Saturday, January 24, 2026

Organizing, Attempt 4,321

I've decided as mentioned to try a notebook approach to organizing. Which I've done a few times before, generally successfully. I had already bought holders for index cards to fit in a regular notebook. Then I dug back into my office supplies stuff as I was pretty sure that was where I put the paper protectors as well. Which is when I discovered I already had note card holders for those smaller notebooks! Yes, I do love office supplies for some reason. And I have a LOT of those baseball card protectors. Which, if you cut an index card in half, make convenient NPC character card holders as well.

options!
Going with the regular sized notebook as that is what I normally print things to, but now I can use that smaller notebook as well.

I went back and started writing down the NPCs but realized I've misplaced a few notes somewhere. But I started and will get more done this week. We are meeting this next Saturday at the moment, but between the storm barreling down on us, and my child (at 25 no longer a child but age does not change that) flies back home Saturday to Minneapolis. Thinking that the time to drop him off at the airport should allow me to get back in time as the game is at my house. And of course, my wife and the mother of said child may take him to the airport. Just not sure how things are going to go for a few reasons. Which is one of the things I won't go into here. 

Anyway, hoping to find the rest of the notes as I had a bunch of the ship crew names written down. I do need to perhaps use the full-size cards for more important NPCs, but this is, as always, a work in progress.

NPCs!
And about finished with Gervase the Ettin from the Caves Archon Kickstarter. It has been a fun paint, and now to put him someplace safe and someplace I can find him later!
close enough for done!




he does have two chickens hanging off his belt. 
I do have the Traveller project up and perhaps will do something more with it a bit later. Sadly, I feel I am losing interest in it again. That may be due to spending 8 hours a day writing the same sort of thing for work. Just did some major refactoring after a review from our consultant, though it was mostly an AI overview and suggestions. Most were valid, but some missed the larger context. Software is both simple and complex, and the applications does a few things in parallel which requires thread-safe operations. Which the AI complained about and suggested the "traditional" way. However - that way will break the application. I know - that was my original approach. But there was this import jo that was taking 2+ hours to read in an Excel file for a data import. I moved a lot of the DB actions to run in parallel with limits so I don't do a DOS attack on our own server (which, yes, I have done before. Lesson learned!) It now runs in less than 15 minutes. Part of that was running in parallel, another part I actually moved the process to run on the server in the background. Fun stuff, but the AI missed that larger context of how I am using those repositories that access the DB. In the end, I've been hearing for decades how "technology A" is going to replace developers. Like flying cars and fusion power plants, one of those things that is always 5 years in the future for a few decades. Then is suddenly here. Paradigm shifts happen when they happen. This is a good book that explains that: The Structure of Scientific Revolutions

Sunday, January 18, 2026

Player characters, NPCS and followers

I love creating characters but worry that, despite my intentions, I play them all pretty similarly. And this bleeds over to the NPCs and followers when I am running games. Pretty sure I've mentioned that I am not good at handling multiple NPCs. Even when playing, I have a hard time with followers and all that. Reading some of the rules in Dolmenwood it talks about towns people and adventurers and gives succinct rules for finding them (which is oddly reminiscent of searching for trade goods in Traveller as you can only check once per month per location). 

Every time I have more than 1 NPC with the players, I forget about them and do not use them as helpers to the group. I've forgotten NPCs that are there to help out the players. Not really sure how to deal with this, then realized I have far too many books on running games. So, I decided to see if there were any good ideas there. 

XDM defines NPCs as follows:

Where to begin? With this questionnaire!16 Rather than starting from the backstory biographical bits, we’re beginning with the NPC’s function in the story. Because form follows function. 

  • Which player character motivation, value, or mission does this NPC oppose? 
  • Why do they oppose it? 
  • How vigorously do they oppose it? 
  • Can they be persuaded to explain their position? 
  • Can they be persuaded to change their position?
  • How does this NPC’s backstory interlock with other elements of the story?

