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    •  
      CommentAuthorMatthijs
    • CommentTimeAug 1st 2007 edited
     # 1
    I've had this game for some months now, after eagerly awaiting its publication. I haven't talked about it, because I don't know how. But let me just get this off my chest:

    I find the writing very bad. It's evocative in places - but there's no clear voice there, it hasn't been properly edited, and there are some eyesores - like naming a rule "That's retarded!" Reading the text left me annoyed.

    The game may be wonderful - I think it would be hard not to make it work: The concept is strong, the episodal structure clear, and the flavor of theme + setting is good.

    However, I want the game text to seduce me - not be an obstacle to overcome. (Right now it's like a girl who says she wants to have sex... but is wearing ill-fitting, ugly clothes and hasn't washed for a week).

    That's the ugly. The good & bad I'll only know after playing. And right now, I don't want to play.
    •  
      CommentAuthorDenys
    • CommentTimeAug 2nd 2007
     # 2
    I'm surprised to hear about the editing, only because I understand that Pinto edited hundreds of gaming books.
    •  
      CommentAuthorGraham
    • CommentTimeAug 2nd 2007
     # 3
    Matthijs, could you be more specific: like, even more specific? Can you give an example of how it's not properly edited? Is it actually hard to read or just annoying? How easy is it to get a sense of the rules from them?

    What are the other eyesores?

    Graham
    • CommentAuthormarkv
    • CommentTimeAug 2nd 2007
     # 4
    Posted By: Matthijsthere are some eyesores - like naming a rule "That's retarded!"


    I seem to remember that the 'that's retarded' phrase was suggested up by one of us besides Jim during a playtest session and everyone thought that it was a good fit. It may be that it's an americanism common to the age group of the characters that doesn't resonate as well elsewhere

    give the game a try if you can get past your reaction - the sessions I played were always fun
    •  
      CommentAuthorjim pinto
    • CommentTimeAug 2nd 2007
     # 5
    I'm gonna give Matt the benefit of the doubt on my copywriting/editing skills, because editing your own text is one of the hardest thing in the world.

    I did it on Stranglehold too, and wrote that even faster than this. Yikes. Although, in all fairness, someone read it before it went to print.

    Otherwise, I can really speak to all of Matt's other comments... they are after all his opinion... and he's more than welcome to express them. I appreciate Mark's comments, because ... yes... it was out of playtesting "that's retarded" was born. It could easily become "that's stupid" and might have the same charm of children "criticizing" each other's ideas.

    If anyone wants to sample a few pages from the book, let me know.
  1.  # 6
    It took me a while to root about and find out what the game actually is. The description at LuLu enticed me -- it's a setting that I think I'd love.

    But the actual rules -- what the game is -- only gets a quick gloss. I'd love to hear more about the rules.

    I tracked down the blog feed and I want to say I loved the art samples from the book. I usually think the art in RPG books is bad. But this stuff was GOOD!

    By skimming some of the rules from the sample pages I thought -- "Hey, this looks strangely engaging. It might not be everyone's cup of tea, but I might be moved to tears playing it."

    Jim, could you talk more about what the players actually do in play -- both in terms of narrative, but specifically rules and mechanics. There were all sorts of colorful fidley bits on the character sheet, but I don't know what they mean, how they interact with each other, what the mechanical point of play is. Could you describe this a bit.

    Oh, and I liked the type-face and layout and the way the the PC is reference as "The Child." Once I saw that I thought, "Well, of course one of rules is That's Retarded!"

    But in the same way Dogs in the Vineyard is a very different game than My Life With Master which is a different game than AD&D 3.5 which is a different game than Sorcerer which is a different game than Primetime Adventures...

    George's Children is going to be a different game as well. So what is it? Can you tell me how the game is structured? What are the reward mechanics? What do the Players try to get done with mechanics? How do the mechanics interact between Players/GM and so on....?

    Thanks,

    CK
    •  
      CommentAuthorjim pinto
    • CommentTimeAug 2nd 2007
     # 7
    chris, you want me to explain it on here or you just want to see a copy at gateway?

    i'd be more than happy to do either
  2.  # 8
    Welllllll...

    If you explain it here -- then this whole audience gets to know more about your game. Which is a good thing.

    Someone has offered you the chance to go on about something you made. Whenever someone offers me that particular invitation, I leap to accept.

