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Shadowrun: Hazard Pay $25.00
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Shadowrun: Hazard Pay
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Shadowrun: Hazard Pay
Editorial: Catalyst Game Labs
por Roger L. [Crítico destacado]
Fecha en que fue añadido: 08/22/13 03:45:23
http://www.teilzeithelden.de

Shadowruns Hazard Pay schickt uns hinaus in die Welt. Wir lassen die Straßen und Hochhausschluchten hinter uns und wagen uns in Gefilde vor, die selbst vor dem Erwachen der sechsten Welt nicht ungefährlich waren. Verlangt Gefahrenzulage, denn es geht in die Wüste, unter Wasser, ins ewige Eis und … in den Weltraum.

Rezension: Shadowrun – Hazard Pay

Dunkle Gassen, verlassene Gebäude, nasse Straßen beleuchtet durch Neonlicht. Shadowrunner kennen all diese Plätze. Sie wissen auch, dass es nicht die einzigen Orte sind, an denen man arbeiten muss. Ein guter Shadowrunner sollte offen für alles sein, bereit überall dorthin zu gehen, wo man gebraucht wird. Von der kalten Antarktis bis zur Hitze der Sahara, von dem mit Leben gefülltem Tiefen des Ozeans bis zur absoluten Leere des Weltraums. Es gibt genug Arbeit für Runner, die mutig und einfallsreich genug sind. Natürlich gibt es ebenso ein Dutzend mehr Wege zu sterben, so sollte man schauen, ob Mr. Johnson nicht vielleicht ein wenig was extra springen lässt.

Hazard Pay (übersetzt: Gefahrenzulage) bringt die Shadowrunner in die unterschiedlichen extremsten Umgebungen der sechsten Welt. Es bietet Beschreibungen, Plothaken, Ausrüstung und andere Informationen, die Spielleiter und Spieler brauchen, um diese Umgebungen in Ihrem Spiel nutzen zu können. Angefangen bei mysteriösen Monumenten unter der See bis hin zu klapprigen Gleitern, welche es so gerade in den Orbit schaffen, ohne zu verglühen. Hazard Pay präsentiert diverseste Herausforderungen für Runner welche zu allem bereit sind. Erscheinungsbild Das über Buchrücken und Vorderseite gestaltete, dreiteilige, Cover, zeigt Shadowrunner in den wohl gefährlichsten Gegenden, in denen man sein Geld verdienen kann.

So ist ein Kopfschuss sicher verheerend, im Weltraum aber absolut tödlich. In der Wüste plagt man sich mit Sandwürmern und Skorpionen herum, und in der Eiswüste kann man schamanistischen Eisbären begegnen.

Der Rest der PDF ist vollständig schwarz/weiß und immer wieder mal aufgelockert mit stimmungsvollen und qualitativ guten Bildern. Hier möchte ich mich auch mal bezüglich der Schriftgröße beschweren, welche hier doch arg klein wirkt und das Lesen etwas mehr ermüdet, zusammen mit dem blass grauen Hintergrund.

Die PDF hat alle üblichen Techniken zur leichten Bedienung, wie das Auswählen und Kopieren von Text und Bild, sowie ein klickbares Inhaltsverzeichnis und detaillierte Lesezeichen. Dafür hat es keinen Index.

Inhalt

Aufgeteilt ist das Buch in 7 Kapitel. Wohingegen „Snow Emergency“ von einem Run in der Eiswüste spricht und wie man es schafft, selbst dort die Geister gegen sich aufzuhetzen, ist „Protectors and Despoilers“ etwas bodenständiger.

Eingeleitet wird dieses Kapitel mit einer weiteren Kurzgeschichte über einen Diskurs mit Mitgliedern einer magischen Gesellschaft, ob einer der Ihren ein sogenannter Insektenschamane ist.

Die eine Hälfte des Kapitels stellt sechs Organisationen kurz vor, welche sich der Bewahrung der Natur verschrieben haben. Es wird von den Autoren angenommen, dass man sich überwiegend für diese Organisationen verdingt. Die zweite Hälfte befasst sich dagegen mit vier möglichen Gegnertypen, die die dunklen Seiten der Natur gegen die Runner nutzen. Diese Gegnertypen haben jeweils ein paar Beispielcharaktere. Ausgearbeitet mit einem kurzem Hintergrund, Kopfgeld und spieltechnischen Eigenschaften, kann der Spielleiter diese als Endgegner einer Kampagne nutzen.

