The Courage of Tamyn Taval: Part 1, Chapter 2

2

 

Later that night, she stood with Shy in a library. Count Jonsen held a book in his hand. He was tall, dark-haired, well-dressed, and well-groomed. Everything a count should be. He wore a heavy cloak—the room was cold with the autumn evening—and purple velvets. He set the book down, took a breath, then sat. He looked at them.

“All dead?” he asked.

Tamyn nodded. “Yes, sir.” Her hair was matted and her clothes torn. The scar on her face was no longer bleeding but had turned an awful red color. Her elven blood was working on it. She had not bothered to change. Shy stood beside her in the same condition.

He turned and sat down at a small table. He lifted a silver cover and looked at the meal beneath it. Lamb, steamed vegetables, bread. He began carving the lamb. “And you think it was a trap?”

“I know it was a trap, sir,” she told him.

He finished with the knife and picked up his fork, pausing before he ate. “How do you know?”

She felt the scar on her cheek burn. Shy stitched it well enough, but the pain was still sharp. “Sir,” she told him, “no one knew which way we were traveling. From which way we were to approach the forest.”

“The bandits did,” Count Jonsen said. He nodded, slowly understanding.

She nodded. “Yes. Exactly.”

He took a bite of the lamb and smiled. Then, he said, “That indicates someone in this household overheard my orders and your plans.” He shook his head. “Household intrigue. I don’t like it.”

Tamyn felt her stomach grumble. Watching Jonsen eat after days of dried fruit and meat. She heard a sound come from Shy’s belly.

“Oh, forgive me,” Jonsen said. “You must be famished.” He turned to a servant. “Please, fetch two more plates.”

The servant nodded and turned away. Jonsen picked up a goblet of wine. “Now,” he said. “How will we unveil this… spy in my household?”

“Fire the servants,” Tamyn said.

Jonsen made a sour face. “All of them?”

She nodded. “All of them.”

He shook his head. “Nonsense,” he said. “Surely, there is a way to do this that doesn’t involve such drastic measures.”

“If I may, sir?” Shy asked.

The count nodded and Shy continued.

“Tamyn and I have seen this before. Your brothers want your title. And if they’re willing to kill twelve men to get at you, they’re willing to kill you.”

The count laughed. “Nonsense,” he said. “Killing hired mercenaries is one thing, but my brothers would never…”

He saw the looks on Tamyn and Shy’s faces.

“You’re serious, aren’t you?”

Tamyn nodded. “Yes, sir. We are.”

The count thought about that while he sipped his wine. He made a face, looking at the cup. “Bitter,” he said. He looked at a servant. “Fetch me another bottle. This one has gone bad.”

Tamyn looked at Shy. There was panic in his eyes. Both of them rushed forward. Shy knocked the glass from the count’s hand. Tamyn screamed at the servant.

“Water!” she said. “Fetch water! Now!”

The servant’s eyes grew wide and confused.

“Now!” she shouted again.

The servant rushed out.

“What is going…” the count tried to speak, but Tamyn held his jaw.

“Stay still!” she said. Then, she looked at Shy. “Hold him!”

Shy grabbed the count’s hands and held them down to the chair. “I’m sorry, sir.”

The count looked at her. “What treason is this?” he shouted.

“Shut up,” she said. Then, she pulled off her muddy gloves and shoved two fingers down the count’s throat.

He choked an objection. Tamyn kept his jaws apart with her left hand, reaching with her right. Then, she heard the sound she was reaching for. The count’s body buckled and she withdrew her fingers.

The count vomited on the table, his body wrenching. Both Tamyn and Shy held him. Then, when he was finally still, they eased their grip.

“What…” the count started. “What…”

Shy sniffed the bottle, then nodded at Tamyn.

“Arsenic,” she told the count. “In your wine.”

The count shook his head. His body was still trembling as he sat in the chair. His hands shaking. “Madness,” he said. “Complete and utter madness.”

The servant returned then, holding a pitcher of water. Shy took it and gave it to the count. “Drink this,” he said. “All of it.”

The count looked at Shy like he was mad. “Water?”

Tamyn nodded. “All of it.”

He looked at the pitcher, then at them. He drank. He drank until the pitcher was empty. Then, he put the pitcher on the library table.

“Someone is trying to kill me,” he said.

