Monday, December 2, 2019

In A Wicked Age Actual Play - Cast in Silver

In A Wicked Age is a narrative-focused role-playing game designed to create an anthology of one-shot sessions set in a sword-and-sorcery world reminiscent of Conan the Barbarian and similar stories. Unlike many other RPGs, players will often play different PCs across the sessions, with each session loosely connected to the others. This final bit of In A Wicked Age is accomplished through the We Owe List. Player characters who survive the first round of conflict against a stronger foe have their name put on the We Owe list, which guarantees a re-appearance in a future session. Think of it as a sort of meta-experience for character progression.

The main draw is that the story elements are randomly generated at the start of every session by drawing four cards from a standard 52-card deck and comparing them against one of four thematic Oracles. From there, the players pull characters and settings and pursue their characters best interests.

The Oracle for this session was The Unquiet Past.

Previously, in a wicked age...
...the guardian of a tomb, a statue cast in silver with ruby eyes...
...a youth or maiden, the reincarnation of an ancient sage, remembering uncanny arts but forgetful of safeguards...
...a market on the crossroads, full of sound and color...
...a new village built on the ruins of a forgotten people...

The Characters
Igor von Himmelstone is an aging treasure hunter, still possessed of some measure of pickpocketing prowess. He's set up a merchant stall at the crossroads market to sell his ill-gotten wares, including a strange key-like object recently acquired. His Best Interests are to keep the key in his possession, and to raid the tomb and sell its treasures.

The Sworn Shadow is a member of a loose organization of religious bodyguards and warriors. She took a vow to get the maiden, Wickett, to the tomb of the forgotten people in order to cancel out its powers before the revived cult can capture her and use her powers to control it. Her Best Interests are to deliver Wickett to the tomb, and to steal the ruby eyes of the tomb guardian.

Loshak, the Cursed Acolyte is the spirit of an ancient demon trapped in the ruby-eyed, silver-cast statue of a temple dog. Long ago Loshak was bound to guard the tomb against intruders, which is everyone, considering the civilization which built the tomb-prison is long-gone. Its Best Interests are to prevent entry to the tomb and to obtain its freedom from its statue by destroying the key.

The Session
Sworn Shadow and Wickett are moving through the crossroad market. Wickett seems fairly naive about her role regarding the nearby tomb, despite Sworn Shadow's efforts to instruct her. The pair visit the stand of one Igor von Himmelstone, and Sworn Shadow recognizes the tomb key on a lanyard around Igor's neck. Her attempt to obtain it is interrupted when members of the revived cult arrive and try to knife her. Sworn Shadow puts up a good defense, but the cultists are too numerous and make off with Wickett in tow.

During the struggle one of the cultists gets thrown into Igor's stand. Despite his best efforts, Igor is knocked out in a single punch and the cultists get away.

In the hills nearby, there's an entrance dug into the side of a particularly ominous hill. The cultists arrive with Wickett and enter, making note of the dusty, skeletal remains scattered around the floor. The cult leader approaches the tarnished silver statue dog and pokes one of its eyes...and the statue animates and attacks! Loshak proves too much a challenge for the cultists; his laser eyes vaporize a number of cultists, but the leader and some of his cronies escape with Wickett.

Igor wakes up and goes to the market lord to report the scuffle. Unfortunately, in this wicked age authority is often occupied by those with enough force, and the market lord is little more than a warlord with some thugs, so they turn him away. On his way back, Igor is ambushed by a rival treasure hunter. Igor's fighting skills are rusty, and though he lasts a bit longer than against the cultist, his rival trips him up and steals the key from around his neck.

Sworn Shadow tracks down Igor as the shop-keeper with the key and the pair team up to rescue Wickett from the cult. Igor specifically avoids mentioning that his key was stolen as they make their way into the hills.

Loshak has settled back into his guardianship when the rival treasure-hunter arrives, key in hand. Loshak, sensing the key as his way to freedom, lets the man get close before attacking. Unfortunately, the presence of the key trips Loshak up and the treasure-hunter steals one of his ruby eyes before escaping.

Sworn Shadow and Igor reach the tomb and watch the cultists outside lick their wounds with Wickett tied up nearby. The pair attack the cultists, with Sworn Shadow carving a path through their numbers while Igor holds his own against a single fighter. The pair eradicate the cult and take Wickett up towards the tomb entrance.