In den folgenden vier Kapiteln werden die tödlichsten Umgebungen, neben einer Großstadt vorgestellt. Angefangen wird mit der tiefen See. Eröffnet wird das Kapitel mit einer Einleitung zu einem Run. Dieses Kapitel ist vollgestopft mit Informationen, die man sich erst etwas mühselig aus dem Fließtext graben muss, und die das Leben und Überleben unter Wasser aufzeigen. Die Fragen zu - welchen Jobangeboten gibt es, welche Arkologien befinden sich unter Wasser und was kann man so anstellen - werden hier beantwortet. Der geneigte Leser sucht aber vergeblich nach Gefahren oder wie diesen zu begegnen wäre.

Im Gegensatz hierzu glänzt „Arctic Wastelands“. In der Eiswüste kann man nicht ganz so viel anstellen, außer magischen Phänomenen auf den Grund zu gehen, zweifelhaften Organisationen auf die Schliche kommen oder Überlebenstraining zu machen. Zu den einzelnen Orten mit Eiswüste gibt es ein paar sehr kurz gehaltene Plothooks. Dafür sind die Informationen, wie man dort am besten überlebt und dies Aufträge zu Ende bringt, vielfältiger und detaillierter.

Eine Geschichtsstunde der Weltraumfahrt mit allem was dazugehört, bekommt man im Kapitel „Space“. Die mit sechs Seiten längste Kurzgeschichte des Buches ist spannend geschrieben. Hier wird alles „rund um die Erde“ beschrieben. Raumstationen, Suborbitalflüge und Weltraumspaziergänge. Aber auch hier scheint der reine Aufenthalt im Weltraum das interessanteste zu sein und so wird wenig Platz dafür genutzt, dass man dort oben auch tatsächlich Gefahren begegnet und übersteht. Prinzipiell ist es allerdings ein interessantes Kapitel, gerade für raumfahrtbegeisterte Runner.

Das Kapitel „Deserts“ ist kürzer und simpler gehalten als „Space“. Auch hier wird einem die Umgebung detaillierter beschrieben als das Überleben darin. Die vier großen Wüsten werden in den jeweiligen Unterkapiteln beschrieben, mit jeweils kleinen Abenteuerideen. Neben dem Überleben in der Wüste, wird auch hier nochmal explizit darauf eingegangen, dass es Fortschritte in der Magie gibt, um besser an solch unwirtlichen Orten wie der Eis und Sandwüste zu überleben. Abgeschlossen wird mit einer sehr kurzen Abhandlung über notwendige und neue Wüstenausrüstung.

Das letzte Kapitel „Game Information“ hat im Gegensatz zu allen vorherigen Abschnitten, knallharte Regelfakten für den Umgang in extremen Umweltsituationen. Hier wird kurz und knackig beschrieben, wie sich Waffen verhalten, wodurch Sicherheitsausrüstung beschädigt wird, Schweiß bei extremer Kälte, Sicht in extremen Umgebungen und das Laufen im Weltall. Hier wird auch am meisten Platz darauf verwendet, was es für Probleme explizit im Weltall geben kann.

Für die Magier gibt es neue Zaubersprüche, welche teilweise sehr situationsbedingt sind und kaum außerhalb von Natur-Shadowruns Verwendung finden werden.

Ähnlich Situationsbedingt sind Waffen mit dem Zusatz „Arctic“, welche es hier am Meisten gibt und nur dafür da sind, um die oben genannten Regeln der Waffenschäden bei extremen Umweltbedingungen zu umgehen.

Ein wenig passender sind die Umgebungsschutzanzüge, die man hier ebenfalls finden kann. Preis-/Leistungsverhältnis Für einen Preis von 25 USD findet man hier die gefährlichsten und auch interessantesten Gebiete der Erde. Aufbereitet, so dass sie auch für Shadowrunner zu betreten sind. Die Kapitel sind reichlich ausgearbeitet und bieten sicherlich genügend Hintergrundwissen, um Runs in diesen Gegenden durchführen zu können.

