In A&E #333 I talked a little bit about don't think too much about these unless is the Window2, a game created by Scott character promotion (bit → minor → major we're put in the situation of having to Lininger during the late 1990s. This system → main), but I failed to bring into the manage these people, in which case such uses strength, agility, health, knowledge, and discussion the question over how to flesh out attributes become important. In such a perception as it's five basic, recommended a character's abilities and stats during this situation, a detached manager might not look stats, although these may be modified promotion process, and I neglected at his or her employee so much as an according to genre by the individual GM. discussing how central the design of the individual person as, rather, a package of The system's gimmick is the competency game system is to this question. Likewise, in skills and abilities that can be directed to get ladder. Each level of competency is A&E #312 I talked a bit about the five basic a particular job accomplished. associated with a particular die. It works as stats in Ragamuffin (and I've since added a Now, of course, GMs are managers in a follows: sixth), but this whole question of character way, and it's important for us to sometimes promotion was one which I largely ignored. know a character's stats, skills, and so forth, • Incredible (d4) Hence, the crossing of these two ideas in this but I wonder if all of this paperwork gets in • Very High (d6) issue's IgTheme is something I find rather the way of the players, the actors, in effect, • High (d8) interesting and somewhat neglected. and if perhaps the character sheet should be • Above Average (d10) In the current version of Ragamuffin, a GM-only preserve. In short, if we take away the character sheet, would the players • Average (d12) which is still on the drawing boards, the six end up doing a better job of sinking into • Below Average (d20) stats are as follows: character and actually roleplaying as • Low (d30) • Strength opposed to trying to acquire x ability or y stat in this sort of penis-waving frenzy of This, in itself, is rather interesting, because • Durability never-ending one-upmanship that is in marketing classes back when I was • Agility traditional character advancement? 1 studying for an MBA, we were taught that a • Dexterity Of course, players want to know what their seven-point scale was considered ideal for • Perception characters can do, and they want to know questionnaires, because various cognitive • Intellect their probability of doing it right before they studies have shown that the average person's try. That's what the rules of most game maximum number of degrees of reliable, My reason behind choosing these six systems are designed to convey. But in so qualitative differentiation is seven. I wonder attributes in this particular order was that I doing, it seems to me that the very notion of if Scott knew this when he created this wanted them to form a qualitative gradation character is often somehow lost like the system. between body and mind. Durability, for proverbial forest amidst the trees. The other reason this is interesting, of example, is mostly about the body, but Do we really know with great accuracy course, is that there also happens to be seven there's also a mind element, a sort of what we can and can't do? I used to play types of dice that we are all familiar with. willpower component, if you will. Likewise, little league baseball, but with what So, obviously, this system makes use of all perception is mostly a matter for the mind, probability can I still pitch a perfect fastball? of them. but it also involves the senses to some I have no idea. I can program computers to Under the rules of the Window, you want extent, the actual physical ability to see, some small extent, but how efficiently can I to roll low, and, of course, the more faces on hear, etc. write a bug-free program on paper under a the die you're rolling, the harder that is to do. As for agility and dexterity, I reasoned that time constraint (for example, while taking a In general, the target number for most tasks they should be split mainly for the sake that test)? is 6. For an easier task, the target number they are both combat-related stats. I felt that I haven't the foggiest. It all depends. may be higher. For a harder one, it may be if they were combined into a single stat (as What's the program supposed to do? How lower. There are no firm guidelines with they were in my article in issue #312), the familiar am I with the language? How much respect to task difficulty. Hence, how high or tendency would be for players to maximize sleep did I get the night before? There are low to make various target numbers is a that stat, whereas maximizing two different probably a dozen intangible variables. matter purely up to the GM's whim, which, stats will be twice as costly, and hence Hence, what sense does it make to have a perhaps, is as it should be, although I players will be more likely to rethink this well-defined programming stat? Stats can be wouldn't be surprised if many players might strategy. good guideposts, but with so many clinging quibble over this argument. Of course, all of this talk about body and to our character sheets, perhaps they Hence, if Joe is an expert marksman (very mind and stats tends to obviate and dismiss ultimately get in the way of what it is we're high: d6), he doesn't even need to roll to hit a through gaming tradition a rather more basic really doing. moderately sized target at a moderate question, which is: