An Arcane Followup

So, a while back I did an article looking back at Arcane‘s Top 50 RPGs list from back in 1996, as polled among their (primarily UK-based) readership. At the time, I said that no truly comparable list had been produced since, but I’ve recently become aware of Tabletop Gaming magazine’s June 2018 piece on the Top 150 games. This includes board games and card games, but RPGs are healthily represented there – in fact, the top game on the list is an RPG. It’s also a UK magazine which feels in some respect like a present-day update of Arcane with a wider remit and some somewhat deeper insights, and the list was also based on a reader vote.

So, I thought it would be interesting to extract just the RPGs from that list to get a “Top RPGs” sub-list, and compare it to the Arcane list. Perhaps we shouldn’t read too much into it – the readership may well not be that similar – but it’s interesting to think about, right?

Continue reading “An Arcane Followup”

Kickstopper: New Life For a Dead Game

Given that it is a game about playing a dead person, in some ways it is appropriate that Wraith: the Oblivion was the first of the World of Darkness games to die – not even making it past 1999. Having received even less support than Changeling, in some respects it’s the member of the initial “big five” World of Darkness RPGs which both needs the most love from a 20th Anniversary edition and, you would think, would be one of the easier game lines to sum up in a big fat 20th Anniversary rulebook – after all, since less was published for it, less needs to be compiled, right?

On the other hand, in some respects Wraith is the most genuinely clever and cutting-edge of the original World of Darkness games. Whilst White Wolf spent most of the 1990s trying their hardest to adopt a pose of being sophisticated artists bringing a new level of sophistication to tabletop RPGs, it was rare that their games actually reflected this in terms of system and the supported gameplay and the overall concepts being played with. Wraith was a major exception in this respect.

With Rich Dansky, respected in the fanbase for the work he’d done on the original game line, in place to write this updated edition, would it provide this unique game with the treatment it’s always deserved but never quite received, or would it be another victim of the reputed Wraith Curse?

Continue reading “Kickstopper: New Life For a Dead Game”

The Arcane Top 50 – Where Are They Now?

Arcane, a short-lived British tabletop gaming magazine from Future Publishing which ran from December 1995 to June 1997, is a name to conjure by for many gamers of around my age. I came to the hobby after White Dwarf had become a Games Workshop in-house advertising platform, and just as Dragon was on the verge of dropping its coverage of non-TSR RPGs altogether; that meant I got a brief taster of TSR having a broader scope of coverage, and missed out on the golden age of White Dwarf altogether.

With other RPG-focused gaming magazines available in the UK either consisting of patchy US imports or a few local magazines published on a decidedly variable basis (whatever did happen to ol’ Valkyrie?), the arrival of Arcane was immensely welcome. Sure, even by this early stage the Internet was already becoming an incomparable source of both homebrewed material and cutting-edge RPG news, but much of that was in the form of Usenet and forum discussions of variable quality or ASCII text files. To get something which was informative, read well, and looked nice, print media was still just about where it was at.

Truth be told, taking a look back at Arcane in more recent years I’m less impressed than I was at the time. It took largely the same approach to its own subject matter (primarily RPGs, with some secondary consideration to CCGs – because they were so hot at the time they really couldn’t be ignored – and perhaps a light sniff of board game content) that Future’s videogame magazines took to theirs, particularly the lighter-hearted PC Gamer/Amiga Power side of things rather than the likes of, say, Edge. That meant it focused more on brief news snippets, reviews, and fairly entry-level articles on subjects than it did on offering much in the way of in-depth treatment of matters.

Continue reading “The Arcane Top 50 – Where Are They Now?”

Kickstopper: Consensus Reality Means These Books Will Exist If Backers Believe Hard Enough

Mage: the Ascension has, from its beginning, been a bit of a weird old game. The central “consensus reality” conceit – without which the stack of cards largely collapses – is a particularly Marmite-y aspect of the game; out of all the people I have encountered in person or online who’ve said that they just weren’t able to get along with Ascension, I’d say that the consensus reality aspect is the first reason the majority give for why they don’t get along with it.

Beyond that, the setting is very much hardwired around a conflict between establishment science and various flavours of cultural belief steeped in the supernatural, a conflict couched with all the sensitivity and nuance that you’d expect of White Wolf in the early 1990s (absolutely none).

