Current Events > Attention to D&D Dungeons Masters, please.

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Bad_Mojo
06/13/20 12:46:08 AM
#1:


So I have all my NPCs written down and I know what I want all my quests to be by bullet points

https://i.imgur.com/f32Fbpv.jpg
https://i.imgur.com/GYqwN0p.jpg
https://i.imgur.com/PBj2B1V.jpg

However, I'm not really sure how to make it clean to read when I write out the entire thing. Like, what should I add and where to in order to keep the page limit down and make it look nice and clean?

https://i.imgur.com/y02UrI3.png

This will be the paper I have in front of me, the Bullet Point one was just to help me remember what I wanted to do in that area.

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Bad_Mojo
06/13/20 2:10:34 AM
#2:


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Smackems
06/13/20 2:16:46 AM
#3:


Just wing it. Your players will fuck it up anyway. Just have VERY basic ideas about where you want things to go but be ready to deviate. In other words don't be obsessive about writing details about story or characters.

Yes it's stressful but just do your best and it'll be practice. My best advice is to keep all stats easily accessible in combat to keep it going fast.

Hope that helps because I'm too tired to really know what you were asking lol


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Blue_Dream87
06/13/20 2:17:29 AM
#4:


I don't know any dm who uses notes like that tbh

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Smackems
06/13/20 2:21:04 AM
#5:


When I make an npc I just write something like this

Cpt Dipshit - gruff, dumb, southern American accent, hates President Derp

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Cocytus
06/13/20 2:24:07 AM
#6:


Bad_Mojo posted...
So I have all my NPCs written down and I know what I want all my quests to be by bullet points

https://i.imgur.com/f32Fbpv.jpg
https://i.imgur.com/GYqwN0p.jpg
https://i.imgur.com/PBj2B1V.jpg

However, I'm not really sure how to make it clean to read when I write out the entire thing. Like, what should I add and where to in order to keep the page limit down and make it look nice and clean?

https://i.imgur.com/y02UrI3.png

This will be the paper I have in front of me, the Bullet Point one was just to help me remember what I wanted to do in that area.
I don't get the question. You're afraid you won't be able to read your own work?
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Smackems
06/13/20 2:25:22 AM
#7:


Don't worry about everything being neat and clean other than enemy stats. You will have all the other crap memorized anyway

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Bad_Mojo
06/13/20 2:31:27 AM
#8:


Hmm - a better question, maybe. Should I jot down simple answers questions they may ask? Should I add notes in between encounters? You know how in some RPGs they give you talking points to select from? Should I jot down a few answers to typical questions? Maybe write down what the area in the encounter looks like? But Ill have a map for that.

IDK, Im doing something now. If it doesnt work, which I think it will, Ill do better next time.

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Smackems
06/13/20 2:32:41 AM
#9:


Bad_Mojo posted...
Hmm - a better question, maybe. Should I jot down simple answers questions they may ask? Should I add notes in between encounters? You know how in some RPGs they give you talking points to select from? Should I jot down a few answers to typical questions? Maybe write down what the area in the encounter looks like? But Ill have a map for that.

IDK, Im doing something now. If it doesnt work, which I think it will, Ill do better next time.
That's where ya wing it

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Bad_Mojo
06/13/20 2:36:07 AM
#10:


This is what I'm going to end up doing -

https://i.imgur.com/AWj3gdo.jpg

Short and to the point, and then I'll have a mini map of the map there as well that matches the one that will be in front of them.

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Cocytus
06/13/20 2:37:02 AM
#11:


Bad_Mojo posted...
Hmm - a better question, maybe. Should I jot down simple answers questions they may ask? Should I add notes in between encounters? You know how in some RPGs they give you talking points to select from? Should I jot down a few answers to typical questions? Maybe write down what the area in the encounter looks like? But Ill have a map for that.

IDK, Im doing something now. If it doesnt work, which I think it will, Ill do better next time.
No don't do all that shit. Just play, keep the game moving.
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LightningAce11
06/13/20 2:37:48 AM
#12:


You'll get used to it.

My friend started out dnd by being a dm and never played a character until several years later.
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Smackems
06/13/20 2:39:00 AM
#13:


Whatever makes it easier for ya, looks decent to me.

I like to have monster initiatives already rolled and written as well. I also do it like fire emblem where entire teams go before the other does, but that's a double edged sword. Trading speed and convenience with balance

Also need a way to tell which goblin is which (if they don't die immediately anyway. This is a bigger issue at higher levels)

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Bad_Mojo
06/13/20 2:40:16 AM
#14:


Cocytus posted...
No don't do all that shit. Just play, keep the game moving.