Are stats even necessary? This, of course, is the argument made by distance (this possibly being a failing of the When we think about people, we don't designers of freeform RPGs, minimalist system, as it doesn't account for highly think about their strength or their durability games which purposely put forth as few skilled characters making that rare but unless these qualities are germane to some actual rules as they can possibly get away critical error). Hitting the bull's-eye, problem at hand. What we tend to think with. And, of course, in so doing they leave however, should be considered a harder task, about are their looks (the mental images we much for the traditional gamer to be desired. perhaps requiring a success roll of 3. So he carry around in our heads of the people we Several of these sorts of games are available rolls, and on a roll of 4-6, he fails, merely know), their personality (dour, happy, online free-of-charge. hitting the target, not the bull's-eye. generous, arrogant, all of which ties in to One example, which I'll point you toward, As to be expected of such a minimalist whether or not we like the person), and their system, there are no firm rules for character situation (economic/social status, career, generation per se. The prospective who they know and so forth). As for their 1 I mention this in particular because it has skills, talents, and abilities, we generally been a topic of some recent discussions. 2 See http://www.mimgames.com/window gamemaster is thrown some ideas but is Comments on A&E #352: Regarding your GURPS:Traveller essentially directed to design his or her own campaign and your mention of the psi- system within a system. And this may be Paul Cardwell: RYCT me: You make phobic Lt. Commander: this psi-phobia has good or bad depending on your point of some excellent points about international always struck me as rather strange, and I view. politics. I definitely need to learn more. Any wonder if you've done anything to try to Now my point in relating these details of highly-readable (interesting, thorough, justify it within the setting. One idea might the Window is simply to demonstrate one accurate, non-partisan) sources you can be to make it fairly commonplace for psis to example of a minimalist RPG and talk about suggest? band together for criminal enterprises, this at some of the pros and cons of this particular least giving people a reason to fear them. system, which are common pros and cons Myles Corcoran: Loved your examples Another might be to link psionics to various for freeform systems in general. On the one although I'm not familiar with HeroQuest, forms of insanity or mental instability, hand, I like it as a GM, at least in theory, and hence your variant rules haven't yet giving all psis some form of psychological because it would allow me to define processed. Nonetheless, I'm now curious to handicap. characters, and in particular NPCs, very check out the system. My only question is In any case, I've rather fallen out with the quickly. I could scratch out a few words and whether I really need to put "gather clothes the NPC would be ready, and then if that and skedaddle 5m1" on my character sheet. NPC turned out to be a regular character, I could flesh out the character to whatever degree necessary. In short, minimalist RPGs mean less paperwork and more freedom for the GM. However, there is, of course, a certain problem with everything being so loosely defined. Many GMs as well as players want more structure, and I find myself leaning toward this camp if only because it's what I'm already used to. Perhaps if I GMed a few RYCT me regarding your idea for a sessions of the Window or some other potential IgTheme question: "Player or GM? freeform RPG, the initial discomfort and What draws you more to one role or the feeling of nakedness at having no firm rules other?": That's certainly an interesting structure would evaporate with experience, question which I have only fleetingly and I would come to prefer it. I suspect that considered, and it ties in with another may be the case, but I really don't know. question which I think is somehow related: If nothing else, it would force me to define "How do you think you might be different all the game's particulars in my own way, today if, like so many other people out there, everything from abilities to skills to you had never been exposed to RPGs?" 3 idea of allowing psionics in Traveller merely character equipment and so forth, and Of course, there is no rewind button when on the grounds that Traveller ought to be perhaps that's the whole point. Perhaps it's it comes to our lives. We can't go back to see hard-SF. I talked about this in the most not intended to be a system so much as a what might have happened if only we'd recent issue of APAcalypse4, citing my starting point for that next jump in personal taken that left turn at Albuquerque 353 Travelleresque novel, the Harrison creativity. issues ago. What we can do, however, no Chapters5, and discussing part of what I So I'm tempted to play around with it. Of matter how nonsensical it may seem, is think I did wrong when I wrote it. I'd be course, I would probably have to develop hypothesize. And in so doing we might curious to hear your take on psionics and more structure into the system in order to somehow answer that other question about whether you think it really belongs in the feel really comfortable with it, yet in so what it is about playing or GMing that Traveller setting, and if so, how you think it doing I might well end up returning to the attracted us and held our attention for