Hi all, long time player, first time DM (been playing 20+ years, never DM'd until a few months ago). I've been having really good luck with almost everything except getting one particular player in line, but that's another story for another thread. The current issue I'm having is that I'm wrestling with an encounter I've built, and if it's too early to deploy it.
Long story short, I built an encounter tied to each character's backstories. It involves the party being drawn into a den of doppelgangers, one for each member of the party. The tactic of the doppelgangers is "divide and conquer". They draw each player into solitude, transforming into someone from that familiar "critical point" in each character's backstory. One character's father whom she may have killed, another who was exiled by the chief of his tribe, etc. The doppelgangers then twist that moment around on them to mess with not only the PC, but also my players' minds. The doppelgangers use this trick to frighten the PC's and catch them by surprise to kill/rob them. The question I'm having is--is it too early to reveal the PC's backgrounds? I realize that unless I change some of the specifics of the encounter, each PC will be alone, so I'm only revealing the backgrounds to the players themselves. However, one of the problems I'm running into is that these are all brand new players. They've never played before. This Thursday will be session 4. I'm not sure how the players will handle info like that. I've tried to explain metagaming, but it's been hard since we haven't had any issues with it yet, so there are no prevalent anecdotal examples. So that's one question: can my players manage to know these things without metagaming?
The next question is, if I change the parameters of the encounter so all the PCs are together, revealing each one's "painful backstory" to the whole party, is it too soon? Like I said, this will only be session 4. They've had almost NO time to bond or begin to care about each other (except the human barbarian's crush on the elf druid, but that's ALSO a different story...). My gut tells me it is, but yet ANOTHER issue is that one of my players is moving away next month, and I wanted to include her in this encounter before she leaves (the reasons of which are more tied to details of the larger story and I'm TRYING to keep this entry short. lol). So I have the choice to wait longer and she won't be part of it, or risk doing it too soon and not having the emotional punch I'm hoping it will have.
So, is it too soon for this encounter? And if it is, WHEN is a good time for an encounter like this? How bonded should the PCs be for maximum mental/emotional/plot-deepening damage? I feel like if I am going to use it at all, it should be to reveal the character's backstories to *each other* before the players reveal them themselves.
Any help here would be appreciated. If you need more details I can provide them. Like I said, I was trying to keep this short.
I'd wait. Player/character arcs are touchy. I'm 4 sessions into my current campaign and one pc is just learning of things related to their backstory and hints are barely being made about others.
A player is moving away. I gather they are not coming back so why speed up what could be a really good moment for another player? Plus isn't it kind of up to the player when or if they want to reveal their backstory. I won't tell the group of a players story. That's up to then on their time.
I'd speak to each player individually about how they would like to go about revealing their backstory to the others and see how they feel about it. From there take that into and write in some moments and opportunities for them but don't force it out of them.
I never incorporated an encounter like this and I would be 'affraid' of ruining the game and creativity of the players. Another thing to take on is that the players can sculpt, slightly change, their background as they play and discover their character as long as it hasn't been revealed before or is important for any personal quest hooks. By doing this encounter that opportunity for creativity is gone and the 'mystery' is gone and the motivation to RP questioning each other on motives, beliefs, background etc. which can be tricky anyway with new players.
Long story short I wouldn't do it until they already know a lot about each others background, or would change the encounter to only hint towards their backgrounds. Metagaming in this setting is hard, even for more experienced players. If I'd do it, I think I would either write them a personal encounter and give it to them, I would play out the encounter without releasing the details, or handing them a note on what happens. Or ask the other players to leave for a moment as you play out this part.
I would say to do it only for the player who's leaving, if they're not coming back. It would be a nice send off, I think.
Then, as time goes on, you could do one character at a time, maybe? Or just do the rest together like you had planned originally. Personally, I would only do it individually to give that player some time in the limelight rather than try to do them all at the same time, because I think things will be missed as they focus on their own stories, possibly?
Question, how do the Doppelgangers know about the backstories? They get Mind Reading but that's just surface thoughts and flashes of random memories. It's very unlikely for a given PC to be actively thinking about his wise old grandpa who died when he was three or whatever.
