Sunday, September 13, 2026

There Is More Here

I keep hoping A5E is the 5E I can still live in.

Not the brand, not the argument about who owns the shape of the game. The nights. I have sat through too many of those 5E evenings where the fighter is holding a turn and watching the spell list do the interesting work, and everybody knows it, and we still call it a party. The woods are a skill check you talk past so you can get to the room that was balanced. You write a personality in the margin, and the math never looks at it again. Short rest, next slot, next level. Then the page is blank, and you are supposed to care about a new subclass that arrived in a book you did not ask for.

A5E is the first time in a while the jobs felt like jobs again. Exertion and traditions give a martial character something to spend. I remember the first session I ran it, and the fighter was actually deciding things, not waiting for the wizard to be done. Exploration has parts. You can lose the afternoon on the way to the door. Weather, a hunt, a stretch of road that costs hit points before anyone draws. That used to be the part of the hobby I liked before everything became an encounter budget.

Even sleep is not free. A long rest wants a haven. Somewhere you can eat and sleep without a reasonable chance the night tries to kill you. An inn will do. A camp where somebody has to stay awake on watch usually will not. A ranger who knows how to knock together a small shelter in the trees can make one out there. A few spells and class features do the same. You can lie down in the open and get some of it back, but the worst fatigue and strife hang on until you make it somewhere that counts and you have supplies to eat. I have had 5E tables treat eight hours on a dungeon floor like a reset button. The journey keeps a receipt in A5E, and in other versions of 5E, resting feels like MMO hit-point regeneration.

I am sick of the MMO-isms in 5E. Somebody wash the bad taste out of my mouth.

Destiny is the piece I did not know I was missing. It points the character at something that will not wrap in three sessions. D&D and ToV let you say you want revenge, a crown, or to go home, and then the sheet treats that as flavor. Here the long hook sits next to the numbers. I have had characters in other 5Es who were very well built, and I could not have told you, two months later, what they were walking toward. That started to bother me more than the math arguments.

Multiclassing is usually a cheat or a lecture. You either stack the broken pair, or you sit there explaining why the table is not doing that. Synergy feats treat the mix as a build, which is a small thing until you have spent years policing 5E combinations and you are tired of being the hall monitor. Rare spells scratch a different itch. You hunt them. They are not the same list everybody already knows from the basic book, the one you have seen on every sheet since 2014.

That's not what a clone is for. A clone reprints the shape and settles a few arguments so you can keep your old adventures. I already have that. What I wanted was the language of 5E with a longer memory than the next game session. You do not come all the way back from the woods until you have a haven, whether that is a room in town or a shelter somebody knew how to raise before dark.

I do not know if that saves 5E for me. I know it is the version I pull when I still want that language in my mouth and I want the night to be about more than a room that was pointed at the party’s level. A tradition. A road that costs you. Sleep that means more if you earned the place you are sleeping. A destiny that keeps walking after the short rest. A reason to mix classes without feeling dirty. A spell I had to find instead of picking off a menu. I am running that and seeing if the hope holds, which is as honest as I can get about it right now.

Saturday, September 12, 2026

Mail Room: Gate Pass Gazetteer 2025 (A5E)

Level Up A5E is the last 5E version I have on my display shelves.

The annual showed up in the mail, and I had to find a gap on the A5E shelf for it. There is a gap. That is part of why the shelf is still there.

Level Up is the last 5E I keep on display. Not the last 5E I own. The last one that gets to sit with the games I actually look at when I walk past. Gate Pass Gazetteer 2025 goes up with the official books, the ones written for this framework, the other yearly bricks. Everything else that used to lean on “it’s compatible” is in a closet. I stopped supporting that pile. It was too much. You can feel a game go sloppy when the characters feel like they come from different universes and the books get lost in a crowd.

This was the first 5E that worked for me in a way that still felt like a challenge. The numbers sat still. Hits meant something. Dying is not a coffee break. They kept bits from 3rd and 4th that I liked, and they left the danger in. They rewrote the SRD from the ground up so they did not have to live on the OGL, which at the time felt like homework and later felt like the reason the game could stay itself. Fighters had a job. That part still matters when I pull the book.