Was man für diesen doch recht happigen Preis allerdings vergeblich sucht sind große vorbereitete Runs. Für das, was die PDF ursprünglich gekostet hat, wären auch Farbbilder notwendig gewesen.

Fazit

Spielleiter, die sich nicht scheuen, eigene Runs zu entwerfen und diese gerne authentisch in gefährliche Umweltbedingungen stecken möchte, findet hier einen guten Hintergrundband, um an die notwendigen Informationen zu kommen.

Für Spieler gibt es hier weniger zu finden. Der Regelteil ist zu klein und die Beschreibungen der jeweiligen Umgebungen zu flach, um sie in die Hintergrundgeschichte aufzunehmen.

Spielleitern lege ich es sicherlich ans Herz, wenn sie nicht nur Kaufabenteuer nutzen oder einzelne mit den Informationen aus diesem Buch aufwerten wollen.

Unsere Bewertung

Erscheinungsbild 3/5 Schöne Bilder und PDF-Technik, aber alles in schwarz/weißem und zu kleinem Text. Inhalt 3/5 Viele Informationen für den Spielleiter zum Aufpolstern von eigenen Abenteuern. Wenig für Spieler und Spielleiter von Kaufabenteuern. Preis-/Leistungsverhältnis 3/5 Ein wenig überteuert für die Aufmachung mit zu wenigen Seiten für den Preis. Gesamt 3/5 Gutes Referenzregelwerk/Settingband für Abenteuer in extremen Umweltbedingungen.



Puntuación:
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Shadowrun: Hazard Pay
Editorial: Catalyst Game Labs
por Adrian S. [Crítico destacado]
Fecha en que fue añadido: 05/31/12 23:02:43

‘Hazard Pay’ occupies the niche of the book you didn’t know you needed desperately for Shadowrun. Whilst the established trope for SR has been the urban run, this book not only shows the true wealth of opportunities for extremes of environments, but it does so in a way which makes sense for the ultra-industrialised, population saturated Sixth World.

Whilst it may be easy to pigeon-hole this as the ‘environmental book’, it does cast a slightly wider scope than I had originally expected, and this is brought to the fore in the first section covering Awakened environmental protectors and despoilers. There are a host of possible allied organisations, all dedicated to preserving either the natural or Awakened flora and fauna, and then it moves into the despoilers of the environment. Each group is given a few key NPC’s (and their respective bounties), all of whom are fully statted-out. You’ll find the manifestations of the Four Horseman, a swarm of insect shamans, a pool of toxic shamans and even a Blood Magic group. Plenty of adventure fodder here. What really shone about this section (apart from the unexpected nature of the content) was that it presents environmental degradation as the world-wide problem it should be in Shadowrun and shows how it is further compounded by the Awakened nature of the setting.

The rest of the book covers the oceans, then extremes of cold (Arctic and Antarctic), space and deserts respectively. Whilst all of the sections are extremely well-developed and written, it is clear that the designers (like me) have a soft spot for cold environments. This chapter takes the lion’s share of the page count, organisations and corporations, and plot hooks (which are liberally sprinkled throughout the whole chapter). The other stand-out was the section on the ocean, and my earlier point about situating the environment sensibly within the game world is borne out here. The chapter introduces the aquacologies which have been constructed on the ocean floor and one in particular (the Proteus construction) is given especial attention. The real strength of these aquacologies is that there is enough familiar touchstones for the PCs (in terms of the city layout, expectations of the sprawl, etc) but the setting give it just enough danger and flavour to make it challenging and memorable.

The Awakened animals in the Arctic section are a fine complimentary data set to ‘Parazoology’ and any of the ‘Paranormal animals of…’ series. They range from the extremely dangerous Awakened Bear you see on the front cover all the way through to the whimsical flying reindeer. In fact a good portion of this section serves to introduce hazardous fauna to the unwary.

The very last section gives the reader all the expected additional SR mechanical information from new gear, guns and spells; as well as rules for handling environmental conditions (which are smooth and streamlined).

