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In a store, you exchange money for goods, you get them 99% of the time (usually immediately or within a few days), and if you don't, you have a myriad of legal options to get you money back. On kickstarter, you exchange money for the vague promise of some sort of goods at some point in the future, and if it doesn't pan out, there isn't a lot you can do to get your money back. Kickstarter is a charity. You contribute money to a worthy cause, and if everything goes right, you might get a nice thank-you present in the mail. If you don't, well, that's life.
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# ¿ Apr 5, 2013 13:38 |
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# ¿ May 2, 2024 07:39 |
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Rulebook Heavily posted:It's a conundrum. A parody of a game can totally be a game in its own right, so you want to make it good. But to parody White Wolf games, you'd have to make it uhhhh
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# ¿ Aug 10, 2013 16:04 |
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Kai Tave posted:Where are all the GMS fans? He doesn't have any outside of those gamers who venerate anyone who calls themselves a "professional game designer." He truly and honestly seems to have gotten into (and continued) his career as a game designer solely because it gives him a perch from which he can look down on the common lumpen gamer. (Is he still advertising his services as a gaming business consultant? Because that would just about murder me with laughter.) There was a segment a couple of weeks ago on the Ken Hite/Robin Laws podcast (which you should all be listening to) where they declared that the biggest misconception about game industry pros is that they have really strong, tribal feelings about games and companies and designers in the same way their most intense fans do. K&R pointed out that most people in the industry get along with each other very well, and for obvious reasons - it's a small field, you will encounter everyone in person at cons, reputations matter, being a troublemaking loudmouth will result in your not getting assignments, and your next gig may be for a company that's the exact opposite of what your last gig was. They cited the example of 3E vs. 4E D&D over which so much e-blood has been spilled by fans, and how the two games' designers not only are great friends, but they seamlessly collaborated on their own well-received fantasy RPG, 13TH AGE. Skarka and Wick and similar belligerent loudmouths really do find themselves consigned to the peripheries of the industry, releasing their work (or not, snicker) on the indie/self-publishing/kickstarter tip because no one will hire them for more than the occasional one-off. Professionalism matters, kids.
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# ¿ Nov 21, 2013 02:27 |
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Mikan posted:Keeping these things secret only hurts people looking to enter into the industry - RPG authors are gossipy, catty people, and anyone who's even kind of in the loop knows about this stuff. Nobody wants to be the one who goes public with these things but it leaves predatory publishers and awful people open to take advantage of new talent entering the industry, while the existing authors nod their heads and pretend to be shocked if it's ever revealed. If you're a freelancer who wrote a book or painted a cover or did some layout for Company X and are owed money by them, your only hope of getting paid is that they stay in business and generate revenue and send you a check, which they can't do if they're driven out of business because people starting publicly airing their dirty laundry and talking about their dire financial situation. So freelancers have an incentive to keep bad news hidden and their employers afloat so they can someday collect, and they don't take kindly to other freelancers blowing the whistle. The same is true about editors who hire freelancers - if there are multiple people up for an assignment, do you really want to give it to a guy who will start blogging doom and gloom about your company if his check is a day late? The real losers are newer/less plugged-in freelancers who do work for Company X and don't know that they haven't paid anyone in two years because of this blanket of silence. And there are some companies who understand this and put paying freelancers at the very bottom of the list because they know freelancers will put up with long delays, 'cause they have strong incentives not to call the company out in public.
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# ¿ Nov 28, 2013 18:49 |
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Leperflesh posted:This all sounds like companies hire people and ask them to do work, while not having on hand the money necessary to pay them for that work. That seems like a really shady business practice right there. And pretty much all small-game publishing freelancing is based on the "write and submit this now, we'll pay you after it sells and we have the money" model. If that money doesn't show up or there are unexpected expenses and delays or sales just aren't what you projected them to be, then the freelancer is mostly out of luck. Such is life in the shoestring hobby publishing market (especially given the above-mentioned very amateur approaches to business that a lot of new, small game companies have).
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# ¿ Nov 29, 2013 16:53 |
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Covok posted:If this is the gospel truth, then Moon Design was clearly in the wrong: they did not obtain permission to create this product from the holder of the copyright and yet still tried to get funding for it and produce it. The law is the law and, surprisingly, is pretty clear cut in this case. Moon Design has the trademark to HeroQuest. They picked it up and published a fantasy RPG with that name in the mid-2000s after Hasbro/GW let it lapse.