This and other aspects of the game make it highly controversial – even among fans, interpretations of the setting vary widely. In every platform I’ve ever discussed White Wolf games on, two things have been true: when it comes to the Chronicles of Darkness, anyone who isn’t outright wrongheaded understands that Beast is absolutely fucking terrible and is very eager to explain why they despise the game, and when it comes to the old-school World of Darkness discussions about Mage: the Ascension have a tendency to spiral into wide-ranging philosophical debates.

Continue reading “Kickstopper: Consensus Reality Means These Books Will Exist If Backers Believe Hard Enough”

Mini-Review: All the Dream’s a Stage, and the Changelings Merely Players…

The Player’s Guide for the 20th Anniversary Edition of Changeling: the Dreaming kicks off by talking about how the 20th Anniversary Edition is very much designed to be adaptable for your own tastes and needs, and certainly the Player’s Guide delivers on that general approach as far as I’m concerned. Take, for instance, the matter of Banality – truly the Marmite of Changeling: the Dreaming, the part of the system which people tend to either angrily reject (as you’d know I do if you’ve seen my review of the 20th Anniversary Edition and 1st Edition) or consider to be a core part of the experience; I was impressed by the extent to which, to my eyes at least, the Player’s Guide almost never mentions Banality except in contexts where it’s absolutely necessary to, making much of the material here useful to deploy in campaigns where you’re not buying into the Banality idea very much (and equally viable in campaigns where Banality is of supreme importance).

In fact, they throw a brand new PC type in here – Lycians, a particularly persistent type of chimera which are inanimate objects or abstract concepts that are special enough to someone or have enough resonance in the Dreaming to end up with some sort of life. (An example given is a child’s teddy bear who protects them from dark forces when they sleep, for instance.) The sheer range of things which can conceivably become Lycians – a badass car, for instance – this further puts Banality into the background, since if the Dreaming can be expressed through literally anything, then you can no longer say an entire category of thing is necessarily Banal by its nature; it’s only Banal if it doesn’t bring light and joy and wonder into anyone’s life.

Beyond that, you get a grab-bag of useful bits here – stacks of details on Changeling politics (including a deep dive on the Shadow Court), an overview of the Changelings of other cultures around the world, and various other interesting bits and pieces and details. There’s even details of those Changelings who have managed to overcome the tug-of-war between Banality and Bedlam to become effectively immortal, and how you can become one of them.

What it’s most intensely stuffed with, however, is atmosphere and inspiration, which is what you want most for a Changeling: the Dreaming supplement really.

Kickstopper: Dark Ages, Delightful Anniversary

Although the various World of Darkness games unfold by default in the modern day, back in their prime White Wolf eagerly put out various guides – whether as fully standalone games or as supplements to their parent game – to exploring different historical eras of the games’ settings, and perhaps the most successful of these was Vampire: the Dark Ages.

Vampire: the Dark Ages represents a particularly apt marriage of game line and time period. Vampire politics in Masquerade already draws on the feudal, and its main conflicts stem back to fault lines from the original establishment of the Camarilla and Sabbat in the wake of the Anarch Revolt. Set during the medieval period prior to the Revolt, Dark Ages offers players the opportunity to play its ringleaders, or to experience the life of the clans from back before vampires had to tiptoe around and be quite so careful of the human masses, or to generally dial up the feudalism and rule the land as a dark overlord. This sort of action fits perfectly with the way that, say, Dracula is supposed to have ruled over his little region of Transylvania in Bram Stoker’s original novel. Vampire fiction regularly looks to the medieval period for its imagery and its roots – even stuff that’s blatantly copying White Wolf – and Vampire: the Dark Ages offers an opportunity to crank that dial up to 11 in a gaming context.

Naturally, since the 20th Anniversary Edition of Masquerade had done so well out of crowdfunding, it was only to be expected that 20th Anniversary Dark Ages material would get the same treatment.

Continue reading “Kickstopper: Dark Ages, Delightful Anniversary”

Fairfolk’s Freeholds

Some games need a little extra something before they really click with you. Changeling: the Dreaming largely didn’t click with me until its 20th Anniversary Edition, but its recent supplement, the Book of Freeholds, finally helps give me a picture of how I’d actually envisage a Changeling campaign functioning.