The fiction throughout is succinct and does a lot to introduce each chapter and the ever-present BBS-style commentary makes this a pleasure to read. All the old favourites are back with plenty of links to recent products for the canny reader. I thoroughly enjoyed all aspects of this book and will be adding a copy to my physical gaming collection too. The reason why this is receiving a four-star rating instead of the five it should deserve is due to the typos which occur all the way through the book. Hopefully these are fixed well before it goes to physical print to save further disappointment.



Puntuación:
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Shadowrun: Hazard Pay
Editorial: Catalyst Game Labs
por Alexander L. [Crítico destacado]
Fecha en que fue añadido: 05/15/12 19:00:38

Originally posted at: http://diehardgamefan.com/2012/05/15/tabletop-review-shadowrun-hazard-pay/

When I first heard about Hazard Pay, I was expecting it to be like other recent Shadowrun compilations, like The Twilight Horizon, Corporate Intrigue and Jet Set. All of those books were about a third flavor text, then two-thirds adventure rundowns. So imagine my surprise when Hazard Pay turned out to be more like Conspiracy Theories, in that it was ninety to ninety-five percent in-character metaplot flavor text, ten percent mechanics and absolutely no adventures at all. That really threw me for a loop. The fact that Hazard Pay plays out like this isn’t a bad thing, as all this substance without rules-mongering really makes the book feel more like a collection of Shadowrun fiction than a supplement. Now, whether you’ll like that or not depends on why you read/purchase Shadowrun books. I love the setting and tend to be more about the story and light on the rules when I run Sixth World stuff for my friends and/or test group, so I found this wonderful. However, if you’re looking for exact rules on damage that is taken when your space suit ruptures or exact mechanics for running combat in zero gravity, this isn’t the book for you… although you should probably pick up Arsenal.

Hazard Pay is divided into five topics, preceded by an opening short story, and ends with a “Game Information” recap which compiles all the in-game rules and stats found within the book. This is a nice way to close out the book, as it ensures that everything is in one area, making it easier to search for a new vehicle, spell or weapon. Each of the sections in Hazard Pay goes pretty in-depth about each topic, as well as the history of the “region” in general. I loved that they gave a historical background in addition to what is going on in the current time period of the game. One of my problems with Conspiracy Theories was that the writing assumed you new all the past stuff that has gone in the Shadowrun setting up to that point, making little or no attempt to explain things to newcomers or casual fans. My thought has always been that every supplement can (and will) be someone’s first exposure to a game, so they need to be as inviting as possible. Hazard Pay hits one out of the park in this regard.

All of Hazard Pay is written from the perspective of Jackpoint. Now most Shadowrun books have some Jackpoint version in them, but there aren’t a lot where the entire book is written as if it takes place on the Sixth World equivalent of a chat room/message board. I personally love this style, but I know there are some gamers that skim over these. Again, if you are looking for hard rules or adventures, this isn’t the book for you. If you want substance and style without rules, though – you’ll love this.

The first section is “Protectors and Despoilers” and talks about environmental activist organizations in the Sixth World, followed by a rundown of some infamous Toxic Shamans, Insect Shamans and Blood Mages. I really enjoyed this, as Shadowrun has always spent a lot of time on pollution, but rarely goes in-depth about the cleaning up or who does it. This section alone will give GMs plenty of ideas for campaigns you don’t normally see in Shadowrun. Perhaps you’ll have an entire team of players working for a specific environmental organization, taking out polluters, or engaging on runs against large corps who are despoiling the land. Maybe you’ll have a team comprised of people working for several different environmental organizations who are trying to work together, but also realize only one non-profit is going to get an elusive grant and/or a bounty. The sky is the limit here. The same is true for all the “despoilers.” You could craft multiple adventures based on players picking up the bounties for some of these guys and gals. “Protectors and Despoilers” really can let players and GMs look at the Sixth World in some neat new ways.

“Deep Sea” pretty much says it all with its title. This section looks all the different things going on in the oceans of the Sixth World. Topics include floating prisons, salvage and recovery operations, living in an underwater research and development labs, floating corporate owned metropolis known as Arkoblocks and ancient ruins. You’ll get to read what all the mega-corps are doing out at sea and even read a journalistic expose on the true cost of living out on the ocean. Sure, water based runs have been covered before in several other adventures and supplements, but this bring a few new things to the table and includes some things that an enterprising GM can easily turn into an adventure or three.