so ought to be modified it if at all. original problem of too much structure and long, and whether or not that energy would too much paperwork. have been developed at all, or perhaps found Robert Dushay: Next time you're in It would be nice to have a system which is some other outlet, had it not been for RPGs. Southern California, feel free to email me. I modularized to the extent that a GM could It's altogether a rather curious question live in San Bernardino, the smogpit of the quickly create NPCs on the fly but could which I'm not sure can ever be fully state, and during at least one recent year, the then quickly upgrade them into major answered. murder capital of the nation. Be proud of characters if the need arose. For the whole what you've got, I always say. system to be self-consistent, however, I think Michael Cule: I seem to be missing the last Regarding the Morrisville Guild, I'm it would have to be well-structured and fair, two pages of your zine. No, wait, it got reminded of Toastmasters. They have a and that, of course, is the real trick. mixed into Lisa's zine. definite program on how to attain rank in the I raised this question among others in my Regarding your problem of having two organization (unsurprisingly, it is by giving comments to Spike Jones in this issue, and I free evenings a week with nothing to do, I've speeches). I wonder if a similar program think a solution exists in this notion of got the perfect solution. Buy yourself a TiVo. could be created for GMs. A system of modularity, character templates, and skill I guarantee that all your remaining free time mentoring could even be developed, along packages, something which the Window will instantly dry up. I currently have about with all the various rules and rituals which doesn't address but which many of the 60-70 hours of programming on mine. It good GMs tend to follow. In this way, new professionally published RPGs do. I'd be almost makes me long for the days when I GMs could be brought up to speed, and curious to hear what the rest of you think didn't even have a television. moderate-to-poor GMs could improve their about all this as well as what you find works skills or at least get some new ideas. This is best for you and your players among the 3 This, come to think of it, relates to some of different game systems that you've 4 Issue T-50 which should be coming out my comments to Spike Jones in this issue encountered. soon. See www.ketherian.org/revelations regarding the marketing of roleplaying as a 5 creative tool to non-RPGers. www.elektrasystems.net/~jimv/har.htm all idealistic crap, of course, but honestly, Instead of trying to target gamers who are Joshua Kronengold: You want me to write- why not? not good roleplayers, how about trying to up an outline of the Jinx campaign? Hmm... target non-gamers who could be good I can give it to you in a sentence. Jinx travels Lee Gold: In case you're on the lookout for roleplayers? about the Hells having a series of semi- such things, there are some potential As an example, there are several books and amusing conversations and develops into a IgTheme questions in my comments to dozens of articles published every year on goddess along the way. Anything more Myles Corcoran. writing fiction, all of it aimed at creative detailed than that and I would end up giving RYCT Robert Dushay on the city of people suffering from writer's block or away the whole story, so I beg for everyone's Nyosa: Sounds like a hell of a place to visit. perhaps just a lack of habitual typing extreme patience. After all, just as with any I'd be curious to learn more. experience. One way to bring them in would story, the devil is in the details. RYCT me on teenagers today being be to contact all the people who economically less mature but physically write these sorts of books Mike Kubit: RYCT Lee where you more mature: Excellent point. Your and articles (or write some describe starting characters in your argument makes me think that perhaps the yourself), talking about the game, you talk about PCs growing starting age for PCs in fantasy RPGs ought great virtues of roleplaying on the "horizontal and vertical to be before or around the onset of puberty to unlock (or rather planes" (depth and breadth as Patrick (perhaps slightly later for mages, depending, exercise) the creative Riley referred to them; see my of course, on their training requirements). genius within. comments to him in this issue), but you also indicate that you want Spike Jones: RYCT Paul Mason regarding starting characters to be able to Ryan Dancey and his claim of five-minute buddy-up with veterans, that character generation: That's funny. I actually although they may be less "well- rather dread working up a character in rounded" they shouldn't be systems where the number of options are so significantly less "puissant or many that it ends up taking forever. On the hardy than their more other hand, I actually remember enjoying As for the experienced counterparts." character generation in Classic Traveller example outline And, of course, that creates a (which often took a considerable amount of of such an dichotomy, because if time), because the career details of the characters are allowed to buy character's life were fleshed out in the combat-related abilities with process. I think if character "experience points" or generation were more life- whatever mechanic you path oriented rather than intend to use, then there is "choose from this list of skills going to arise this and combat-options" oriented, it expectation that veterans would be more fun and article: (1) depict