The supplement, as the title implies, is an in-depth look at the subject of freeholds, including a detailed system for designing your own for your PCs to manage. It’s not a thick thing – it’s less than 60 pages, in fact – but it’s really helped me get a handle on what I want out of Changeling.

Specifically, once you make sure to add in a freehold focus to your Changeling campaign, what you end up with is a sort of whimsical modern-day Ars Magica. Freeholds are basically Changelings’ sanctuary from the banal world where they can let their fantastical side all hang out, just as in Ars Magica your covenant is a sanctuary from the chilly reception wizards otherwise get in Mythic Europe. Likewise, adventuring to defend the freehold against threats, stave back Banality and harvest Glamour is much like the way Ars Magica characters seek to defend their covenant against threats, ward off antithetical sources of power, and gather magical power for their own purposes.

Other World of Darkness games had played on this idea to a certain extent, of course – particularly Werewolf and its cairns – but it feels to me like Changeling freeholds seem closer than anything to Ars Magica covenants in terms of how the inhabitants are supposed to buy into them and the sort of interactions that they set up with the outside world.

Turns Out Zak S. Is Worse Than We Thought

If you’ve been around RPG online discussion for a while – a somewhat different field from simply writing, playing and enjoying tabletop RPGs, with less overlap between the two than you might expect – you’ll probably be aware of one Zak Sabbath – AKA Zak S., AKA Zak Smith. He’s an artist, a porn actor, and a game writer and publisher. In terms of his RPG writing credentials, he first gained visibility through his blog Playing D&D With Porn Stars, which at least in its early phases came across as an entirely wholesome account of his fun home campaigns played, as the title implies, primarily with friends and colleagues he met through the porn world. The blog would later spawn a spin-off off video series on The Escapist, entitled I Hit It With My Axe.

On the back of this initial exposure, Zak has built an audience within the tabletop RPG community. He’s produced some well-received OSR-flavoured gaming materials, such as Vornheim (published through the Lamentations of the Flame Princess game line). He was one of several figures named as having been “consultants” on 5E Dungeons & Dragons; he also wrote a text-based mobile game for the new Paradox-controlled White Wolf as one of the first releases in their new Vampire: the Masquerade game line.

If you’re not the sort of person who keeps a weather eye on online forum culture or Internet RPG discussion, odds are that you’d only be aware of the above – if, indeed, you are one of the people who actually care about what name appears on an RPG supplement in the first place. (I greatly suspect that those people account for much less of the hobby than you may think.) In RPG discussion circles, however, for years Zak has had a vastly more controversial reputation.

Zak is persona non grata at a wide selection of RPG forums and platforms. Typically, he’ll get banned because of his posting style. Zak’s rhetorical style can best be described as take-no-prisoners; he charges in, asserts his point vigorously, has no qualms about demonising or belittling his opponents – suggest that there’s too much chainmail bikini cheesecake material and too little sensible armour in RPG artwork and he’ll compare you to Tipper Gore (because he’s stick in the mid-1990s for some weird reason) – and basically charges into a debate like a bull in a china shop. He has very developed and specific opinions and rules as to how debate should go, and if he spots somebody not following those rules he will try to present them as participating in bad faith.

This pattern has happened over and over again, over a wide range of fora, including his own blog. In general, he treats every disagreement or debate like it’s a full-on battle of crucial importance. It makes him very, very exhausting to discuss anything with, and I long ago gave up any attempt to engage him. (He tried to comment here once – a one word comment, “Ew”, in response to some article I wrote; I forget which because the comment was long since binned and purged, but I think it might have been this one. The only way to “win” at Zak is not to play his game, or let him into your playground in the first place.)

In short, Zak’s approach to online discussion is not conducive to a chill, relaxed space where people chat about their hobby in an essentially friendly manner. Rather, it’s the sort of rhetorical tactic which will turn a forum into a screeching hellhole of divisiveness, and under the circumstances it’s no surprise that many forum owners and moderators find it easier to do without Zak’s presence. The last I was aware, he was still welcome at therpgsite – I suspect because it’s run by the RPGPundit, who’s got a similar reputation for off-the-hook aggressive debating tactics.

