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Stocking Your Megadungeon: Four Methods That Support Long-Term Play

The Dungeon Trainer - PricoSuave · September 23, 2026 · 22 min read
A Game Master's hand placing miniature figures and treasure tokens across a sprawling dungeon map divided into themed zones, warm amber light from a lantern illuminating the detailed cartography and handwritten notes

A megadungeon needs inhabitants, treasure, and surprises that sustain dozens of sessions. Learn four practical stocking methods, from random tables to thematic layering, and apply them to your own ongoing campaign.

A megadungeon is a long-term environment rather than a collection of rooms that only needs to survive one expedition. Its inhabitants, treasure, hazards, empty spaces, secrets, and unusual features collectively determine whether players continue seeing meaningful possibilities or eventually feel as though they are repeating the same encounter behind different doors.

Stocking therefore matters.

The rooms you populate determine more than combat frequency. They influence what players can learn about the dungeon, how they assess risk, which routes seem attractive, what factions appear powerful, where treasure might be concentrated, and whether previously explored territory feels connected to the larger environment.

This article presents four practical approaches to stocking a megadungeon:

  1. Thematic layering by faction and function
  2. Random stocking with contextual adjustment
  3. Procedural stocking with weighted probability
  4. Keystone stocking with flexible connective tissue

These names are working categories for this guide rather than established historical schools of dungeon design.

You can use one approach throughout the dungeon, combine several, or change methods between regions. The objective is not to identify one correct stocking formula. It is to match your preparation method to the type of dungeon you want to run, the amount of time you have available, and the degree of uncertainty you want behind the screen.

Why Stocking Method Matters

The way a megadungeon is stocked affects how players learn to interact with it.

Imagine two dungeon levels using the same map.

In the first version, every room is independently generated with little regard for neighboring spaces.

A shrine might sit beside a monster lair, which sits beside an abandoned workshop, which sits beside a noble bedroom, with no obvious explanation connecting any of them.

That randomness can create surprising ideas.

It can also make environmental reasoning difficult.

In the second version, the entire region was once a military complex and is currently occupied by two competing factions.

Now room contents reinforce recognizable patterns:

  • Barracks
  • Armories
  • Kitchens
  • Guard stations
  • Command chambers
  • Storage areas
  • Abandoned defensive works

Players can begin predicting what might exist beyond unexplored doors.

That predictability is not necessarily a weakness.

It means knowledge of the environment has value.

The problem appears if everything becomes so orderly that discovery stops being surprising.

A useful stocking method therefore balances several competing goals:

  • Coherence
  • Surprise
  • Preparation time
  • Responsiveness
  • Persistent geography
  • Player information
  • Variety

Different methods emphasize different parts of that balance.

Fixed Stocking and Generated Stocking Create Different Experiences

Before choosing a method, decide how fixed you want the dungeon to be.

Pre-Stocked Dungeon

The Game Master determines most room contents before the players arrive.

The advantage is strong spatial consistency.

If Room 24 contains an abandoned shrine, it remains an abandoned shrine whether players approach it from the north or south.

Players can therefore reason about the dungeon as an objective environment.

The disadvantage is preparation.

You may spend time designing rooms the players never visit.

Generated Dungeon

Some contents are determined when the party approaches them or shortly before a session.

This reduces advance preparation and can produce unexpected combinations.

The trade-off is continuity.

If too much remains undefined for too long, players may begin feeling that the dungeon forms around them rather than existing independently of them.

Neither model is inherently wrong.

The important thing is understanding what experience you are creating.

A megadungeon focused heavily on mapping, reconnaissance, and spatial mastery usually benefits from a relatively stable environment.

A more improvisational campaign can tolerate more unresolved material.

Many campaigns use both.

Important locations remain fixed while lower-priority details are generated as needed.

Method One: Thematic Layering by Faction and Function

Thematic layering treats each major dungeon region as an environment shaped by history, inhabitants, or purpose.

Before stocking individual rooms, determine what the area fundamentally is.

For example:

The Ironclad Works

An abandoned mining district partly reclaimed by dwarven prospectors.

The Drowned Vaults

An older section flooded after the collapse of subterranean waterworks.

The Chains

The remains of an ancient prison complex.

Each region immediately suggests different contents.

Start With Function

Ask:

  • What was this area originally built for?
  • Who built it?
  • What rooms would that purpose require?
  • What happened to the original inhabitants?
  • Who uses the area now?
  • What has been altered?
  • What remains abandoned?