That said, this sounds like something that would be cool mainly for you. Frankly, if I'd written up a detailed backstory with emotional depth, I wouldn't want it thrown into a bucket with everyone else's backstory, have to share the stage with the whole party. It dilutes the impact for me in RP and for the whole party. All the players would be upstaging each other. I'd rather have my backstory elements showcased, not just be one of a list of five on stage at the same time. Backstory elements in play are a way to shine a spotlight on a character and give them their 'big moments' in the story.
Unless characters have common backstory elements (Siblings, old friends, etc) then there's rarely a good reason to do big reveals for more than one character at a time. Narratively, it weakens all the stories involved, and personally, I'd be grumpy about having my backstory's impact diluted, and the backstory impacts of the other characters diluted at the same time.
Now your one player who is moving, it's a good time to showcase only his backstory, and give him a sendoff, but in my opinion, making him share the stage with people who will have multiple opportunities in the future to get the focus while he's on his way out of the game would be a frustrating experience.
Plus, if you reveal everyone's backstory elements all at once, you have less of your best material to parcel out in the future. It's like eating the whole box of cookies at once, narratively. You enjoy each cookie much less and in the end, it's less satisfying.
I do not think it is too early for an encounter like this, at least not for the way I tend to run my groups and nurture my players. For me D&D is a story driven by narrative, and when conflict arises in that story we determine the outcome through rolls (combat, skill challenges, etc). This is nothing new to you as a seasoned gamer, but I mention it because new players tend to be really good at driving the story from a narrative perspective, which is what this encounter is all about!
I think that this encounter has an excellent chance of bringing the party together because they will have to work together to exercise the demons of their individual pasts. That means characters being open, sympathetic, and helpful to each other to get through the encounter alive.
The only thing I think could be improved is the doppelganger motivations. Killing/Robbing is great for bandits, but IMO doppelgangers should have a better motivation. Perhaps they've been hired by a nemesis from their collective past, or perhaps has a tie in to the current story arc and using the characters backgrounds are just the doppelgangers way of messing with them. The Doppelgangers could be sympathetic villains, that they are just looking for their own identities so they don't have to live in hiding. Perhaps these doppelgangers have a direct connection to the characters past, and were actually responsible for some of that tragedy. Why do they have it out for the players? What brought them around to this in the future? Then you can bring them back whenever you main story lulls, to spice things up and remind the characters that there is more than one thing going on in the world that they need to deal with.
I think you've got a great start, and I think your players will love it.
Question, how do the Doppelgangers know about the backstories? They get Mind Reading but that's just surface thoughts and flashes of random memories. It's very unlikely for a given PC to be actively thinking about his wise old grandpa who died when he was three or whatever.
That said, this sounds like something that would be cool mainly for you. Frankly, if I'd written up a detailed backstory with emotional depth, I wouldn't want it thrown into a bucket with everyone else's backstory, have to share the stage with the whole party. It dilutes the impact for me in RP and for the whole party. All the players would be upstaging each other. I'd rather have my backstory elements showcased, not just be one of a list of five on stage at the same time. Backstory elements in play are a way to shine a spotlight on a character and give them their 'big moments' in the story.
Unless characters have common backstory elements (Siblings, old friends, etc) then there's rarely a good reason to do big reveals for more than one character at a time. Narratively, it weakens all the stories involved, and personally, I'd be grumpy about having my backstory's impact diluted, and the backstory impacts of the other characters diluted at the same time.
Now your one player who is moving, it's a good time to showcase only his backstory, and give him a sendoff, but in my opinion, making him share the stage with people who will have multiple opportunities in the future to get the focus while he's on his way out of the game would be a frustrating experience.
Plus, if you reveal everyone's backstory elements all at once, you have less of your best material to parcel out in the future. It's like eating the whole box of cookies at once, narratively. You enjoy each cookie much less and in the end, it's less satisfying.
Thank you, I really appreciate your input. I appreciate EVERYONE'S input, but I did want to answer two of your questions at once. The doppelgangers were hired by the BBEG, who also happens to be either directly or indirectly involved in the tragedy of each PC's backstory. So she gave them the info they needed to take those forms. ...and I may have fudged their mind-reading abilities a bit. RoC and all. I agree with the majority of you that I feel like revealing such sensitive info this early might stymie their creativity some, but I wanted to use it to show the party that they're linked. The players are having trouble bonding their characters. I thought showing them that they all have this in common might help, even at the cost of revealing PARTS of their backstory. I apologize, I wasn't quite clear on that part. Dangers of late night posting, I suppose. 🤷♂️🤦♂️ Each individual encounter is quite vague from any outside viewer's pov, leaving it up to the player/PC to decide how much to reveal later on. At the same time though, I see your point about putting them all "in the spotlight" at once. Seems a tad unfair. Maybe I could try and parse out these vague reveals farther down the road, one at a time. Besides, I'm giving the player who's leaving the spotlight until she leaves, using her backstory as the driving force behind this first leg of the "journey". Thank you so much for the ideas and input. It helped greatly!!