It is a niche version of 5E. I don’t need this to be a popular game. At this point, it doesn’t matter. Support is thin, and I have stopped feeling that was a problem. What they did print is solid throughout, and there is not so much of it that I need a second set of rules for what belongs on the table. Official sources only, and I have more than a campaign. Exploration that can actually go wrong in the woods. Social classes that do something besides talk while the martial character holds a weapon and waits. Martial classes that spend exertion on a tradition the way a wizard spends slots.

Those jobs are in the books. I do not have to handwave them into existence, or spend more on crowdfunding books to fix a version of 5E that will never be fixed.

The Gazetteer is the right kind of new spine for a shelf like that. A year of the magazine in one hardcover. More heritages, more archetypes, a couple of prestige classes, two combat traditions, challenges, junk items, a pile of monsters. It feeds the same game. It does not ask me to invent a second 5E, so the first one looks supported. I already know what that looks like. It is behind a door.

I am not making a case that A5E should have been bigger. I am looking at a lean official shelf that still covers the night, putting this year’s book in the space I have left, and leaving the closet shut.

Friday, September 11, 2026

The Save You Make...

I still remember the quiet when the referee said save.

Not a death save. That language wasn’t in the room yet. It was just a save, and everyone knew the empty space after it meant needle or gaze or something in a chest that did not care how long you had been walking around in the character. One number. You watched the die, and if it came up wrong, you were already reaching for a fresh sheet instead of a spell slot.

I am not dressing those nights up, and a lot of them were clumsy. The dungeon was the ordinary kind of unfair: too many doors, a pit with no speech attached, a monster that had not been told what level you were, and you brought extra character sheets because a room was allowed to finish someone. Save-or-die was only the blunt version of that. The book was not going to catch you.

Now I open a current-day adventure, and I can feel the courtesy before the first boxed text. The basilisk is still a basilisk; only petrified is a problem with a clock on it, and poison is damage plus a condition you can spend the next ten minutes fixing. The old fear is still sitting in the names, but the write-up has already decided the session should continue. Three failures, a word from across the map, a revival that costs less than the dinner you bought on the way over, and nobody is shoveling dirt on the character sheet.

The modules are built the same way. The numbers have been sliced so the party is supposed to walk out, the rest sits where you would expect to catch your breath, and the boss has enough hit points to feel like work without enough permission to actually end the night. “Balanced so you win” is treated as good manners, and I understand the manners, because nobody drove across town to watch a paladin become a garden decoration in the second room. I still notice that the fear left with the old save.

Video games stopped pretending about this a long time ago. Story mode, the painted line on the floor, a prompt you can skip if your hands are tired. You paid for the ending, so the ending stays available. Tabletop kept the dice and borrowed the courtesy. You still pick up the d20. The dungeon just isn’t supposed to mean it.

I still play this way. I like knowing the next page is waiting. I miss that second before the save, when the adventure module might actually kill your character. Lethal dungeons were not a philosophy. They were just rooms nobody had already sized for a listed level.

These days I look at a monster stat block or room description, and I can already see how the party leaves. That used to not be so certain.

Thursday, September 10, 2026

Off the Shelf: Rifts

It was one of those moments when I feared I had lost them all.

A water leak in an adjacent room meant I could not get to my Rifts books, and I feared the worst. So they sat on a shelf while the carpets dried. I was worried about warped paper and ruined books.

All of them were fine. Not one warped page. Not one water-damaged cover. What are these things, indestructible? I have seen people's play copies of Rifts, yellowed pages, all the corners bent, a cover with more creases and bends than California fault lines, and yet still loved and used the day they were bought 30 or more years ago.

When Rifts comes around, people will still be playing Rifts with these same books.

So back in my room, on my premier game shelves, I put the copies right next to my SDC games. I do not care about the MDC thing; that is how we describe standing in front of a cruise missile in this world these days, or staring down the barrel of a tank. We have MDC weapons in this world; get used to it. Bombs, anti-ship missiles, hypersonic ballistic missiles, thousand-pound bombs, 30mm anti-tank cannons, and the other big things that go boom are circa 2026 MDC firepower. Even shoulder-fired anti-tank rockets dropped from drones with shaped charges count.

Does Rifts sit as a display game, or do I play it? I get the feeling that this time, I play. It slaps around the D&D multiverse by a good mile, making those worlds look soft and silly. These are true planar terrors, walking tanks that could crush you flat with a cough, or your skin falls off due to their bad breath. Rifts has always been over the top in all the best ways a game could be. The Rifts multiverse is the endgame of all games, including all games, superior to them all, more overpowered than them all, and giving back by making anything magic that stumbles into an MDC creature with MDC power. Even superheroes.