An old mining complex might contain:

  • Ore-processing chambers
  • Tool storage
  • Worker quarters
  • Cart tracks
  • Ventilation shafts
  • Collapsed galleries
  • Supervisor offices
  • Water pumps

A temple complex might contain:

  • Ritual spaces
  • Clerical quarters
  • Archives
  • Crypts
  • Storage
  • Kitchens
  • Pilgrim accommodations

Function gives the environment an underlying logic.

Add Current Occupation

The area's original purpose and current use do not have to match.

A ruined archive may now contain:

  • Refugees
  • Goblin scavengers
  • Undead scholars
  • A magical infestation
  • Rival adventurers

The new inhabitants modify the old architecture rather than replacing its history.

A former reading room becomes a sleeping chamber.

Bookshelves become barricades.

A restricted archive becomes a treasure store.

A collapsed lecture hall becomes a monster den.

These layers make the dungeon feel as though different groups have occupied it over time.

Use Faction Territory

When a faction controls an area, ask what its occupation would produce.

A well-established faction may have:

  • Guards
  • Food
  • Sleeping areas
  • Waste disposal
  • Leadership
  • Storage
  • Defenses
  • Routes used regularly
  • Areas considered dangerous even by the faction

A temporary occupation may be much less developed.

The important question is not:

"What encounter belongs in this room?"

It is:

"What would reasonably be here given the history and current inhabitants?"

Strengths of Thematic Layering

Thematic stocking produces strong environmental coherence.

Players can learn patterns.

If every Ironclad outpost uses the same warning symbol, recognizing it becomes useful.

If Deeplight cultists trap secondary entrances but leave primary ceremonial routes open, players can exploit that knowledge.

The dungeon becomes something players can understand.

That supports one of the major strengths of megadungeon play: growing player mastery of the environment.

Risks of Thematic Layering

The main cost is preparation.

You need enough understanding of the area's purpose and inhabitants to stock it coherently.

There is also a risk of excessive uniformity.

If every room in the mining level exists only to reinforce "this is a mine," exploration becomes predictable.

Break the Pattern Deliberately

Include:

  • Older structures beneath newer ones
  • Abandoned territory
  • Contested borders
  • Unexplained intrusions
  • Evidence of previous inhabitants
  • Natural caverns intersecting artificial construction
  • Rooms whose original purpose is unclear

The interesting question often becomes:

"Why doesn't this room fit?"

A single anomalous chamber can generate more curiosity than ten perfectly logical ones.

Method Two: Random Stocking With Contextual Adjustment

Random dungeon stocking has deep roots in D&D.

Original D&D included procedures for distributing monsters and treasure through a dungeon, and later editions expanded random dungeon generation into more detailed tables.

The principle remains useful:

Let dice or another random process decide some of what exists.

Then interpret the result.

Why Use Random Stocking?

Random generation can accomplish several things.

It Reduces Decision Fatigue

You do not need to invent every room from nothing.

The procedure supplies a starting point.

It Produces Combinations You Would Not Choose

Designers naturally repeat their preferences.

Randomness can interrupt those habits.

Perhaps you expected another monster room.

The table produces treasure with no guardian.

Now you need to determine why it remains untouched.

Perhaps you expected an empty passage.

The table produces something unusual.

Now the area develops a new feature.

It Lets the Game Master Discover the Dungeon Too

Some Game Masters enjoy not knowing everything before preparation begins.

Random generation turns stocking into a form of discovery.

Random Does Not Have to Mean Incoherent

The strongest use of random stocking usually involves interpretation.

Suppose a table generates a dangerous creature in territory controlled by a weaker faction.

Several explanations are possible.

Reroll It

The result does not fit what has already been established.

Generate another.

Reskin It

Use the mechanical role of the result but change its identity.

Reinterpret It

The creature is:

  • A captive
  • A recent intruder
  • An ally
  • A threat the local faction fears
  • The reason the surrounding rooms are abandoned

The unexpected result now creates new information.

Contextual Adjustment

A practical workflow is:

  1. Establish the area's basic context.
  2. Place any essential locations deliberately.
  3. Roll room contents for a group of nearby spaces.
  4. Review the results together rather than individually.
  5. Keep surprising combinations that create useful questions.
  6. Adjust results that contradict established facts without adding anything useful.
  7. Add relationships among neighboring rooms.

The purpose is not to eliminate strange outcomes.

It is to distinguish productive strangeness from incoherence.

Example

Suppose five generated rooms contain:

  1. Empty chamber
  2. Monster
  3. Treasure
  4. Trap
  5. Empty chamber

Those labels are only the beginning.

