Tashiro
Feb 16 2011, 07:36 PM
This brings up a point -- in most published adventures, what's the average payment suggested? We can use that as a frame of reference.
Brazilian_Shinobi
Feb 16 2011, 07:48 PM
3k-5k on average, considering it is just a 1-2 day job.
Jobs that take more time usually pay more or the runners have the opportunity to loot whatever they want.
Doc Byte
Feb 16 2011, 07:56 PM
QUOTE (Tashiro @ Feb 16 2011, 06:12 PM)

Really? Because from what I saw, you could tally together the different things the Johnson wants as part of the run, and come up with a reasonable figure. Then what I'd usually do is use the reputation of the runners as a modifier to increase how much they'd get. Then there's the negotiation roll by the runners themselves to raise that even further. And the outcome, I considered, was 'per runner', not 'for the whole group to divide'.
Reputation's even more bugged. It stops working beyond the first hundred karma points. SR4's even worse than SR3. My character would have a Street Cred of 48 if I'd use that rule. (I stopped playing SR3 with a Karma Pool of 15 as I used the optional RC rules for keeping it low.)
QUOTE (capt.pantsless @ Feb 16 2011, 07:15 PM)

Keep in mind, Nuyen has increased in buying power from SR3 to SR4, so the old values per-run are quite a bit more lucrative.
And lifestyle costs have gone up. That's the important indicator concerning incomes.
Tashiro
Feb 16 2011, 08:28 PM
QUOTE (Doc Byte @ Feb 16 2011, 02:56 PM)

Reputation's even more bugged. It stops working beyond the first hundred karma points. SR4's even worse than SR3. My character would have a Street Cred of 48 if I'd use that rule. (I stopped playing SR3 with a Karma Pool of 15 as I used the optional RC rules for keeping it low.)
Hmm, aren't there supposed to be activities which help to reduce reputation? The game master should be willing to use those to keep things in check.
Doc Byte
Feb 16 2011, 08:46 PM
QUOTE (Tashiro @ Feb 16 2011, 09:28 PM)

Hmm, aren't there supposed to be activities which help to reduce reputation? The game master should be willing to use those to keep things in check.
Yeah, killing innocent bystanders will reduce Street Creds.
Brazilian_Shinobi
Feb 16 2011, 08:52 PM
Critical glitches, talking shit to Johnsons, etc...
CanRay
Feb 16 2011, 09:00 PM
Napalming a bus full of Nuns and Orphans. And Orphaned Nuns.
Using a Improvised Weapon of Mass Destruction in the middle of a heavily populated area...
Game2BHappy
Feb 16 2011, 09:39 PM
My runs usually award between 3K and 20K per PC.
Something simple like a simple assassination (takes no skill to kill) will be on the low end.
Something difficult like kidnapping a 3-person science team from their megacorporate lab will be quite a bit more.
Something complex and difficult like the said extraction above combined with an assassination combined with making the newly-dead victim appear to be the kidnapper would be toward the top of the scale.
Really it can be a matter of how often your group plays SR and how fast you would like your players' characters to advance. Its okay if you overpaid them in the beginning as a kick-start to their shadow careers, just have their character's 'find out' that that kind of pay was a fluke and bring it back down to a normal range.
Wesley Street
Feb 16 2011, 09:45 PM
Pay 'em just enough to keep them hungry. Figure out what the runner's lifestyle costs are and pay them just enough to make the rent, depending on how many jobs they do in a month. The only time I go above and beyond the norm is if it's a part of the story and I deliberately want the PCs flush with cash.
This is the kind of stuff that needs to be handled in a Mr. Johnson's Black Book type product because this is the most asked question in this game.
Doc Byte
Feb 16 2011, 09:54 PM
QUOTE (Game2BHappy @ Feb 16 2011, 10:39 PM)

My runs usually award between 3K and 20K per PC.
Something simple like a simple assassination (takes no skill to kill) will be on the low end.
You're telling us that your runners are willing to commit a capital crime for 3ks? My character would
never ever risk a death penalty if he could easily earn much more by stealing a car.
QUOTE (Wesley Street @ Feb 16 2011, 10:45 PM)