The Pundit connection is significant. Back when 5E D&D was being released, a clutch of “consultants” were named in the Basic Rules PDF – Rob Monroe gives a fairly neutral accounting of them here. As I understand it, their role was mostly to act as sounding boards for Mike Mearls and his team to bounce ideas off of, so the concept of getting people with a wide range of outlooks on RPGs for that sort of consultancy is a good one. It’s a pity that none of the people listed are women, and an extra double pity with cream that the folk listed included RPGPundit or Zak S., neither of whom really rate on the same level as a Jeff Grubb, a Robin Laws or a Ken Hite, and both of whom took a substantial ego boost out of being named in that exalted company.

It was around this time that I became aware that a number of people had accused Zak of either directly harassing them himself, or mobilising fans through various platforms to do that. A number of people wrote in-depth posts about Zak and the issues surrounding him (and Pundit), such as this one from Fail Forward, and others such as the Problematic Tabletop blog have tried to bring together various evidences of the behaviour of Zak along with other toxic elements of the community. (Unfortunately, Problematic Tabletop used donotlink for a lot of their links – which now don’t redirect anywhere except a French domain squatter’s advertising page about folding touchscreens.) “Consultantgate” was underway, as folk decried Wizards for legitimising Pundit and Zak to that extent.

The tricky thing is that the nature of a lot of the harassment involved meant that – particularly before Problematic Tabletop and others did a lot of the legwork – actually recognising the pattern involved wasn’t all that easy for folk who hadn’t already been at least partially aware of Zak’s recurrent online behaviours. Shawn Struck hit the nail on the head when he outlined how Zak operates to give himself some form of plausible deniability. Since then, Problematic Tabletop has gathered some much more direct evidence – such as screencaps of Zak posting a link to some article he disagreed with, along with the on-word command “destroy” – and people have given cogent accounts of their own experiences with Zak, but at the time much of the evidence readily available was either far more indirect, or had been deleted and not archived.

So, Zak plead innocence and claimed that people were making mountains out of rhetorical molehills; depressingly, Wizards of the Coast seemed to believe him – and the Paradox-controlled White Wolf seemed to believe him later on, when objections were raised after they hired him to make that Vampire text game. I won’t go into all the complaints about that game, but I will note that it was one of the first signs that the Paradox-controlled White Wolf were going down the edgelord route real hard, taking the worst excesses of 1990s White Wolf and cranking them up to 11 – to the stage where Paradox has recently had to step in, dissolve White Wolf, and reconstitute it as a carefully managed and supervised subsidiary which no longer has that much independence and exists solely to licence out work and handle the approvals process with licencees, much as it was in the latter days of its ownership by CCP. (There’s a quote about a severed ass which goes around which reveals the absolutely risible writing standards the game is lumbered with.)

Controversy rumbled on from Consultantgate onwards, with new outbreaks occasionally happening (such as when Zak’s Vampire: the Masquerade game was announced.) Around the time of Consultantgate, Zak’s partner Mandy Morbid – despite being quite ill at the time – put out an impassioned defence of him; Zak would extensively link back to this, particularly when defending himself against allegations that women and/or LGBT+ folk tended to be recurring targets of his ire. Those opting to defend Zak would tend to link Mandy’s post on the subject, because of course why wouldn’t they? This is someone in Zak’s life who knows him extremely well, giving another perspective on the situation, and who was finding the whole situation distressing at a time when she was dealing with an ongoing chronic illness.

Time rolled on. More incidents happened. Bit by bit people who had defended Zak previously started backing away from him, as it became more and more difficult to deny that there was a problem there. (After all, if even 90% of the accusations against him are false, the remaining 10% are pretty fucked.) At one point Zak was caught red-handed impersonating Shannon Appelcine, owner of, on Reddit, and pulled out the old “oh, my friend was using my computer as a joke” excuse, which seemed to nudge a few people out of his corner.

Now, however, we have a bombshell. Yesterday, Mandy Morbid re-emerged – having gone quiet for a good while – to reveal that she had split up from Zak, and that throughout their relationship Zak had been abusive towards her.

Mandy’s words are difficult to read – there’s violence in there, there’s lack of consent, there’s threats, there’s all sorts of shit, so I am not going to copy-paste them to here for the time being and will instead link them. (If you are Facebook-averse here is an link.)

It’s entirely possible that Mandy will come under attack from Zak’s defenders for posting this. I hope the support network around her will do what it can for her during that; she does at least seem to have a lot of support on the Facebook post itself. In particular, it’s heartening to see people saying that they had defended Zak previously but now felt differently, or that they were going to decline opportunities to work with him in the light of all this.

