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Players get trapped inside their
character sheet. 

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A lot of tables have this habit,
or a lot of players have this 

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habit, and it looks harmless 
until you really notice what's 

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going on. 
Uncertainty appears, the 

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situation becomes tense or 
open-ended, and the players look

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down. 
Not outward, not at the GM, not 

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at the other players, not into 
the game or the story. 

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Down. 
They look at the character 

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sheets, they aren't asking what 
their character would do, 

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they're asking what am I allowed
to do? 

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And once that becomes the 
default posture, the game starts

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to suffer a bit. 
That's the problem I want to 

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talk about today. 
This is Vindicast. 

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My name is Kenneth. 
I've been jamming for a while 

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now and please like and 
subscribe if you like this kind 

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of in depth videos about how 
role play connects to the brain.

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If you like that, like and 
subscribe. 

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Let's continue. 
So yeah, that's a real problem I

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want to talk about here is 
characters or people getting 

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stuck into the character sheet. 
I don't want to debate today 

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whether character sheets are 
good or bad because of course 

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they are useful and also not 
whether mechanics matter. 

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Of course they do they matter. 
That's what defines the game. 

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The problem is that a lot of 
players have been trained to 

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treat the character sheet like 
the user interface of the game. 

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And I got to admit I had exactly
the same problem. 

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I actually explained to people 
as a gem as well that this sheet

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in front of you is actually your
user interface. 

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This is what you can do. 
But I was wrong. 

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The character sheet is not the 
front door to agency. 

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And I think I think the sheet is
a reference document, a support 

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tool, a record of capabilities, 
of costs, constraints, your 

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resources, your numbers. 
The real interface of tabletop 

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role-playing is the live 
exchange between people at the 

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table. 
You interface with the others, 

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not with your character sheet. 
It is intent, it is 

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clarification, it is response, 
it is consequence. 

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It is the player making a move 
with words, the GM receiving 

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those words and interpreting 
them, the group at the table 

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understanding what is happening 
and the story changing because 

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of it. 
The consequence? 

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That may sound a little bit 
abstract, but the problem it 

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describes is actually very 
concrete. 

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You can you have 100% seen this 
at the table. 

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Maybe an example, a guard blocks
a hallway and the player wants 

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to get past them in a healthy 
table rhythm. 

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The player starts with intent. 
Maybe they want to try to 

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distract him. 
Or they say oh I want to 

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unsettle him, I want to flatter 
him. 

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I want to make him doubt his 
orders. 

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I want to create a reason for 
him to leave. 

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Whatever. 
Start a scene, appeal to his 

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vanity, threaten him, or just 
walk forward with enough 

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confidence and a big fat axe. 
It starts with what the 

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character does, then if 
uncertainty matters, the 

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mechanics step in. 
But it seems obvious but at a 

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lot of tables and what a lot of 
players do is not the same as 

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what I just described. 
Lot of players, they look down 

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and ask some version of do I 
have anything that I can use for

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this? 
Do I have enough persuasion? 

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Do I have enough deception? 
Do I have some sort of a feature

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that I can use to help? 
Do I have a move for social 

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pressure? 
And the moment that happens, the

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whole scene falls flat. 
The guard is no longer a person,

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a fictional person in that 
situation. 

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He has become a mechanic waiting
for the correct button to be 

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pressed on the sheet. 
And that is what I mean when I 

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say players get trapped inside 
the character sheet. 

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The sheet stops being support 
and starts to become permission.

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And once players start relating 
to the game that way, a lot of 

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downstream problems make more 
sense. 

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They stop attempting obvious 
things that are not explicitly 

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printed, they assume that absent
mechanics mean forbidden 

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actions, they become passive in 
scenes that should invite 

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initiative, and then they blame 
themselves for not being 

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creative. 
But the real issue is that 

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they've been taught to translate
every impulse into system 

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language before they are allowed
to express it. 

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And there's a little paradox 
here, because I hear many people

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say that new players are strange
enough the best role players, 

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and it is because they haven't 
learned to get used to the 

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character sheet yet. 
It's strange that very often new

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players are better than the 
veterans. 