Pay 'em just enough to keep them hungry. Figure out what the runner's lifestyle costs are and pay them just enough to make the rent, depending on how many jobs they do in a month.
And after about 10 runs every sam, rigger and hacker player will ask you, if he may play a mage or ki-ad.
CanRay
Feb 16 2011, 09:55 PM
QUOTE (Wesley Street @ Feb 16 2011, 05:45 PM)

This is the kind of stuff that needs to be handled in a Mr. Johnson's Black Book type product because this is the most asked question in this game.
You mean "Mr. Johnson's Little Black Book"?
I mean, paying and such is fluff for the most part. Fluff doesn't change even when Crunch does.
James McMurray
Feb 16 2011, 10:02 PM
QUOTE (CanRay @ Feb 16 2011, 05:55 PM)

I mean, paying and such is fluff for the most part. Fluff doesn't change even when Crunch does.
I hope I'm misunderstanding that. Are you saying that the money runners get for a job is fluff, and so has little bearing on the mechanics of the game system?
Game2BHappy
Feb 16 2011, 10:11 PM
QUOTE (Doc Byte @ Feb 16 2011, 04:54 PM)

You're telling us that your runners are willing to commit a capital crime for 3ks? My character would never ever risk a death penalty if he could easily earn much more by stealing a car.
I definitely like to respond to my player's feedback and I respect that you do too. However, is it worth considering that car theft might be too easy and too profitable in your game?
Personally, I love it when my players steal cars for their runs, but they usually end up with some beater that has more RP value than NuYen value.
Tashiro
Feb 16 2011, 10:18 PM
QUOTE (Game2BHappy @ Feb 16 2011, 05:11 PM)

I definitely like to respond to my player's feedback and I respect that you do too. However, is it worth considering that car theft might be too easy and too profitable in your game?
Personally, I love it when my players steal cars for their runs, but they usually end up with some beater that has more RP value than NuYen value.
Actually, I consider the car to be one of the bigger things in the adventure -- simply because one of my characters owns a very nice car, and driving to / from the mission is a big thing for him. He scopes out the city, streets, patrols, and everything like that, to plan the perfect approach and get-away.
CanRay
Feb 16 2011, 11:05 PM
QUOTE (Tashiro @ Feb 16 2011, 06:18 PM)

Actually, I consider the car to be one of the bigger things in the adventure -- simply because one of my characters owns a very nice car, and driving to / from the mission is a big thing for him. He scopes out the city, streets, patrols, and everything like that, to plan the perfect approach and get-away.
In addition to being a gun nut, I'm also a classic car nut. Muscle cars in particular. Also, motorcycles.
I freely admit that Jon "Money" Johnson is my Gun Nut run free, and Nas is my Car Nut run free.
Drace
Feb 17 2011, 01:16 AM
QUOTE (Tashiro @ Feb 16 2011, 04:28 PM)

Hmm, aren't there supposed to be activities which help to reduce reputation? The game master should be willing to use those to keep things in check.
Well the whole thing in the OP about the runners highballing to the extreme and walking out will easily cause a rep to drop rapidly, as well as cause their notoriety and PA to raise up.
For the concept of pay, like nearly everyone says, it varies on the game and runs. I use to have a chart I made for the last campaign I gmed years ago where I had a rough payout for different types of jobs, and then different factors would effect the price (e.g. If target was corp base would be for non-rated corp. +% for Nat, +higher% for A, +even higher% for AA) mainly who they were agaisnt, opposition, risk, expenses, extra intel/equipment supplied, threat of reprisal and another column or two and the player's negotiations were taken off as a percentage, roughly 1-3 percent per hit . So essentially it was
base price + all percents = base payout + Neg% = Final cut.
I found doing it that way kept a set system so that the players knew what certain jobs were worth, in a rough sense, in the shadows (They never saw the chart though) but each job was a different payout.
Also, for the OPoster, maybe have a pre-planned fallout scenario, where the johnson decides that since he already spilled so much he has to go after the runners to silence them, or they insult a johnson for a major crime family and they want revenge etc. Or just talk to the players.
PoliteMan
Feb 17 2011, 01:36 AM
QUOTE (LurkerOutThere @ Feb 17 2011, 12:21 AM)

I've said it before in other runs and I'll say it again here: Figuring out what to pay the runners gets a lot easier if you work out motivations with the players other then coin.
QFT
QUOTE (Doc Byte @ Feb 17 2011, 03:56 AM)