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# ¿ Dec 1, 2013 06:52 |
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MadScientistWorking posted:The only thing I don't get is why would they need to contact Hasbro. The only IP issues I'm aware of is the trademark name. Otherwise everything else is pretty straightforward. Gamezone tried to raise a half-million dollars to re-print a game they didn't have the rights to and release it under a name that someone else had the trademark to. Some things in IP law are tricky, murky, or stupidly unjust; this is none of those things.
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# ¿ Dec 1, 2013 21:52 |
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moths posted:I typically assume they are primarily making money online, running the business as a hobby, buying their personal figures or magic cards wholesale, bad at business, or some combination of those things.
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# ¿ Jan 19, 2014 18:34 |
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Popular-Thing-X-With-The-Serial-Numbers-Filed-Off has been a thing for RPGs since small times. Vampire:The Masquerade is the unofficial adaptation of Anne Rice's Vampire stories, Cyberpunk 2020 is the unofficial adaptation of William Gibson's Sprawl stories, and Conspiracy X is the unofficial X-Files adaptation, to name just three.
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# ¿ Jan 22, 2014 22:49 |
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Rulebook Heavily posted:Well, I wouldn't hold your breath; here's the reports from Fantasy Flight Games. (I guess we can try inputting other elfgame companies on this, if we want to be depressed.)
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# ¿ Apr 20, 2014 17:28 |
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Kai Tave posted:I was wondering what Grimjim was up to these days, that's fantastic. FMguru fucked around with this message at 21:14 on May 5, 2014 |
# ¿ May 5, 2014 21:05 |
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Ettin posted:And speaking of forums! In the last few years a lot of major communities have stepped up their game when it comes to showing assholes the door. quote:Take RPGnet (this is an easy one for me to dump on for some reason). Some banned designers cry that RPGnet isn't relevant and they know designers who totally don't go there any more, but they are full of poo poo. I seem to recall Skarka being very upset at not being able to rules-lawyer (as in "I'll just have a non-banned user repost everything from my blog and twitter feed on RPGnet! It's the perfect crime!" or something similar) his way around his ban.
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# ¿ May 6, 2014 16:43 |
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ravenkult posted:I'm mostly out of the RPG freelancing arena because I priced myself out of it at 300$ for a cover or 200$ for full page interiors. That's how small the industry is.
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# ¿ Jul 21, 2014 15:11 |
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Winson_Paine posted:IDK if I can write a company off because one of the guys they hire is friends with a jerk. Like if they hired Vox Day, sure.
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# ¿ Jul 25, 2014 23:06 |
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Kerzoro posted:So, you want to make a god/goddess that encourages pleasurable sex? A culture that embraces that kind of thing? HOW do you handle it without being told that what you are doing is wrong?
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# ¿ Jul 29, 2014 18:17 |
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Rulebook Heavily posted:Soooo a man decided to look at Thunder Plains for real Also, hoooooly shitballs, what a loving mess.
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# ¿ Mar 21, 2015 04:18 |
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Evil Mastermind posted:Or, to put a finer point on it, the only valid moral outrage is Gareth's moral outrage. If he doesn't see a reason to be upset about something, then people are just overreacting.
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# ¿ Mar 22, 2015 03:11 |
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Plague of Hats posted:So apparently GMS is blocked by @Gen_Con, and he's revving up his
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# ¿ Mar 27, 2015 13:03 |
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I hope nobody here falls for the obvious scam Mr. Hicks is trying to perpetrate by relying on old tricks like "communicating in a clear and timely manner" and "taking responsibility" and "releasing the content for free". He just wants your money! Open your eyes, sheeple!
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# ¿ Mar 31, 2015 18:57 |
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Saguaro PI posted:Why would I want to throw flaming balls of death for a little bit when I can gently caress the dog all day?
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# ¿ May 6, 2015 00:05 |
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Bucnasti posted:The RPG industry is held together by naivete, shady business practices and passionate people working for free. $40! For a small print run 240 page full-sized color hardback! It's outrageous!
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# ¿ May 6, 2015 21:53 |
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jivjov posted:I think the "costs too much" complaint is mostly coming from people new to the hobby Also, lines like this from grognards.txt quote:The price of the new Runequest books adds to the same reason I have skipped on the remakes of Paranoia and Warhammer Fantasy.
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# ¿ May 7, 2015 00:06 |
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Evil Mastermind posted:WotC never steps outside the D&D pool. The most they did was Gamma World, which got a lot of positive response, but they barely did anything with it. WotC's so focused on keeping the D&D crowd happy they won't try anything new (and probably don't have the talent to try anyway). RPGs are just murderously hard to make money at (because once you have the core books and a set of dice, you don't have to spend anything else again ever) long term, which is why companies resort to things like the supplement treadmill and knitting everything together in a metaplot and tying in cross-media promotions, or go out of business, or are run by people earning sub-minimum wages as cottage/hobby enterprise.
