&#039;,&#039;deadlytoque&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-8338' rel="nofollow">@Nojo</a> &#8211; What I&#8217;m saying is let the players design their OWN opposition. They will design challenges tailored to their own strengths and weaknesses. They might make it too easy for themselves, but one time through, and they won&#8217;t make that mistake again: they will want challenge, so they will give themselves challenge.</p>
<p>In my experience, when you let players design their own challenges, they will make things way more difficult, and way more fun than you could just on your own.
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		<title>By: Nojo</title>
		<link>http://www.gnomestew.com/gming-advice/intelligent-design-evolution-and-the-heist/comment-page-1#comment-8338</link>
		<dc:creator>Nojo</dc:creator>
		<pubDate>Thu, 17 Dec 2009 21:30:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5582#comment-8338</guid>
		<description>Could you give an example? 

How do you get your players to feel good about letting you in on their plan if they know you are about to design something tailored to stopping that plan? Which is exactly what Peter is objecting to.

If they are planning on sneaking in, they are going to want to know what defenses they past, just so they can feel successful. So, when you do your session two planning, do you take that into account?

I think I&#039;ve got the old school rivalry thing going in my group. I&#039;d be shocked if they didn&#039;t create a plan in session one, then rethink it 180 degrees over private (me excluded) emails up until session two.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8338&#039;,&#039;Nojo&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Could you give an example? </p>
<p>How do you get your players to feel good about letting you in on their plan if they know you are about to design something tailored to stopping that plan? Which is exactly what Peter is objecting to.</p>
<p>If they are planning on sneaking in, they are going to want to know what defenses they past, just so they can feel successful. So, when you do your session two planning, do you take that into account?</p>
<p>I think I&#8217;ve got the old school rivalry thing going in my group. I&#8217;d be shocked if they didn&#8217;t create a plan in session one, then rethink it 180 degrees over private (me excluded) emails up until session two.
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		<title>By: peter</title>
		<link>http://www.gnomestew.com/gming-advice/intelligent-design-evolution-and-the-heist/comment-page-1#comment-8334</link>
		<dc:creator>peter</dc:creator>
		<pubDate>Thu, 17 Dec 2009 19:32:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5582#comment-8334</guid>
		<description>one of the problems I as a player sometimes have with the evolution thing is that no matter what you plan you always have resistance. You can never find the hole in the security system.

an example: we were hired in shadowrun to get someone out of the city. we immediatly stepped in a normal car and drove off, but still the chinese mobsters had a plan and knew exactly where we were and what we were doing.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8334&#039;,&#039;peter&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>one of the problems I as a player sometimes have with the evolution thing is that no matter what you plan you always have resistance. You can never find the hole in the security system.</p>
<p>an example: we were hired in shadowrun to get someone out of the city. we immediatly stepped in a normal car and drove off, but still the chinese mobsters had a plan and knew exactly where we were and what we were doing.
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		<title>By: deadlytoque</title>
		<link>http://www.gnomestew.com/gming-advice/intelligent-design-evolution-and-the-heist/comment-page-1#comment-8333</link>
		<dc:creator>deadlytoque</dc:creator>
		<pubDate>Thu, 17 Dec 2009 17:40:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5582#comment-8333</guid>
		<description>The best way to run a heist is to make your players do all the work.

No, really.

Firstly, read &lt;a href=&quot;http://web.archive.org/web/20041205112538/www.septemberquestion.org/lumpley/chalk.html&quot; rel=&quot;nofollow&quot;&gt;Chalk Outlines Waiting to Happen&lt;/a&gt;. Grok how that game makes the fun, movie-style elements of the heist front and centre, and puts the boring stuff in the background. At all times, play proceeds on the assumption of overall success, but with drama and failure along the way nonetheless.