Tamyn nodded. “Yes. They used the bandits to draw us away, then tried to poison you.”

The count stood up for a moment, swaying. Tamyn and Shy held him. He shook them off.

“This is enough,” he said. “I am retiring my chair in the Senate.” He stepped over to a bookshelf, barely able to hold himself up. “Retiring. I will give my title to one of my brothers.”

Tamyn shook her head. “No, sir. You cannot do that. This is what they want you to…”

The count held up his hand. “The two of you will be well compensated, but I have no further need of you.” He waved at them. “Go see my clerk. He will pay you for your service to me.”

Tamyn looked at Shy. He grinned, slightly. She looked back at the count, knowing there was no convincing him.

“Thank you for saving my life,” the count said. “But your services are no longer needed.”

The count looked at the servant. “Show them out.”

The servant stepped forward, gesturing toward the library door. Tamyn and Shy walked out.

Once they were out the door and in the corridor, she told Shy, “He will be dead in a week.”

Shy shook his head. “A silver says less.”

Weird Weird West: A Hack of the World’s Most Popular Weird West RPG

Introduction

I turn fifty this year. Wow. Five-Oh.

This weekend, as part of my birthday celebration, I had the opportunity to run Deadlands for Shane Hensley. We were chatting over the internet a couple weeks ago and I said, “I’d really like to play Deadlands.

Shane said, “You should run it. I’d drive up (from Chandler to Phoenix) for that. But it would have to be your own weird take on the system.”

Well, I like the idea of giving away things on my birthday, and I know game designers secretly love seeing what other people do with their own ideas (the good ones do), so I told him I’d run it on my birthday and sure enough, he showed up to play. I threw together a quick system that shared elements with Deadlands, but was certainly not Deadlands. I explained the system to the players and started the game.

As with all game systems, the players and I started making small changes during play. We changed when players could look at their cards. We changed what Jokers meant. I improvised a method of randomly picking characters. And ten minutes after we started playing, I added Flaws (you’ll see them below). After the game was over, we all talked about the game and even more changes we would make.

The system you’re about to read is the system that emerged from that session with a couple of minor tweaks thrown in afterward. It’s fast, efficient and deadly. Really deadly. I think its safe to say that my interpretation of Grit was Shane’s favorite element of the game. For most of the mechanics, he nodded, but when I explained Grit, his eyes lit up.

Special Thanks to the other players at the table: my faithful and awesome regulars Fabien Badilla, Jennifer Todd, and the always handsome Mr. and Mrs. Blessing, Ron and Veronica. And to Jessica, who was making a METRICK $#%@ TON of food for my birthday celebration, listening in, and chuckling.

1: Makin’ Characters

Get yerself a bunch of index cards. This is one of them hipster indie games, after all. Every player gets two: one for a name stand that you fold over and put in front of you, and another for your actual character sheet.

On the character sheet, write down your character’s name.

Then, write down three words or phrases that are important to who your character is. This could be Sheriff, Gunfighter, School Marm, Gambler, Coward of the County, whatever you like. Assign a “1,” “2,” and “3” to your three words or phrases. These are your Traits. The one that’s most important t’ya should be the 3, and then go in descendin’ order.

Next, write down yer character’s Flaw. This is something yer character does in spite o’ their best interests.

Then, get three coins or chips or tokens or whatever to represent yer Grit. This represents yer character’s toughness. Sorta. You’ll see.

Optional Rule: If you feel one of yer Traits, and just one of yer Traits, should earn you an additional Grit, you go ahead and give yerself another Grit token. The House (that’s the GM in this game) has’ta approve yer Trait as givin’ ya a Grit.

Now, write down three things that are true about yer character.

Finally, each of the other players tells you how they know your character. How they met, how they get along, anything like that. And you do that fer each of the other characters, too.

That’s when yer done and it’s time ta play.

2: Playin’ the Game

The standard rule is the House narrates the story. She says what happens.

Whenever a player wants to narrate something, she plays against the House.

First, the House deals a hand of five cards to the player and a number of cards to herself based on how hard the situation may be.

  • If the situation is Normal, she deals 5 cards.
  • If it’s Tough, she deals herself 6 cards.
  • If it’s Harder Than That, she deals 7 cards.
  • If Things Are Damn Grim, she deals 8 cards to herself.

Both the player and House try to make the best poker hand.