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Don't kill me, please. 
I think a lot of people watching

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this kind of recognize this 
feeling, even if it has never 

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been pinpointed yet. 
You've sat at the table, and 

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maybe you felt weirdly 
constrained, even in a game that

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is supposedly offering all the 
freedom in the world. 

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You've had moments where you 
knew your character should do 

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something, but you were stalled 
because you weren't sure whether

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it could be validated by your 
character sheet. 

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Maybe you felt like the game 
wanted you to operate a menu 

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instead of really inhabiting a 
person. 

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And the painful part is that you
may have my misdiagnosed this 

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problem. 
Maybe you thought I just need a 

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better character built. 
My character is not strong 

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enough. 
Or maybe I need a lighter 

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system. 
Maybe I need to play a heavier 

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system with more options so I 
have more options to choose 

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from. 
Maybe I'm just bad at role play.

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Maybe I'm just not an 
imaginative person. 

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But very often the problem is 
not that you lack imagination, 

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is that the table has trained 
you to distrust imagination 

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unless it arrives with 
paperwork, your character 

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sheets. 
And that training can happen in 

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very subtle ways. 
It happens when GM's become 

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responsive only after a mechanic
is named. 

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A player says I want to make the
Duke feel cornered without 

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openly threatening him, and the 
GM responds with OK, role 

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initiative. 
No, sorry, role intimidation. 

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That sounds normal, but there is
already a small problem here. 

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The GM has skipped over 
receiving the actual move. 

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They haven't engaged with the 
intent, the wording, the social 

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texture, the like the the story 
angle. 

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Here they jump straight to 
categorization and players learn

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from that. 
I made the same mistake. 

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They learn that what really 
matters is not the action they 

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imagined, but the mechanical 
label that can process it. 

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So the next time they just cut 
out the middle and immediately 

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ask I want to use persuasion on 
this guy. 

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It happens when players try 
things outside the printed 

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options and get met with 
skepticism. 

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It happens when AGM sounds 
comfortable only once the action

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has been translated into a rule 
they recognize. 

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It happens when improvised ideas
get weaker treatment than listed

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abilities. 
It happens when the social 

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message of the table becomes if 
it is not clearly on your sheet,

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you're stepping on thin ice. 
And to be fair, that dependence 

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does not come from nowhere. 
The sheet offers that safety. 

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It offers those guiding rails. 
It gives players something 

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stable to hold on to, especially
newer players or anxious 

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players, insecure players, but 
also very experienced players 

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there's who've been punished 
before for overreaching or doing

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it wrong. 
The sheet says this much is 

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definitely yours, this much is 
valid, this much cannot be 

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challenged socially at the 
table. 

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So of course people will start 
to cling to it. 

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That's not stupidity, that is 
kind of self protection. 

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It's what our brain does. 
But what protects you from 

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embarrassment can also trap you 
in passivity in your character 

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sheet. 
There's also a false debate here

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that I think wastes a lot of 
time. 

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People notice this kind of 
passivity, and then they reach 

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for broad ideological fixes. 
They say that the problem is too

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many mechanics, or they say the 
problem is too few mechanics, or

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they say players just need to be
more creative, or they say gems 

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just need to stop railroading. 
Sometimes those things are true,

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but not reliably. 
You can have a heavy game with 

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highly active players because 
the table still treats intent as

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primary, but you can also have a
very light ruled game where 

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everybody's strangely frozen 
because even without many rules,

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the social logic is still 
permission based. 

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And I've noticed this when I 
started to play Dragon Bane. 

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Compared to DND 5 E, there are 
perceivably so, yeah, much so 

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fewer options on the Dragon Bane
sheet compared to B&D, it feels 

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so much more light and people 
are like, whoa, there's not much

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I can do. 
So yeah, that's permission based

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thinking and just saying why 
just be more creative? 

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It's not a good piece of advice 
in this whole area because it 

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ignores the condition that make 
creativity feel risky in the 

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first place. 
People aren't creative on 

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command when the table teaches 
them that unlisted actions might

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be dumb, invalid, annoying, or 
unfair. 

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So I want to make the argument 
plainly. 