The treasure-hunter leaves the tomb as Sworn Shadow, Igor, and Wickett arrive. The three fight the treasure-hunter, obtaining the key, just as Loshak arrives. Loshak and Sworn Shadow fight, with Wickett attempting to take the key from Igor. Igor manages to knock out Wickett and runs for the tomb to unlock it, but Sworn Shadow catches up and puts him down with her swords. Loshak attempts to shoot her with its laser eyes, but Sworn Shadow dodges and manages to subdue the guardian.

With the key in hand, Sworn Shadow guides Wickett in sacrificing her powers to cancel out the evil of the tomb. With the tomb neutralized, Loshak reverts to a mortal dog (though a large one), and joins with Igor to seek out other tombs. Sworn Shadow reaches out to her organization and awaits another job...

We Owe...
Sworn Shadow
Igor von Himmelstone

Facilitator notes:
This is the fourth time I've played In a Wicked Age, and a re-start from my previous posts concerning the game. Those first three sessions were a little winding and long-winded. This one, more than a year later and with some other experience under my belt, ran very smoothly. I think the key to success was how this group is also familiar with Fiasco, another game with player-versus-player elements focused on one-shot shenanigans. We'll be playing IaWA again soon, and I look forward to seeing how this group advances.

Monday, September 23, 2019

Fiasco Actual Play: Boom Town

Fiasco is a role-playing game about characters with grand ambition and poor ambition control. Players roll dice at the start of the game to establish story elements like relationships, objects, locations, and needs; these elements help the players establish a tilting house of cards ready to tumble when the game begins.

Fiasco is played across five stages:

The Set-Up, in which players choose a playset and roll on tables to choose character relationships. Each relationship also features a detail, which is either an object, location, or need which is crucial to that relationship.

Act 1, in which players act out scenes featuring their characters. Players collect dice which represent positive or negative outcomes and ultimately determine how their story ends.

The Tilt, in which two players with the strongest narrative lines choose Tilt Elements, which introduce chaos, unexpected twists, or other events in order to shake up what's happened thus far.

Act 2, which plays similarly to Act 1, with another two rounds of scenes to ramp up the action. Guns go off, fires catch and spread, and animals are set loose.

The Aftermath, in which everyone rolls on a specific table to get a vague outline of tone for their character, and then montages the end of their respective stories.

The playset used for this game was Boom Town, included in the Fiasco core book. The setting is a small town in the Wild West gripped by settlers, gold fever, and mild racism against the Chinese. It leans much more towards Deadwood than Bonanza...

DRAMATIS PERSONAE

Sandy Dick - Owner and Madam of the Dicksyland Tavern and Whorehouse. A strong woman in a hard town, she does her best to look after her girls while furthering her own fortune.

Mayor Tammy Teakles - Placeholder's first woman mayor. She was a former miner who stole a minor fortune to establish her political career. Wed Thunder Teakles as a matter of politics.

Thunder Teakles - The mayor's husband, and a seller of antiquities. Currently in possession of a large number of magical monkey paws, and employer/abuser of Jeremy Smith.

Jeremy Smith - A Chinese immigrant adopted by the Teakles. Currently helps operate Thunder's antiquities stand, and is the victim of much abuse at his hands.

Benjamin Chang - Another Chinese immigrant and owner of a local restaurant. Runs an opium distribution operation out of the back of the business.

Though-Shalt-Not-Commit-Adultery Jameson - One of ten children, Mr. Jameson works as Placeholder's surgeon/barber/dentist, despite the fact that he has no formal education or training in any of the three practices.

ACT I
Scene I - Jeremy and Benjamin meet outside town. Chang has been working with Jeremy to secure his foothold in the town, and they set out on a plan to rob Thunder and use the money to secure Chang's opium trade - a first step to becoming mayor himself.

Scene II - We flash back to Chang's third month in Placeholder - in which the sheriff quit, the mayor vanished, and the preacher drank himself to death. Chang stepped up to fill the absences, but was passed over when it came to replace each of the three. Thus began his plot for vengeance.

Scene III - Jameson is working on Tammy's teeth when Chang shows up. After the mayor leaves, Chang bullies Jameson into revealing the dentist has come into possession of a bundle of TNT from a deceased former patient. He's buried the explosives at the Hanging Tree - the only landmark outside the town.