While it goes into motivations and backstories, it does seem to cover how to actually play the NPCs as far as I can tell. And to be honest, I did back the Kickstarter for this but in the end, was pretty underwhelmed with it for the most part. It had some really good theoretical and practical overviews of various theories of storytelling designs but seemed to miss the point in some ways. However - it has been a bit since I read it, so perhaps I should try & re-read it to see if I really missed the important bits. I have used some of it when designing an adventure, but between work, the gym and generally living, I don't seem to have the time really design some things to that level of detail. And honestly, some of my best games were ones where I had some real basic prep but not a lot of details and winged it. But perhaps if I re-read the chapter in running at the table it may help. 10 pages should include some good ideas. Though this stands out and I've tried it in the past but need to do this more often:

In Chapter 3, under “Go Modular for Maximum Flexibility,” we explained how the NPC we created to be a Miraldonian courier might also serve as a cudgel maiden on the City Watch. All the cells in your flowchart should be designed in this way so that you can move them around however you see fit. For these modular elements to be useful, they need to be sorted and perhaps categorized. It’s the difference between “which of my dozen NPCs will work best for this bit of dialog” and “I need a low-level townsperson, and hey, I have three to choose from.”

Hopefully somewhere it gives ideas on how you actually organize this.

Robin's Laws of Good Game Mastering has some good tips about running NPCs: keep conversations short and try to get to the point. If conversations start meandering, remember that the NPC probably has job they are doing and must be off. Avoid too much NPC-to-NPC conversation except as it moves the story forward, He has notes about having lists of names ready to go and how to come up with names. Which I've done - I actually have a sheet of names I printed and used in the Corsairs game (which I need to work in for the game in 2 weeks. After several weeks of not playing, we're trying to get back into regular bi-weekly games). One fun note is not using the same name: sadly, due to spur of the moment the Corsairs game has 3 Henrys. At least the various ship crews have distinct names as the doctor, 3rd mate and cook came from that sheet!

The Secret Art of Game Mastering has decent advice and stuff as GM we already know: NPCs are one way of allowing the GM to play in the game but also help keep things on track. But there seems to be a dearth of advice as to how to run and organize these NPCs. And of course, one of these days I also really need to re-read this book. I've skimmed it but after some point, and so many books, a lot of the advice is pretty much the same old stuff, and I may miss the unique take in a specific book. Not sure why I keep getting them to be honest!

So You Want To Be A Game Master has an appendix on the supporting cast, aka NPCs. And this one starts out saying that it is challenging enough to run a single character, let alone a legion of them. At least it starts off with my view of things! And also notes, as do all the other guides, that the more important an NPC is, the more you have on that character. And then finding what is really important in the game can get lost in the walls of text. There is an NPC template with several sections: name, appearance, role playing (quirks and stuff to make the character unique, 2-3 bullet points was suggested), background, key info which is where the stuff the NPC is really there for does not get lost. And only if really needed, the stat block.

And I've got the tools to do all this: even bought index card sheets to put into a notebook, and those page holders, and I even have a punch for anything I print to fit into a notebook. Even bought a set of colored pens so help with notes. The only thing stopping me is, well, me. I may spend some time next weekend getting the Corsairs stuff organized into a single notebook. The Corsairs notes are scattered in a notebook with a bunch of other things, a file folder and scattered index cards in various places. To do this right, each game in progress I think needs its own notebook. I actually ran the Big Wreck game that way - I have a notebook with everything in there. I have note cards from that box I bought for TFT cards (yes, it was for recipes but it is the perfect fit for all those cards. And came with 3 colors of index cards so in theory I can also organize cards by color). 

all the bestiary and solo game cards fit nicely
Okay - after re-reading a few things, I feel I have plan for organizing my next session:
  1. find an empty notebook
  2. get the game rules organized
  3. create NPC cards for each NPC and place into card holder pages in notebook
  4. move the scattered notes into the notebook
  5. ...
  6. profit!
Okay, profit in the sense that perhaps I won't have another 3 Henrys in the game!

I will note that the group I play with handle NPCs really well. One GM is really great at it, the other is also really good. Makes me jealous but gives me a goal!