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The real interface of a tabletop
role-playing game, like I said 

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before, is social. 
It is not printed, it's not the 

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sheet itself. 
It is the space between what a 

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player wants, what they say, how
the GM hears it, how the table 

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responds to it, and what changes
in the shared story because of 

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it. 
The sheet matters, but it enters

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that process as support. 
It should not be the origin 

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point of action. 
Healthy play just brings the 

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fiction 1st and mechanics 
second. 

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Unhealthy play often looks like 
mechanics first, fiction maybe 

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if we can justify it after. 
And I think you can expose this 

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problem with one very simple 
table exercise. 

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Try it. 
Have the players turn their 

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character sheets face down. 
Not forever, not as a philosophy

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of anti rules purity or 
whatever. 

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Just as a temporary 
intervention. 

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Give it 20 minutes, maybe a 
scene, maybe 1 encounter, maybe 

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not an encounter because in 
combat really. 

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But still, try it. 
Maybe one stretch of free play, 

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and during that time the players
don't look at the sheet unless 

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the GM specifically asks for it.
If a number matters, flip it. 

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If a resource matters, flip it. 
If a rule generally matters, 

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then flip it over. 
But until then, the only thing 

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players are allowed to lead with
is intent. 

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What are you actually trying to 
do without referencing to your 

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character sheet? 
Again? 

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What do you say? 
How do you move? 

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What kind of pressure are you 
applying to the scene? 

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What are you risking? 
What outcome are you trying to 

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create? 
And I think this is a fantastic 

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exercise because it reveals so 
much so quickly. 

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If the table immediately becomes
more alive, then the players 

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were not uncreative, they were 
overtrained. 

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If they become more direct, more
curious, more human, more 

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willing to test the world, and 
the sheet had started 

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functioning as a permission 
gate. 

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But if they struggle, that's 
useful too, because now you can 

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see where the dependency lives 
today. 

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Not know how to picture a scene 
without option scanning? 

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It could be today. 
Fear overstepping today? 

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Wait for the GM to ask the right
kind of question today. 

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Assume that without printed 
support, no action is 

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legitimate. 
The flip sheet exercise does not

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magically solve those things, 
but it does make them visible, 

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and then you can work with it. 
Let me give you a few examples 

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because this topic only really 
lands I think, when you can feel

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it. 
Say the party is at a banquet 

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trying to learn which noble is 
secretly funding a violent 

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faction in the city at a table 
that is fully sheet LED. 

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This may sound a little bit 
abstract and the players might 

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immediately ask I want to roll 
inside to see hear who's lying. 

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Or do I have any background 
feature that helps me navigate 

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noble circles or whatever? 
I have the nobility background 

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or whatever. 
Maybe they ask if they can roll 

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perception to spot suspicious 
behavior. 

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Notice what's happening and you 
recognize it. 

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I'm 100% sure they're not 
interacting with the banquet, 

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they're interrogating their 
access to it through the 

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character sheet, through 
mechanics. 

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Now let's flip it. 
At fiction lit tables, the same 

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player might say I first want to
spend some time pretending to be

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socially aimless while I watch 
who seems too careful about 

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being seen together, and then 
the GM can work with it. 

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Or I bring up last month's riot 
near the western gate and see 

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whose expression changes before 
anyone speaks. 

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Or I start a harmless argument 
about terrorists, because people

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reveal their loyalties more 
easily when they think they're 

232
00:14:01,440 --> 00:14:03,280
talking policy instead of 
violence. 

233
00:14:04,800 --> 00:14:10,560
Now the scene comes alive. 
Now the GM has stuff to receive,

234
00:14:10,560 --> 00:14:15,440
to interpret. 
Mechanics still matter because 

235
00:14:15,440 --> 00:14:20,680
roles happen from this intent, 
and maybe some features start to

236
00:14:20,680 --> 00:14:25,480
apply, but the action entered 
through intent, not through 

237
00:14:25,480 --> 00:14:27,400
option selection from your 
character sheet. 

238
00:14:28,880 --> 00:14:32,200
Or maybe a simpler example, the 
group finds a door barred from 

239
00:14:32,200 --> 00:14:35,680
the other side at a sheet LED 
table. 