You get MDC! And you get MDC! Here's a six-shooter; even you get MDC!

Powergaming? Books full of OP items? Unbalanced OCCs that could crush some normal human OCC fool who stumbles through a rift from the 1880s? The whole "do we start a bar fight with MDC weapons?" problem. It is all here. Use what you want. Play a small, one- or two-book campaign. Do a one-shot, but it's likely MDC and will end the campaign with a successful hit. Import your favorite characters and kit them out with power armor. Drop your favorite superhero team in and make this world their new home. Everything has a place here. It's all good.

Back in the early 1990s, compared with the 2nd Edition Forgotten Realms, Vampire: The Masquerade, BattleTech, Cyberpunk, Dark Sun, a dead Greyhawk, Megatraveller, Twilight:2000, and the other settings of the day, Rifts was better than them all, with maybe Cyberpunk's Night City coming close to the cool factor. D&D and TSR were dying.

People were tired of all the settings we put on pedestals today. I remember the time the "first OSR" died and took TSR with it. Even in fantasy games, we had Palladium, GURPS, Rolemaster, RuneQuest, MERP, and a few others that "did D&D better." AD&D 2nd Edition got heavily sanitized, politically correct, safe for every audience, and nobody cared. The game blew up with splat books. The Vampire subculture started, and continues to this day, with the people angry at VTM 6th. They realize people base their lives around these Kindreds and identities, right? Don't mess with people's goth identities; they are sacred, just like My Chemical Romance is a religious experience.

The hardest part of playing and enjoying Rifts is letting go of other people's negative opinions. In that sense, it is just like GURPS. These games don't deserve the repeated nonsense that people endlessly adopt as false lived experience.

We had an AD&D 2nd Edition game going back in the 1990s, and it was fun, but Rifts was always the one we waited to play. Nothing compared to blowing everything up and laughing about it. You both got to live in utter fear and wield weapons that could level city blocks. The game was pure power fantasy. Did you feel weak with the last character? Ask your referee about playing something overpowered next time for a massive revenge kick. Play an MDC Dragon or Godling if you want. The Coalition will hunt you, but since when did they ever NOT deserve it?

Rifts was awesome and full of character. Any god could drop in, hop off their MDC motorcycle with the nova cannon and missile racks, and offer a mission. If you remember Image Comics and Wildstorm, yeah, that was Rifts. I use my MDC cyber-claws to tear the front of the building off. Roll an attack, give me damage; all right, the building has no front wall, bricks are all over the street, and the bad guys inside are surprised.

Today's games are far too careful and afraid of their own shadows.

Today's players are lost, believing they don't deserve to have it all. A carefully balanced game is good enough for me.

Why aren't you living life?

Why aren't you experiencing something awesome? Another balanced 5E book won't fix your boredom with the game. You will just be complaining about broken this or broken that. Sure, the majority of Rifts is broken, but it still works fine that way.

Why are you so afraid?

If you fear giving characters power, you will run from this game screaming. If you embrace the anime-inspired overpowered attacks and weapons that can slice a hillside in half, you will be right at home here. If all you know in life is carefully balanced D&D 5.5E, I feel sorry for you. That's not true power. Even at level 20, where you are single-turn nova-blasting encounters, that is nothing compared to this. You are still relatively weak on the cosmic scale of things, and your carefully planned alpha attack will bounce off a tank, and your character sheet and identity-gaming avatar will be literal red mist.

And no, this isn't the end-of-edition D&D 5.5E overpowered characters, which are only meant to break the game so everyone begs for D&D 6E to come along and save us from the end-of-edition OP subclass options. They have done this to every edition of D&D they printed; they blow out the edition in a fire sale of OP releases, people "have fun for a little while" but "eventually grow tired of all the powergaming," and then "please release 6E and fix this!" Planned obsolescence means breaking your own game and riding off the YouTube hype to sell the last few books before you replace them all.

We broke the old game; please buy the fixed one.