And yes, I will get back to the Traveller software. My approach is a lot different than others I feel: I'm creating the software that lets the user set up all the tables. Most of the generation software for Traveller has the rules and all that hardcoded in there. Cepheus has changed a few things, Mongoose in its versions have changed a few things, and T5 has also changed a few things. Hoping that this will allow people to generate systems using whatever they want to use as the rules by giving full edit capabilities to all the tables. That does present a few issues I've sort of been mulling over: what if they want 3d6 table instead of a 1d6 or 2d6 table? Or a d15 table? And yes, I've thought of that, and one of the thoughts was we add a table of tables, so that for each table we can indicate the die rolls to use. Classic Traveller is all 1d6 or 2d6 tables, and currently the logic for rolling on those tables is hard-coded. I do take into account the lowest and highest results in the table (and now realize I need to re-roll in case there are missing slots). But perhaps we need to make it even more flexible: a user may want a larger table for empty orbits or something. And of course, I also take into account various modifiers so that we can roll more than 12, say, on the government table. But do we want to make those modifications also user-controlled? So many options! And that is why I get stuck: a gluttony of choices!

Sunday, January 11, 2026

TFT: Solo

While we are getting back to face-to-face next weekend, this weekend I had some time on my hands. Other than binging some silly things, I started painting on the Archon figures, and also decided to play a round of solitaire TFT. 

I grabbed two of the mats and made them fit well enough: a graveyard leading to a set of caves with three known artifacts worth getting. Issue is, the key for the caverns is guarded by Amanita Falloides (Lady Death Cap) (thanks Scott!) and her shovel. Not that she fights, but she does have some skeletons in her graveyard to do her bidding. And once you get past that, there are various guardians in the caves.

the setup

I decided to dig through the mountains of plastic shame and found some things to use, including Amanita (I think from Wildspire Miniatures but no guarantees!).

But instead of the random monsters, I went with a more themed approach. Except for that 1 mini I found that I really have no idea what it is. But since I never actually got there, guess I don't have to worry about it until I retry!

Our adventurers approach the graveyard, and not soon after are face with a small hoard of skeletons!
who is the guardian of the graveyard?

metal skeletons from the 80s. People must have been a lot shorter back then!

fight!

Putting our backs to the fence limited their attacks, even though both characters took a bit of damage it was not enough to turn back.

Getting the key, we approach the caverns. Here I was also rolling every other turn for random monsters. None showed up. Our first target was guarded by two ghouls!

ghouls!
As the entrance was all of one hex wide, they could only attack one at a time, and we managed to kill the first without taking damage so got lucky. Apparently, ghouls are not dumb, and the 2nd ran away. We snagged the 2nd objective and headed to the next. Which was guarded by a snake! And the remaining ghoul who was hiding around the corner. The snake had a range based on the mini (which actually is painted!) and to attack the ghoul there was only 1 spot the centaur got to. A battle of attrition then happened as the centaur was blocking the line of sight to the snake, and I do worry about friendly fire. And the ghoul fought well - had a double damage hit to the centaur!
snakeguardian

well, this sucks!
The centaur finally did kill the ghoul but was badly hurt. Deciding that leaving to fight another day was the wisest course of action (that and buying a truckload of healing potions!), they left to fight another day. Of course, the caves will fill back up with new creatures, and Amanita has no shortage of skeletons in her closet. But we do have the initial key so should be able to avoid the graveyard. Though I do have a lot of skeleton minis with bows to guard the front!

And as I said, I've started putting together Gervase the Ettin from Archon's Caves Kickstarted. I was going to put it together then paint, but there are several places you cannot get to after another piece goes on top. I've started a bit of the painting as well. Still a WIP but should have it done by the end of the week.
a few pieces

bit of a color mismatch on skin but it will get there. Somehow missed that foot!



Thursday, January 08, 2026

So - not doing the character challenge this year

I decided that I was going to take a break from the character a day challenge this year. Work was crazy late into December, and there are a few other things going on. I felt I would have just made empty characters and that, to me at least, defeats the purpose. That and if it starts to feel like a job instead of something I want to do, it is time for a break. I'll probably still do some characters in the blog as I will be running at least a couple games this year.

Anyway, to catch up: I've taken a brief hiatus from the Traveller software. As mentioned, work got silly. But I also doubt it will ever get used and that puts a certain damper on things. However - I think I am going to run a mostly Classic Traveller game this year as the itch came back. So perhaps I'll get motivated as I am going to use it for MTU so we don't have the 50 years of universe building of OTU. 

I've been managing a little painting and stuff but nothing to write home (or blog) about really. 