I want to be kind of prepared for my first time. I fully expect it all to go to shit, but I don't want to be stuck with nothing to describe because I can't think of anything the first time. I want SOME notes on each encounter. I"ll just stick to what I'm doing

Quest Giver
Location
Reward
Encounters getting to it
Make a mini map

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Cocytus
06/13/20 2:41:20 AM
#15:


Bad_Mojo posted...
I want to be kind of prepared for my first time. I fully expect it all to go to shit, but I don't want to be stuck with nothing to describe because I can't think of anything the first time. I want SOME notes on each encounter. I"ll just stick to what I'm doing

Quest Giver
Location
Reward
Encounters getting to it
Make a mini map
Oh there's no way you could be worse than a lot of games I've seen. Ugh.
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Smackems
06/13/20 2:44:56 AM
#16:


Bad_Mojo posted...
I want to be kind of prepared for my first time. I fully expect it all to go to shit, but I don't want to be stuck with nothing to describe because I can't think of anything the first time. I want SOME notes on each encounter. I"ll just stick to what I'm doing

Quest Giver
Location
Reward
Encounters getting to it
Make a mini map
That'll be fine. Just don't get too caught up in making it perfect

Except for combat stats

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Bad_Mojo
06/13/20 2:55:31 AM
#17:


I need to map out the dungeons as well. Mobs, taps, maybe a puzzle. Maybe you can wing that stuff, I cant. I can wing storytelling stuff.

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AuthenticZac
06/13/20 3:08:24 AM
#18:


Bad_Mojo posted...
I need to map out the dungeons as well. Mobs, taps, maybe a puzzle. Maybe you can wing that stuff, I cant. I can wing storytelling stuff.


Depending on how big the dungeon is, I feel like this might be a little easier to do. For the map on the table, just keep a blank piece of paper over it, slowly uncovering it as your characters progress, that way you can put little marks for the traps/hidden loot/mobs without them seeing ahead of time. You can even create some red-herring symbols too, so your players won't know what they are about to step on (which you can hand-wave as something like inert traps)
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My Personal Backlog (I might have a problem) - https://imgur.com/sTOPim2
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Bad_Mojo
06/13/20 3:18:31 AM
#19:


Ive cut out pieces to place as they go and icons for taps, doors, monsters, etc.

You can see it in the first post. Ill take a better pic in a few

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Smackems
06/13/20 3:27:27 AM
#20:


Bad_Mojo posted...
I need to map out the dungeons as well. Mobs, taps, maybe a puzzle. Maybe you can wing that stuff, I cant. I can wing storytelling stuff.
Like I said, what you got going on above is fine. Short and sweet. Combat is where it needs to be precise when it comes to prep. You don't wanna be having to look things up in the middle of a battle; you want it to be swift, so make sure you have any battle related info written down.

You're probably more capable of winging story details or what an area looks like than you think. You already have these things written in your head, just go with your gut sometimes. And you will have to anyway. Pcs will ask questions you haven't thought of, do things you didn't account for, etc. That's where you gotta be able to do it on the fly.

But it's mainly just practice. Just do your best and keep the atmosphere fun, as well as not being authoritarian on what your players can and can not do. You'll get better with time. Long as they're having fun they will forgive occasional downtime or missteps

Good luck. I got a session tomorrow night I'm dming and I haven't even started on it lol

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Bad_Mojo
06/13/20 4:13:10 AM
#21:


Oh, I have combat on lock. I play solo all the time, which is why it's all in my head. I'm f'n terrible and describing anything, which is why I want some notes

Here are the pieces I was talking about



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Smackems
06/13/20 4:17:51 AM
#22:


You should look into getting a grid mat and some dry erase markers. Makes that stuff way easier

But that's just my opinion. The way you're doing it is fine too

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AuthenticZac
06/13/20 4:25:01 AM
#23:


Bad_Mojo posted...
Here are the pieces I was talking about




Oh, wow, you have a lot more map-pieces than I thought. I mean, there are definitely pros and cons of using re-usable icons. For mobs/loot/traps, it works well, as you can double-side them to account for their active/expended states, or just leave one side blank that you can flip when the players get near.