Is Rifts broken? Mostly. Do I care? No. Is it being so all over the place part of the fun? Sure, why not? I am a roleplayer; I could make a ham sandwich work as a rule system. I can have fun with anything. Part of the challenge is making it all work together. The characters are so cool I don't even care. And the game wasn't intentionally broken to get you to buy the next one. It is a big box of stuff you pick and choose from; most of it works together, some pieces are wildly overpowered, and you learn how to become a better Rifts GM by playing, and not by copying YouTube streaming shows.

Rifts is a game I keep walking away from but can never truly leave.

Rifts will still be here. Just like my books, the game is a survivor.

Just like you deserve to be, too.

Wednesday, September 9, 2026

Games I Love, Part One

These are games close to my heart, the ones I can dig into and lose myself in. You see my favorites in a few of my blogs, where I drop science daily and let loose a stream of consciousness that few other blogs can unleash. SBRPG is my central home, a jack-of-all-trades blog where anything goes. But a few of my more game-focused blogs go deeper, and that level of consciousness is so rewarding.

GURPS is one, a game I can endlessly dig into and lose myself in. The character design system is the best in gaming, beating the sequined faux-plate mail pants off of 5th Edition any day of the week. Is it retro? Do you need software? Is it deadly and realistic? Is the combat system slow and a bit of a throwback? Yes to all of the above.

Is it so rewarding and deep that I don't even care? GURPS is the end-all, be-all of games. Two books do it all. I do not need thousands of dollars of crowdfunded 5E books selling me slightly altered variants of what I already have. The sourcebooks are some of the best overviews of anything you can imagine ever written.

GURPS was also written in the era of games "beating AD&D at their own game," so it had something to prove. A lot of the games I love today come from this same era and attitude. It is funny how nostalgia and pop culture can't seem to stop kneeling at the altar of nostalgia, and the faux-nostalgia that D&D 5.5E presents as some sort of AAA Gaming Fortnite remake. The OSR worships games I gave up on in the 1980s so I could play these games.

But what if I want to play gritty fantasy or hard science fiction? A realistic western? Ancient Rome? Any historical game? GURPS will go there, and it likely already has sourcebook support. If I want to play in a setting that isn't published anymore, or want better rules for the chassis? GURPS will do all that easily. Do I want to create my own world and develop my own magic systems? GURPS was built for that. I am not forced to take the 5.5E pile of planar stuff, cosplay art, and throwback Vancian magic bolted onto an infinite-cast MMO magic system with video game rest mechanics.

GURPS will let me design my own magic system.

Instead of writing a 14-page backstory, let's design a binder-sized world story with a unique backstory, history, and magic power system. GURPS gives you the tools to DIY. D&D asks you to wait to buy the next book.

Here's another "we gave up AD&D for this" game. Palladium. A game so stuck in the 1980s and 1990s that it brings back the sweet memories of the era. Please never change. I will play in a Ninjas and Superspies game set in the 1980s to a Miami Vice soundtrack forever. No internet and no drones, and cell phones were an oddity the size of a loaf of bread that only worked in a few major cities? Yes, take me back; I got the soundtrack right here.

Palladium Fantasy is another "nah, sorry AD&D, we got better over here" game that answered the armor-damage debate. It came with a fantasy world Wizards of the Coast never repeatedly ruined. The OCCs in this game are unique; they are all specialists, none of them are balanced against each other, and each one feels like "the best in what they do," and that is on purpose.

D&D 5.5E will take a job, such as a chef, and proceed to give them a 1-to-20 rack of combat, utility, healing, crowd control, and adventuring powers to make them a useful party addition to sell you the MMO lie. Palladium will make them a world-class chef and let them die in a dungeon holding a baguette.

Not every job needs to be the same, or have the same level of utility when it comes to killing things. Some have spells with a casting time of days, but nobody else can do this stuff. People call them "trap classes" because new players pick them because they sound cool, then referees throw them into a dungeon (the AD&D mindset on the other side of the screen), and they die. Here's a thought: run Palladium like Palladium, and give those OCCs things they can do. If you want a combat-focused game, pick combat-focused OCCs.

Again, you started to see the lie be crafted in AD&D Second Edition, where they elevated the bard to a full party role. Palladium lives in an era that says, no, some roles will not be artificially inflated to be dungeoning classes. This is MMO design theory: "we have to make any choice a viable one," and the D&D 4E issue of "everything feeling samey" comes up again and again. D&D 5.5E is already starting to feel this way again, but with the added benefit of martials getting the shaft again.

