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Post by robertsconley on May 16, 2009 11:04:09 GMT -6
Around 1990 I decided to redraw the Blackmoor map. This would be done in the hand drawn harn style that I have been doing for City-State. One thing I wanted to experiment with was the Labeling machine my father got. He is a incessant inventor always puttering around with new gadgets. I finished the map but alas it was lost save for this one photocopy that I managed to save. <sigh> (Click to see a larger view) 2.bp.blogspot.com/_mFjy4EWzmtg/Sgz1pAVfe4I/AAAAAAAAAWI/B78GLFycoxg/s1600-h/Blackmoor.jpg
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Post by robertsconley on May 15, 2009 7:40:33 GMT -6
Every project has a beginning. Map 19 the Wild North had it is origin in a map I drew in 1982 using one of the blank wilderlands parchment maps. I never wrote it up but I think you find the names pretty self explanatory if you can get beyond the misspellings. Of course like many young DMs I threw in different thing just because I could; like Larry Niven's Kzintis roaming the eastern steppes. Click for a larger image 4.bp.blogspot.com/_mFjy4EWzmtg/Sgzz4VCcpRI/AAAAAAAAAWA/RL5JDgFS04A/s1600-h/Original+Wild+North.jpg
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Post by robertsconley on May 8, 2009 13:25:22 GMT -6
Dang I live 2 hours north in Meadville. I didn't know there were so many in Western PA.
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Post by robertsconley on May 5, 2009 7:53:29 GMT -6
I also think that "sandbox" is not needed because it's simply what a campaign should be. One of the reason the term arose was because of the Shackled City Adventure Path. After which people started doing Adventure Paths which take your 3.X characters from 1st level to 20th. They are very linear in their plots. The essential trick is that they place a compelling clue at the end of a module that leads to the next module. Sandbox as a campaign term arose around 2005 (I can't find any reference earlier than that) from Old School fans and Wilderlands fans describing their campaign style. It is borrowed from computer games. In computer games a sandbox describe a game that allows it's player free reign of it's internal world or a game that is easily modified by the user.
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Post by robertsconley on Apr 28, 2009 5:27:18 GMT -6
I did some work coming up with Tasks for my Rouge sub-classes
Individual Tasks
Area of Knowledge (Type) Hard: INT, Average: INTx2 Area of Knowledge represents a field of study that the character specializes in. Recommended areas include: Accounting, Geography, Herblore, History, Law, Mathematics, Natural Philosophy, Physician, Strategy, Thaumatalogy, Theology. Rolls using Area of Knowledge should only have to be made during situations where time is important such as a debate, haggling, or a trial.
Accounting Represent knowledge of local finances and the management of goods and money. This is useful for merchant characters interested in setting up trade deals.
Geography, History, Law, Theology If cultures, religions and different regions are important to the campaign these skills may be further limited in scope. Still working on coming up with tasks for these.
Herblore Finding common herbs takes one week and is an average task. If successful 2d6 doses are found. Finding rare components is a hard task and often requires killing of specific monsters. If successful 1d6 dose are found. If a individual monster is slain only one dose may be harvested.
Mathematics This skill is typically used in construction, building siege engines and other engineering tasks. It is an average task to reduce the amount of time and materials by 10%. Success at a hard task can reduce the amount of time and materials by 20%.
Natural Philosophy This represents knowledge of botany, zoology, geology, and other natural phenomena. In most fantasy campaigns technological development hasn’t reached the point where these fields have separated.
If the character has a complete round to observe it is a average task to identify a unknown monster. It is a hard task to identify a unknown monster in the middle of combat.
If the character has a complete round to examine a passageway it is a average task to tell whether it is sloping or rising. It is a hard task to examine a cavern or dungeon passage to see if it is unstable and prone to collapse.
Physician This can be used to help a character to accelerate healing. It is an average task to help a character heal 2 hp/day with the character completely healed in 3 weeks. It is a hard task to help a help a character heal 4 hp/day with the character completely healed in 2 weeks. It is a hard task to tend to a character that has been poisoned. On a successful roll a physician will reduce the damage taken from the poison by ½ well as cut the duration of any ill-effects by ½.
Strategy If the character succeeds on a hard task roll he may inflict damage on the opposing unit in the first round of combat. If the character succeeds on a average task he may modify any favorable or unfavorable terrain modifier by 1.
Thaumatalogy This aids in researching magic. Success at a hard task will identify the powers of an item that is known to be magic in the heat of combat.
Bending & Lifting Hard: STR, Average: STRx2 This is useful for task involving feats of raw strength.