And lifestyle costs have gone up. That's the important indicator concerning incomes.
If you're actually paying lifestyle costs, your hacker hates you.
Makki
Feb 17 2011, 02:32 AM
last time, I wanted to be noncommittal about the payout.
J gave the team some boxes and told them what they can expect, if they bring the boxes to the designated target who will pay them. Then I brought in two more parties making totally different offers (a bigger amount cash, some high availability hot guns). they stuck to the expected certified cred. If somebody had kept the contents (a new drug), he could have made up to 10 times instead, depending on the date of selling. sadly nobody considered gambling. so they just sticked to the safest solution and the lowest amount. And I rewarded them with a new connection.
most fun was the mage who considered keeping his share for personal use
Game2BHappy
Feb 17 2011, 02:49 AM
QUOTE (CanRay @ Feb 16 2011, 06:05 PM)

... and Nas is my Car Nut run free.
I'm surprised he isn't named "NOS".
CanRay
Feb 17 2011, 09:00 PM
QUOTE (Game2BHappy @ Feb 16 2011, 10:49 PM)

I'm surprised he isn't named "NOS".

His name is short for "NASCAR", as he was a driver funded by Stuffer Shack (Car #711). He was in a major wreck and his insurance company cheaped out on his recovery, using replacement parts that are violations of NASCAR rules. His wife, accountant, and lawyer ran off with his money, and left him destitute and kicked out of the hospital barely able to walk.
He worked as a taxi driver for a bit until a Shadowrunning team spotted him and asked if he could still drive. He could, and got the handle "Nas" as a result. He refuses to answer to anything else now unless it's part of a Fake SIN. (Well, OK, his boyfriend calls him a few things he'll answer to, but that's a special case.).
Tymeaus Jalynsfein
Feb 18 2011, 11:53 PM
QUOTE (Doc Byte @ Feb 16 2011, 01:46 PM)

Yeah, killing innocent bystanders will reduce Street Creds.

Just spend time burning Street Cred to reduce that Notoriety... or when the Cred gets cumbersome, just change your identity (Reduces your Cred to 0) and rebegin with a new Identity and New Street Cred.
Easiest ways I know...
Of course, there is always something to be said for having a reputation that is unmatched, just look at Fastjack.
CanRay
Feb 19 2011, 12:29 AM
Yeah, exactly, FastJack. Just how many gigs is he getting now?
Of course, it's not like he really needs to work any longer, does it? 'Course, he will anyways, just to keep from being bored (And having to deal with his Sister and the rest of his family.).
Tymeaus Jalynsfein
Feb 19 2011, 03:05 AM
QUOTE (CanRay @ Feb 18 2011, 05:29 PM)

Yeah, exactly, FastJack. Just how many gigs is he getting now?
Of course, it's not like he really needs to work any longer, does it? 'Course, he will anyways, just to keep from being bored (And having to deal with his Sister and the rest of his family.).
Yeah, Well, You know how Family can be... what are you going to do?
CanRay
Feb 19 2011, 03:20 AM
Take your sister's kids to The House of Mouse, apparently.
Tymeaus Jalynsfein
Feb 19 2011, 03:21 AM
QUOTE (CanRay @ Feb 18 2011, 08:20 PM)

Take your sister's kids to The House of Mouse, apparently.

Heheh... Awesome...
CanRay
Feb 19 2011, 03:25 AM
QUOTE (FastJack, Corporate Enclaves Page 7)
I just got back from taking the grandnieces on three days of nonstop fun, fantasy and frolicking in Fun City, LA. Hope I die before m’sister talks me into that again.
Wesley Street
Feb 19 2011, 07:27 PM
QUOTE (Doc Byte @ Feb 16 2011, 04:54 PM)

And after about 10 runs every sam, rigger and hacker player will ask you, if he may play a mage or ki-ad.
Your players seriously don't attempt to steal, loot and fence everything that isn't tied down? Geeze, I'm running a (stupid)
Star Wars game where my players have tried to
cut up a space station hanger bay and sell it for parts.
CanRay
Feb 19 2011, 07:36 PM
Corporate Suit: "Where are the security guards?"
*Meanwhile, in a dreky abandoned motel*:
Security Guard #1: "Oh man, why am I so cold... Ah, man, they took my kidney! And I'm naked in a tub with Bob. Bob, this never happened."
Security Guard #2: "I think they'll find out it happened at our next physical."
Security Guard #1: "I MEANT THE BATHTUB TOGETHER!"
Security Guard #2: "Oh, right. Yeah. I was fantasizing a hot tub for our first time..."
Neurosis
Feb 19 2011, 07:46 PM
QUOTE (Tashiro @ Feb 16 2011, 02:36 PM)