If I play a bard in Palladium, I will be having all sorts of social adventures, and I will never be a door-kicker. That is fine for me, and I can enjoy a game that runs at a different pace. I will never have the raw killing power of a mercenary fighter, nor the defensive nut of a knight, but neither of them will be as good as I am when singing a song and engaging in social hijinks. The game takes on an entirely different character; the OCC creates its own "world inside of a world" it operates in, and while combat works the same, I am not living in a dungeon crawler and pretending to be a social roleplayer.

Every time I play 5E and want to do social roleplaying, my character sheet screams at me to get in the dungeon and stop wasting my time. Palladium fixes that problem by narrowing the focus of OCCs and letting them play in their own sandbox and sphere of influence.

Why not use GURPS? Palladium is faster, uses d20s and 1d100, uses an AC-like AR armor system with "armor hit points", and feels more like an AD&D-style game. One simple core system, the same combat engine, multiple game worlds, TNMT (and back in the day, Robotech) on the side, and you have it all. I get to use all of my dice. I can get a group of AD&D players into Palladium pretty easily since 90% of the concepts are the same or product-improved versions of systems they already know, whereas GURPS will take longer to learn and get used to.

Don't get me started on Rifts. That is another "ultimate game" that I loved. Rifts, GURPS, and Vampire helped kill TSR when Magic: The Gathering sucked the life out of the hobby. Rifts is sort of like Americanized Robotech, and it fills that headspace completely when Robotech went away. We want power armor and weapons that can flatten city blocks, punch through bridge pilings, and few other games (even today) do that as easily as Rifts.

Rifts was the game that your mom bought you if "your mom was cool." This was the 1990s, so it exists in the decade after AD&D died, and brings back a whole other set of memories for me. If you don't understand the games that "killed the original OSR" back in the TSR days, you will never understand the OSR and will instead put it on a pedestal, along with its flaws, which these games directly addressed. Oh, and the end of Stranger Things should have ended with the kids either playing GURPS or Rifts, if they wanted to be historically accurate.

Don't get me started on power armor design systems in other games that require spreadsheets and graphing calculators. Non-starter. Be cool like your mom wants you to be. Play Rifts.

More games in this series are coming. These two were on my mind today.

Monday, September 7, 2026

High Fashion Fantasy Demigods

If a decorative plate pauldron and a purple trench coat count as full plate mail for Armor Class, and the character refuses a metal helm so they can show off a Supercuts fade with undercut and dyed tips, the art is already telling you something important. It is telling you the game does not take physical reality, violence, or consequence very seriously.

And once the pictures send that message, the players at the table will eventually receive it too.

That is the core problem with the current house style in Dungeons & Dragons 5.5E. The art does not depict people who live in a dangerous world. It depicts fashion avatars who happen to be holding weapons. The armor is sculptural and incomplete—single pauldrons, open chests, impractical silhouettes that would fail the first solid hit. The hair is contemporary salon work, carefully styled and colored so the face remains fully visible and marketable. Helmets are treated as optional accessories rather than the most important piece of protective gear a warrior owns. The overall effect is closer to a Fortnite skin or an Overwatch character select screen than to anyone who expects to survive a fight in the mud.

This is not a minor aesthetic preference. Visual language shapes how players understand the fiction. When every illustration prioritizes “cool silhouette under dramatic lighting” over weight, coverage, and wear, the game quietly trains its audience to treat combat as performance rather than risk. The armor does not need to function because the character is never really in danger of being hurt in a permanent way. The face must stay uncovered because the real product being sold is the character’s look, not their survival. Once that logic is baked into the official art, it becomes harder for a table to maintain any sense that the world has teeth.

I reached the point where I could no longer look at the books.

The pages felt like visual noise—too stylized, too glamorous, too divorced from the physical logic that makes fantasy feel solid. So I put them away. That decision was not about nostalgia or gatekeeping. It was about immersion. When the pictures stop supporting the idea that the world is real and dangerous, the game itself starts to feel like a costume party with dice.

I do not play D&D to simulate high-fashion demigods who just stepped off a runway and whose primary goal is leveling up their aura. The current official art pushes exactly that fantasy: characters who look like they were designed for a cosmetics campaign first and a dangerous world second. Everything is polished, stylized, and deliberately incomplete in ways that prioritize visual flash over function. It feels like the game has jumped the shark straight into its Ziggy Stardust glam-rock phase—all glitter, dramatic poses, and carefully curated spectacle.