It is a hard task to bend bars ½” or larger in diameter. It is a hard task to smash open a locked or barred door. It is an average task to lift a locked heavy gate.
It is an average task to push open a stuck door. It is an average task to lift an unlocked heavy gate.
Climbing Hard: DEX, Average: STR+DEX It is an average task to climb with a rope or a steep incline. It is a hard task to climb a sheer face. If the character is encumbered then he is at -2 to his task roll.
Climbing with a rope is at 12 feet per round Climbing a steep incline is at 8 feet per round Climbing a sheer face is at 6 feet per round.
Eavesdrop Hard:INT, Average: INT+WIS It is a hard task to listen to a single conversation in a crowded tavern. It is a hard task to listen through a stone wall or other thick surface. It is a average task to listen through a door or shuttered window.
Intimidation Hard:STR Average:STR+CHA
It is a hard task to force somebody to talk. For every hp of damage you inflict up to 4 you gain +1 to the task roll. It is a average task to force an attacking crowd to check morale. This will fail if you are outnumbered by more than 2 to 1.
Jumping Hard: STR Average:STR+DEX
It is a Average Task to Jump over a 2’ foot obstacle. If the character is encumbered then it becomes a Hard Task. For every foot over 2 foot it is -1 to the Task Roll. If the task fails the character will stumble and not clear the height. A roll of a 1 means the character fall prone to the ground.
Legerdemain Hard:DEX Average: DEX+2 This aids in performing tasks involving manual dexterity.
It is a hard task to pickpocket a mark that is alone. It is a average task to pickpocket a mark that is in the midst of a crowd. It is a average task to perform a sleight of hand trick when you are 5’ feet or more away from an audience It is a hard task to perform a sleight of hand trick when you are closer than 5’ feet to an audience.
Locution Hard:CHA Average:INT+CHA
It is a hard task to rally a broken unit in mass combat
In the initial round of a combat a character may engage in a repartee with the enemy. This is a average task and if successful will halt everybody in earshot for 1 round that understands the speaker’s language. The enemy may counter with a repartee of their own. It is stressed that character should role-play this before making the roll. A repartee may not be done in if the character is surprised.
In the initial round of combat, a character may attempt a Witticism on a single individual that understand his language. This is a hard task and if successful the character will gain the initiative due the target laughing or being angered. It is stressed that character should role-play this before making the roll. A witticism may not be done in if the character is surprised.
It is a average task to haggle a price that is 10% better in favor of the character. It is a hard task to haggle a price that is 20% better in favor of the character.
Manipulate Hard:DEX Average: INT+DEX This aids in performing tasks in manipulating small mechanical devices.
It is a average task to disable a known trap. It is a average task to pick a lock open with thieves picks. It is a hard task to pick open a trapped lock or a trapped chest with a lock without triggering the trap. It is a hard task to pick a lock open with inadequate tools.
Perceive Hard:WIS Average:INT+WIS It is a hard task to spot a target that hidden in shadow or well covered. It is a average task to spot a target sneaking through a well-lit or open area. Note these task assume that the target has made his stealth task roll.
It is a average task to notice an medium size or large feature of an area in the middle of combat. It is a hard task to notice a small feature of a an area in the middle of combat.
Professional (type) Hard: varies Average: varies+Wis The referee may define additional rules for crafting items made by different professions. Baker, Blacksmith, Cooper, Jeweler, etc. The hard task characteristic will vary based on the profession. For example STR for blacksmith, and DEX for a Jeweler.
It is a hard task to create a masterwork item. It is a average task to evaluate the worth of a item made by that profession. It is a average task to reduce the time and material cost by 10%. It is a hard task to reduce the time and material cost by 20%.
Research This aids in magical research. It is a average task to reduce the time and material cost by 10%. It is a hard task to reduce the time and material cost by 20%.
Riding Hard: STR Average: STR+CON Need to come up with stuff under riding.
Stealth Hard: DEX Average: WIS+DEX It is a average task to sneak around or hide in areas with heavy shadowed or have heavy cover. It is a hard task to sneak around or hide in areas that are well-lit or are open.
Survival (type) Hard: CON Average: CON+WIS This represents the combined skills of hunting, tracking, and foraging in the wilderness. This may be limited by the referee to specific types of terrain.
It is a Average Task to track a trail less than 6 hours old. It is a Hard Task to track a trail between 6 hours and two days old. The terrain may modify the task roll. -2 for rocky terrain, -2 for well trodden pathways or game trails. -4 for high traffic paths like city streets. +4 for snow and sandy surfaces, however the weather may quickly erase tracks.