The player looks at his hand and can discard 1 card per point in one appropriate Trait. So, if a character wants to gun down a villain, and she has GUNSLINGER 2 on her character sheet, she can toss two cards and the House gives her two more. If she had GUNSLINGER 3 on her sheet, she could ditch three cards and the House deals her three more.

Once the player has her final hand, both the player and House compare hands. Whoever has the best hand gets to narrate the scene.

Grit

Because the House gets to narrate the scene (usually), the House can put all kinds o’ heinous hurtin’ down on the characters. The House can say, “You get a black eye,” or “You sprain your wrist,” or “You twist your ankle,” or any other kinda hurtin’.

When this happens, the player can spend a Grit and say, “It don’t matter none” or some other kinda phrase that indicates their character is too damn tough to be bothered by an insignificant consequence such as that.

Otherwise, the player has to write down the injury on their character sheet. If any such injury comes into play during drawin’ cards, the player has to draw one less card for each appropriate injury.

So, if you got a sprained wrist and you’re tryin’ to palm a card during a poker game, or maybe you’re tryin’ to draw your gun faster than the outlaw who’s about to gun you down, you draw one less card.

Now, there’s one exception to this and that’s guns. Whenever your character gets shot, she dies. That’s it. Dead, dead, dead. On her way up to Boot Hill. You done got yerself a wooden coat. The only way to avoid dyin’ from a gun is to spend Grit, but when you do, you have to describe how the gunshot hurt ya, but didn’t kill ya. And it should be bad. If it ain’t bad enough, the House will let ya know. Just make it bad and don’t put the House in the position o’ havin’ ta correct ya. That’s just rude.

Oh, and once per game, when ya invoke yer Flaw, you get one Grit. Once per game and that’s it.

Magic and Other Weird Stuff

If yer character wants t’have magic or steam powered flyin’ machines or somethin’ else Weird, ya gotta make it one o’yer Traits. When you use it, you do the same thing ya do for any other Trait: ya make a draw with the House. If you get the higher hand, you get ta say how it works. If you don’t, the House does. If the House wins, it don’t mean yer Weird stuff don’t work, it means the House gets ta say how it works. Weird stuff is weird and sometimes it does weird stuff.

Who Goes First?

If there’s ever a question about who goes first, have everybody play high card: just throw out a card to each player and they go in the order of the cards. Or, ya can have the highest hand go first. That includes NPCs, by the way.

When Do I Shuffle?

I shuffle after each draw. I also use two decks shuffled together. You may want to do that or you may not, dependin’ on how much fun countin’ cards is fer you and yer players.

Jokers

If’n ya keep the Jokers in the deck, they’re wild cards.

3: Conclusion

And that’s it. That’s all ya really need. Everything else is just window dressin’. Now go get yer friends and play.

And consider this my birthday present to you. Yer welcome, pard’ner. Happy birthday.

 

The Grey Crane

The Grey Crane and I. Gencon 2016.

If you play roleplaying games, you owe Greg Stafford. You may not even know it, but you do.

Greg was brilliant. He was ahead of his time. You know the Stafford Rule? Every game designer knows the Stafford Rule:

“If you believe you’ve come up with a clever mechanic, Greg Stafford already did it.”

You know how brilliant Greg was? Let me show you how brilliant he was.

In Runequest, one of the things your character can do is sit with a shaman and take a spiritual trip to the God Realm where your character walks in the footsteps of an ancestor or hero. You have an adventure, then return home transformed by the experience. Your character lives the story of the hero, and having that experience, and being changed by that experience, returns to the real world a better person. That’s one of the things you do in Runequest. That’s 1978. While Gary was making sure his falling rules comported to reality in his little tactical simulation game, Greg created the perfect metaphor for what roleplaying games could be: a mythological and transformative experience.

You go into the God Realm, walk in the footsteps of the hero, and come back transformed. Can you come up with a better metaphor for roleplaying games? No, you can’t. Nobody can. And Greg did it in 1978.

Greg didn’t just write about being a shaman, Greg was a shaman. Remember the solar eclipse of 2016? At the end of Gencon, I was able to tell this story without making up a single word. I went to the Chaosium booth to say goodbye to Greg. Unfortunately, I missed him. He was in the air, flying to a secret location to perform a shamanistic ritual during the solar eclipse. I am not making any of that up. It’s the absolute truth. Not a word of what I wrote is fantasy or fiction. Greg was part of a magical ritual during the solar eclipse. I like to tell people that the reason the sun returned to the sky is because of Greg. And you know what? That part of the story is true, too.