For myself, I don't like to reveal character backstory. I like to work with my players to establish what their backstory is, and then create events where they are in control of how much or how little they want to let everyone else know. Like walking through a city that they came from and someone recognises them, but calls them by a different name. Then it's up to the character to go from there. Does he dissemble and pretend like the guys crazy? Does he tell a little, but not all? Character backstory is very personal, and I like to leave it in my players control as much as possible.
For your specific encounter, I would first ask the players if they are comfortable with an encounter that would reveal critical parts of their backstory.
I'd wait. Player/character arcs are touchy. I'm 4 sessions into my current campaign and one pc is just learning of things related to their backstory and hints are barely being made about others.
A player is moving away. I gather they are not coming back so why speed up what could be a really good moment for another player? Plus isn't it kind of up to the player when or if they want to reveal their backstory. I won't tell the group of a players story. That's up to then on their time.
I'd speak to each player individually about how they would like to go about revealing their backstory to the others and see how they feel about it. From there take that into and write in some moments and opportunities for them but don't force it out of them.
They can indeed be touchy. Lol. And you have a point that it should be the player's choice when to reveal things. Two points that I left out of the OP for attempted brevity that in hindsight I shouldn't have: 1) since these are BRAND new players, I spent the entire month prior to our 1st session with each person, Crafting not only the character, but their backgrounds in detail. All of these players are VERY attached to their characters now. They've put so much of themselves and their creative energies, they're very invested. Which leads me to 2) You're right. Players that invested should get to pick when/how their backstory get's revealed. In that "creation month", I asked each one of they would be ok with me using their background as plot material if it fit the narrative, and if they were ok leaving it up to me to choose when/how that reveal was, if they didn't naturally reveal it themselves. I also asked if they were ok with me taking "creative liberties" with some specifics about said background--mostly minor stuff like dialogue in a flashback, time of day, but also very specifically, who the "mystery person responsible" is, etc-- and they all said they would be excited to see that. I still plan to discuss it with each individual again before I shift focus onto them, to make sure they're STILL ok with it. Also, as I mentioned in a different reply, another thing I misrepresented in the OP is that the things the doppelgangers say will be VERY vague, especially to an outsider listening in. So it doesn't really out the whole backstory as much as a) let each character know that they're all connected, and b) give them a jumping off point to...break the ice with each other, as it were. After that new info, does that shift your opinion at all, or give you new advice? I really am grateful for it. Thank you.
I do not think it is too early for an encounter like this, at least not for the way I tend to run my groups and nurture my players. For me D&D is a story driven by narrative, and when conflict arises in that story we determine the outcome through rolls (combat, skill challenges, etc). This is nothing new to you as a seasoned gamer, but I mention it because new players tend to be really good at driving the story from a narrative perspective, which is what this encounter is all about!
I think that this encounter has an excellent chance of bringing the party together because they will have to work together to exercise the demons of their individual pasts. That means characters being open, sympathetic, and helpful to each other to get through the encounter alive.
The only thing I think could be improved is the doppelganger motivations. Killing/Robbing is great for bandits, but IMO doppelgangers should have a better motivation. Perhaps they've been hired by a nemesis from their collective past, or perhaps has a tie in to the current story arc and using the characters backgrounds are just the doppelgangers way of messing with them. The Doppelgangers could be sympathetic villains, that they are just looking for their own identities so they don't have to live in hiding. Perhaps these doppelgangers have a direct connection to the characters past, and were actually responsible for some of that tragedy. Why do they have it out for the players? What brought them around to this in the future? Then you can bring them back whenever you main story lulls, to spice things up and remind the characters that there is more than one thing going on in the world that they need to deal with.
I think you've got a great start, and I think your players will love it.
