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Title: Hex Crawls Done Right — Why Most People Run Them Wrong
Duration: 00:10:33
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Hey folks, Ten Car here coming to you
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from the tavern. Uh, today we're talking
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about a hex crawls done right. Not the
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sloggy fill in the map homework that Joe
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the lawyer complained about. Not walk
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through 600 hex's until your eyeballs
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bleed.
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It happens. but actual hex crawl play
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the way it was meant to work in old
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school D&D.
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If you've ever wondered why some people
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love hex crawls and others hate them
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with a passion, it comes down to one
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thing, one simple thing.
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Most people are probably running them
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wrong. So, let's fix that.
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Let's clear the air a little bit. A hex
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crawl is not the follow. A hex crawl is
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not clear every hex.
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That is a fallacy.
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A hex troll is not fight every monster.
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Another fallacy.
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It's not color in every square like a
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geography assignment. I know Joe made a
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comment like that. It's not
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It's not a wilderness mega dungeon where
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every hex must be checked off. And
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no, no, no. That's the version that
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burns people out. And that's the version
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Joe was railing against. And that
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version is boring. It is mindn numbing.
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It is repetitive
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because it's not a game anymore. It's a
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checklist.
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A proper hex crawl is not about
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exhaustive mapping.
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It's about meaningful travel decisions
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in an unnown world.
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So what is a hex crawl?
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It's a strategic travel puzzle. It's a
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discovery engine.
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It's a resource management challenge.
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And we've spoken about resources.
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It's a narrative generator.
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I know if you like things pre-plotted,
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you may have problems even with
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a well-designed hex crawl. And it's a
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way to make the world feel big,
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dangerous, and alive. People don't
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explore hex's because they should.
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They explore them because that's the
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faster route from point A to point B.
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That's where the rumors are talking
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about. So, let's go explore it. That's
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where the treasure caravan vanished.
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And we want to get that treasure.
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That's the only path around the flooded
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valley. And we need to get to the other
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side.
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Or that's where that weird smoke plume
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is coming from. And we're hearing rumors
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about that. And there might be treasure.
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The hex's don't matter.
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Let me repeat that. The hexes don't
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matter. It's the decisions
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that matter.
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So,
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let's talk about purposeful travel.
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Every journey must have a destination or
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a mission. If players are just
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wandering, it's your job as the GM to
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drop
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[clears throat] the following as needed.
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Rumors,
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signs,
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tracks,
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weather events,
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and and no, not the weather event that I
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dropped back when I was running the
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Greyhawk box set and I killed a party
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with a blizzard. Not those kind of
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weather events.
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I was young. I was a teenager. What can
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I tell you? Uh, NPC requests, right? You
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can
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have somebody recruit the party, send
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them in a direction, or at least attempt
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to looming threats. They're heroes,
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right? They're going to want to be
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heroic.
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Players should never be asking,
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"Why are we going through this forest?"
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They should always know why.
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Even if they don't know what's coming,
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what they're going to encounter,
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what's at the end of this travel or in
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the middle of it, but they should know
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why.
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Discovery,
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it's not about completion, okay? The hex
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map exists so players can choose the
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safe route, the risky shortcut.
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the unexplored valley, the mountain
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pass, the abandoned fort they saw on
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last week's rumor table that you were
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rolling on. We have one of those, right?
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We'll probably have to do a video on
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that. They're not supposed to explore
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every hex.
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Exploration is incidental. It's not
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mandatory.
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It [clears throat] happens. It's not a
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requirement.
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Random encounters
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aren't noise.
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They're story signals.
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those roles that you make,
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whether you know 2d6 or whatever table
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you decide to use
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to reveal things like shifting factions,
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migrating monsters,
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weather turning bad, NPC caravans,
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maybe a rival adventuring party,
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something escaping from the mega dungeon
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that they've heard rumors about. hints
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about what lies ahead. And as an aside,
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your random encounter tables
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should be geared for where your party
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is,
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okay? Don't just take one out of some
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random
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cable out of a book. It should be geared
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to your setting, your area.
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again, probably another video at some
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point.
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Your map needs,
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I don't know, 10 to 20 points of
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interest,
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three to five factions. And when I say
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factions, that can be guilds, it could
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be
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um a maid school.
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These are your power players. These are
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your manipulators.
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These are your patrons.
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Three to six rumors.
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I would go with six.
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One to two big unknowns and one
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major destination.
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You want to turn into an urban campaign.
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to get maybe a port city or trading
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city.
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You could have a major dungeon, not a
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mega dungeon.
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That's a totally different just saying,
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but locations of interest and that's it.
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Don't over plan this. A hex crawl lives
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on landmarks,
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not dozens of key hexes.
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There will be people that disagree with
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me.
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That's fun.
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How to run this travel without the slog.
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Joe was talking about the slog.
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Here's the secret. Hex crawl pacing is
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days,
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not minutes,
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not hours.
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The players say we head west through the
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march. You roll encounters,
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track resources, highlight a flavorful
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moment or two,
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but you don't describe every tree, every
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mile, every random critter, every
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trivial detail.
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A good hex crawl,
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it's beats, not filler.
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Players make macro decisions. Hexes give
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you structure, not script. And the
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beautiful part, when run correctly, a
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hex crawl naturally evolves into
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the main play, strongholds,
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factions reacting to each other, to the
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players, rival adventuring parties
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competing,
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maybe allied mysteries unfolding,
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players carving out their own corner of
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the map.
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You don't force story arcs, the world
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writes them. And this is emergent play
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at its finest.
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So
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that's Hex Crawls done right. Not a
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grind, not a slog, not a color every hex
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nightmare, but a living, breathing
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campaign structure that gives your
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players real agency.
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It's a lot. Believe me, I know. If you
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want more emerging play tools, hit the
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like button, subscribe, and drop a
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comment. Do you run hex crawls? Why or
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why not?
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I'll
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highlight some of these uh comments
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probably on uh a post here at the
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tavern. Until next time, folks. Keep the
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dice rolling, keep the travel dangerous.
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Keep the tavern warm and God bless you
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all.