240
00:14:35,840 --> 00:14:38,920
The question becomes OK, who has
the best skill for this? 

241
00:14:38,920 --> 00:14:40,760
Who has lock picks? 
Who has the feature that 

242
00:14:40,760 --> 00:14:43,120
bypasses barriers? 
Who has the relevant spell? 

243
00:14:43,480 --> 00:14:46,800
Again, those things are 
important, but if they are the 

244
00:14:46,800 --> 00:14:52,000
first and only layer, the game 
shrinks into tool matching. 

245
00:14:53,200 --> 00:14:56,600
Because at a story LED fiction 
LED intent LED table, the 

246
00:14:56,600 --> 00:15:00,200
players might say. 
I put my ear against the door 

247
00:15:00,200 --> 00:15:03,000
and I listen for movement on the
other side. 

248
00:15:03,600 --> 00:15:06,200
I wedge a knife into the frame 
and try to lift the bar. 

249
00:15:06,680 --> 00:15:09,920
I bang on the door and imitate 
one of the captain's men to 

250
00:15:09,920 --> 00:15:12,440
create urgency. 
I look for hinges. 

251
00:15:12,440 --> 00:15:14,760
I check whether the door opens 
inward or outward. 

252
00:15:15,480 --> 00:15:18,720
I set a small fire nearby to 
force whoever is inside to 

253
00:15:18,720 --> 00:15:21,320
react. 
You feel the difference. 

254
00:15:23,080 --> 00:15:25,720
The difference is not that one 
table uses rules and the other 

255
00:15:25,720 --> 00:15:27,960
doesn't. 
The difference is that one table

256
00:15:27,960 --> 00:15:31,560
starts by asking what in the 
world is happening and what can 

257
00:15:31,560 --> 00:15:34,920
we do about it, while the other 
starts by asking which printed 

258
00:15:34,920 --> 00:15:37,480
permission applies immediately. 
Checking sheets. 

259
00:15:39,600 --> 00:15:42,120
Now this is where the GM 
argument also becomes important,

260
00:15:42,120 --> 00:15:44,840
because players don't create 
this pattern alone. 

261
00:15:45,480 --> 00:15:49,600
GMs train it all the time. 
I am also guilty. 

262
00:15:50,560 --> 00:15:54,160
If every player declaration gets
reduced immediately to a check, 

263
00:15:54,840 --> 00:15:57,120
players will start optimizing 
for check access. 

264
00:15:57,200 --> 00:15:59,280
And that's our brain. 
We we take shortcuts. 

265
00:15:59,760 --> 00:16:03,360
We do it all the time. 
If the GM reacts warmly to 

266
00:16:03,360 --> 00:16:07,040
listed abilities but blankly to 
improvise intent, players learn 

267
00:16:07,040 --> 00:16:10,240
the lesson. 
If the GM only seems comfortable

268
00:16:10,240 --> 00:16:13,240
when everything is translated 
into familiar system categories,

269
00:16:13,520 --> 00:16:16,400
players become translators 
before they become actors. 

270
00:16:16,760 --> 00:16:19,480
And then the GM complaints that 
the table feels passive. 

271
00:16:20,760 --> 00:16:24,080
Of course it does. 
You taught people that the 

272
00:16:24,080 --> 00:16:27,920
safest way to play is to pre 
sanitize their ideas into rule 

273
00:16:27,920 --> 00:16:30,440
compatible packets. 
What a sentence. 

274
00:16:31,480 --> 00:16:34,760
AGM can break that pattern by 
changing the order of attention.

275
00:16:35,560 --> 00:16:39,240
First, receive the intent, then 
ask clarifying questions that 

276
00:16:39,240 --> 00:16:42,320
stay inside the fiction. 
What exactly are you trying to 

277
00:16:42,320 --> 00:16:46,080
make the guard feel? 
What are you hoping the priest 

278
00:16:46,080 --> 00:16:48,400
believes? 
How obvious is your threat? 

279
00:16:48,720 --> 00:16:51,720
Are you trying to impress this 
crowd or unsettle it? 

280
00:16:52,240 --> 00:16:54,280
What are you risking if this 
goes wrong? 