Thanks man! I too am very narrative-driven in my storytelling. And no matter WHEN I use this encounter, my hope is that it WILL bring them closer together, if for no other reason than to reveal that they are all connected by a common enemy who is entwined in each backstory.
As for the doppelgangers, as I mentioned in another reply above, I did fudge their powers a bit, and felt like I "yadda yadda"'d their motivation. But I forgot to add in the OP that they were hired by the BBEG to kill the party, so that's REALLY the main goal is that they're hired killers. Looting the party's corpses is just an added bonus for them. LOL! I chose doppelgangers specifically also because in my experience in the past, I had a DM throw a few into the game early on at different points (not used like this. Just as common grifters who completely f***ed the party), to great effect as we had a REALLY hard time trusting ANY NPC from that point forward! I wanted to use an element of that while also poking at the PC's wounds, as it were. So I really appreciate that you like my ideas and that you don't think it's too early for it. I'm still not sure when I'm going to use it, but I am REALLY glad you responded. Thank you so much!
I would say to do it only for the player who's leaving, if they're not coming back. It would be a nice send off, I think.
Then, as time goes on, you could do one character at a time, maybe? Or just do the rest together like you had planned originally. Personally, I would only do it individually to give that player some time in the limelight rather than try to do them all at the same time, because I think things will be missed as they focus on their own stories, possibly?
I do agree that I don't want to have to make them share the limelight. And I already gave the player leaving something LIKE this in a private moment, while everyone else was on a break. We're investigating part of her background that will lead them to the first big McGuffin of the campaign, so she gets to be the center of attention until she leaves. It's her first time playing, and I wanted it to be memorable. I do like the idea of doing it later, but one by one. You're not the only person to throw that--or some version of that--out there, so that's rattling around in my brain now. I want to give them all "time to shine"! :) Thank you so much!
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Hi all, long time player, first time DM (been playing 20+ years, never DM'd until a few months ago). I've been having really good luck with almost everything except getting one particular player in line, but that's another story for another thread. The current issue I'm having is that I'm wrestling with an encounter I've built, and if it's too early to deploy it.
Long story short, I built an encounter tied to each character's backstories. It involves the party being drawn into a den of doppelgangers, one for each member of the party. The tactic of the doppelgangers is "divide and conquer". They draw each player into solitude, transforming into someone from that familiar "critical point" in each character's backstory. One character's father whom she may have killed, another who was exiled by the chief of his tribe, etc. The doppelgangers then twist that moment around on them to mess with not only the PC, but also my players' minds. The doppelgangers use this trick to frighten the PC's and catch them by surprise to kill/rob them. The question I'm having is--is it too early to reveal the PC's backgrounds? I realize that unless I change some of the specifics of the encounter, each PC will be alone, so I'm only revealing the backgrounds to the players themselves. However, one of the problems I'm running into is that these are all brand new players. They've never played before. This Thursday will be session 4. I'm not sure how the players will handle info like that. I've tried to explain metagaming, but it's been hard since we haven't had any issues with it yet, so there are no prevalent anecdotal examples. So that's one question: can my players manage to know these things without metagaming?
The next question is, if I change the parameters of the encounter so all the PCs are together, revealing each one's "painful backstory" to the whole party, is it too soon? Like I said, this will only be session 4. They've had almost NO time to bond or begin to care about each other (except the human barbarian's crush on the elf druid, but that's ALSO a different story...). My gut tells me it is, but yet ANOTHER issue is that one of my players is moving away next month, and I wanted to include her in this encounter before she leaves (the reasons of which are more tied to details of the larger story and I'm TRYING to keep this entry short. lol). So I have the choice to wait longer and she won't be part of it, or risk doing it too soon and not having the emotional punch I'm hoping it will have.
So, is it too soon for this encounter? And if it is, WHEN is a good time for an encounter like this? How bonded should the PCs be for maximum mental/emotional/plot-deepening damage? I feel like if I am going to use it at all, it should be to reveal the character's backstories to *each other* before the players reveal them themselves.
Any help here would be appreciated. If you need more details I can provide them. Like I said, I was trying to keep this short.
I'd wait. Player/character arcs are touchy. I'm 4 sessions into my current campaign and one pc is just learning of things related to their backstory and hints are barely being made about others.