It is a Average Task to identify the type of creature by its tracks. It is a Average Task to find 1 day’s ration in Jungle, Forest, and Plains; takes 6 hours to complete. It is a Hard Task to find 1 day’s ration in Desert, Mountains, Tundra, and Ice Terrain; takes 8 hours to complete.
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Post by robertsconley on Apr 25, 2009 22:33:14 GMT -6
I was making a note from reading what other people say about the thieves.
I always felt the percentage system felt shoe horned onto D&D. Switching to a d20 roll high can be done and still give close to the same odds.
Plus there is a role for adventuring classes that can do things better than other classes that are skill related. Which the reason for the whole thief class to begin with. Lest we forget in the original Blackmoor, while the cleric was to allow somebody to play a vampire hunter, there was also a merchant class as well.
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Post by robertsconley on Apr 25, 2009 6:56:41 GMT -6
I probably wouldn't call them skills, but rather tasks. They would be setup so the referee can use them as means of resolving the situations they cover regardless of class.
What about the mechanic itself? I find it useful to look back at the source material and see what they did. While digging through the City-State of the Invincible Overlord I found a rule that Bob Bledsaw used.
Basically if a character felt they could do something extraordinary with an attribute then they got take percentage dice and try to roll under it. Thus a if character wanted to bend bars with his 15 strength he has to roll 15% or lower. They add a few wrinkles about repeated attempts if the characteristic was prime requisite (shades of Castles & Crusades!), and straining yourself if you roll doubles.
I looked at that and while seems like a good starting point I really don't like the percentage roll low. I think D&D works better if you roll high. Plus I want to try to keep percentage dice out of it and just go with a d20. I know that is like newer editions but that one point I think they got right.
However Bob gave pretty low odds of success, 15% for a 15 strength. Plus I want to avoid subtraction if possible.
What I will go with is this. If you want to succeed with a task based on one of your attributes then you need to roll a d20. If you roll higher or equal to a 20 you succeed. You get a bonus for your attribute as follows
16 to 18 +3 11 to 15 +2 6 to 10 +1 3 to 5 +0
Mathematically it works out pretty close. Person with a 15 strength still will only have a 15% chance of success. 18 or higher on a d20.
20 would be an automatic success, a 1 a automatic failure.
In the real world if you are more careful i.e. take longer then you more apt to succeed.
If you are careful it takes 10 times longer to complete the task but you get to add the higher bonus of your intelligence (smarts) or wisdom (perseverance and common sense)
Some tasks (like Spell Research) may have this built in as they always take a long time to do.
Rogues, mentioned in the previous article, will get bonuses to various task over and above the attribute bonus. But they would have sacrificed combat ability or HD because of their focus.
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Post by robertsconley on Apr 24, 2009 13:16:13 GMT -6
Here, savevspoison.blogspot.com/2009/04/perception-senses-and-searching-in.html, at Save vs Poison Ryan talks about Perception. It got me thinking about skills, the thief, and D&D in general. I think that for any skill based system You can combine the negotiated approach with the mechanical approach by limiting the times you need to roll. For example if there is a chest covered by garbage then the player "says I will undercover the garbage" they will find the chest. If however it is a jewel in that pile. Then I would have a roll because it may be missed despite the player digging through it. If the player insist on standing at the door and looking around the room. Then you would roll for the chest in the garbage (the garbage is piled up unusually) but there would little or no chance to spot the jewel. This the approach GURPS takes to avoid incessant rolling of skills. And I apply this technique to any skill based system. Now for older editions of D&D what I would do it make sure that everybody can to a base series of actions. (Perception, climb, stealth, etc). The thief class would sacrifice combat ability in order to be good at something else. I wouldn't even call it a thief class. More like a rouge class. A thief would be one of the many rogues that sacrificed combat ability to so something better. In the thief case, the thief is better at things involving dexterity. A thug in contrast would be focused on strength, and charisma to rule his gang. Other combinations could be made for Conmen, Merchant Adventurers, etc. The other classes are not prevented doing the skill based stuff. But because they are focused on fighting, praying, or spells they never are as good as the rogue. The problem with the original Thief that it implies that only the thief can do certain things. Just only the fighter get the high HD and good to hit bonus. Only the magic-user get to cast wizard spells. If they instead laid out how everybody could climb, perceive, jump, etc, and gave thief a bonus then I think everyone would have a better feeling about the thief class or in my class the rogue class . I did think of other class that I would consider a rogue, the Mountebank. In my mind a Mountebank is someone who lost some fighting ability but gained the ability to cast a small number of Wizard's spells. Throw in hiding, and sleight of hand/pickpocket I think that would be a good addition to the game.