    You might want to consider doing to the same!

    CK
    •  
      CommentAuthornoclue
    • CommentTimeAug 2nd 2007
     # 9
    Posted By: markv
    Posted By: Matthijsthere are some eyesores - like naming a rule "That's retarded!"


    I seem to remember that the 'that's retarded' phrase was suggested up by one of us besides Jim during a playtest session and everyone thought that it was a good fit. It may be that it's an americanism common to the age group of the characters that doesn't resonate as well elsewhere

    give the game a try if you can get past your reaction - the sessions I played were always fun


    The phrase is perfect if its meant to come from the mouths of children in America. Some people find it offensive and may want to edit it out. But kids say it nonetheless.
    •  
      CommentAuthorjim pinto
    • CommentTimeAug 2nd 2007
     # 10
    George's Children is very much stand by me meets mad max or lord of the flies meets mad max. The children and their point of view is everything.

    Adults have been dead long enough that the world is in crisis, but short enough that some children remember something about them.

    How children are born and when they go when they reach 13 is up to the storytellers.

    Since it is a shard storytelling experience, everyone takes turns adding to the elements already created.

    Told in three acts, the players take turns in age order (oldest first) detailing each of the following stages of the game

    Act I: Breakfast
    Act II: Gossip
    Act III: The Journey
    Act IV: The The
    Act V: Bedtime

    During Act I the children get one turn to introduce their character. Much like Dogs, they can either succeed or fail at the end of the scene and this will impact later scenes. Success in the game is denoted as gaining glory and failure is worry. This is true through every act. Breakfast also involves how they get food for the day.

    Act II can be played one of two ways (although most everyone prefers the first version). Co-op or competitive rumors. Each child reveals a rumor about THE THE, being as convincing as they can about something that must be overcome. This is essentially how the plot of the game develops. But it changes every time you play. The only rules about the rumor is that it must be told as a THE. Children do not go to A park, they go to THE park. Therefore if a child says there's a monster in a forest somewhere, he is referring to THE monster in THE forest. In our first ever game, it was THE itchy. In the competitive version, the person with the most successes convinces everyone to go after his/her goal. In co-op, everyone votes or agrees.

    Undoubtedly, it always becomes about safety or luxury. Children want to get somewhere safe or fight some bad guys. OR, they want to reach a place where food is plentiful.

    Act III is the journey. It plays like Act I, but continues around the table over and over again until one player reach give glory, which immediately starts Act IV. If anyone accumulates five worry, he or she ages one year and is out of the game. If the child is 12, he/she dies. The player still plays the game, but the child is not part of the story any longer. Act III does not have to be a journey. If the goal is to build defenses against an incoming gang of kids, then game play is still the same, but the players do not walk somewhere, but instead take turns preparing for the end.

    Act IV is THE THE. This is free-form again. Although instead of gaining successes, the players spend the successes they have received so far, one at a time, revealing more and more about the climax.

    Act V is Bedtime where the players discuss the fate of the other children at the end of the day based on the amount of Worry they have amassed.

    Gameplay is about 3-5 hours depending on the number of players and the complexity of the story.

    Character creation is a two-step process, pick a name and an age (between 7 and 12). No two children can be the same age.

    Your Memory score is equal to your age. This represents a child's reality and how he/she interacts with it. Your Imagination score is 15 minus your age. This represents a child's perception of reality and ability to expand it.

    Children have one goal each, to help frame the character. This has no mechanical value.

    Children have strengths, which can be used once to reroll a failed die roll. Basically luck or hit points with names.

    Determining success is a simple 50/50 ratio, with children bidding their attributes to determine how many dice they roll. The other children can increase the difficulty of a trial by spending their own imagination or memory. The more people spend, the harder it is for a child to get passed their objective.

    Children either forge independence (gain Glory) or forge bonds (reduce the worry of others) during their turn. Since it is (sort of) a race to be the first child with five glory, the game can get a little competitive. Which is good. In the Lord of Flies version of the game, children play to last man standing, not a set number of Glory.

    I think that's the easiest way to describe everything in the game.