Whilst it is a shame that they didn’t see through Zak previously, I do applaud them for changing their minds with the emergence of new evidence. It is difficult to abandon an entrenched position when you have held it this long, and whilst we can carp on them for deciding to take that position in the first place, I feel that the “nyah, I told you so” angle is unhelpful and unimportant next to the community doing right by Mandy by supporting her – and doing right by itself by not giving an abuser the free run he’s had so far.

It is, perhaps, no surprise that it’s Mandy’s words that have nudged people into definitively breaking with Zak – or convinced them that their previous decision to break with him was the right call. That essay that Mandy put out in defence of Zak that I mentioned earlier? I was careful to say “put out” and not “wrote” because, whilst it was published through her blogging platforms and presented as coming from her, Mandy now says that Zak wrote the entire dang thing and had her publish it under her name, and that one of the major fault lines in their relationship was how he dragged her into his “online gaming arguments nonsense”.

This is far from the worst thing that Mandy reports, but it’s surely the one which sticks in the mind of many of Zak’s former supporters, since “Mandy’s” defence of Zak seems to have played no small part in persuading them of Zak’s good character. Mandy speaking out certainly has made Rob Monroe disavow his previous stance on Zak.

Another story worth looking at is that of Patrick Stuart from the False Machine blog, who over the past five years has gone on quote a journey in his interactions with Zak. At first he was an emphatic Zak supporter. Then he attempted to put together a timeline of all the facts which, whilst I think it tends to come at things from a Zak-believer’s perspective (it puts a lot of weight on people +1’ing a Google Plus post about James Desborough which Zak chose to kick off a crusade about, for instance), does end up highlighting how Zak clearly isn’t wholly innocent in all this; it’s pretty hard to correlate all the information together and not come away with questions about what Zak’s been playing at.

Then, despite clearly still wanting to be a pal with Zak on some level, seems to have decided that this simply wasn’t possible given how Zak behaves all the time; here Patrick finally snaps at Zak and says “People call you a dick because you act like a dick.” As Patrick notes in his latest post, responding to Mandy’s revelations, the connection to Zak in and of itself seems to have had a poor effect on his mental health; Zak seems to be a very, very difficult person to be online friends with (which should give you some idea of just how difficult people find it to be his enemy). I am going to quote Patrick here because I suspect these words of his may resonate with those who have been trying to reconcile their own interactions with Zak with what Mandy has said:

Its the dual-vision of being friends with Zak. There’s this person who’s such a great guy, and so interested in you personally, so talented, intelligent, charming and funny, with rare good taste.

And then there is this other guy. The one that comes out in text form usually. In arguments about nerd stuff. This guy is condescending, aggressive, clever and manipulative. This guy will say anything to win some fucking internet argument and never, ever, ever admits wrong, backs down or recognises the humanity in his opponents.

The first guy has friends who like him. They second guy has tools, things he uses, doling them out like playing cards or little army men.

At first it seems like the vituperative shit online is just a flaw in the larger person. Something you will have to put up with, a manageable flaw in an otherwise good man.

It takes a long fucking time to work out that the second guy is the real actual guy. That is the person making the decisions and for whom the decisions are made. The first person, the good guy, is just a set of behaviours he puts on like clothes.

Certainly, between the material that Problematic Tabletop has amassed since this controversy first kicked off, what Mandy has been brave enough to say now, and the way others who have previously been close to Zak have said “Yeah, actually, that kind of is how it is to be friends with him”, it feels like if you aren’t already persuaded that Zak has engaged in entirely inappropriate actions, you’ll never be persuaded of it.

Update: This situation has blown up and I would not blame anyone if they find it impossible to keep up with more than a fraction of what is being said about it. But there’s something which shouldn’t get lost in the hustle, and that’s Viv’s story as another one of Zak’s ex-partners.

Kickstopper: Retconned Schemes

This article was previously published on Ferretbrain; due to the imminent closure of that site, I’m moving it over here so that it can remain available.

This is going to be a bit of an odd article. I initially thought it’d just be yet another supplement for the rather hit-and-miss Werewolf 20th Anniversary line. However, new wrinkles have arisen over the course of this Kickstarter, wrinkles which have a bearing on a story already partly told in previous Kickstopper articles, with the result that although there’s still a supplement to review here, there’s also a broader story to tell

Specifically, this is a story about the twists and turns of the Onyx Path, and that company’s relationship with White Wolf Publishing.