“Arctic Wastelands” covers both the Arctic and Antarctic and how technology and metahumans alike have to adapt when in extremely cold temperatures. This was my favorite section of the book as it went really in-depth as to what happens to a Runner when exposed to the cold and all the dangers that await one there –and it did it without reducing things to “take x number of damage per y.” It gave everything in real world terms while staying completely in-universe. That’s a sign of a quality supplement. We get everything from atmospheric phenomenon to things the average gamer might not think about such as how easy it is to sunburn in flat snowy regions to how different kinds of clothing can help or impair one in inclement weather.

It’s also worth noting that there are several new spells (and one Adept ability) in this section. It’s also the first to include “plot hooks.” These are sidebars with that contain about one to three paragraphs of potential adventure starts for GMs that need a little push. I’m not sure why the earlier sections don’t jave these but everything from “Arctic Wastelands” on does, but while it’s a nice idea, it really makes the book feel thrown together or piecemeal. About here is where I thought that CGL might have been better off doing this book as five eight dollar short supplements rather than one big book. It would have made them more money in the long run and let gamers pick and choose which environments that they wanted to read about. After all, not everyone is going to care about all five sections here.

A few last thoughts on “Arctic Wastelands” before we move on. The first is that this section also has a nice range of creatures, both Awakened and otherwise to help flesh out an adventure or even a campaign set in this part of the world. I also noticed what appeared to be direct references to At the Mountains of Madness and Who Goes There, (which is the inspiration for John Carpenter’s The Thing). Of course maybe it’s just because I know both of those stories like the back of my hand and I have just reviewed FIVE straight new Chaosium releases for Call of Cthulhu, but the thought of a Shoggoth Vs. Lowfyr made me all kinds of giddy.

“Space” is the fourth section in the book and my least favorite. It’s not that it wasn’t well written; it was. It’s just that we’ve had quite a few space related adventures from CGL lately that this doesn’t feel as novel as it should. I also own Arsenal, so for me, it felt kind of like a “done that, been there” piece. Now for newcomers or those that haven’t played any of the recent “Runners in SPAAAACE!” adventures, this section will actually be really interesting as it breaks down all five regions of space, how to get up there and how insane it can be to try and do a run on a space station, satellite or shuttle. The history of space exploration in the Sixth World was extremely well done and I loved Orbital DK’s “Guide For Not Becoming Dead in Space.” There’s some information here about various facilities that players can do a run on and even a nice little “get out of dying horribly” card that you a GM can use when players mess up in the form of the SRS (Space Rescue Service). Honestly the SRS, with its odd paradox of being extremely white hat oriented in a game where 99% of the population is wearing grey or black and yet is funded by ALL TEN megacorps was the most interesting thing in the section to me.

We finish things off with “Desserts.” Again, because there are so many published adventures that take place in the Middle East or with desert conditions (several recent ones like Damage Control or Metahumanity Ablaze from The Twilight Horizon), I wasn’t as interested in this as I was the arctic and environmental bits, but it was still a solid read. Shadowrun really isn’t a game where players and GMs tend to keep track of food and water, so it was nice to get a description of how to work dehydration and other hot weather effects similar to what “Arctic Wastelands” gave us earlier in the book. It is of note that this is the only section that doesn’t start off with a story and that just goes straight into JackPoint, which again makes the book feel thrown together. There isn’t a lot of substance to this section though, as it pays lip service to the events around Las Vegas, gives a little info on the Mojave, a little on the Sahara and a bit on a few others like the Gobi or the Aussie Outback, but it’s definitely the lightest, weakest and least interesting section of Hazard Pay. If it was up to me I’d have excised the desert bit and have included asmaller sections – one of the Ring of Fire (or volcanic activity in general) and then increased the “Deep Sea” pages with info on whirlpools, tsunamis, the effect of hurricanes on these manmade structures and other water based events that I’m surprised weren’t covered here.