A player is moving away. I gather they are not coming back so why speed up what could be a really good moment for another player? Plus isn't it kind of up to the player when or if they want to reveal their backstory. I won't tell the group of a players story. That's up to then on their time.
I'd speak to each player individually about how they would like to go about revealing their backstory to the others and see how they feel about it. From there take that into and write in some moments and opportunities for them but don't force it out of them.
I never incorporated an encounter like this and I would be 'affraid' of ruining the game and creativity of the players. Another thing to take on is that the players can sculpt, slightly change, their background as they play and discover their character as long as it hasn't been revealed before or is important for any personal quest hooks. By doing this encounter that opportunity for creativity is gone and the 'mystery' is gone and the motivation to RP questioning each other on motives, beliefs, background etc. which can be tricky anyway with new players.
Long story short I wouldn't do it until they already know a lot about each others background, or would change the encounter to only hint towards their backgrounds. Metagaming in this setting is hard, even for more experienced players. If I'd do it, I think I would either write them a personal encounter and give it to them, I would play out the encounter without releasing the details, or handing them a note on what happens. Or ask the other players to leave for a moment as you play out this part.
I would say to do it only for the player who's leaving, if they're not coming back. It would be a nice send off, I think.
Then, as time goes on, you could do one character at a time, maybe? Or just do the rest together like you had planned originally. Personally, I would only do it individually to give that player some time in the limelight rather than try to do them all at the same time, because I think things will be missed as they focus on their own stories, possibly?
Question, how do the Doppelgangers know about the backstories? They get Mind Reading but that's just surface thoughts and flashes of random memories. It's very unlikely for a given PC to be actively thinking about his wise old grandpa who died when he was three or whatever.
That said, this sounds like something that would be cool mainly for you. Frankly, if I'd written up a detailed backstory with emotional depth, I wouldn't want it thrown into a bucket with everyone else's backstory, have to share the stage with the whole party. It dilutes the impact for me in RP and for the whole party. All the players would be upstaging each other. I'd rather have my backstory elements showcased, not just be one of a list of five on stage at the same time. Backstory elements in play are a way to shine a spotlight on a character and give them their 'big moments' in the story.
Unless characters have common backstory elements (Siblings, old friends, etc) then there's rarely a good reason to do big reveals for more than one character at a time. Narratively, it weakens all the stories involved, and personally, I'd be grumpy about having my backstory's impact diluted, and the backstory impacts of the other characters diluted at the same time.
Now your one player who is moving, it's a good time to showcase only his backstory, and give him a sendoff, but in my opinion, making him share the stage with people who will have multiple opportunities in the future to get the focus while he's on his way out of the game would be a frustrating experience.
Plus, if you reveal everyone's backstory elements all at once, you have less of your best material to parcel out in the future. It's like eating the whole box of cookies at once, narratively. You enjoy each cookie much less and in the end, it's less satisfying.
I do not think it is too early for an encounter like this, at least not for the way I tend to run my groups and nurture my players. For me D&D is a story driven by narrative, and when conflict arises in that story we determine the outcome through rolls (combat, skill challenges, etc). This is nothing new to you as a seasoned gamer, but I mention it because new players tend to be really good at driving the story from a narrative perspective, which is what this encounter is all about!
I think that this encounter has an excellent chance of bringing the party together because they will have to work together to exercise the demons of their individual pasts. That means characters being open, sympathetic, and helpful to each other to get through the encounter alive.
The only thing I think could be improved is the doppelganger motivations. Killing/Robbing is great for bandits, but IMO doppelgangers should have a better motivation. Perhaps they've been hired by a nemesis from their collective past, or perhaps has a tie in to the current story arc and using the characters backgrounds are just the doppelgangers way of messing with them. The Doppelgangers could be sympathetic villains, that they are just looking for their own identities so they don't have to live in hiding. Perhaps these doppelgangers have a direct connection to the characters past, and were actually responsible for some of that tragedy. Why do they have it out for the players? What brought them around to this in the future? Then you can bring them back whenever you main story lulls, to spice things up and remind the characters that there is more than one thing going on in the world that they need to deal with.
I think you've got a great start, and I think your players will love it.