We played the Western Zombicide game last weekend. One of my characters got killed pretty quickly which ended the game. Slightly different mechanics as per each Zombicide genre game.

we died. of course.
The minis from Wildspire showed up as mentioned previously (long live the failed Blacklist Games in infamy). It does have a minotaur, but next to the one from Archon it seems a bit tiny. But honestly is the correct size for a character or NPC. Far left is an old dwarf from the 80s. The archer next to him I am actually pretty proud of.
giant minotaur - maybe a god or spirit
I am also in a bit of a fugue - working on a lot for work but really have no one to talk with about a lot of the decisions. I miss having other senior devs I can bounce ideas off of. I am asking AI to do some reviews, and I do have to worry when it says "take a deep breath". But at least an AI review is better than none, and it does have several good suggestions I need to work with.

And entirely non sequitur, I think K-Pop Demon Hunters is ending up in my top 10, maybe even top 5 movies. Superman (the original) is my all-time favorite. After that things get a bit fuzzy but do include The Incredibles, Superman II, and now K-Pop. These are movies I'll watch more than once which is pretty rare. Looking back, it is because I think they all have happy endings and are optimistic about things. Dark movies just depress me, so I tend to stick to lighter fare. I even bought the soundtrack to K-Pop as it does have a lot of songs I like (yeah, I have a lot of movie soundtrack CDs, and tapes way back, as I do listen to that sort of thing. And I have an odd music preference but that does vary based on what I am doing). 

And of course, welcome to 2026. Our Monday night (now Tuesdays for reasons) started playing Nimble this week. Another D&D sort of clone that promotes meaningful combat, it has some interesting and fun mechanics. Though if you want tactical fantasy combat, I still feel that The Fantasy Trip is your go to for that. It did evolve from a tactical game! I'm playing the only human - figured everyone else was playing something else and I could be the token human. A wizard with a pointy hat - that hat was important. Sadly, I feel I am playing him the same as the last 2 characters I played, Jem & GigBee. Though with the lightning cantrip he does have GigBee powers basically. And he killed a bunch of goblins early on then took an arrow (to the chest, not the knee) and almost died. But the fairy we rescued brought him all the way back. But the last 2 rounds or so I just lay there - I had 1 action I could take but it may have hurt me more. I'm going to try and change up how I play him a bit if I can. 
maybe we should visit a different fountain

a place to hang your hat


Saturday, December 27, 2025

The Fantasy Trip on a spaceship

I figured I'd try a bit of solo TFT Zombicide style gaming and set up one of spaceship deck posters. Put in a few random goals and my small pair of adventurers find themselves in the bridge of a spaceship. How they got there, and why an Elf and a Centaur are now in a science fiction setting is simply the joy of gaming.

I also added in the OSE rule that every 2 turns roll to see if something spawns. I added a roll also when any combat was happening as fights are noisy and bound to bring in other critters that may want fresh food. I also decided to use the entire stack of creature cards I have from all the things - there must be a couple hundred by now. Basically, an encounter happens and I'd roll some dice to narrow down the deck. Oddly did not even know about the kingowing from the bestiary (which, wow, sells for $80!) but it showed up.

I lost pretty quickly - 2 adventurers is not really enough, much like most RPG game or Zombicide. But at least I got to play with some toys. 

the initial set up, with tentacles at the exit

started on the bridge. I assume the red alert klaxons are sounding!

a spider! Unfortunately, in TFT Elves are at a -3 DX against spiders and the like. Fortunately, it cannot fit up the stairwell.


Unfortunately, the smaller ones can!

And here's the kingowing that killed them - the Centaur was busy trying to get ants off of his hide and while the Elf almost killed the beast, the beast killed him first.

It took longer to set up than actually play but that's okay - it was fun to mix a few genres together. It was pretty random - I suppose I really should formalize a few more rules like I did with our initial run. More of an experiment in solo gaming I suppose. Though without the interaction and decisions from other players it is not as much fun. I did randomize which adventurer creatures would attack, with a bias towards those inflicting damage.