281
00:16:54,400 --> 00:16:57,080
Those questions tell the player 
that their action matters as an 

282
00:16:57,080 --> 00:17:00,280
action, not merely as fuel for a
role. 

283
00:17:01,320 --> 00:17:06,359
Then, once the story move is 
clear, bring in mechanics where 

284
00:17:06,359 --> 00:17:09,040
they actually belong and that 
order matters. 

285
00:17:09,040 --> 00:17:11,560
It teaches players that the 
sheet supports the move instead 

286
00:17:11,560 --> 00:17:14,880
of replacing the move, and 
players can help on their side 

287
00:17:14,880 --> 00:17:17,200
too. 
One of the most useful habits a 

288
00:17:17,200 --> 00:17:20,560
player can build is to delay the
self censorship that comes from 

289
00:17:20,560 --> 00:17:23,680
staring at the sheet. 
Before asking whether you have 

290
00:17:23,680 --> 00:17:26,040
something for this, say what you
want to do. 

291
00:17:26,319 --> 00:17:29,440
Before checking for permission, 
create an intention. 

292
00:17:29,520 --> 00:17:32,480
Before scanning your list of 
abilities, picture the scene. 

293
00:17:33,040 --> 00:17:36,600
This is especially important in 
social situations because that 

294
00:17:36,600 --> 00:17:39,880
is where sheet dependence gets 
hidden under the language of 

295
00:17:39,880 --> 00:17:42,360
role play. 
People think role play means 

296
00:17:42,360 --> 00:17:46,080
doing a voice or speaking in 
character, but a lot of role 

297
00:17:46,080 --> 00:17:50,200
play is simply the willingness 
to act through a person's motifs

298
00:17:50,200 --> 00:17:52,960
instead of through a menu of 
validated options. 

299
00:17:54,760 --> 00:17:57,960
Let me say something harsh. 
Harsh, but important. 

300
00:17:58,720 --> 00:18:02,160
When players get trapped inside 
the sheet, they often start 

301
00:18:02,160 --> 00:18:05,200
confusing system literacy with 
agency. 

302
00:18:05,840 --> 00:18:09,200
They feel busy because they are 
checking abilities, comparing 

303
00:18:09,200 --> 00:18:12,200
modifiers, tracking options, 
optimizing timing. 

304
00:18:13,000 --> 00:18:15,160
But busy is not the same as 
active. 

305
00:18:15,600 --> 00:18:18,640
A player can be mechanically 
occupied and fictionally passive

306
00:18:18,640 --> 00:18:21,320
at the same time. 
They can spend the whole night 

307
00:18:21,320 --> 00:18:24,560
manipulating the sheet and never
once put real pressure on the 

308
00:18:24,560 --> 00:18:26,840
world as a person in a 
situation. 

309
00:18:27,920 --> 00:18:29,560
That is not because mechanics 
are bad. 

310
00:18:30,560 --> 00:18:34,360
It is because mechanics without 
strong intent can become a 

311
00:18:34,360 --> 00:18:37,160
substitute for actually entering
the story. 

312
00:18:38,840 --> 00:18:40,720
There's another ugly consequence
here too. 

313
00:18:40,880 --> 00:18:44,040
Sheet let play tends to make 
characters feel thinner than 

314
00:18:44,040 --> 00:18:46,200
they're supposed to be. 
If your character becomes 

315
00:18:46,200 --> 00:18:50,960
identical to the set of things 
explicitly written down, then 

316
00:18:50,960 --> 00:18:54,080
anything not captured by the 
sheet starts to feel unofficial.

317
00:18:55,120 --> 00:18:57,880
Think about it. 
Try to write your own life down 

318
00:18:57,880 --> 00:19:00,120
on a character sheet. 
You probably will run out of 

319
00:19:00,120 --> 00:19:05,720
space very quickly. 
Instincts, manners, habits, 

320
00:19:06,120 --> 00:19:11,280
personal logic, forms of 
courage, your personal tactics 

321
00:19:11,680 --> 00:19:15,360
that you would naturally use in 
a room, All of that gets pushed 

322
00:19:15,360 --> 00:19:18,520
to the side. 
The character becomes a chassis 

323
00:19:18,520 --> 00:19:21,560
with permissions attached. 
But the real character is not 

324
00:19:21,560 --> 00:19:23,320
just a record of codified 
abilities. 