Usual Note On Methodology

Just in case this is the first Kickstopper article you’ve read, there’s a few things I should establish first. As always, different backers on a Kickstarter will often have very different experiences and I make no guarantee that my experience with this Kickstarter is representative of everyone else’s. In particular, I’m only able to review these things based on the tier I actually backed at, and I can’t review rewards I didn’t actually receive.

The format of a Kickstopper goes like this: first, I talk about the crowdfunding campaign period itself, then I note what level I backed at and give the lowdown on how the actual delivery process went. Then, I review what I’ve received as a result of the Kickstarter and see if I like what my money has enabled. Lots of Kickstarters present a list of backers as part of the final product; where this is the case, the “Name, DNA and Fingerprints” section notes whether I’m embarrassed by my association with the product.

Towards the end of the review, I’ll be giving a judgement based on my personal rating system for Kickstarters. Higher means that I wish I’d bid at a higher reward level, a sign that I loved more or less everything I got from the campaign and regret not getting more stuff. Lower means that whilst I did get stuff that I liked out of the campaign, I would have probably been satisfied with one of the lower reward levels. Just Right means I feel that I backed at just the right level to get everything I wanted, whilst Just Wrong means that I regret being entangled in this mess and wish I’d never backed the project in the first place. After that, I give my judgement on whether I’d back another project run by the same parties involved, and give final thoughts on the whole deal.

Continue reading “Kickstopper: Retconned Schemes”

Kickstopper: The God-Machine is Coming Down and We’re Gonna Have a Party

This article was previously published on Ferretbrain; due to the imminent closure of that site, I’m moving it over here so that it can remain available.

Last Kickstopper was an opportunity to look at how White Wolf grew up, sold out, broke free in the form of Onyx Path, and made Kickstarter a significant component of their business plan, through the lens of the rise, fall, and resurrection of the Classic World of Darkness line, as well as examining how Kickstarter specifically plays an important role in the Classic revival.

This time around, the Kickstarter in question gives us a chance to look at the New World of Darkness line and how it’s developed from its inception to the present day. This is a story with a number of curious twists and turns, many of them arising from the unusual situation Onyx Path found itself in. The publication of the core rulebook for the new line came shortly before the acquisition of White Wolf by CCP, makers of EVE Online, whose intention was to make a World of Darkness MMO (confusingly enough based on the Classic World of Darkness setting, though arguably its tendency towards big worldwide power blocs of supernaturals actually made the Classic line more suitable for MMO purposes than the New World of Darkness‘s tendency towards more localised power factions).

For as long as White Wolf existed as a tabletop game producing team after that, their projects were greenlit with an eye to minimising potential disruption or consumer confusion affecting the MMO; for the early part of Onyx Path’s existence, a similar situation has pertained with respect to their World of Darkness products. Now that the MMO has died an ignoble death, CCP gives Onyx Path much more of a free hand in what they do and don’t publish; as we shall see, whilst CCP were still telling themselves that the MMO was a possibility, they forced White Wolf/Onyx Path into a number of contortions which has ironically made the New World of Darkness line a more confusing and less approachable prospect than the old line.

I’ll go into more detail about that along the way. For the moment, I’ll give you a quick rundown of the consequences this confusion has had for White Wolf/Onyx Path’s game lines. Presently, if you want to play the latest version of a Classic World of Darkness game line, you just have to buy the relevant book – Vampire: the Masquerade, Wraith: the Oblivion, or whatever – and set to it. With the New World of Darkness, if you want to play the latest version of the rules you might need to just buy the latest core rulebook on its own (as is the case with Vampire: the Requiem 2nd Edition), or you might need to get the core rulebook for a game line plus the overarching World of Darkness core book (as is the case with Demon: the Fallen), or you might need to get the core book for the particular game line, plus the overarching World of Darkness book, plus a special rules update, as is presently the case with Dan’s bete noire Changeling: the Lost. Onyx Path are currently in the process of minimising the extent of this nonsense, but it’s still something of an irritation.

Continue reading “Kickstopper: The God-Machine is Coming Down and We’re Gonna Have a Party”