He created Glorantha, the greatest fantasy world ever. Yeah, I usually try writing in E-Prime, but I’m not today. Glorantha is the greatest fantasy world ever. You can have your Middle Earths and Narnias and Krynns and Rokugans or whatever else you got. If you don’t know Glorantha, you are missing out. Middle Earth is a fantasy world designed by a linguist. Glorantha is a fantasy world designed by a mythologist. You go get the newest edition of Runequest. And I mean right now. You’ll see what I mean.

And hey, Legend of the Five Rings fans: you owe Greg, too. You know why? Because the original L5R RPG was just me cribbing from Pendragon. If there was no Pendragon, there’d be no L5R RPG. And you also owe him for something else. You recognize this guy?

Yeah, that’s Kakita Toshimoko, the Grey Crane. The mentor and sensei of Doji Hoturi, the Crane Clan Champion. You know why he’s called “the Grey Crane?” Because that’s my nickname for Greg. Greg Stafford is Kakita Toshimoko, mentor and sensei. My mentor and sensei. It was my way of tipping my hat to Greg, letting him know how important his influence was on me. When I published Orkworld, I dedicated the book to him. It seemed only fitting.

And speaking of Pendragon

I love Glorantha. I love Runequest. But Pendragon is, without question, the most important RPG I ever read, played or ran. Not Call of Cthulhu (my first RPG), but Pendragon. It showed me how a game could embrace themes and reflect them as mechanics. Every mechanic in Pendragon invokes an element of Arthurian myth and puts it right on your character sheet. You know how knights sometimes go mad, throw off their armor and run into the woods, vanishing for a year? That’s in the game. You know how knights fall madly in love at first sight and do stupid things because they can’t control themselves? That’s in the game. You know how a knight seems to go stronger because of his fame? That’s in the game. You know how the sons of knights take on the traits of their parents? That’s in the game. And you know how women seem to be playing by a different set of rules entirely? That’s in the game. You name an important part of Arthurian myth and I can show you—on your character sheet—how it’s a part of King Arthur: Pendragon.

KAP showed me the kind of game designer I wanted to be. I didn’t want to make rules that accurately reflected the realities of combat so I could create authentic tactical situations. I wanted to tell stories with my friends. Greg’s games are about giving you mechanics that help you tell stories. And he was doing it before the whole “story game” movement came along.

I look at games like Mouse Guard and I see the influence of Pendragon. (And I know the influence is there because I’ve talked to Luke about it.) And I hear gamers talk about how new and innovative and different it is. Yeah, see the Stafford Rule above. Greg was there first.

I see games like Apocalypse World and hear people talk about how it revolutionary its approach to task resolution is. See the Stafford Rule above. Greg was there first.

He was there ahead of us all. Making games that threw away notions of “game balance” or “simulationism” or any of that crap. Greg was a shaman. And he knew the GM’s job was to take the players’ hands and lead them to the God Realm where they could walk and talk with heroes, then come back transformed by the experience.

I am who I am because of Greg. The Great Shaman of Gaming took my hand and led me to the Hero Realm.

Then, he let my hand free and said, “Go play.”

I was never the same.

I owe Greg Stafford. We all do. And it’s a debt we can never repay.

THE TOWN: A Twin Peaks-Inspired RPG

twin peaks game lake

THE TOWN

Diane,

It is 3:50 AM. I just woke from a dream with a sharp pain on my back. When I looked in the bathroom mirror, I saw it was a mole on my back that has grown dangerous large and swollen. But the dream showed me a secret. A secret I must share with the others…

It’s true. It is 3:50 (now, 3:53) and I did wake from a dream with a sharp pain on my back. And I do have a mole on my back that is dangerously large and has become painful. And the dream is something I feel the need to share. With you.

(I should note this is, in no way, an officially licensed vision. Just something I felt the need to write down. Also, I haven’t playtested this. It’s literally coming from my head to the page.)

Making the Town

There’s a small Town somewhere in America. Maybe it’s in the Mid-West, maybe it’s in the South, maybe it’s in the Southwest, maybe it’s in the Great Northeast. Players decide where the Town is.