For the map itself, however, it can create twice the work for the DM, especially for larger dungeons where you will probably want to create a secondary map for yourself to reference places of interest. I can see that you already put time into creating the map pieces, but I would still say to at least consider drawing out the map (with your icons placed) and letting your players use that instead, obfuscating it with an extra sheet of paper to give it a "dungeon fog" like effect. It would save time on the table so you won't have to assemble it mid-game, and as an added bonus, also gives you something physical to look back on in the future
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JE19426
06/13/20 4:33:37 AM
#24:


Are you making a new campaign as a first time GM? I reccomend against that, I'd recommend using a published adventure.
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Bad_Mojo
06/13/20 4:45:49 AM
#25:


JE19426 posted...
Are you making a new campaign as a first time GM? I reccomend against that, I'd recommend using a published adventure.

Thank you for the tip, but I have to disagree. Trying to figure out someone else's story was MUCH harder for me when I played for the first time. My trouble isn't coming up with a story, or plot hooks, or crazy shit. My trouble is describing it, so I'm going to have my players do that ^_^d

But I play solo D&D a lot. I've played Final Fantasy VII with Orlandu [FFT] once. Well, up to until I died to Reno earlier than you actually fight him. Crazy times

My issue is - It's smells like this, it looks like this, she has a square face, ect. This is my way of trying to get better at that, and by doing it with people I know wont judge me - my brother and his wife

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Bad_Mojo
06/13/20 4:48:26 AM
#26:


AuthenticZac posted...
For mobs/loot/traps

It's mostly for, "This is where the fucking shit is," I plan on getting more and more minis for mobs. But placing spider web down, or the location or doors/tables, that's what these are for right now.

And about the map for myself thing, that's what that graph paper on the. .. well, paper is - my map with the hidden DM stuff on it. I just haven't drawn them in yet. Which is my point, I need to get shit done, lol

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JE19426
06/13/20 4:52:09 AM
#27:


Bad_Mojo posted...
My trouble isn't coming up with a story, or plot hooks, or crazy shit. My trouble is describing it, so I'm going to have my players do that ^_^d

My main reason for reccomending a published scenario is that it comes with the descriptions, also you could try just using different modules to make you own story. By the way have you ever tried "Kids on Bikes", that game has a very collaborative stlye you might like, although it is in a fairly modern setting.
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Bad_Mojo
06/13/20 4:58:40 AM
#28:


Thanks, but again, it isn't the lack of description, it's the lack of public speaking. In my head I'm all, "she has long flowing locks with tiny red braids woven in. She stands about 6'2, slender like a spear. Often she is thought to be of Elven blood because of her looks. She is wearing. . .", but in out loud I'm like, "you see a woman with long black hair. . ." because I get so nervous and forget all the details. Making up those features and backstory is much easier for me than doing someone else's creation, but speaking out loud its equally hard. If you can understand that

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AuthenticZac
06/13/20 5:05:17 AM
#29:


Bad_Mojo posted...
Thanks, but again, it isn't the lack of description, it's the lack of public speaking. In my head I'm all, "she has long flowing locks with tiny red braids woven in. She stands about 6'2, slender like a spear. Often she is thought to be of Elven blood because of her looks. She is wearing. . .", but in out loud I'm like, "you see a woman with long black hair. . ." because I get so nervous and forget all the details. Making up those features and backstory is much easier for me than doing someone else's creation, but speaking out loud its equally hard. If you can understand that


That's just something that will come with time. As long as the players get an idea of who the person is, you don't need to go all in on the descriptions. If your players begin to ask about certain characteristics, you can probably bullshit your way through, then write it in afterwards. Eventually you'll come up with your own shorthand for certain traits

Bad_Mojo posted...
It's mostly for, "This is where the fucking shit is," I plan on getting more and more minis for mobs. But placing spider web down, or the location or doors/tables, that's what these are for right now.


Ah, so common objects. Those limitations are kind of another reason I suggest the drawn out maps over reusable ones (less you have to worry about referencing from your screen) >_>
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Bad_Mojo
06/13/20 5:11:33 AM
#30:


AuthenticZac posted...
Eventually you'll come up with your own shorthand for certain traits


Bad_Mojo posted...
Like, what should I add


That was the whole point, lol, advice on what I should add. Someone suggested to roll initiative for mobs before you even start to speed up combat a bit, and I think that's a great idea.

Adding the little mini map was my idea, and I think it will work out really well. Every 4x4 box there = 1 box on the main map.