325
00:19:23,440 --> 00:19:26,960
The real character is what they 
notice, what they attempt, what 

326
00:19:26,960 --> 00:19:30,880
they avoid, how they read 
people, what tone they use when 

327
00:19:30,880 --> 00:19:35,200
afraid, how they react under 
pressure, what they try before 

328
00:19:35,200 --> 00:19:39,320
the dice even come out. 
This is why I say your real 

329
00:19:39,320 --> 00:19:43,920
character is not on the sheet. 
The sheet tracks some truths 

330
00:19:43,920 --> 00:19:48,440
about your character. 
Yes important ones, but not the 

331
00:19:48,440 --> 00:19:51,200
living interface between that 
person and the world. 

332
00:19:52,200 --> 00:19:54,440
That interfacing happens at the 
table. 

333
00:19:54,800 --> 00:19:59,520
And again, I'm not making an 
anti sheet argument for newer 

334
00:19:59,520 --> 00:20:02,280
players, or for any player for 
that matter. 

335
00:20:02,640 --> 00:20:07,000
The sheet is essential cognitive
support in more complex games. 

336
00:20:07,000 --> 00:20:10,480
It holds crucial procedural 
clarity in tactical situations. 

337
00:20:10,480 --> 00:20:13,560
It tracks meaningful constraints
and what you can do. 

338
00:20:14,440 --> 00:20:17,960
Resources matter. 
Ranges matter, abilities matter,

339
00:20:17,960 --> 00:20:20,640
probabilities matter. 
None of this works if you 

340
00:20:20,640 --> 00:20:22,240
pretend the mechanics don't 
exist. 

341
00:20:23,120 --> 00:20:26,880
The point is not to stop using 
the sheet, the point is to stop 

342
00:20:26,880 --> 00:20:29,000
letting it become the first gate
of action. 

343
00:20:31,360 --> 00:20:36,200
Like like a game controller. 
A healthy table usually has a 

344
00:20:36,200 --> 00:20:40,320
rhythm that feels like this. 
The player states what they do 

345
00:20:40,720 --> 00:20:43,680
with enough texture that the 
group understands the human move

346
00:20:43,680 --> 00:20:46,040
inside it. 
The GM receives that move as 

347
00:20:46,040 --> 00:20:48,560
part of the fiction, not as a 
problem to be instantly 

348
00:20:48,560 --> 00:20:52,000
converted into a rule token. 
The table understands what is 

349
00:20:52,000 --> 00:20:57,600
being risked or attempted, and 
then the mechanics step in where

350
00:20:57,600 --> 00:21:04,000
there's uncertainty, difficulty,
opposition, cost, consequences 

351
00:21:04,120 --> 00:21:07,360
that matter. 
That rhythm preserves both 

352
00:21:07,360 --> 00:21:10,240
freedom and structure. 
It lets the player enter as a 

353
00:21:10,240 --> 00:21:13,600
person, and the system answers 
as a system. 

354
00:21:15,880 --> 00:21:18,560
An unhealthy table reverses that
rhythm. 

355
00:21:19,440 --> 00:21:22,480
The player searches the sheet 
for a legal move, the GM 

356
00:21:22,480 --> 00:21:26,560
recognizes the mechanical 
category, and the story just 

357
00:21:26,560 --> 00:21:30,640
gets filled in after. 
And because the move began as 

358
00:21:30,640 --> 00:21:35,120
permission or permission 
seeking, it usually stays that 

359
00:21:35,120 --> 00:21:37,640
narrow. 
People do less, they risk less, 

360
00:21:37,640 --> 00:21:39,840
they notice less, they surprise 
themselves less. 

361
00:21:40,120 --> 00:21:43,640
So if your table has started to 
feel timid, literal, or 

362
00:21:43,960 --> 00:21:48,480
strangely lifeless, do not only 
ask whether the game is too 

363
00:21:48,480 --> 00:21:51,160
crunchy or too vague. 
Ask whether the players have 

364
00:21:51,160 --> 00:21:53,040
been trained to wait for 
authorization. 