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# ¿ May 7, 2015 18:12 |
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Leperflesh posted:In the US, food is remarkably cheaper than it was 25 years ago. Gasoline costs more on an inflation-adjusted basis (barely) if you measure it by the gallon, but if you measure the cost of fuel as cost-per-mile, it's flat or lower, because national average fuel efficiency is much higher. And the cost of "utilities" is generally pretty flat, with occasional local variations (the cost of heating fuel in the northeast during a specific long cold winter, say).
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# ¿ May 7, 2015 19:36 |
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Bucnasti posted:They also do pretty well with licensing, specifically video game licensing, and I think that might be the main reason they keep the product going.
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# ¿ May 7, 2015 19:52 |
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MadScientistWorking posted:I'm legitimately curious as to how Transformers can be a legacy brand. It has a lot more invested into it than D&D can ever hope for. They'll keep D&D around for the same reason: the hope that they can turn it into a retro-pop culture sensation at some point in the future.
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# ¿ May 7, 2015 21:36 |
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MadScientistWorking posted:Yeah that was what I was wondering. Transformers for me is one of the things I grew up on so while I never bought many toys it was something that was culturally relevant for me as I grew up because they never stopped producing cartoons. Like the sheer amount of money spent in terms of cartoons had to indicate that the brand did something which is what threw me for a loop. I just think Hasbro probably has a similar plan for D&D. Keep it alive and in print at a low level, cater to hardcover fans, and wait for the tides of pop culture to shift. Everything about 5e and the reprint lines make it seem like its being treated as a beloved nerd artifact of olde and not as something with a lot of potential to be developed and delivered to new audiences. They seem content for now to put it into maintenance mode and market to the same subset of aging grogs who have been buying the game since the 1980s.
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# ¿ May 7, 2015 22:45 |
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Bucnasti posted:The Transformers brand reinvents itself every couple of years with new toys, new cartoons and a whole new batch of 8 year olds to sell to. This is the type of lesson WotC has figured out for Magic (appealing to and bringing in new generations of players) but not for D&D.
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# ¿ May 7, 2015 23:37 |
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Kai Tave posted:There's a kernel of truth to what FMguru is saying or at least there was. Games Workshop has generally never been concerned about pandering to the hardcore "diehard fanbase" the way that D&D is currently doing with Next, they've always been more interested in courting Little Timmy the 12 year old who sees a window display of space marines with chainsaw swords and pesters mom and dad to drop hundreds of dollars so he can have his own army of chainsawmen (and also official Citadel paints and official Citadel brushes and official Citadel etceteras). Of course when Little Timmy turns 18 he may pack away all his half-painted miniatures in a box to gather dust in the attic, but by then there's a new crop of 12 year olds to enthrall. And I thought GW had done a decent job pushing their IP into new areas - they had a great run of computer games for a while (especially Dawn of War) and the rate at which they crank out those novelizations means someone is buying them. Also, licensing off to FFG for RPG support and premium boardgames (Chaos in the New World, Horus Heresy, etc.) They make a lot of bad decisions, and recent moves by the company have been utterly bewildering, but they had a pretty good run for a long time following a strategy of focusing on selling things to new players and to hell with grognards, and they profited massively as a result.
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# ¿ May 8, 2015 14:07 |
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TheTatteredKing posted:wasn't it that FFG bought the rpg rights because GW burnt down the company section that made the rpg after it sold out on preorders WH40K RPGs released 1987-2008: none (uh, maybe Inquisitor if you squint really hard) 2008-2015: Dark Heresy, Rogue Trader, Deathwatch, BlacK Crusade, Only War, DH 2E Looks like a company expanding its market and reaching customers in new ways to me.
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# ¿ May 8, 2015 14:23 |
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ElegantFugue posted:Oh man, could you imagine if they got the Leverage guy who did Fell's Five for this?
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# ¿ May 8, 2015 14:25 |
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Halloween Jack posted:As far as What Gary Wanted is concerned, remember he went on to design Dangerous Journeys and Lejendary Adventure, which were not very good and rather behind the times. He later said that Castles & Crusades was basically what he wanted AD&D 3rd Edition to be, but he had a business relationship with Troll Lord and Gygax was always a huckster, to put it bluntly. Gygax's post-TSR run of designs and publications really doesn't create the impression of a guy who was cut down in his prime (by every grognards bette noir, no less) and that it was a tragedy that he never got to see what he would have designed (we did, it was Dangerous Journeys).