This brings up a point -- in most published adventures, what's the average payment suggested? We can use that as a frame of reference.
Specify an edition and I can do some data mining.
Tashiro
Feb 19 2011, 07:52 PM
QUOTE (Neurosis @ Feb 19 2011, 02:46 PM)

Specify an edition and I can do some data mining.
Well, Missions for 3E and 4E come to mind, but even some of the classics, I'm curious now.
Wesley Street
Feb 19 2011, 08:22 PM
Here's a chart someone posted here a few months back. I assume whoever it was will step forward:
QUOTE
Assassination 5,000
Bodyguard/Security 200 /day
Burglary 2,000
Courier Run 1,000
Datasteal 20% value of the data
Distraction 1,000
Destruction 5,000
Enforcement 1,000
Encryption/Decryption 200 per MP
Extraction 20,000
Hacking 1,000 * Host's Security Value
Investigation 200/day
Smuggling Run 5,000
Why not bring Street Cred and Notoriety into the equation? Take the original table and multiply it by the average of Street Cred and Notoriety, round normally, minimum of X1 multiplier.
Wetwork is worth five grand a head for a head. Neophytes get that amount, and as their street cred goes up they start getting paid more - the jobs get harder, the legwork gets more extensive and the payouts increase. Notoriety can tell the Johnson a story of how the team gets the job done and change the types of jobs they get, and when someone lays low to let the heat die off (burn cred to get the notoriety down) then Johnsons forget as well, and the payouts get dropped.
Ascalaphus
Feb 19 2011, 08:24 PM
QUOTE (Wesley Street @ Feb 19 2011, 08:27 PM)

Your players seriously don't attempt to steal, loot and fence everything that isn't tied down? Geeze, I'm running a (stupid) Star Wars game where my players have tried to cut up a space station hanger bay and sell it for parts.
It can happen in any game where you actually track your character's wealth, but SR and D&D are of course severe offenders, due to the emphasis on buying moar equipment.
CanRay
Feb 19 2011, 08:38 PM
Star Wars is equally bad, as you need to repair and upgrade your ship. Trust me on that one. As for looting things... We had a Star Wars Privateer campaign going where that not only was a major theme, but rewarded!
The Rebel Alliance needed anything it could get it's hands on. We brought them cargo ships filled to the brim with war material and other essentials, and the occasional warship.
Our crowning moment was when we took an entire FLEET (A small one with outdated ships, but still) single-handedly. Minus the flag ship as it went boom very nicely in the middle of the commanding officer's rant at what he thought was outside our range. IIRC, he didn't even have his shields up. The only modern ship was an Interdictor-Class Star Destroyer, which, for those of you who know Star Wars, will know that's a pretty damned big thing for the Rebellion to get!
When we brought the fleet in, we could hear the gnashing of teeth from the accountants through vacuum!
Neurosis
Feb 19 2011, 09:48 PM
I'm going to try and attempt to create a representative sampling (read: not exhaustive list) of compensation values from published 4E products. That'll give us a basis to do statistics from.
Ascalaphus
Feb 19 2011, 11:25 PM
By the way, am I the only one who thinks that High/Luxury lifestyles are still fairly cheap? I mean, you can't really fold high-stakes gambling, cars, restaurants and expensive joytoys into 10-25K per month...
Kim
Feb 20 2011, 12:01 AM
QUOTE (Ascalaphus @ Feb 20 2011, 12:25 AM)

By the way, am I the only one who thinks that High/Luxury lifestyles are still fairly cheap? I mean, you can't really fold high-stakes gambling, cars, restaurants and expensive joytoys into 10-25K per month...
You can if you win with the high-stakes gambling, but otherwise I don't see you paying for all of it either.
ggodo
Feb 20 2011, 12:09 AM
I dunno, the High description really sounds more 'upper middle class' than it does High Life, at least from my reading and interpretation of costs in SR. Luxury costs 100,000. This seems like a lot, and could justify the luxury perks. I don't know where you're getting 25,000 from.
Kim
Feb 20 2011, 12:25 AM
QUOTE (ggodo @ Feb 20 2011, 01:09 AM)