    The book also has rules for playing in a mutant or zombie-filled wasteland or to recreate AKIRA or something similar.
    •  
      CommentAuthorjim pinto
    • CommentTimeAug 2nd 2007
     # 11
    Posted By: noclue
    Posted By: markv
    Posted By: Matthijsthere are some eyesores - like naming a rule "That's retarded!"


    give the game a try if you can get past your reaction - the sessions I played were always fun


    The phrase is perfect if its meant to come from the mouths of children in America. Some people find it offensive and may want to edit it out. But kids say it nonetheless.


    i believe the rulebook even says, that if this offends you, use something else. but i don't remember.
  3.  # 12
    Hi Jim,

    Thanks. Now I definitely want to check this out.

    I'm still unclear on what happens in actual play: what people are rolling, how one accumulate worry, how the GM interacts with the Players and so on.

    But I love the simple, formalized "kids telling a story" aspect to it.

    Can't want to see a copy at Gateway.

    Thanks again,

    CK
    •  
      CommentAuthornoclue
    • CommentTimeAug 2nd 2007
     # 13
    Jim, you should mention that the proceeds go to charity
    •  
      CommentAuthorjim pinto
    • CommentTimeAug 2nd 2007
     # 14
    You just did
    •  
      CommentAuthorjim pinto
    • CommentTimeAug 3rd 2007
     # 15
    Oh sorry, Chris.

    There is no GM. One YOUR turn, you frame a scene for yourself. And then set a Trial that you have to overcome. The other players can increase the difficulty of the Trial (one point per). You bid how much Memory or Imagination you want to spend to overcome the Trial. You roll dice equal to points spent (or flip coins or whatever). 50/50 chance of success on a single die/flip. If you get enough successes you get a point of Glory and describe your success. If you fail, you get a point of Worry and the player to your left describes your failure.

    Haha. Now no one needs to buy the book.

    And yes. All the proceeds go to charity.
    •  
      CommentAuthorMatthijs
    • CommentTimeAug 3rd 2007
     # 16
    Heheh :)

    This thread is pretty obvious proof that even posting negative stuff about a game can easily get that game positive attention.

    Jim and I have been whispering a bit about this game. Here's what I wrote about "That's retarded":

    * I think that even though children from a specific culture are using that term today, it doesn't mean they will do so in a horrible post-apocalyptic world tomorrow.
    * Even if they do, the game is presumably meant for children from other cultures as well.
    * And at any rate, naming a rule after an offensive term is a conscious design choice. Why use that term, in this specific game? (I mean, you could conceivably name a rule "Nuke the fags!" in Twilight:2000, but it would seem jarring in the context of the game - while if Kill Puppies For Satan had a rule called "The Fuck Jesus Rule", it would make sense, sort of).
    •  
      CommentAuthorMatthijs
    • CommentTimeAug 3rd 2007
     # 17
    I'm going to ask the tough question:

    Jim, you say you're a professional, and yet you wrote this game very quickly and didn't have it edited by anyone before publishing it. That's unprofessional. How do you justify charging me money for your product?
    •  
      CommentAuthorjim pinto
    • CommentTimeAug 3rd 2007 edited
     # 18
    It's for charity. All of it. How can we justify or afford an editor?

    We've already lost time and money on this project.
    •  
      CommentAuthorMatthijs
    • CommentTimeAug 3rd 2007
     # 19
    If I want to give money to charity just for the sake of doing so, I already do that.

    However, in this case I'm buying a game, and I expect it to meet certain standards. If I should have lower expectations, shouldn't you tell me that before I buy?
  4.  # 20
    Ok at this point, I think before jim gets actually offended or angry I should step in and offer a refund for return of the book.

    Drop me an email at monstrosgiganticos@yahoo.co.uk and we can arrange the return of the defective merchandise and a refund.
    We're really genuinely sorry you didn't enjoy the book. Other have expressed their satisfaction with it.
    •  
      CommentAuthorMatthijs
    • CommentTimeAug 3rd 2007
     # 21
    Okay, now I'm confused and slightly annoyed.

    First of all: What's with the "offended or angry"? If Jim's offended or angry, what does that have to do with anything?

    Second of all: What's with the "sorry you didn't enjoy the book"? Excuses of this type - "I'm sorry you feel that way" - really get up my nose. I don't want you to be sorry for my feelings. I want you to copy-edit your book properly.