Funny thing was I shared some pics with my game group and he said of course the spider was mad, its bathtime with its rubber ducky got interrupted. Oddly enough...
one of these days I'll finish painting the tub
and a closeup of the creature at the end. Which I did mostly finish painting. Finally. See - I can make progress against the plastic pile o'shame!
eeks!
Taking a bit of a break from the Traveller software - despite being a holiday week I was on call, and we only get Christmas Day itself off. And since I was on call it was still a bit stressful. And even got a few alerts today, so worked a bit as well. I keep telling myself I only have to hold on 3 more years or so! And at my age, that goes by awfully fast. But then I worry about too much unstructured time - I am not good with that either. I've 3.25 years to figure that out. I'll probably volunteer at an animal shelter and probably work part-time. I've got plans for what I need to do for work, and there is no way to get it down in 3 years. Assuming I am still with this company and still alive! I'd better be - I did the lifetime membership at my new gym, and the breakeven point is oddly at the time of my potential retirement!

And finally, January is coming up fast. Not sure if I'll do the character challenge again this year. I may but as always, I'll have to see about stockpiling some ahead of time as sadly my days are pretty busy. And when they are not busy, I often just don't have the mojo it seems. The holidays, though I do enjoy them, are also more stressful to me than they should be for a number of generally self-imposed reasons. Self-awareness is not always what it is cracked up to be!

Saturday, December 20, 2025

Traveller System Update 27 - adding empty orbits

After getting all the issues with the updates to .NET 10, and adding the captured & empty orbits table, I went ahead and added the function to get the empty orbits. Which is just a count of the empty orbits I think, so will need to figure out by reading the book how you place the empty orbits. We know that the main world, if the system is generated from a main world, is in the habitable zone. Though I also need to check to see if that is the case for the main world when a planetoid belt, such as Glisten.

Anyway - I got that working with one logic flaw I need to correct. But also realized I probably should extend my die roll method. What I currently do is find the min and max die rolls and roll on that. Some tables are 2d6 in the book, some are 1d6. I am passing in the number of dice to roll for the various tables, but now wondering if we really want to make this even more flexible, do we want to add the number and type of dice to the tables? Of course, then it is not Traveller in my head, so that may be a step too far.

But: the die rolls have to be within the range of values that the user has given (and I really need to make sure there are no duplicate rolls as well when adding to the tables. But that is another thing to worry about later). Anyway - we do not want a die roll outside the range in the table. While Book 6 has a range of 1 through 6 for the captured planets and empty orbits, what if someone wants a smaller, or a larger, range? Currently I get the lowest and highest die rolls and adjust the results from the die roll to fit the range. Now I am repeating this code in a lot of places. The fix is to pass in the minimum and maximum ranges in the die roll function itself so I don't have to repeat that code.

The current code for empty orbits:

 private async Task<int> findEmptyOrbits()

 {

     int results = 0;

     List<TCapturedAndEmpty?> capturedAndEmpty = await _capturedAndEmptyRepository.GetAll();

     if (capturedAndEmpty == null || capturedAndEmpty.Count == 0) { return results; }

     int minD6 = capturedAndEmpty.Min(c => c != null ? c.DieRoll : 0);

     int maxD6 = capturedAndEmpty.Max(c => c != null ? c.DieRoll : 0);

     if (minD6 == 0 && maxD6 == 0) { return results; }

     int d6 = _utility.DieRoll(maxD6, 1);

     if (d6 < minD6) { d6 = minD6; }

     TCapturedAndEmpty? match = capturedAndEmpty.FirstOrDefault(c => c != null && c.DieRoll == d6);

     if (match == null || !match.EmptyOrbits) { return results;};

     // we have empty orbits; how many?

     d6 = _utility.DieRoll(maxD6, 1);

     if (d6 < minD6) { d6 = minD6; }

     return capturedAndEmpty.First(c => c != null && c.DieRoll == d6)?.EmptyOrbitsQty ?? 0;

 }


You can see where I am getting the min and max range based on the loaded table. Thinking the check for min and max will be moved to the utility.DieRoll function, so we have something like utilityDieRoll(numberOfSides, numberOfDice, minRange, maxRange). and then do the "if results < minRange results = minRange" sort of thing.

Anyway - one may wonder why I am doing this the way I am. As there are a lot of Traveller system generators out there. But most of them do not allow you to set the tables yourself. And while most people probably won't want to anyway, it is the way my mind works and how I've always approached software. Let the user have more control over things. This system is basically a giant software settings thing in a way: you can set all the tables up how you want. Will it ever get used? Very doubtful, but regardless, it is something I want to do, and it is usually pretty fun.