I dunno, the High description really sounds more 'upper middle class' than it does High Life, at least from my reading and interpretation of costs in SR. Luxury costs 100,000. This seems like a lot, and could justify the luxury perks. I don't know where you're getting 25,000 from.
From Runners companion you can have one luxury and the rest high lifestyle for 20k.
ggodo
Feb 20 2011, 12:42 AM
Ah, I haven't messed with the lifestyles from Runner's Companion. I've mostly only used it for qualities. The rest seems like a lot of extra complications that have me fearing balance issues. This seems like an example of me being justified. It does lead me to another question about lifestyles though. can you upgrade permanent lifestyles? Like if someone is trying to move from low to middle do they only have to pay 300,000?
Kim
Feb 20 2011, 12:49 AM
A Lifestyle that has been permanently purchased cannot be upgraded; in order to change some (or all) aspects of the Lifestyle, you must first sell it, then purchase the new one.
If a player wishes, her character can sell a permanent lifestyle of
Middle or better. If the character has a couple of months to broker a
legitimate deal, roll 2D6. Multiply the result by 10 percent to determine
how much of the purchase price the character gets paid for her
“property.” If the character doesn’t have the SINner quality (see p. 95),
roll only 1D6. Also roll 1D6 if the character must dump her home and
possessions fast or through an agent because she is on the run.
ggodo
Feb 20 2011, 01:51 AM
well, darn, I guess I'm blind and missed that paragraph. That's kinda lame though. I don't think investments work like that in the real world.
Tymeaus Jalynsfein
Feb 20 2011, 02:22 AM
QUOTE (ggodo @ Feb 19 2011, 06:51 PM)

well, darn, I guess I'm blind and missed that paragraph. That's kinda lame though. I don't think investments work like that in the real world.
This is not the real world, though, it is a dystopic hellhole, full of crime and corruption, and myriads of individuals that are not even real people as far as the Governments and Corporations are concerned...
CanRay
Feb 20 2011, 02:31 AM
"I am not a Number, I am a Free Man!" "Your SIN says otherwise, Citizen."
Vegetaman
Feb 20 2011, 10:10 PM
QUOTE (EKBT81 @ Feb 14 2011, 03:38 PM)

Having disposable cash once in a while allows your PCs more leeway for their own projects. Let the ex-ganger street sam throw a big party for his former gang, let the high society face buy a cover at the mayor's campaign dinner, whatever. In my experience letting the PCs do their own things between more standard runs leads to much more fun in game than having them just sit in their basement between runs, polishing their guns. Of course that depends on your group. If their reaction to a windfall is "I buy more guns to polish while sitting in my basement", it might not work out for you.
I always find this to be great. You need to let your team relax a little, and choose their own "activities" between runs. More often than not, this leads to great material further down the line -- like neighbors that you pissed off ratting you out to Lone Star or some MegaCorp that wants your blood, or having any number of odd things happen that are too obvious to be coincidental. Oh yeah, there's lots to work with in that department.
QUOTE (shon @ Feb 14 2011, 04:42 PM)

The problem is: the players (not the characters) know that I have this mission prepared for them. And if the J walks away, there's no mission, there's no play. We can all just get up and go home. So they know they have me by the balls. I have to give them the money so we can play. I think this isn't fair play. But on the other hand, they players are fairly new to the game, and they thing they should earn tons of cash simply for being criminals. Of course they wanna play. But they know I won't end the game withing first 15 minutes, simply because of failed negotiation.
For this reason, I usually have 2 or 3 scenarios ready to go in the background in case my guys filch on a run -- though it rarely (if ever happens). I can only think of one run that got turned down due too "too much hazard; too little pay". But, you could always say "okay, we'll pay you 100K nuyen" and pretty much plan to throw an ultimate death trap on them for being greedy. Been down that route before, too.
As for run payment, I usually offer between 5K and 10K for a run. I think the best that ever got paid out was 12K due to some amazing haggling for some "up front cash" and a runner death. Of course, my players have a bad habit to bring duffel bags and try to loot every single thing that is not tied down as well as leave a high body count, despite the fact that I usually give an opportune "side mission" while they're in there for maybe an extra 500 large or maybe 1K or 2K nuyen... And they still wonder why all these bad people "keep finding them".
TheOOB
Feb 21 2011, 07:33 AM
QUOTE (Wesley Street @ Feb 19 2011, 02:27 PM)