I don't know, I'll be fine. Just looking for some advice, I am nervous

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Bad_Mojo
06/13/20 5:12:52 AM
#31:


AuthenticZac posted...
Ah, so common objects. Those limitations are kind of another reason I suggest the drawn out maps over reusable ones (less you have to worry about referencing from your screen) >_>

If I Dry and Erase it, then I'll have to keep looking back at it. Even more so. Drawing the whole map and having a FoW sounds like way too much work, lol

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AuthenticZac
06/13/20 5:31:30 AM
#32:


Bad_Mojo posted...
If I Dry and Erase it, then I'll have to keep looking back at it. Even more so. Drawing the whole map and having a FoW sounds like way too much work, lol


That's if you use dry-erase, my thought is having sheets of paper off to the side that have the dungeons on them. Swapping them out as they get deeper. One thing I've seen a lot of DMs do is over-complicate their map, when you really only need the outlines. Good example is early critical role - https://i.imgur.com/2vlsbIn.jpg

Bad_Mojo posted...
That was the whole point, lol, advice on what I should add. Someone suggested to roll initiative for mobs before you even start to speed up combat a bit, and I think that's a great idea.


For characteristics, you can have a sheet off to the side that has a list of random traits to pool from (long hair, smells of bread, dirty, clean, energetic, etc..). You don't need to obsess over describing the NPCs, but if someone asks for more specifics, you can use that. Number the pool, and then as you using that list, you can quickly jot down their number like it's a McDonalds menu
For the mob initiative, that's definitely a good option. Initiative doesn't usually take too long to write out, but if you have a lot of mobs in an encounter, it can slow things down.
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JE19426
06/13/20 5:44:32 AM
#33:


Bad_Mojo posted...
Thanks, but again, it isn't the lack of description, it's the lack of public speaking.

Ah, I see. In that case perhaps try pre-recording it in advance? Also like Zac said I'd start fairly light on descriptions. For height just start with (very) tall, average, or (very)short.
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#34
Post #34 was unavailable or deleted.
Bad_Mojo
06/13/20 12:48:08 PM
#35:


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ScazarMeltex
06/13/20 12:55:35 PM
#36:


So in twenty years of dming (DnD, Starwars, Firefly, Wahammer Fantasy, Warhammer 40k Dark Heresy, Shadowrun, and some other shit) I've learned that creating a very loose outline of the things you want to hit on (along with the creation of well developed interesting NPCs) to be the best option. Players will fuck up everything you do because you are looking at it from the point of creating a story, they are looking at it from the point of creating their own story. Plus they'll do stuff you would never have thought of, and give you ideas that you would never have come up with on your own.

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Voltaire
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Lunar_Savage
06/13/20 1:03:48 PM
#37:


I'm a DM of 16 years. Winging it > Planning it

Use the notes if you need to remember key details about characters and never plan a response because you have no idea what the fuck is about to come out of a player's mouth. Know the character and their general personality and you'll be able to form a response on the fly or at least a response that makes sense and stays in form with the character.

The best notes are generally ones that are stat related or environment related. Things that mostly stay static and don't change often or only change if you act on them.

Organization is best with whatever makes you feel comfortable. If you like a table of contents in your notebook, go that route. If you prefer sticky notes, use those.

At the end of the day, it is your goal to provide fun and have fun. Super details and pre-planned things often run counter to these concepts in all but the most important of scenes. And still, the most important scenes are the ones that directly involve the input of the PCs. Too many canned or pre-planned responses leaves you hanging in the breeze with nothing to grab onto and bores the shit out of players.

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Bad_Mojo
06/13/20 1:07:00 PM
#38:


@ScazarMeltex
^ Yes, I know that. I keep saying Im keeping it vague.

Maybe I can add some skill checks that could happen. Nature check = Find some healing berries. History = This forest got its name from (blank), just some they might make in woods, so no need for a deception check, for example.

Now Im drawing maps

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NeoShadowhen
06/13/20 1:11:39 PM
#39:


Ive only run one campaign, and it wasnt D&D, but I learned a lot very quickly. The most important lesson is what others have said... the players will surprise you. I quickly figured out that elaborate plans was a lot less important than knowing the story and what was going on in the world, and being in the right frame of mind to improvise on the fly.

Pretty soon I was barely writing out any notes beforehand, and was taking copious notes during the game.

Also, the game I was running was a mystery, and the two biggest things I learned about running something like that is dont bother with red herrings (itll be a miracle if they put together the legit clues regardless), and always have some clues that you dont have a plan on how theyll stumble across them, on the off chance that the old lady decides to leave the tournament and search through the lords bedchamber (I did not see that coming).

Most of all just remember that its a skill that will get stronger over time, so dont get discouraged.