And let's see, I need a picture.

The ill-fated Blacklist Games Fantasy Figures 2 project, though bringing in a LOT of money, failed horribly. The assets got bought out a bit ago by Wildspire Minis. I've backed a few of their projects as they make good cheap minis. They offered the backers of that Kickstarter a reduced rate for the minis. Yes, that we already paid for several years (years!) ago. But even with the additional cost, the price per mini is still really cheap. And there are some interesting ones in there, such as this Cthulhu demon thing. And a hippogryph. So the one I finally got around to painting can have a friend! Bag and bags of minis I need to paint. To go with the boxes and boxes of minis I need to paint.

Sunday, December 14, 2025

Zombicide:Invader - we actually won

It was a Zombicide:Invader Sunday morning (well, that and I made sticky rolls since Nate was coming over. Else I'd have eaten the entire batch and become sick. My weakness is baked goods. And you may have noted I like to bake!)

Anyway, we rummaged through the online missions and decided to try this one: https://cdn.svc.asmodee.net/production-zombicide/uploads/dl/Mission_M29_A_New_Danger.pdf It is nice that there on-line and additional missions. I backed that KS years ago and have the civilians expansion, so we have a lot of options for characters. Though I've misplaced a few of those minis as I sometimes paint them for playing in another game, and they do not always get back to their box. My lack of organization shows up in places like that.

Though as per my other gaming group, we ended talking the first hour as it has been a while since we've seen each other. Fortunately, I started the set-up before he showed up, so we still managed to play and finish by about 12:30. We thought we were goners twice as we ended up having 2 abominations in the same room as us! Fortunately, Invaders characters have a bit more armor than other versions, so we took a bit of a beating. But I managed to roll well a few times and managed to take out the abominations with a sledgehammer. And the only reason for that is that Invaders allows for concentrated fire so all the damage can be applied to a single target. Which also explains why those abominations are more likely to show up: they are a bit easier to defeat.

Despite 3 characters 1 point away from death, we actually won. We had hard cards in the spawning at the beginning, but the last turn or two got lucky and managed to actually get away with all the stuff we needed. High fives all around!

we never did fire the big gun!

we thought we were doomed

not looking good!

rolls going in the oven!
I did some library updates for the Traveller software, as there have been a few point releases. Meaning something like version 10.0 to 10.1. Nothing earth-shattering and no new code, so no new update notes. I also found that Microsoft has simplified the solution file. While interestingly enough I can edit the same code in a different editor on the Mac, the IDE Microsoft wrote, and I've used since 1.0 basically, has a solution file that I've never really bothered with. But it has a bunch of GUIDs and stuff that for large projects become a nightmare sometimes. Now it is a lot simpler! Not that anyone reading this really cares but here are the before and after views of the solution file for the Traveller project, which is a tiny thing in the world of software.

Old:
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.5.2.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "TravSystem", "TravSystem.csproj", "{8FA7BA1A-44C3-A632-3C25-2817CC365197}"
EndProject
Global
       GlobalSection(SolutionConfigurationPlatforms) = preSolution
               Debug|Any CPU = Debug|Any CPU
               Release|Any CPU = Release|Any CPU
       EndGlobalSection
       GlobalSection(ProjectConfigurationPlatforms) = postSolution
               {8FA7BA1A-44C3-A632-3C25-2817CC365197}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
               {8FA7BA1A-44C3-A632-3C25-2817CC365197}.Debug|Any CPU.Build.0 = Debug|Any CPU
               {8FA7BA1A-44C3-A632-3C25-2817CC365197}.Release|Any CPU.ActiveCfg = Release|Any CPU
               {8FA7BA1A-44C3-A632-3C25-2817CC365197}.Release|Any CPU.Build.0 = Release|Any CPU
       EndGlobalSection
       GlobalSection(SolutionProperties) = preSolution
               HideSolutionNode = FALSE
       EndGlobalSection
       GlobalSection(ExtensibilityGlobals) = postSolution
               SolutionGuid = {7B8C67AC-AD43-4E4F-8452-D444DABD3509}
       EndGlobalSection
EndGlobal

New:
<Solution>
  <Project Path="TravSystem.csproj" />
</Solution>

I prefer the new :)