the problem should be significantly more effective and, interesting. of a writer staring at a blank screen waiting hence, more viable in combat situations. The Of course, that still leaves the problem of for inspiration, (2) explain how play-by- question, of course, is how do you think this creating NPCs. One thing I like about email roleplaying games can be used to dichotomy ought to be resolved? GURPS is the possibility of creating various examine and develop ideas from the comfort I ask this question without having found templates and skill packages. For instance, it of one's own home, (3) summarize and any obvious solution, except perhaps to cite wouldn't be too hard to create a series of examine a couple of publicly-available the tentative one I mentioned to Patrick, packages for various professions and classes freeform rulesets, and talk about the pros which implies that perhaps veterans are not of hobby. If I want a starship engineer who's and cons of each one, giving examples of more well-rounded than recruits, but rather also a big-time party animal, voila, combine how they are used to resolve conflict, (4) than their skills are better focused on what it those two packages. If I want an school insert a list of web-resources for additional is they actually have to do. Perhaps it is the teacher who is also a big-time outdoorsman information, including a list of websites recruits who are better rounded, but that (or outdoorswoman), voila. This sort of mix- where the newbie can connect with other their extraneous skills slip away as they matching shouldn't be terribly hard to PBeMers, and finally (5) give some actual focus more and more on the skills they end achieve. GMing advice aimed specifically at the up using day in and day out in order to keep What would be more interesting, of course, PBeM medium. themselves alive. would be to find some way for both I'm not sure this will actually make these Perhaps, actually, the best solution would mechanics to exist side-by-side, so that you people better writers, but it might turn them be to force starting characters to take could use the long-method for main on to roleplaying, which is more or less the extraneous skills in order to model a characters, and the short-method for minor not-so-well-hidden agenda. In short, these comfortable, civilian lifestyle. Then, the characters, but also so that you could convert gamers-who-never-were may be reachable, whole process of becoming a veteran would from the short-method to the long-method but nobody is presently reaching out to require a shedding of the superfluous, along when a character is promoted in status from them. It almost seems as it the market with the training and honing of what is minor to major. expects to absorb them by osmosis, which essential to the soldier. I'm not sure that there's any gamesystem may eventually happen, assuming, at least, I'd be curious as to your thoughts. which has done this or even if any have that our public schools don't finish stamping attempted it. Would be curious to hear your out creativity first. Brian Misiaszek: Nice game write-up. I thoughts on the matter. RYCT me regarding dialogue in write-ups once had a player who knew too much RYCT James Reichstadt regarding how to and the inability to remember lines of physics and would work out things like this. turn the tide from roll-playing to role- dialogue verbatim: This is one of several He was fairly painful to GM, as I'm sure you playing, you have given a despicably, reasons that I tend to prefer PBeMing over can imagine, though certainly a good deal frustratingly pessimistic analysis of the face-to-face play. However, for some of the more painful to the monsters, as I think you situation, and I'm sorry to say that I difficulties I've observed, see my comment effectively demonstrated. completely agree. Here's one idea, however. to Lisa Padol in this issue. RYCT Michael Cule: Writing hard-SF is hard. Writing a hard SF-RPG is harder. played, the GM has taken a minimalist arguments to wait for the secondary (debate) There was, of course, 2300AD, probably the approach, generally declining to edit the phase of the conversation, rather than first SF-RPG to incorporate both a 3d players except where absolutely necessary. I packing them all into the opening ("this is starmap and a playable ruleset. I guess the think the reason for this is that editing takes my idea") phase. question always boils down to this: How time and effort, and unless the GM is The primary reason for this should be hard is hard? planning on novelizing the correspondence, more or less obvious. In written I still haven't given up on Ragamuffin (see it's generally of little value. communication (or, more specifically, A&E #298 & #310 among others), though I In the PBeMs which I've run, however, communication by email) the turn-around think the only thing that'll really light a fire I've taken the opposite approach, heavily time is much longer than in a face-to-face under my ass would be to run it as a PBeM editing both character actions as well as conversation. Hence, people try to pack (see the tail end of my article in A&E #307) inter-character dialogue. Granted, while more material into their dialogue just for the with a freeform ruleset in order to drive the editing, I try to preserve the substance of the sake of moving things along. However, in development of all the various details that players' actions while changing the style of face-to-face dialogue, there is a sense of have to be considered. Of course, like your the writing to better fit with my own style, "taking turns" to