My own sense of the genre sits closer to Nirvana and Guns N’ Roses. I want the dirt under the fingernails, the frayed edges, beer on the carpet, the sense that these people have been living hard in a world that can actually hurt them. I want armor that looks like it has stopped a blade, faces that show weather and decisions, and clothing that belongs to a time and place rather than a mood board. When the default visual language becomes pure glam, the grounded, slightly ragged energy that made fantasy feel real to me gets crowded out. The books start to feel like they are selling a different game than the one I sat down to play.

The books no longer feel like anything solid. They feel like a window into a fake Wonderland of fantasy identity wish-fulfillment—bright, weightless, and carefully arranged so nothing permanent can touch the characters. When the official art refuses to take the physical dangers of its own world seriously, it becomes harder for me to take the game seriously either.

The pictures are not depicting adventurers. They depict dungeon tourists: people dressed for the aesthetic of danger rather than its reality.

That is the poser problem running through a lot of modern fantasy gaming. The characters are shown in gear and armor that would get them killed in the first hallway of the Tomb of Horrors. Open chests, decorative pauldrons, uncovered heads, flowing coats that would snag on the first trap trigger—all of it prioritizes looking cool in a promotional still over surviving contact with an actual dungeon. The art sells the idea of the adventurer without accepting the costs that used to come with the job. Once that attitude is baked into the visual language, the game starts to feel like costume play with hit points instead of a world that can push back.

As a result, players end up in one of two positions. Either they stop taking the game seriously and lean into the costume-party energy the art encourages, or they try to run a grounded, high-stakes campaign while constantly fighting the visual and tonal signals the books are sending. “I can run a serious game with this” becomes the battle cry. But why should anyone have to fight their own rulebooks just to maintain atmosphere? When the official presentation works against the tone you want, the extra labor falls entirely on the GM and the table.

That is a tax most of us eventually get tired of paying.

Other games already deliver the tonal seriousness and visual consistency I actually want. I do not even have to leave the broader 5E orbit to find them. Shadowdark has done the job cleanly: the art, the presentation, and the rules all point in the same direction. Characters look like they belong in dangerous places. The illustrations carry weight and consequence. Nothing about the book feels like it is trying to sell me a fashion line or an aura. It simply takes the premise of dungeon crawling seriously, and that single decision makes the entire experience more coherent.

When a game’s visual language and its claimed tone are aligned, the table does not have to waste energy correcting the pictures. That alone is worth more than another volume of high-gloss demigod portraiture.

Sunday, September 6, 2026

One Book on the Table

I did not feel like sorting the collection today.

That is usually how these weekends start. I walk past the shelves, think about pulling three books “just in case,” and then I am an hour in before anyone has a character. I have been there with 5E. I have been there with DCC, when the zines and modules piled up so high I didn't even have room for the dice. I still like all of that stuff. I just do not always want to negotiate with it on a Sunday.

What I wanted today was one book that would stay out and do the whole job.

I get why people drift toward those one-book games. Dragonslayer was the example I used last year, but it is the same feeling with a lot of the older cores. You can make someone in a few minutes, put them in a place that already has a problem, and if they don't make it, the next one doesn't take the rest of the afternoon. The big libraries are still here. Pathfinder 1e was the last one that really worked as a library for me. The 5E cousins are either in storage, on a drive, or down to the one version I still enjoy sitting with. GURPS never left. Palladium is coming back out in pieces because I missed having it in the room. DCC takes a wall now, and I am fine with that wall because most of it is places to go, not a second Player’s Handbook I have to flip through before we start.

None of that needed a decision today.

Today I left one complete game on the table and used it. Character, fight, magic, implied world, all in the same spine. I did not rebuild anything. I did not compare two versions of the same class. I did not open a VTT because the sheet was being difficult. I made a person, gave them a door, and wrote a few lines when we stopped.

I still buy the rest. I still like the rest. I just do not owe the rest every free afternoon. When a game gets larger than I can use in one sitting, I stop playing it for a while, even if I love it. That is not a review of the hobby. That is just how my table works.

The other books can wait on the shelf. They are not going anywhere.