Scene IV - The mayor meets up with Sandy Dick and the two discuss matters in the town. Part of the mayor's campaign was healthcare for the townsfolk, but there's no budget for it. Tammy reveals her husband is in possession of a 12-pounder howitzer cannon from his service in the Civil War. The two plan t steal it and use it to rob a stagecoach taking money between banks.

Scene V - Tammy meets up with her husband and plies her feminine wiles to get his cannon. She claims it's for her sudden interest in pigeon hunting. Unfortunately the two get into a fight about his antiquities cart and he refuses to give her the cannon.

Scene VI - Thunder catches Jeremy sneaking back from meeting with Chang and verbally berates him for poorly stocking the monkey paws. With his temper sated, he goes to the dentist to discuss his wife's jaw and her gold teeth, which the dentist pulled earlier when they caused her pain.

Scene VII - Later that evening, Jeremy takes the box of monkey paws and buries it under the Hanging Tree, thinking he'll tell Thunder that he successfully sold the entire stock.

Scene VIII - Chang storms into the mayor's office. He's caught wind of her plan and wants in. In exchange for a cut of the profits from their stagecoach heist, he'll be her alibi to make sure she's not accused of the robbery.

Scene IX - Jameson's feeling pretty stressed about being a useless fly caught in everyone's web. He goes to Dicksy Land and lets everything out to Sandy - that he's got a bunch of gold teeth, that everyone's plotting things, and that he's buried a bunch of TNT at the Hanging Tree.

Scene X - We cut to the aftermath of Sandy successfully robbing the stagecoach. She hides the howitzer at the Hanging Tree, then goes back to the tavern with a box of gold. Thunder comes by drunkenly berating Jeremy - turns out he's found out about him burying the monkey paws.

Scene XI - Thunder leaves the tavern, and he's mistakenly taken the box of gold with him instead of the monkey paws. When he gets back to his home he realizes he's taken the gold and goes to bury it at the Hanging Tree.

Scene XII - While burying the gold, Jeremy falls out of the back of his wagon. He apologizes profusely, but Thunder sees an opportunity to take further advantage of him. Despite the fact that he's got gold, he's sold up, and he's back in his wife's good graces, Thunder tells Jeremy he has to make up for the lost profits by selling the rest of his inventory.

THE TILT
Tragedy - Magnificent Self-Destruction
Paranoia - What You've Stolen has been Stolen

ACT II
Scene I - Jeremy's desperately attempting to sell Thunder's wares, but the market in Placeholder is pretty saturated. Thunder comes by and is unimpressed by his efforts - he says he'll have to restock their inventory of monkey paws, and doesn't care how Jeremy comes into their possession.

Scene II - Chang goes to the hanging tree to dig up his share of the stagecoach robbery, but it's been taken. In revenge, and an attempt to take over as mayor, he dumps his stash of opium down the well after warning Sandy about his plan.

Scene III - Jameson notices the people in town have started acting strange - and eventually recognizes it as opium dosing. He knows Chang deals in the stuff, so he confronts the man, who blames Jeremy.

Scene IV - Sandy meets with Chang. They're the only two sober folk in the town and have decided to simply duck and leave Placeholder. Sandy's got a soft spot in her heart for Jameson, however, and decides she's going to try and get him to leave.

Scene V - Tammy's high as heaven, and she's wandering around Placeholder with her chest of gold clutched tight. She eventually makes her way to the Hanging Tree, where she meets up with Thunder, who is also incredibly high.

Scene VI - We flashback to Thunder in the morning. He takes a drink of opium-dosed water, goes to the Hanging Tree, and strips naked. Jeremy shows up and takes the howitzer in order to hunt monkeys. Then Tammy shows up and the two argue for a bit before reconnecting, emotionally and physically.

Scene VII - Jeremy, high on opium, sets up the howitzer on a hill overlooking Placeholder. He hallucinates the townsfolk as monkeys and starts blowing up the town in an attempt to please Thunder.

Scene VIII - Chang watches Jeremy's rampage from a distance and decides to let it happen. After Jeremy runs out of ammo, Chang goes to the hillside and tells Jeremy he can get him to safety, but he'll need to talk to his boss back east. In the meantime, he goes to Tammy's abandoned office and sets up shop as Mayor Chang.