speak of which each experience with babysitting the computer but fairly often I find that even the substance participant is subconsciously aware. Hence, until one-o'clock in the morning, running a itself must be modified in some way. And I is should be so surprise that written and second game may also turn me into a don't wait until after the game to do this. I've spoken communication are completely walking zombie, so I advance this notion typically done it during the actual progress different. with no small trepidation. of the game, composing a series of updates Of course, streamlining written RYCT Patrick Riley: So am I the bore or which continually advance the plot, always communication into "natural conversation the crank? On second thought, maybe it'd be showing the players the GM's perspective, flow" is as much an art as the initial better if you didn't answer that. interpretation, and final say on what just composition of the conversation itself. When RYCT me regarding a retro-zine, that happened. a player emails a submission (their character would be amusing. I'm sure a few long-time These are, of course, two separate dialogue or actions), they tend write a gamers might end up scratching their heads approaches, and neither one is necessarily multitude of ideas, and each idea, wondering why they'd never heard of it for right or wrong. There are, however, pros and represented by anything from a fragment of all these years. Sadly, most gamers would cons to be considered. After all, many a sentence to several paragraphs, is subject likely regard it as crap, seeing as it wouldn't gamers (and many people in general) don't to response by the other players. All of these be d20-compatible. Strange and silly times like to be edited. Nonetheless, I think that ideas and their associated responses each we live in. very often they need to be edited for a whole becomes "threads" of the conversation. In multitude of reasons. their initial written form, they are spliced Jonathan Nicholas: Re ESP: Yes, ESP is First of all, as I previously indicated, over many different emails, and they must very annoying. It became so annoying, in everyone has a different written style. By be combined and made to flow with all the fact, that we decided to remove it from the doing the editing, the GM can "normalize" other threads in a natural, convincing, and AD&D game entirely, although it has since everyone's writing around his or her own readable manner. Otherwise, the come back in other less obvious ways. style, making the overall write-up more conversation will not be believable. It will Re PC motivations: Putting some controls coherent (assuming, of course, that he or she look, instead, like a series of monologues, on their initial motives is also useful in terms can write coherently which may be subject not like the way in which people really of party-building, as you say. I've pondered to some measure of debate). speak. the idea of starting all the PCs as members When undertaking this task, to combine of the same family, essentially brothers, and edit the words of the players, thereby sisters, and cousins, weaving their character Blah, Blah, Blah manufacturing an edited scene from the raw histories together so as to bind them not only material of their various submissions, I find by blood but by years of shared childhood myself sometimes changing their words here memories. Granted, that would also require and there, sometimes deleting various some racial restrictions, but it would be extraneous threads of dialogue which interesting to see how intra-party politics seemed to me, at the time, to not develop as a result, and it should put a big contribute anything of substance to block in the way of any troublemaker the overall conversation. who might have designs on Likewise, I often find myself backstabbing his buddies. He would, adding bits of dialogue to serve essentially, be backstabbing his own as transitional elements between kin, not something well-regarded in various threads of the any culture save, apparently, among conversation, and more the so-called nobility. substantively, to bring up various RYCT me, I looked at strategy.com and thoughts and memories which, I didn't see what was supposed to be so sometimes think, may pertain to great about it. Am I missing something the conversation but which the player obvious? Regarding getting back-issues of Secondly might have overlooked. The Onion, I decided against coughing-up (and this is probably the main reason I Of course, if a player argues, "No, I $30 for a subscription, although I'll admit I personally go to the effort), there is a huge wouldn't have said that," then I will was tempted. difference between written and spoken generally retract whatever part is found dialogue. When people write, they tend to offensive, however, I prefer working with Lisa Padol: While reading Lozen's write in speeches, long sermons which players who trust me enough to cede some Adventure, I was reminded of a nagging enumerate all their points in a painstaking, small measure of their character's autonomy, question in PBeM gaming: To what extent somewhat boring manner (this very thereby allowing me to edit and flesh-out the should the GM exercise his or her editorial comment being a good example), whereas ongoing story in this way. As the trust authority? when people speak, they tend to cut to the grows, I'll often put more words into their In nearly all the PBeMs in which I've point a bit quicker, allowing their specific mouths than they might have preferred, but it is never done to make the character look I find