Next, go around in a circle and every player add one, two or three Details to the Town. These could be Locations, Businesses or Secrets. Every player adds one at a time until the group feels they’ve added enough Details. Don’t add too many! You want enough Details that you have a feel for the Town, but you also want enough freedom to add more Details later.

Making a Character

You are portraying someone in the Town. The first thing to do is write down your role in the town. That may be Sheriff or Deputy, it may be High School Student, it may be Mechanic, it may be Tavern Owner. This is your Role. Write it down.

Next is your Secret. Everyone in the Town has a secret. It could be that you’re involved in the Town’s drug community. Your Secret should be dangerous. If anyone else discovers your Secret, they could blackmail you for it. It could be that were responsible for someone else’s death (accidentally or intentionally) and you helped cover it up. It could be that you’re married and having an affair. Or, it could be that you become possessed by a hungry spirit and you’ve murdered your daughter.

Finally write down the word Danger and write a “1” next to it. Everyone in the Town is in some kind of danger.

Explore the idea of having multiple characters.

Making the Mystery

Finally, make a Mystery that has fallen over the Town. This is a large, dramatic even that has changed the town in some way. It could be a fire that burned down the local high school, the disappearance of a prominent member of the Town, or the murder of the prom queen. The Mystery should be dangerous and affect everyone in the Town.

Telling the Story

First, let’s talk about the Director.

Each player takes a turn being the Director. Have a special token that indicates when a player is the Director. If you are the Director, you’re responsible for playing any characters who are not played by players and for running Scenes. If you are the Director, none of your characters appear in the Scene. If one of your characters appears in the Scene, you must surrender the Director Token to another player who does not have a character in the Scene. You choose who gets the Token. If you receive the Token and you have a character in the Scene, your character must find a reason to suddenly leave the Scene.

Second, let’s talk about Scenes.

The story is told in a series of Scenes. Typically, a Scene is limited to a physical location. Characters can walk in and out of Scenes, but when focus leaves the physical location, the Scene has changed. When you change a Scene, change Directors.

Gaining Danger

Characters can do anything in a Scene, but whenever they take an action the Director feels could a) put them in mental or physical danger, b) expose their Secret, or c) gets them closer to solving the Mystery, the character gains a point of Danger.

Whenever a character gains a point of Danger, roll a d6. If the d6 rolls lower than the character’s current Danger, the player must decide how the character is injured or changed in the current Scene. Their Secret may be revealed for the first time, they may find themselves tied up and left for dead in THE WOODS. This may include the character’s death. Remember, the player decides how their character changes. Use each point of Danger to say one thing that is now different about your character. This could be a physical difference, such as a scar. It could be a knowledge difference, such as something your character knew that she didn’t know before. Or, it could be a mental difference, such as a change in attitude toward another character or situation. For each change, reduce the amount of Danger by one.

Confronting the Mystery

Finally, characters may choose to confront the heart of the Mystery. If they do, they take all their Danger with them. They must choose a number of ways their character is changed by the Mystery. No rolling dice. Their character is permanently changed in a number of ways by confronting the Mystery equal to their current Danger.

* * *

Diane, it’s 4:55.

I’ve decided to see old Doc Whipple about this mole on my back. But the dream still lingers behind my eyes, affecting everything I see. I don’t think I’ll be the same after all of this, but often times, a place changes you more than you could have anticipated.

owl-pixabay

Rulings, Not Rules

(from the forthcoming 7th Sea: Second Edition Game Master chapter)

People always ask me how I feel about hearing GMs change the rules of games I’ve published. I always say the same thing: “Great! I’d love to see what they came up with.” That answer tends to confuse people, so then I often have to explain that I see RPGs as a kind of oral tradition. You can go to different cities, sit down at different game tables and play different versions of 7th Sea. To me, that’s exciting. And it was hard for me to explain why… until recently.

A few months ago, I read an article online called “How I helped to pull the rope that tolled the bell for OD&D.” (You can read it here.)

The article stunned me. In summation, the author—a kindly gentleman named Tim Kask—talks about the earliest days of Dungeons & Dragons, and how the rulebook wasn’t a rulebook at all, but a list of example rulings. The difference, he argued, was that rulings gave the Dungeon Master freedom to improvise creatively while rules limited the DM’s ability to run the game. He lamented that later editions went to the side of rules vs rulings and the game has suffered ever since.