Oh, and dont go overboard with descriptions of characters. Keep it to things that theyd be able to know. A very general description with maybe a defining feature, and have something in case someone rolls a really good perception check (theyre concealing something in their sleeve). And have a list of names that you dont know who they are. You never know when they might decide to seek out the blacksmiths sister-in-laws maid.
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Bad_Mojo
06/13/20 1:24:52 PM
#40:


Sigh

I dont know why I bother. I have said over and over I am keeping it simple and that I already know my players are going to change everything. I know why I shouldnt get into elaborate plots and details before hand. And even though I keep saying that, I keep getting people to tell me to do that.

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Lunar_Savage
06/13/20 1:34:31 PM
#41:


Bad_Mojo posted...
Sigh

I dont know why I bother. I have said over and over I am keeping it simple and that I already know my players are going to change everything. I know why I shouldnt get into elaborate plots and details before hand. And even though I keep saying that, I keep getting people to tell me to do that.

Ah, my bad. I was just responding to the OP, I didn't read the whole thread.

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*Tips top hat, adjusts monocle, and walks away with a cane.* And yes, that IS Mr. Peanut laying unconscious on the curb
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Smackems
06/13/20 1:46:53 PM
#42:


I think you're good tc. Youll do fine. You're obviously trying and putting in the effort and it will show.

I still haven't started on mine for tonight

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Bad_Mojo
06/13/20 1:47:30 PM
#43:


Lol its okay. Just a pet peeve of mine. Happens to me in real life as well.

Them - What do you want for dinner?
Me - Chicken
Them - How about ribs? Mac and cheese sounds good. What do you think?
Me - Get whatever
Them - No, well get what you want
Me (in head) - I already fn told you.

Over and over

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Lunar_Savage
06/13/20 2:00:52 PM
#44:


Bad_Mojo posted...
Lol its okay. Just a pet peeve of mine. Happens to me in real life as well.

Them - What do you want for dinner?
Me - Chicken
Them - How about ribs? Mac and cheese sounds good. What do you think?
Me - Get whatever
Them - No, well get what you want
Me (in head) - I already fn told you.

Over and over

After reading the thread, I think you'll be fine and I'm not sure what you're really worried about here or even why a question was asked in the first place if you already had the answer...or at least it seems you did.

If you're overthinking it, don't. You've put a lot of thought into it already, the best thing to do is just relax and let it sink in for a while.

As for notes in-game, I tend to only take notes of the most important things the players do, and that's so I can devise new customized feats tailored specifically for their characters and add them free of charge when they do amazing things or unexpected story things. Also to have NPCs denote events and remind the players that the world is alive and watching them.

Edit: on public speaking, unless you're playing in a public space I don't get it. It's just a group of close friends, usually. Is it being played with strangers or in public? (I don't remember seeing it in the thread)

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Anteaterking
06/13/20 2:12:46 PM
#45:


If you're pre-rolling initiative why even roll it at all? Unless I'm missing what you mean by pre-rolling.

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NeoShadowhen
06/13/20 2:34:57 PM
#46:


Bad_Mojo posted...
Sigh

I dont know why I bother. I have said over and over I am keeping it simple and that I already know my players are going to change everything. I know why I shouldnt get into elaborate plots and details before hand. And even though I keep saying that, I keep getting people to tell me to do that.

So whats the problem then? Nerves? Have a drink.
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Smackems
06/13/20 3:29:57 PM
#47:


Anteaterking posted...
If you're pre-rolling initiative why even roll it at all? Unless I'm missing what you mean by pre-rolling.
Pre rolling for the enemies and jotting it down so you don't have to do it when combat starts. Any trick that speeds up combat is a win in my book. The players still roll

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Smackems
06/14/20 1:47:51 AM
#48:


How did it go tc? Assuming it was tonight

Mine did pretty well

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Bad_Mojo
06/14/20 3:41:45 AM
#49:


it was fun. Very nerve wrecking at first, but we got through it. Had more with with the made up stuff

They both started cutting the ears off of Goblins to sell back in town. Looked for a lost Gnome, fought some goblins, fallowed a white horse, tried to tame it, but lots of fails. Ran off. They dodged some traps running after it, stopped to inspect a rock and then fallowed the horse trail a bit until it turned into blood. Followed that back to a Bugbear lair. Where they killed it, ate the cooking horse, and the then took up camp there to end the session.

had a blast, really, but the whole time I felt sad I wasnt doing a good job. They said I did. Its a learning thing. Ill get better.

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JE19426
06/14/20 7:45:41 AM
#50:


It's good to see you enjoyed. Like you said you'll get better over time. What classes were they?
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