myself agreeing with all of these bad or to usurp the player's authority. Rather, points, yet they are interesting in that a when I do it, I do it for the sake of the certain dichotomy arises from this overall story. discussion. Clearly, power-progression is a My fear, of course, is that by inserting goal of many gamers. It seems, however, myself into the flow of the correspondence never to be the goal in a movie or a novel. in this way, I am very likely influencing the The protagonist doesn't undertake some plot as well as casting my own perceptions quest in order to go up a level.7 on various characters which may not be So, I guess my question is: Should power entirely fair to their individual players. This progression be taken out of the equation? practice gives me more room to play For instance, I think that in some RPG favorites and to insinuate my own will into systems, the number of skills you can learn the campaign in ways that a GM probably are determined by your character's shouldn't, so I find that I have to continually intelligence. Well, if we (as real people) max watch myself in order to check these out our skill slots sometime in early tendencies. There is, after all, a fine line adulthood, then after that, all we're really between extensive editing and actual doing is forgetting old skills in order to open rewriting. up the slots to learn new ones. For example, In any case, I'd be curious to learn your I haven't played baseball or done any fortran thoughts on these issues and whether you've programming in years. My skill level in both ever considered modifying your personal isn't what it once was. approach. Perhaps character development should be handled in an analogous fashion, where Simon Reeve: I'd be curious to learn about players can modify their characters without, the origins of that catpeople race you for example, increasing their total skill-set or detailed. You mention that you'd already overall power beyond that of a starting decided, but for some reason you state no character who is new to the group. preference over the various theories you That’s all However, if Ifor thisthis make month. supposition, then included. Actually, unless there is a really what In does that do to heroism? the next issue, I'll try to Can getthe good reason not to tell the players, I protagonists back to the Jinx in Hell write- of still, realistically, be the stars generally prefer to have all this their story. And, of course, this goes back to information out there. After upcomment your and hopefully on TNG. steer away all, assuming the race is of a from these Thoughts? See alsosorts of polemics my comment to Mike considerable population, I've been doing recently, Kubit. there will likely be many stirring up trouble for no good who know of their Brian Rogers: You make an interesting origins.6 Some of those reason.point Hehregarding heh…. the butler who should be willing to As forwishedlifehe'dinbeengeneral, a mage. talk, and if nothing everything Somewhat is going tangentially, very well, I else, sages of history although awonder lack of if there's spare ever timebeen is, a should have been horror of course, moviean told always issue.from the able to figure it out. monster's point of view. I'm As for voting on In reminded order to ofconsume The Sixthmore Senseof and future projects, I'm thisThe non-existent Others, but thesespareweretime, really always up for SF- I'mgimmick-movies. thinking about finally Their scripts were oriented material, so more about starting up that Ragamuffin clever deception, put me down for options C & D. PBeM (seeduping my the were, audience, as it comment rather to than Brianpresenting Misiaszek). Just thought an actual, straight- Patrick Riley: I I'd forward mentionplot.it in Now case there are Monsters, Inc., like your mention of anythat bored was a great SF movie, a perfect enthusiasts the "neener-neener" factor, where the GM is inversion around for kids herewithitching chronic insomnia. for yet doing too much dick-flopping for his own To get back to topic, I guess your butler good. The players should, indeed, be the another monumental waste of might have a point if his lack of useful skills heroes of the story. Having said that, or time. position in the party ended up however, you make the comment to Lisa that Before marginalizing you Ifemail his character. me, not, however, TNG's officers seemed to be too good at too thanhowever, I don't see where please his gripe is coming forewarn much ("depth and breadth" as you put it), from. He can always be the butler who adding that the goals you personally set out yourself by glancing over my studied magic and became a sorcerer, a sort for your own PCs have little do with of comments Jeeves meets to Lisa ThatPadol Gandalf. might personal power or abilities. regarding actually be fun. my rather egregious editing-style. I'm sure I've 6 Although, strangely enough, this driven players crazy without apparently wasn't the case with the gypsies meaning to, and since I don't of Europe who had somehow forgotten their 7 really know how to stop, it'll own origins over their many centuries of "Let's go rescue the Princess!" wandering. At least, that's the impression probably be better if everyone "Why?" I've gotten from what little I've read about "Ijust needaccepts the XP." it. them. Take care everyone, and may you all have a merry, non- religious holiday and a happy
(Intelligent Systems, Control and Automation_ Science and Engineering 72) B. S. Goh, W. J. Leong, K. L. Teo (Auth.), Honglei Xu, Xiangyu Wang (Eds.)-Optimization and Control Methods in Industrial Engi