Scene IX - Jameson goes to the hanging tree and sees the chaos unfolding. During a moment of clarity he decides he's going to leave, and simply wanders off into the wilderness.

Scene X - Sandy sees her tavern has been destroyed, but most of her girls have survived. She takes them, steals some guns from nearby corpses, and leaves with them in tow.

Scene XI - Tammy's dug up the TNT and accidentally covered herself in TNT chemicals. Her and Thunder, high on opium, decide the only way for her to survive is to amputate.

Scene XII - Thunder amputates Tammy's hands, but he's not a surgeon and it's the 1800s. Things go poorly.

THE AFTERMATH

This is Sandy Dick. She's left with her girls to take up a life of banditry. Unfortunately, none of them are trained to fight or shoot, and most get sick or shot. While resting at a town she's recognized for her links to the Placeholder disaster, and is subsequently locked up.

This is Jeremy Smith. He's been taken in by Chang's druglord allies. Used as a mule and general enforcer, he spends most of the rest of his life wishing he was orphaned again, or at least employed by Thunder. At least Thunder's abuse was only verbal.

This is Benjamin Chang. He's mayor of what remains of Placeholder, Colorado. Under his thumb it becomes a crime town, which delivers immediate returns. Unfortunately, the trade between it and other crime dens draws the attention of other cartels, and Chang finds himself fighting for his position as never before.

This is Mayor Tammy Teakles, dead of opium overdose, major physical trauma, and fire.

This is Thunder Teakles, dead of opium overdose in the (handless) arms of his wife.

This is Though-Shalt-Not-Commit-Adultery Jameson. He's left for another nearby town and received formal dental training. While working on a patient he learns Placeholder has recovered from its troubles, but shrugs it off, as that life is behind him.

Facilitator Thoughts
The Boom Town playset offers a very strong tone and setting most people are familiar with. As such, it's a good one to use for those who have never played before.

Saturday, June 22, 2019

Fiasco Actual Play: Home Invasion

Fiasco is a role-playing game about characters with grand ambition and poor impulse control. The game emphasizes improvisation and collaborative story-telling over dice rolling and encourages characters to fail forward, rather than strive for success. In other words, everybody loses a little better than the rest.

The game is played over five stages:

The Setup, in which the dice are rolled to generate a network of relationships and the details (objects, needs, and locations) which inform the story. The players then synthesize these elements into a house of cards ready to topple.

Act I, in which the players take turns establishing and resolving scenes featuring their characters, the relationships, and the relevant details. Plots are schemed, rifles are set atop mantles, and keys are left in the ignition.

The Tilt, in which two players choose additional elements which can be introduced in order to destabilize the story, twist an established aspect of the story, and further complicate things.

Act II, in which the players again act out their scenes. Plots unwind, guns go off, and the story tilts in unexpected ways.

The Aftermath, in which players montage their final character moments. People die, buildings explode, and the Fiasco unravels.

The playset used for this session was Home Invasion, set in the small town of Poppleton, as unsettling events and unsavory characters begin moving into town. The playset lists Invasion of the Body Snatchers, Donnie Darko, and American Beauty as movie night inspiration.

DRAMATIS PERSONAE

"Old Man" Henry Herbie Jeebies - A long-time resident of Poppleton, Old Man Jeebies claims to have fought in the Korean War and earned his right to not mow his lawn. Jeebies's sole companion is his beloved rooster, who wakes him promptly at 5 AM for ham sandwich time.

Robert "Bert" Mackintosh - Local weeaboo and general weird kid, Bert chose his nickname after growing weary of folks referring to him as "Little Robbie." Unabashed in his love of anime and marijuana, Bert possesses a general disdain for Poppleton, but especially his neighbor, Old Man Jeebies.

Richard Laundry - The new kid in town, Richard likes Inuyasha and other Japanese cultural milestones. Somewhat timid, Richard does his best to branch out and meet people, though his social awkwardness gets in the way more often than not.

Joe Free-Man - Local sovereign citizen, Joe Free-Man (pronounce the hyphen) legally changed his name from Freeman to include the punctuation. He's recently painted his garage door with a large image of the American flag, which does not go over well with the current Home Owner Association.

Leona van Housing - Some-nonsense chair of the Standards Committee for the Poppleton HOA, Leona bears a fondness for poppies and uniformity - through any means. Her drive often puts her at odds of the more entrenched citizens of Poppleton, which causes some strife in the small town.