Parabotany, there some really nice outside the box ideas that will do wonders for a creative GM looking for some new and interesting adventure ideas to run his players through. Basically “Protectors and Despoilers” and “Arctic Wastelands” are well worth the price of admission, “Deep Sea” is enjoyable but could have used some more fleshing out, “Space” was interesting but the topic has been covered more than enough by CGL lately and “Deserts” was lackluster. At $35, this probably isn’t a must buy for anyone, but if CGL does decide to break the book down into five smaller PDFs, run at them brandishing money in exchange for the two sections I outright recommended. I do think this is my favorite 4e Shadowrun cover of all time though…



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Shadowrun: Hazard Pay
Editorial: Catalyst Game Labs
por Kyle W. [Crítico destacado]
Fecha en que fue añadido: 05/14/12 18:48:33

Hazard Pay is a wonderful supplement for Shadowrun 4th Edition, with a ton of text that will prove invaluable for anyone trying to run a Shadowrun game in an extreme environment while staying within the boundaries of strict canon.

It is very well written, but the editing is a bit of a disappointment; I've always looked to Catalyst Game Labs for every high quality products, but whoever was doing editing on this reminded me of what happens when I keep my laptop's trackpad on when I'm typing- there are a ton of typos and there are often places where it becomes clear that a sentence was being edited, then whoever was editing skipped to the wrong place. This doesn't detract from a reader's ability to understand the work for the most part, and I'd still recommend the book, but I get the feeling there was a little lack of the usual polish.

The art used to punctuate the writing is all great by any standards and serves to increase the immersion; some of it comes at a different point in the book than where I would have put it, but I'm not an expert designer and it still contributes to the work while providing awesome illustrations and examples.

The book also comes punctuated with short stories of varying length-these are all pretty well written, and introduce us to the characters who are narrating each section.

There's not a whole lot of crunch in the book, in terms of new rules, but there's plenty of new spells and a small bit of new gear, plus vehicles for most of the situations out there.

I really thought the Arctic section was the best, and part of this is due to the fact that it's the least touched on by other material, at least as far as I can tell. That said, the fact that a lot of creatures, say, mentioned in the Desert section, are available from only Parazoology means that in order for the reader to actually find the creatures is somewhat frustrating especially considering that no reference to the sourcebook is made. For instance, the Mongolian Death Worm is found in Parazoology, but without a reference to that book my primary resource for a critter would be Running Wild, rather than the substantially shorter Parazoology. In addition, while gear is duplicated in the Game Information section, critters are not, meaning I have to guess at where in the Arctic section I'll be grabbing that Spirit Bear to ambush my runners, which is far from impossible but is still a pain. A good index at the end of the PDF would help this a good deal, but to the best of my knowledge such an item is missing, and the PDF's built in bookmarks, which usually would do for such a task, have this on a third layer, making it near impossible for someone unfamiliar with the book to find this quickly without resorting to the PDF search function. In short, it feels like someone got lazy and didn't want to do a full table of contents (I've been guilty of doing the same), but when you're referencing between books it is really important to have such a thing. At the very least, a index for critters, magic, and gear of interest in other books could have been appended to the end of each section to point out where things are.

Ultimately, if you feel the need to take your campaign somewhere outside of traditional sprawls and want to give them the full Shadowrun hurt I'd suggest this to anyone, but be forewarned that it's not of CGL's usual quality.

Quick Summary: Content: 5/5 (I'm content that the amount of content provided could make any group totally sick and tired of the settings within, and since there's a lot of stuff here it's pretty good.) Art/Typesetting: 5/5 (Catalyst Game Labs remains as good as always about providing a book that doesn't make your eyes bleed but has plenty of stuff to focus on. I'm not a giant fan of the short-story font, but it's pretty good all around) Writing: 4/5 (Very well written in terms of content, but there's some typos that could have been caught by giving it to a second editor or giving it another run through on the editing end) Awesome Factor: 5/5 (Shadowrun in Space! Shadowrun in Antarctica! Shadowrun at sea! There's plenty of stuff to be had here for some really crazy and awesome scenarios.) Interest: 5/5 (It's made exclusively for people who want an out-of-the-usual feel, and it provides that very well, at least if you're looking for the places that kill you quicker than the bad guys you're after thing) Maturity: 16+ (Not terribly violent, but includes a good chunk of swearing) Value: 3/5 (For $25, it tends to leave out a ton of content that I feel could be easily duplicated within, and it just isn't up to the usual standards of quality I expect from Catalyst)



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