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Post by robertsconley on Apr 23, 2009 11:04:27 GMT -6
Robert, I had assumed that POL was a single stand-alone product. Is the current intent to make this a series? If so, how many total POL books do you envision? It can go on indefinitely. Right now sales will have to justify a #3 from Goodman Games. As part of the original approval process I had to submit capsule descriptions of enough settings to make 12 books with four each. 48 in total.
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Post by robertsconley on Apr 15, 2009 7:53:25 GMT -6
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Post by robertsconley on Apr 15, 2009 7:38:45 GMT -6
This is GREAT! Congrats.
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Post by robertsconley on Apr 7, 2009 16:43:33 GMT -6
At the same time, and while I agree with the sentiments of everyone who's now thinking that if piracy's forced on you by someone who's no longer even willing to take your money in a legitimate purchase, Unfortunately history has shown that regardless of item, or media. If there is a demand somebody will cater to the demand regardless of what the law or ethics say. Particularly in the case of stuff that intrinsically not harmful, like printed material, music, etc. Time and time again the way to combat this type of activity is to fulfill the demand faster and easier than the pirates do. Plus the publisher/author has one advantage the pirate doesn't. That is they care about the work. That they are more often willing to make it a quality product with a quality experience. As the struggles of the third party D&D market has shown people put a premium on material produced by the original source. So while piracy sucks for authors there are way around it that don't involve treating your customers like thieves.
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Post by robertsconley on Mar 30, 2009 9:22:15 GMT -6
Sweet deal. Is there anything on connecting the PoLII material (geographically) to PoLI maps? Yes the Sunrise Sea is to east of the Wildlands and is connected to the Grey Sea of the Wildlands in the same way the North Sea is connected to the Atlantic. Just sail east and you will pass out of the Grey Sea into the Sunrise Sea. The background premise of the Sunrise Sea is that Grand Kingdom, Gwynedd (a human kingdom), and the Ochre Empire (descended from Sarath's faction) are in the early period of colonizing their "New World". You can easily change this to refugees fleeing from the collapse of the Bright Empire. Grand Kingdom/Gwynedd areas being from the Delaquain, Veritas factions, and the Ochre Empire areas founded by Sarrath refugees. Plus you can shorten the travel time to whatever suits your game. Of course Mazatl is accessible anywhere where the players can get into the Outer Planes. Plus give you additional detail on the blood god behind the Men of the Wild.
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Post by robertsconley on Mar 30, 2009 7:39:46 GMT -6
This is good news. I have thoroughly enjoyed reading POL1, and plan to utilize it in my sandbox campaign. ..and the link is giving me "invalid URL"..... Thanks for compliment and fixed the link
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Post by robertsconley on Mar 30, 2009 5:23:00 GMT -6
You can read about it here www.goodmangames.com/4381preview.htmlSome further comments The theme of Points of Light I was about saving or expanding civilization. The theme of Points of Light II is exploration beyond the frontier of your campaign. I plundered history and myth to come up with four lands that are meant to be explored. This is not a rehash of Forgotten Realm's Maztica or an historical recreation. For example the culture of the natives of the Golden Shore are more like Mycanae Greek (Bronze Age) than Native Americans. The empire of Amacui is inspired by Ancient Assyria. Fans of pulp Swords & Sorcery will like the Misty Isles a lot. I think you find the volcano setting of Mazatl unique. For those who followed the backstory of the first Points of Light, the Sunrise Sea gives you more information about the Grand Kingdom period. You will find out what happened to the Sarrath Faction from Borderland and Wildland and be introduced to a new human kingdom. Mazatl gives more details on blood god, Azeel, introduced in Wildland. Unlike the first Points of Light the four lands are set in the same "time" but are more diverse in their geography. Again the background is an option, designed to allow people to combine the lands into a grand campaign if that their wish. The focus is still on writing lands that can just "drop" into your existing campaign. The map sizes are slightly larger and have 27 columns and instead of 25. All the maps are full size unlike PoL I where Acheron was a half map. There are twice as many mini-maps. The monster stat block have been changed; instead of 5 HD it is now 5th Level, striker. With striker being the role/personality of the monster. This was done to broaden the appeal of the series to all editions of world's most popular RPG not just the older ones. The design, the writing, and feel of the lands are the same as PoL I.
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Post by robertsconley on Mar 29, 2009 15:24:26 GMT -6
I sent you something via gmail that you can hopefully use.
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Post by robertsconley on Mar 22, 2009 22:58:10 GMT -6
Thanks that what I was looking for. I appreciate the info.
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Post by robertsconley on Mar 21, 2009 18:52:13 GMT -6
What does any of the original rules or it's supplement say about Mounted Combat. Anything found in Chainmail about as far as man to man goes?