Secondly, watch &lt;a href=&quot;http://www.youtube.com/watch?v=dsnvANYBRWo&quot; rel=&quot;nofollow&quot;&gt;Dirty Dungeons&lt;/a&gt; and get some tips on how to reward players for good ideas. If you happen to have access to &lt;a href=&quot;http://www.indiepressrevolution.com/xcart/product.php?productid=16756&quot; rel=&quot;nofollow&quot;&gt;Wilderness of Mirrors&lt;/a&gt; you&#039;ll note that WoM is basically a game built around the Dirty Dungeon concept with a spy paintjob.

Thirdly, remember that the best parts of heist movies are the bits where something totally impossible and unexpected happens, and then you flashback to reveal it. That &quot;Event -&gt; Flashback&quot; structure is important. If we knew exactly how the event would unfold beforehand, it would lose its entertainment value. So, if you&#039;re not comfortable with allowing full player control, consider allowing players to surprise you, so long as they can justify it with a crazy flashback. &quot;No, wait, it wasn&#039;t the SWAT team that left the vault... it was us!&quot;

Fourthly, heist stories are usually rife with what we gamers call PvP action. Intra-party conflict is always a riot in these situations, because you never know when it might explode and bring down the whole plot. At the same time, intra-party conflict is often just a ruse for the benefit of the mark or another party member. Leave the room and let your players dream up their own in-character conflicts -- and whether they are real or fronted -- without your knowledge or interference. Reward players at the table for any conflict in which you don&#039;t need to do anything: a scene where players are arguing amongst themselves is a good time for a GM to prep a sinister surprise for later.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8333&#039;,&#039;deadlytoque&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>The best way to run a heist is to make your players do all the work.</p>
<p>No, really.</p>
<p>Firstly, read <a href="http://web.archive.org/web/20041205112538/www.septemberquestion.org/lumpley/chalk.html" rel="nofollow">Chalk Outlines Waiting to Happen</a>. Grok how that game makes the fun, movie-style elements of the heist front and centre, and puts the boring stuff in the background. At all times, play proceeds on the assumption of overall success, but with drama and failure along the way nonetheless.</p>
<p>Secondly, watch <a href="http://www.youtube.com/watch?v=dsnvANYBRWo" rel="nofollow">Dirty Dungeons</a> and get some tips on how to reward players for good ideas. If you happen to have access to <a href="http://www.indiepressrevolution.com/xcart/product.php?productid=16756" rel="nofollow">Wilderness of Mirrors</a> you&#8217;ll note that WoM is basically a game built around the Dirty Dungeon concept with a spy paintjob.</p>
<p>Thirdly, remember that the best parts of heist movies are the bits where something totally impossible and unexpected happens, and then you flashback to reveal it. That &#8220;Event -&gt; Flashback&#8221; structure is important. If we knew exactly how the event would unfold beforehand, it would lose its entertainment value. So, if you&#8217;re not comfortable with allowing full player control, consider allowing players to surprise you, so long as they can justify it with a crazy flashback. &#8220;No, wait, it wasn&#8217;t the SWAT team that left the vault&#8230; it was us!&#8221;</p>
<p>Fourthly, heist stories are usually rife with what we gamers call PvP action. Intra-party conflict is always a riot in these situations, because you never know when it might explode and bring down the whole plot. At the same time, intra-party conflict is often just a ruse for the benefit of the mark or another party member. Leave the room and let your players dream up their own in-character conflicts &#8212; and whether they are real or fronted &#8212; without your knowledge or interference. Reward players at the table for any conflict in which you don&#8217;t need to do anything: a scene where players are arguing amongst themselves is a good time for a GM to prep a sinister surprise for later.
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		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/gming-advice/intelligent-design-evolution-and-the-heist/comment-page-1#comment-8332</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Thu, 17 Dec 2009 14:36:05 +0000</pubDate>
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		<description>I don&#039;t usually read articles while they&#039;re in the queue, so I&#039;ve spent some time wondering why you were writing about thinly veiled Creationism. I get it now. ;-)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8332&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I don&#8217;t usually read articles while they&#8217;re in the queue, so I&#8217;ve spent some time wondering why you were writing about thinly veiled Creationism. I get it now. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' />
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('8332','Martin Ralya'); return false;">Reply</a> </div>
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