Your players seriously don't attempt to steal, loot and fence everything that isn't tied down? Geeze, I'm running a (stupid) Star Wars game where my players have tried to cut up a space station hanger bay and sell it for parts.
Unless you are going for a pink mohawk style, that can be considered unprofessional. First of all, Johnson wants the run done, and doesn't always want you tearing up the place, especially if it endangers the mission, and also that is how to provoke reprisal. Most corps and security firms don't chase after shadowrunners because there is no point. A few hours after the run Mr J has whatever he wanted, and the runners have moved on. There is no profit to be made in capturing them. But if the runners stole a lot of things, or caused a lot of damage, they are more likely to get chased after to a)recover lost goods, and b)be made an example of. That goes back to the whole shadowrunners are professional criminal things. Anyone can hire some gangbangers to do a smash a grab for a couple thousand nuyen, but shadowrunners bring another level of professionalism.
You need to make sure that the money you give runners is a good deal more then they could make as part of a gang or stealing cars or whatnot.
Ascalaphus
Feb 21 2011, 08:29 AM
I personally find it.. unaesthetic.. if the party loots everything. Not cinematographic or cool at all.
To a certain degree it might be conditioning left over from D&D (especially when trying to "beat" the wealth-by-level guidelines). But it also has to do with GMs deliberately lowballing payout "because they'll be looting anyway".
But if looting is that easy, why go for the Johnson job anyway? Why not rob random office complexes and R&D facilities to steal the guards' weapons and the printer cartridges and stuff?
I think the focus should clearly be on the big payout. It should be big enough to make the players salivate - and wonder what trouble awaits, because nothing easy can be that well-paid. It shouldn't be interesting to loot every knick-knack - it'll slow you down, weigh you down, and it's not worth enough money to do anyway.
It's like being in a computer game where you could pick up every dirty rag dropped by a monster you killed, and you could sell every dirty rag for a gold piece. But you get only X time, and in that time you want to get to the end boss and the good stuff.
I'm not saying looting shouldn't happen at all, but it's nicer if it's just a few things here and there, instead of a big systematic thing. Just that one guard's nifty modded gun, the CEO's private correspondence (while hacking), and such things. Targets of opportunity or of high value; worth the time to pick them up.
TheOOB
Feb 21 2011, 11:00 AM
It's easy to train your players not to loot. Have the corp send out a strike team, or get them stung for selling stolen merch, or have a vengeful corper hire a runner to take you out for stealing some important family heirloom. Just make sure you're giving the runners enough money so that they don't feel like they have to do that. Give them bonus objectives for extra cash, or give them things to do between runs to make an extra buck if they are low on cash.
CanRay
Feb 21 2011, 04:33 PM
QUOTE (Ascalaphus @ Feb 21 2011, 04:29 AM)

But if looting is that easy, why go for the Johnson job anyway? Why not rob random office complexes and R&D facilities to steal the guards' weapons and the printer cartridges and stuff?
Why get paid for one job when you can get paid for two?
Also, Mr. Johnsons provide support often in the way of information the 'Runners might have a hard time getting as part of their deal... Guard rotation schedules, back-door access information to servers, layouts of facilities, and so on. That should be part of any negotiation is whatever intel they can provide.
Double-check that intel, however. It might be pure vapor, or it might be misinformation fed to the Mr. Johnson to let his Corp get caught trying something...
Neurosis
Feb 21 2011, 08:47 PM
I have mixed feelings about l00ting. My team doesn't wind up doing a lot of it. By the end of most fights, they're too worried about getting out of there before the 'Star shows up to strip the bodies.
Ryu
Feb 21 2011, 09:05 PM
QUOTE (ggodo @ Feb 20 2011, 02:51 AM)

well, darn, I guess I'm blind and missed that paragraph. That's kinda lame though. I don't think investments work like that in the real world.
"Best offer in the accepted time frame" is good. The variance is much to large, try 80% base + 20% risk. A good Negotiations roll should raise the price. "+1 per net hit (threshold=LP/5)"?
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