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Post by robertsconley on Mar 20, 2009 12:06:25 GMT -6
I been posting on my blog at batintheattic.blogspot.com/ about my personal version of the Wilderlands; the Majestic Wilderlands. Enjoy Rob
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Post by robertsconley on Mar 11, 2009 15:24:41 GMT -6
Yup, there really no need for a retro-clone with the existence of Mongoose Traveller.
Also the original rulebooks are still in print from Far Future Enterprise.
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Post by robertsconley on Mar 11, 2009 9:07:48 GMT -6
I am very glad to see support for Mass Combat added. I do have one question.
What is the reason behind the first hit does no damage rule?
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Post by robertsconley on Mar 10, 2009 7:48:29 GMT -6
I plan on sending a writeup on a village.
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Post by robertsconley on Mar 9, 2009 12:16:48 GMT -6
Jim at LotFP posted a good post here at lotfp.blogspot.com/2009/03/dont-care.htmlOne of my replies was this. If you want to do mail order that could work.I admit I didn't think of that at first because because generally people today don't like to send money that way. That why we have ebay and the like. But you are right that if you want to invest in a kinko run then it can be done cheaply through mail order.
On further thought the best approach would be to go all out. You would offer it on Lulu, Cafepress (maps), RPGNow, AND mail order. Let the customer pick which one to order from.
What would be nice if we can get together and spell all this out in a handy FAQ.
Also if you been following my blog my wife has been selling hair sticks on a site called www.esty.com. It's purpose is to sell handicrafts and rate sellers and buyers. Kinda of like ebay but it appears to all stores.
If there a site like that that can be used for RPG products then we can throw that in as an option. The value would be a more secure selling location, plus we can have storefronts grouping our products in various ways in addition to the individual storefront.
While I was aware of how Carosa sold it really didn't sink in until I read Jim's replies. I think would be useful to use this thread on the different ways we can be selling. The PROs the Cons and then we can compile it into a FAQ. Rob Conley
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Post by robertsconley on Feb 25, 2009 7:53:31 GMT -6
I have time to do two one page maps of a settlement or whatever people need.
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Post by robertsconley on Feb 5, 2009 12:52:51 GMT -6
Not sure if this should go here or under the Points of Light thread elsewhere - any chance we might see larger maps for Points of Light? I'm running a pick-up campaign using the Southlands at my FLGS. By larger do you mean physically larger like 11 by 17? Or do you mean maps of the surrounding regions.
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Post by robertsconley on Feb 5, 2009 8:14:02 GMT -6
My 24x36 map arrived today, nicely packaged. The print is very well done, easy to read,and the hex numbers are muted, but readable. I think this version is a good deal for the price, and a must for those of us with older, weaker eyes. Now I can get the full benefit of your fine article without a magnifying glass! Oh, it will look good on the living room wall, too. Great! I was just about to ask if anybody got their copy. Thanks for letting me know. The print is very well done, easy to read,and the hex numbers are muted, but readable. You think I should make them a bit darker? Right now I have them set at 40% Gray (with 0% being white). For new maps I could make them 60% Gray easily. Plus should just the numbers be darker or the hexes themselves as well? Finally are the hexes big enough to put a wargame counter in them? (A long standing complaint about the JG maps.
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Post by robertsconley on Jan 25, 2009 21:22:47 GMT -6
I haven't bought one in a couple of years, but Avalanche Press sold their maps for a nice chunk of change. Even their smaller maps, 23x18 IIRC, were about $12.00 then. OFF TOPIC QUESTION! Have you read "Maps of the Ancient Sea Kings" by Charles Hapgood? I want to try to utilize this material in a game soon. All the best, -Steve Thanks for the Info. As for the book, I haven't read it but I know some stuff about what it talks about. (The Prei Reis Map, etc) and yes there is good stuff for gaming purposes in there.
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Post by robertsconley on Jan 25, 2009 12:40:41 GMT -6
The current price is comparable to similar sized wargame maps. Do you have a source for this? If I learn how they do this it would help me for future project. Thanks for ordering and Good Tip Rob Conley
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Post by robertsconley on Jan 24, 2009 20:38:28 GMT -6
Cafe Press does poster size. So with Cal's approval I setup a site to offer Wild North Map in two sizes. Note that I am not making a profit at this. I tacked on a penny so I track quantity sold. So this should be better than Lulu's asking $40.00 www.cafepress.com/batintheattic
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Post by robertsconley on Jan 23, 2009 22:07:38 GMT -6
Sent a email on the matter of the poster maps.
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