    Thanks for offering a refund, though! That is professional behavior. I'll decline, both because it's more hassle than it's worth to go to the post office etc etc, and because I might want to play the game at some point in the future.
  5.  # 22
    My apology was not intended to offend. My natural impulse now is to apologise for causing offense, but I'm not sure that would help! I genuinely hope you have fun if you get round to playing the game!
    •  
      CommentAuthorMatthijs
    • CommentTimeAug 3rd 2007 edited
     # 23
    Sorry, jim and Jon; there's been a communication breakdown, which none of us have intended. I didn't go into this to be insulting, rude or offensive; if you read other stuff I've posted, here and elsewhere, you'll hopefully see that I generally aim to be diplomatic and don't post criticism easily.

    I think what's happened here is that we're coming at this from widely different angles. On this forum, there has been a lot of debate recently about criticising games. Many people, myself included, feel that there's a culture among designers (I'm a game designer) of not telling each other what's wrong with each others' games, and that this isn't good for the games we make.

    I've been writing based on the assumption that you understand I'm a designer arguing from a customers' viewpoint. I've thought of what I do as a sort of academic criticism: Asking pointed questions assuming that the answers will mostly show that the writers have thought through what they did, and sometimes show flaws in the process, for later improvement.

    I see that I haven't been clear about this, and that some posts can be seen as unproductive attacks. I apologise for that.

    I understand from both your posts that I'm seen as "random disgruntled customer posting angry stuff on message boards". I'm not. I'm a professionally published game designer and writer, with an understanding of both the writing and publishing process. However, you don't know that.

    I understand from jim's whispers (which I wish he would have posted in public) that he doesn't wish to discuss the editing and writing of the game with me at this point. Since that was what this thread was about (it wasn't meant as a general information thread about the game, but quickly drifted there), I'm bowing out of the public debate.
    •  
      CommentAuthorMatthijs
    • CommentTimeAug 3rd 2007
     # 24
    (See this thread for more context on the "criticising games on this forum" thing: Guide to Talking Bad About My Games)
  6.  # 25
    I thought the first post was really good. (Not sure about the whole "dirty girl" analogy being appropriate for a game about kids, but hey ;) )

    I stepped in simply because the questions went from being about the game to being inferences on jim's character, and being logical traps - "either you misled us about being a pro, or your product is bad and you know it". That's not a fair nor productive line of questioning in my opinion.

    Criticism of the actual game, and the book which contains it are more than welcome. The first post provoked some good discussion betwen me and jim yesterday. Your questions today just had us saying "now that's crossed the line into personal stuff". Of course that's a subjective line, but if you're going to tread near it you are risking crossing it.

    But hey, apology accepted, we're all good and understand one another. We're both up to speed on those threads btw. Heh - If you knew just how much of both jim's and my day jobs are about accepting wildly stupid critique* in good grace, you'd have no concerns about our abilities! :)

    *except from any of my clients who happen to read this. All your crit is GREAT. :)
    •  
      CommentAuthorMatthijs
    • CommentTimeAug 3rd 2007
     # 26
    All good.

    (And if you want to see me performing on the other end of the pointed stick, you can see what happened when I discussed We All Had Names at theRPGsite).
  7.  # 27
    Hey guys,

    As curious as I am about the game (and I am curious), a lot of nonsense just happened.

    Matthjs wrote:

    Posted By: Matthijs
    Jim, you say you're a professional, and yet you wrote this game very quickly and didn't have it edited by anyone before publishing it. That's unprofessional. How do you justify charging me money for your product?


    And suddenly that's an inference of Jim' character?

    No, it's not. (Though I might be able to see how you guys read it that way.)

    The more important point for me (and I had the same question raised in my own mind when I read comments on the George's Children blog) is Jim saying, " We did this book for charity. That means we worked for free," to justify what, apparently is a book that needed better proof-reading. And then, on this site, Jim wrote: "It's for charity. All of it. How can we justify or afford an editor? We've already lost time and money on this project."

    Now, as Jim has pointed out, proof reading your own material is very tough.

    But guys... that doesn't cut it.

    No one is allowed to say, "Because I'm doing this from the goodness of my heart, the quality will be less than what I normally do."

    You rope someone in to volunteer time to proof it. Or you get three non-pros to read it and aggregate their red-marks. (That would probably catch most of the mistakes.)

    You do understand, Jim, that saying, "Hey, I was defending this guy pro bono, so of course I wasn't at the top of my game before the judge," doesn't make much sense?