ACT I

Scene I - Old Man Jeebies's rooster crows every morning at 5 AM sharp. The long-lived resident wakes up, makes himself a ham sandwich, and steps outside to enjoy the morning chill, immediately stepping on a rusted nail hiding in his unmowed grass.

"Just tell me what's wrong, dammit," Jeebies says.

"Well...sir, you do have tetanus," the nurse practitioner tells him. "But it's an advanced case, something you've had since before this morning. Have you stepped on any other nails recently?"

"I've got rusted nails all over my lawn, stay out of my business, goddammit!"

When he gets home, he discovers the rooster has escaped his yard, as the gate was left open.

Scene II- Bert gets woken up by his neighbor's rooster at 5 AM. He sits in bed, unable to fall back asleep, until it's time for high school at 8:30. The day passes as normal: he sleeps through chemistry, gets picked last and picked on during PE, and spends lunch playing video games on his phone. The one bright side is that there's a new kid, Richard, who also likes anime and probably won't has enough personality to disrupt Bert as the alpha-weeb.

Scene III - Richard's walking to school when he sees Joe Free-Man's truck and toolkit. There's a cordless nailgun sitting in the back, which Richard thinks will be perfect for his Inuyasha cosplay. Unfortunately, Mister Free-Man is watching from his porch, so Richard hatches a plan to take the nailgun when he's not paying attention.

Scene IV - Joe Free-Man watches the new weird kid walk off and sighs as he contemplates his upcoming meeting with the HOA Standards chair. He goes to talk with Leona about the upcoming Best Neighborhood award; Leona's plan is to plant poppies on every property, which would mean Joe's own garden would need to be uprooted. Joe's not going to have it, unless the HOA deals with the rooster which has been waking up the entire town for the past few years. Leona says she'll do it.

Scene V - Leona decides on a course of action: considering Old Man Jeebies doesn't know where the rooster is, she's going to set a trap for it. She goes into the park and creates a poppy arrangement hiding a large bear-trap baited with birdseed, then sits and waits.

Scene VI - Old Man Jeebies, being the only one at the urgent care that morning, gets a ride to the Memorial for Victims of Traffic Accidents on State Highway 217, about ten miles south on State 217. He has a brief, passable conversation with the shuttle driver before he's dropped off.

Scene VII - It's after school, and Bert is smoking weed with Richard at the Memorial for Victims of Traffic Accidents on State Highway 217. They're talking about anime and cosplay when Old Man Jeebies shows up and gives them trouble for smoking weed there. Bert responds by mocking the old man for the loss of Mary.

"Yeah, if you were my husband I would have darted into traffic, too," Bert sneered.

"Mary wasn't my wife, you little shit," Jeebies said as he removed a well-folded photograph from his coat. "She was my cat, my beloved cat."

Old Man Jeebies wanders off, and Bert reveals he's getting something shipped for his own cosplay, a real game-changer.

Scene VIII - Richard is back in town and decides it's time to steal Joe's nailgun. He waits for a bit, as Joe is on his porch, but the appearance of the rooster in the sky prompts Free-Man to go inside, grab his shotgun, and start taking shots at the bird. Richard grabs the nailgun during the confusion, but Joe sees him leave with it in hand.

Scene IX - The next morning Joe is waiting on his porch as Richard walks to school. He confronts the kid about taking his nailgun ("don't do it again or I'll kill yah"), and Richard says he'll go inside and get it...so he goes inside and puts on his ghillie suit he bought because he's such a fan of Call of Duty, then sneaks out the back door. Joe, not willing to wait, knocks on the Laundry's door and is confronted by Richard's father, who insists he'll deal with his son.

Scene X - Leona watches the bird approach the rooster trap but gets over-excited and scares the bird away. Thinking it might be just a bit too much trouble, she goes to Joe and says the HOA will let him keep his American flag garage door so long as he helps her catch the rooster. He agrees.

THE TILT ELEMENTS
Mayhem - A dangerous animal gets loose
Failure - Something precious is on fire

ACT II

Scene I - Jeebies wakes up half an hour late - too late for ham sandwich time. When he goes outside to see if his rooster is okay, he discovers Joe's nailgun at his fence gate and believes the man finally went to remove his bird. He makes a deal where Joe will recover the rooster in exchange for the return of his nailgun.