365
00:21:53,320 --> 00:21:55,040
Don't. 
Don't literally ask it like 

366
00:21:55,040 --> 00:21:56,320
that. 
Ask yourself. 

367
00:21:56,800 --> 00:22:01,240
Ask whether intent is being 
received seriously before the 

368
00:22:01,240 --> 00:22:04,560
mechanics enter. 
Ask whether the GM is rewarding 

369
00:22:04,560 --> 00:22:08,080
fictional initiative or merely 
processing mechanical requests. 

370
00:22:08,560 --> 00:22:12,720
Ask whether absent abilities are
being treated as absent options.

371
00:22:13,120 --> 00:22:15,080
And then try the simplest 
intervention I know. 

372
00:22:16,720 --> 00:22:20,200
Flip the sheets over. 
Run a scene that way. 

373
00:22:20,200 --> 00:22:22,560
What do you have to lose? 
Force the table to begin with. 

374
00:22:22,680 --> 00:22:26,640
Desire, pressure, language, 
risk, and imagination. 

375
00:22:26,640 --> 00:22:30,120
Let the GM call for the sheet 
only when the system truly needs

376
00:22:30,120 --> 00:22:33,160
to say something. 
And then watch what changes. 

377
00:22:33,640 --> 00:22:36,800
Watch who comes alive. 
Watch who gets nervous. 

378
00:22:36,800 --> 00:22:38,800
Watch where the table reaches 
for permission. 

379
00:22:39,560 --> 00:22:44,360
That is where the real diagnosis
lies, because that is a deeper 

380
00:22:44,360 --> 00:22:47,520
point here. 
A lot of players are not bored 

381
00:22:47,520 --> 00:22:51,800
because they need better rules. 
They are not passive because 

382
00:22:51,800 --> 00:22:54,640
they are lazy. 
They're not silent because 

383
00:22:54,640 --> 00:22:57,960
they're unimaginative. 
They're often responding very 

384
00:22:57,960 --> 00:23:01,800
rationally to a table culture 
that has taught them to distrust

385
00:23:01,800 --> 00:23:05,360
unlisted action. 
They have learned that the safe 

386
00:23:05,360 --> 00:23:08,840
version of plays to keep their 
ideas inside the perimeter of 

387
00:23:08,840 --> 00:23:11,240
what is visibly sanctioned, the 
character sheet. 

388
00:23:11,760 --> 00:23:15,360
And if you want more agency than
that, more presence than that, 

389
00:23:15,760 --> 00:23:19,360
more genuine play than that, 
then the answer is not just more

390
00:23:19,360 --> 00:23:22,760
encouragement. 
It is changing the interface. 

391
00:23:23,560 --> 00:23:27,000
It is making the social and 
fictional layer primary. 

392
00:23:27,000 --> 00:23:29,720
Again. 
Your character sheet matters. 

393
00:23:29,840 --> 00:23:32,200
It tells you what is costly, 
what is difficult, what is 

394
00:23:32,200 --> 00:23:33,880
special, what is mechanically 
true. 

395
00:23:33,880 --> 00:23:37,480
It is useful, it is necessary, 
and is very often very elegant, 

396
00:23:38,280 --> 00:23:40,880
but it's not the place where 
your character meets the world. 

397
00:23:41,120 --> 00:23:44,240
That happens when you say what 
you want, when the table takes 

398
00:23:44,240 --> 00:23:47,720
that seriously, and when the 
story pushes back, that is where

399
00:23:47,880 --> 00:23:51,200
play lives. 
The sheet should support that 

400
00:23:51,200 --> 00:23:54,400
encounter, not replace it. 
And if your players have started

401
00:23:54,400 --> 00:23:57,520
looking down before they look 
outward, there's a good chance 

402
00:23:58,000 --> 00:24:02,560
the table has taught them to 
wait for permission, flip the 

403
00:24:02,560 --> 00:24:06,800
sheets over and find out, thank 
you, like and subscribe. 

404
00:24:06,800 --> 00:24:07,480
Bye bye.