    Jim and Jon, if you want to keep putting yourselves in the corner of defending against personal attacks, that's your choice. But that's dodging the real issue here: Matthijs paid real money for the product, charity or not. And it's a product that represents the work you guys did, charity or not. Now, I haven't seen the text, he has. And he seems to be saying there's enough editing to be done that it wasn't ready to go out.

    Charity or not, that's a valid criticism. Charity is not excuse. Good will can never be an excuse or it demeans good will.

    Now, Matthijs, you now have the answer to your question. You wrote:

    Posted By: MatthijsI'm going to ask the tough question:

    Jim, you say you're a professional, and yet you wrote this game very quickly and didn't have it edited by anyone before publishing it. That's unprofessional. How do you justify charging me money for your product?


    Jim replied:

    Posted By: jim pintot's for charity. All of it. How can we justify or afford an editor?

    We've already lost time and money on this project.


    That's it. You may not like the answer. (I don't.) But there it is. Short of brow-beating him into saying, "Hey, I was wrong. I should have treated this project with the same professional standards I bring to any other project," nothing is going to change on this front.

    You asked. He answered.

    To be honest, I don't think Matthijs attacked Jim personally. But I do think Jim revealed something about himself personally. He might not like having been put in that position where he had to do that. But that's a different matter.

    CK
  8.  # 28
    Hi Jim,

    You wrote:

    Posted By: jim pinto
    There is no GM. One YOUR turn, you frame a scene for yourself. And then set a Trial that you have to overcome. The other players can increase the difficulty of the Trial (one point per). You bid how much Memory or Imagination you want to spend to overcome the Trial. You roll dice equal to points spent (or flip coins or whatever). 50/50 chance of success on a single die/flip. If you get enough successes you get a point of Glory and describe your success. If you fail, you get a point of Worry and the player to your left describes your failure.


    So, is it a competitive game between the players? Are there resources the players give up to increase the difficulty of the Trial?

    I got the game until this point, and now I'm getting a little confused. What's the intention here? How does it play out in practice?

    Thanks,

    CK
    •  
      CommentAuthorjim pinto
    • CommentTimeAug 3rd 2007 edited
     # 29
    The other players spend their Memory or Imagination to increase the difficulty of the Trial.

    The game is as competitive as the players make it. Some people do not try to make the Trials more difficult. Some don't.

    The Lord of the Flies version is much more competitive. The players are "racing" to reach five glory, but that doesn't mean they have to be cruel to one another at every stage. And of course if you're low on resources you can't afford to make every Trial difficult.
    •  
      CommentAuthorjim pinto
    • CommentTimeAug 3rd 2007 edited
     # 30
    I was trying to be respectful of the fact that Matt dropped it.

    Matt is entitled to his opinion about the editing. I don't agree.

    But he should be allowed to discuss it in public all he wants. If he wants to talk TO ME about it, I don't feel that leading questions are a fair way to go about it.

    How much further can the conversation go?

    If you haven't noticed. I'm trying not to be an asshole on these boards in the manner I was a week ago.

    I've been very polite about everything so far.

    If you want to talk about the game, I will gladly answer your questions about it. But I can't and won't address Matt's opinion any further. He's bowed out of the debate about it and so have I.
    •  
      CommentAuthornoclue
    • CommentTimeAug 4th 2007
     # 31
    Wow. I can't believe my eyes. I leave you two alone for a second and you go all civil and polite on me =)


    One thing I thought I would point out:
    Posted By: Matthijs

    ...the game is presumably meant for children from other cultures as well.


    I missed that the first time. Jim, is your game meant for children? Or is it just about children?
    •  
      CommentAuthorjim pinto
    • CommentTimeAug 4th 2007
     # 32
    It's about children. It's intended for mature players.
    •  
      CommentAuthornoclue
    • CommentTimeAug 5th 2007 edited
     # 33
    I'm confused. Are there a lot of typos in the text or is this just a question about design and layout choices? Because the only specific criticism I saw was about the title of a chapter, which is not a proof reading issue. So far I haven't heard anything that speaks to unprofessional standards, just differing tastes.

    Posted By: Matthijs
    I find the writing very bad. It's evocative in places - but there's no clear voice there, it hasn't been properly edited, and there are some eyesores - like naming a rule "That's retarded!" Reading the text left me annoyed.