Thank you, I really appreciate your input. I appreciate EVERYONE'S input, but I did want to answer two of your questions at once. The doppelgangers were hired by the BBEG, who also happens to be either directly or indirectly involved in the tragedy of each PC's backstory. So she gave them the info they needed to take those forms. ...and I may have fudged their mind-reading abilities a bit. RoC and all. I agree with the majority of you that I feel like revealing such sensitive info this early might stymie their creativity some, but I wanted to use it to show the party that they're linked. The players are having trouble bonding their characters. I thought showing them that they all have this in common might help, even at the cost of revealing PARTS of their backstory. I apologize, I wasn't quite clear on that part. Dangers of late night posting, I suppose. 🤷♂️🤦♂️ Each individual encounter is quite vague from any outside viewer's pov, leaving it up to the player/PC to decide how much to reveal later on. At the same time though, I see your point about putting them all "in the spotlight" at once. Seems a tad unfair. Maybe I could try and parse out these vague reveals farther down the road, one at a time. Besides, I'm giving the player who's leaving the spotlight until she leaves, using her backstory as the driving force behind this first leg of the "journey". Thank you so much for the ideas and input. It helped greatly!!
For myself, I don't like to reveal character backstory. I like to work with my players to establish what their backstory is, and then create events where they are in control of how much or how little they want to let everyone else know. Like walking through a city that they came from and someone recognises them, but calls them by a different name. Then it's up to the character to go from there. Does he dissemble and pretend like the guys crazy? Does he tell a little, but not all? Character backstory is very personal, and I like to leave it in my players control as much as possible.
For your specific encounter, I would first ask the players if they are comfortable with an encounter that would reveal critical parts of their backstory.
They can indeed be touchy. Lol. And you have a point that it should be the player's choice when to reveal things. Two points that I left out of the OP for attempted brevity that in hindsight I shouldn't have: 1) since these are BRAND new players, I spent the entire month prior to our 1st session with each person, Crafting not only the character, but their backgrounds in detail. All of these players are VERY attached to their characters now. They've put so much of themselves and their creative energies, they're very invested. Which leads me to 2) You're right. Players that invested should get to pick when/how their backstory get's revealed. In that "creation month", I asked each one of they would be ok with me using their background as plot material if it fit the narrative, and if they were ok leaving it up to me to choose when/how that reveal was, if they didn't naturally reveal it themselves. I also asked if they were ok with me taking "creative liberties" with some specifics about said background--mostly minor stuff like dialogue in a flashback, time of day, but also very specifically, who the "mystery person responsible" is, etc-- and they all said they would be excited to see that. I still plan to discuss it with each individual again before I shift focus onto them, to make sure they're STILL ok with it. Also, as I mentioned in a different reply, another thing I misrepresented in the OP is that the things the doppelgangers say will be VERY vague, especially to an outsider listening in. So it doesn't really out the whole backstory as much as a) let each character know that they're all connected, and b) give them a jumping off point to...break the ice with each other, as it were. After that new info, does that shift your opinion at all, or give you new advice? I really am grateful for it. Thank you.
Thanks man! I too am very narrative-driven in my storytelling. And no matter WHEN I use this encounter, my hope is that it WILL bring them closer together, if for no other reason than to reveal that they are all connected by a common enemy who is entwined in each backstory.
As for the doppelgangers, as I mentioned in another reply above, I did fudge their powers a bit, and felt like I "yadda yadda"'d their motivation. But I forgot to add in the OP that they were hired by the BBEG to kill the party, so that's REALLY the main goal is that they're hired killers. Looting the party's corpses is just an added bonus for them. LOL! I chose doppelgangers specifically also because in my experience in the past, I had a DM throw a few into the game early on at different points (not used like this. Just as common grifters who completely f***ed the party), to great effect as we had a REALLY hard time trusting ANY NPC from that point forward! I wanted to use an element of that while also poking at the PC's wounds, as it were. So I really appreciate that you like my ideas and that you don't think it's too early for it. I'm still not sure when I'm going to use it, but I am REALLY glad you responded. Thank you so much!
I do agree that I don't want to have to make them share the limelight. And I already gave the player leaving something LIKE this in a private moment, while everyone else was on a break. We're investigating part of her background that will lead them to the first big McGuffin of the campaign, so she gets to be the center of attention until she leaves. It's her first time playing, and I wanted it to be memorable. I do like the idea of doing it later, but one by one. You're not the only person to throw that--or some version of that--out there, so that's rattling around in my brain now. I want to give them all "time to shine"! :) Thank you so much!