Like I said, the article stunned me. (I could talk about it for hours, really. And have.) And it also got me thinking about how I run my own table. Many times, if I can’t think of a specific rule, I make something up on the spot. A quick ruling that’s fair, but also fast. I make the promise, “After the game, I’ll look up the rule,” and I do and try to keep it in my head for the next time. But, generally, if I can’t think of a rule, I ask for a quick roll of the dice. If the player has an Advantage that would benefit him, I let him use it. Sometimes, I even ignore an existing rule and create a new one that better fits the circumstance.

That’s how I want you to look at these rules. These are the rulings we’ve come up with, that we’ve found fair and useful. Sometimes, they’ll get in the way and a quick roll of the dice may be a better solution. Sometimes, the rules we’ve given you will fit like a glove and add to the fun.

The end result of all this navel-gazing is a simple piece of advice. When it comes time to run the game, you don’t need to have all 300 pages memorized. Just stick to the basics:

  1. You Create a Scene.
  2. Players Create Raises.
  3. Players use Raises to change the Scene.

That’s really all you need. Those are the only rules. All the rest is rulings. Suggestions we found useful. You may not find them useful. You may ditch one in a moment of forgetfulness or panic or dramatic necessity.

That’s okay. Nobody’s sending the 7th Sea Rules Enforcement Force to your door to make sure you get everything right.

Improvise. Have fun. And remember: it’s a storytelling game. And these are your friends. More importantly, this is your game. You bought it. You can change whatever you want in it, including the rules. Sometimes, especially the rules.

7th Sea 2nd Edition Quickstart FAQ

Here are the biggest questions. We’ll be adding/updating/editing them as we go. If you have a question we didn’t address, just add it as a comment!

Who goes first in Contested Risks?

Whoever has the most Raises spends the first Raise. By the way, we are re-designing contested risks in a big way. You should see something soon.

What if a player/GM uses a rule to be a jerk?

Sorry, I can’t fix that, and honestly, that’s the GM’s job. She maintains the order at the table. To quote our friend Jesse Heinig, “Best you can do is encourage desired behaviors and discourage unwanted ones.”

What does the “Reroll” tag at the bottom of the Skills list mean?

It means that, if you have at least two Ranks in a Skill, you can reroll one die every time you make a Risk using that Skill. If you had at least four Rank in a Skill, you could reroll two dice every time you made a Risk, but in the Quickstart, nobody has four Ranks yet.

Do the Heroes get 2 bonus dice against a Villain when the Villain has two Dramatic Wounds?

Nope. Villains just keep on tickin’ until you knock ‘em down.

When you reach your third Dramatic Wound, is it just nines that count as tens, or do you now only require a total of nine to make a Raise?

Your 9’s count as 10’s on the dice. To make Raises, you still need to make a total of 10.

Can Keen Senses be used for eavesdropping?

Absolutely.

Can another Hero aid a dueling Hero by spending a Hero Point (such as shouting encouragement or yelling advice, or insulting their opponent)?

Yes.

When performing a Duel Maneuver, does it cost 1 Raise for the Maneuver itself?

No. If you spend 3 Raises to slash, your opponent takes 3 Wounds. There is no “start up cost.”

It seems to me that the hero point system is designed so a player never uses their own hero points, but need to coordinate with the rest of the group and share them. Is that correct?

I wouldn’t say “never uses their own,” but a single Hero Point from your friends is worth more than a single Hero Point from yourself. It’s important to remember that you can only receive a single Hero Point from another Hero to help you in a Risk. You can use as many of your own as you want.

There are some other factors at play, however. The person giving you the Hero Point does need to play into the Risk in some way, even if it is only emotional or inspirational. They also have to have a Hero Point to give you, or one that they are willing to give; you can only receive Hero Points from other players to get bonus dice, not to activate effects. So if I really need to use my Second Story Work here in a second, I can’t afford to give you my Hero Point so that you can get dice.

Will there be a guide to convert characters from original 7th Sea to the new system?

Probably. If you want to play an experienced character from 1st Edition to 2nd Edition, use John’s Unofficial Conversion Rules:

  1. Make the character you want to play.
  2. If you have any questions, see Rule 1.

I have a question you haven’t answered. Can you answer it?

Yes! Send us the question and we’ll do our best to answer it quickly and concisely.