Scene II - Bert wakes up to his alarm for the first time in recent memory. He has a nice breakfast and sees that his shipment has arrived - it's an authentic replica katana from Japan, with hentai art painted down the blade. He straps it to his back and walks to school, where he notes Richard is missing.

Scene III - We cut to the day before, with Richard sneaking through the park in his ghillie suit. He sees the rooster in the sky and crawls towards it...and gets his hands caught in the bear trap. We do a time lapse of Richard stuck in the park, hands caught in a trap, covered in a ghillie suit so nobody can see him as he's forced to sit in the park overnight.

Scene IV - Joe goes on a hunt for the rooster and finds it, which results in a slapstick chase through the town. Ultimately he catches the bird and returns it to Jeebies for his nailgun.

Scene V - Leona goes to check on her rooster trap and finds Richard stuck there. She extricates him from the steel jaws and sends him to the urgent care.

Scene VI - Henry wakes up at 5 AM for ham sandwich time, and he notices the rooster is flying around his yard, crowing louder and louder and growing larger and larger. Concerned that something strange is afoot, he calls the local police and the sheriff arrives.

Scene VII - While everyone is arguing over how to deal with the ever-growing rooster, Bert is annoyed at the chorus of crowing, sirens, and arguing outside his house. Intent on driving Jeebies from the town, he sneaks into the old man's house and burns all the remaining pictures of him and his beloved cat, Mary. Outside, Jeebies collapses due to tetanus.

Scene VIII - Richard wakes up in the hospital in the same room as a tetanus-ridden Old Man Jeebies. The two talk a little bit and make up, coming to terms with their alienation from the rest of Poppleton. After he's released, Richard goes to Free-Man's house and confesses to taking the nailgun, asking Joe to please make it quick. Joe says he wasn't ever going to kill him and teaches him a little life lesson about taking stuff that isn't yours.

Scene IX - Joe and Leona meet up and talk about their plans. Considering Joe effectively ended the rooster problem (we learn the police shot the rooster down, as he was growing too large), she's going to make good on her promise: everyone in the neighborhood has to paint a big American flag on their garage door.

Scene X - It's the day of the big HOA meeting to determine how they're going to win the Best Neighborhood contest. Leona says they're going to go patriotic, and we see the entire town has been painted with American flags.

THE AFTERMATH

This is Henry Herbie Jeebies, bitter old man. After his expulsion from the hospital, he learns the police shot down his rooster. He becomes a recluse, eating his ham sandwiches, bereft of both his pussy and his cock.

This is Robert "Bert" Mackintosh, social outcast. Rumor spreads around Poppleton that Bert was the one who burned Old Man Jeebies's pictures. Thanks to the alienation, Bert never learns any sort of social skills and spends the rest of his time in Poppleton alone, allegedly by his own choice, though deep down he knows that's not true.

This is Richard Laundry. With his first attempt at anime cosplay ruined by poor planning, he attempts one more: by lighting a large stash of fireworks. Unfortunately he's too close and gets caught in the blast, sending him back to the hospital with third-degree burns all over his body. The kids in high school aren't kind, and he spends the rest of his time there known by the name "Dick Wash."

This is Joe Free-Man, enjoying a cup of coffee. The past few days were strange, that's for sure, but things in Poppleton seem to have calmed down. He sighs contentedly as he looks down the row of houses, each garage door boldly painted with a large American flag.

This is Leona van Housing, Standards chair of the Poppleton HOA. The Best Neighborhood committee loved Poppleton's patriotism, and the town won the award by one point. Glad that the nonsense is behind them, she straightens the award in her office and happily goes back to her routine.

Facilitator Thoughts
This was a fairly experienced group of gamers, with only one player having never touched Fiasco. The game moved at a fairly rapid pace, despite regular stints of in-character roleplay, probably making this the quickest game I've yet played. There was a lot of good table-talk and rounding about to include previous story points.

I did notice one interesting thing about the playset: Home Invasion is very clearly supposed to set up something similar to Coneheads, Stepford Wives, or The Cable Guy with subtle supernatural or extraterrestrial elements. While the supernatural did kind of occur here with the rooster, a lot of the elements we wound up generated were pretty mundane. Maybe that's the headspace we occupied at the time, but it looks like we did wind up avoiding most of the overt weirdness presented in the tables. Maybe next time.