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# ¿ May 8, 2015 18:34 |
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Fsmhunk posted:I eagerly await the Cthulhu-Glorantha crossover.
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# ¿ Jun 4, 2015 23:47 |
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Evil Mastermind posted:I know, it's just weird seeing that given all his stumbles and mistakes. Sounds like a hall-of-famer to me.
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# ¿ Jun 8, 2015 01:01 |
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DivineCoffeeBinge posted:Keeping my fingers crossed for Pendragon 6e.
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# ¿ Jun 8, 2015 02:01 |
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Earliest licensed RPGs? Heritage Games had early licenses to Star Trek and John Carter, producing Star Trek: Adventure Gaming in the Final Frontier and John Carter: Warlord of Mars in 1978. I think they're the first licensed RPGs OD&D had Conan and Lankhmar stuff in a 1976 supplement (Gods, Demigods and Heroes), which might make it the first licensed material in an RPG. It was later expanded to Deities and Demigods for AD&D in 1980 (dropping Conan but adding Lovecraft and Elric stuff). SPI had a weirdly fascinating RPG-boardgame for their own adaptation of John Carter Warlord of Mars in 1978. Their also-weird Dallas game was 1980. Call of Cthulhu (by Chaosium) was 1981, as was Stormbringer. Chaosium also did Thieves' World (1981), Elfquest (1984), Ringworld (1984), and Prince Valiant (1985) Other notable licenses: Star Trek (by FASA) was 1982 James Bond 007 (by Avalon Hill) was 1983 Marvel Super Heroes (by TSR) was 1984 Indiana Jones (by TSR) was 1984 DC Heroes (by Mayfair) was 1985 Middle Earth Role Playing (by Iron Crown) was 1985 Dr Who (by FASA) was 1985 Conan (by TSR) was 1985 Star Wars (by West End) was 1987 TMNT was 1985 and Robotech was 1986, so Palladium was kind of late to the game as far as licensed RPGs go. FMguru fucked around with this message at 14:34 on Jun 8, 2015 |
# ¿ Jun 8, 2015 14:29 |
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Halloween Jack posted:TSR did Warriors of Mars (a Chainmail style game) in 1974, but they never had the rights. Did they actually have the rights to the Leiber and Howard stuff when they used it? They had the rights to Leiber (TSR published a licensed Lankhmar boardgame early on, his stuff stayed in print through all versions of Deities and Demigods, and there was an entire subline of AD&D 2E supplements set in Lankhmar and even its own standalone RPG) but I don't think they ever had rights to Howard (which is Conan only appeared in that one early OD&D supplement and nowhere else). Moorcock and Lovecraft they never had rights to, and had to re-do Deities and Demigods once someone (Chaosium) did get the rights and asserted them. The Wikipedia article on the Heritage games makes them sound like early OD&D clones: wikipedia posted:Character Generation MERP stuff was compatible from the start with their in-print Rolemaster system (Arms Law/Spell Law/Character Law) e: D'oh, TSR did get the rights to Conan in the mid-1980s, and published a couple of AD&D 1E modules for it and eventually it's own (interesting) standalone RPG. FMguru fucked around with this message at 15:48 on Jun 8, 2015 |
# ¿ Jun 8, 2015 15:26 |
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Halloween Jack posted:The best thing about Heritage's John Carter game was that your stats and treasure were used to gain "Princess Points" which you rolled at the end of the scenario to see if one character gets to win by marrying a princess.
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# ¿ Jun 8, 2015 16:57 |
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Guilty Spork posted:It wasn't that Palladium was especially innovative in terms of doing licensed games in itself, so much as they chose the licenses really well. TMNT and especially Robotech have had more longevity than the vast majority of licensed RPGs. Call of Cthulhu is about the only one that's lasted longer. quote:(OTOH we can criticize how Siembieda just plain didn't seem to understand what Robotech is about, or if he did he was utterly unequipped to actually make an RPG version.)
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# ¿ Jun 8, 2015 19:48 |
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# ¿ May 2, 2024 07:39 |
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Plague of Hats posted:Literally just started a MERP game last night for shits, and yeah, I had to be pretty clear that this is basically 80's D&D but with more charts and lots of Tolkien words on top. They really did an amazing job with their setting information, for the time, but it's just so much cruft for actually running most games, and then Gandalf's spell list is a bunch of elemental iterations of magic missile peppered amongst rope tricks and food conjuring.
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# ¿ Jun 8, 2015 21:44 |