    That's all fine, but mostly that's subjective criticism, except for the vague "it hasn't been properly edited." I read the comment as "there's a lot of grammatical errors an editor would have corrected." Is that what was meant? I haven't seen the book, but I know its supposed to look like a children's book.

    Jim: You're gonna have copies available at Gateway right?
  9.  # 34
    You can see some sample pages on Lulu. There are two typos that I remember noticing on the pages I looked at ("then" instead of "than", and a singular/plural error). I am doubtful that this is unprofessional. Any book has to have a limit at which point you send it to press, and there will be typos for sure.

    I think it looks to have been "edited" in the sense of content -- it has been arranged in order, with I'm guessing parts added and omitted from an initial text. I would say that Jim has taken a critical view of the order of the book and what is to be included. I am guessing this as it looks a coherent text to me. Maybe an external editor would have asked questions that didn't occur to Jim, or maybe not.

    I also think it has been "edited" in the sense that typos have been spotted and fixed, and I would say some proof-reading had been done. I think this because otherwise there would be far more errors. However, Jim probably did it himself and, of coures, you have a harder time spotting your own errors. Would someone else looking at it have helped?

    Here's the deal. I would take someone who does this as a professional "rushing" it through and giving it a look over only a few times over a non-professional labouring away intensively for far longer. That is my experience.

    What would my ideal be? A professional labouring away intensively for far longer, of course, but often circumstances dictate that this option is not possible (either financially or physically).
    •  
      CommentAuthorjim pinto
    • CommentTimeAug 5th 2007 edited
     # 35
    Thanks for the posts, guys.

    In general, I think you're going to find typos. In anything. But yes, another set of eyes on this would have helped.

    And yes, the ideal would be more eyes on anything I write. I'm giving a copy to a friend to edit for free (again more cost to me). And if necessary, I'll post a new pdf to lulu. It just depends on the extent of errors.

    As for style... our design decision was a children's book (in look and feel). It's very casual in tone.

    Except for the fiction (of which there is very little).

    And yes. I will have copies at gateway.
    •  
      CommentAuthornoclue
    • CommentTimeAug 5th 2007 edited
     # 36
    Gregor, I agree. My question really comes from my feeling that Matthijs is objecting to things in the writing that were conscious choices of the author, rather than sloppy editing or unprofessional proof reading standards. Which makes a lot of Chris responses about professional conduct and proof reading off target. I'm unclear at the moment as to whether rushing is really an issue. Professionally edited games have some typos. I understand from Jim that he is proud of the game. That it is the game he wanted to create. That is not an editing issue (except as you pointed out, editors can sometimes change writer's minds with new perspectives). That's a design issue. Maybe some people just like different things.
  10.  # 37
    Hi James,

    Of course some people like different things.

    I was responding to Jim's defense of his book:

    Matthijs: "...it hasn't been properly edited..."

    Jim: "It's for charity. All of it. How can we justify or afford an editor?"


    I have no idea if the editing is bad. I've clearly never seen a copy. But Jim didn't say, "You know, tell me about these errors, because I don't think there are that many." Instead he offered an excuse for sloppy editing.

    Because of Jim's statement I could only assume there were a lot of errors. If there aren't, fine. But I'm going from Jim's words, not Matthijs'.

    If there aren't a lot of typos, Jim should just say, "I don't think you're correct in this assessment. Could you please back that up."

    CK
    •  
      CommentAuthorjim pinto
    • CommentTimeAug 5th 2007 edited
     # 38
    For the record.

    I spoke with Matthijs in private.

    I did not agree with all of his assessments. Copyediting is one thing. Editing for structure is another.

    The charity comment was in reference to a specific comment.

    I don't feel the need to "defend" my position any longer and I hope no one takes it as a slight that I think the book is really cool, even if the structure isn't their cup of tea.

    I hope this clears things up.
    •  
      CommentAuthorMatthijs
    • CommentTimeAug 6th 2007
     # 39
    To those asking me questions or commenting my posts in this thread: I've bowed out of the debate, so I won't be answering. I'm not mad at anyone or anything; the debate just ceased to be productive both for jim and myself.

    (jim + others who refer to me as "Matt": Could you write "Matthijs" in the future? I'm fond of my name, and it keeps me distinct from the other Matts on this forum :) Thanks!)