Inside an abandoned prison section they might become:

  1. Former guard barracks, recently searched
  2. Escaped subterranean predator
  3. Confiscated valuables hidden behind a collapsed wall
  4. Original prison security mechanism
  5. Empty cellblock containing evidence someone passed through recently

The procedure supplies categories.

Context turns them into a place.

Historical Ratios Are Not Universal Rules

Early D&D and AD&D used specific probabilities for random dungeon stocking.

Those ratios are historically important.

They are not universal targets for a modern megadungeon.

Different games reward different densities of:

  • Combat
  • Treasure
  • Empty space
  • Hazards
  • Interaction
  • Exploration

Use old stocking tables when you want the style of play those tables help produce.

Do not treat them as mathematical requirements for every dungeon.

Method Three: Procedural Stocking With Weighted Probability

Procedural stocking extends simple randomness by making results depend on context.

Instead of every room using the same probabilities, the dungeon's state changes what can appear.

Variables might include:

  • Depth
  • Region
  • Faction control
  • Alert status
  • Previous player activity
  • Environmental conditions
  • Nearby rooms

This creates a dungeon where generation reflects established circumstances.

Depth-Based Weighting

A simple procedure might alter probabilities according to depth.

Upper levels could contain more:

  • Weak inhabitants
  • Scavenged rooms
  • Common resources
  • Signs of surface activity

Deeper areas might increase the chance of:

  • Dangerous inhabitants
  • Unusual treasure
  • Ancient structures
  • Magical hazards

This is not mandatory.

Some megadungeons deliberately place dangerous areas near the entrance.

Depth is simply one variable the procedure can use.

Faction-Based Weighting

Suppose the Ironclad Guild controls a region.

A stocking table for that territory might contain:

  • Miners
  • Guards
  • Supply storage
  • Prospecting equipment
  • Friendly workers
  • Rival spies
  • Recently excavated passages

If the Ironclad Guild loses control, the table changes.

Possible results might shift toward:

  • Abandoned stations
  • Looted supplies
  • Rival scouts
  • Monsters entering from neighboring territory
  • Damaged infrastructure

Now the environment can evolve without redesigning every individual room.

Adjacency Rules

Neighboring rooms can also influence results.

If the current room is beside a faction leader's chamber, nearby spaces are more likely to contain:

  • Guards
  • Waiting rooms
  • Defensive positions
  • Staff
  • Escape routes

If a room lies beside an underground river, nearby results might favor:

  • Flooding
  • Water creatures
  • Damp storage
  • Drainage structures
  • Boats

Adjacency creates local coherence.

Alert-State Procedures

You can also change stocking or wandering-encounter probabilities after the party's actions.

For example:

Normal

The faction follows ordinary routines.

Alert

More guards appear near important passages.

Hostile occupation

Defensive positions become common.

Collapsed control

Rivals and scavengers begin appearing.

This can be especially useful when players repeatedly enter the same territory.

Avoid False Simulation

Procedural complexity has a cost.

A spreadsheet containing forty dependencies does not automatically produce a better dungeon than a six-entry table.

Use complexity only when it helps answer questions that actually matter in play.

If you find yourself maintaining a simulation nobody at the table can perceive, simplify it.

The goal is playable responsiveness, not perfect modeling.

Method Four: Keystone Stocking With Flexible Connective Tissue

Keystone stocking minimizes detailed advance preparation.

The Game Master prepares the most important locations first and leaves lower-priority spaces at lighter detail until players approach them.

This method is particularly useful for Game Masters comfortable improvising from established context.

What Is a Keystone?

A keystone is a location important enough to define part of the dungeon.

Examples include:

  • A faction headquarters
  • A major treasure vault
  • A unique shrine
  • A major vertical connection
  • A powerful creature's lair
  • A sealed gateway
  • A critical historical site
  • An unusual environmental set piece

These locations receive detailed preparation.

You know:

  • What they contain
  • Why they matter
  • Who knows about them
  • What connects to them
  • What happens if players interact with them

Connect the Keystones

Next, establish the major routes among them.

For example:

Ironclad Outpost

connects to

Collapsed Ore Lift

which can eventually reach

Drowned Temple

while another branch leads toward

Deeplight Territory

The important geography is fixed.

You know those places exist and roughly how they connect.

Smaller intermediate areas can remain lightly defined.

Flexible Does Not Mean Quantum

This distinction is critical in a megadungeon.

If players deliberately choose the west corridor because their information suggests the faction leader is east, do not secretly move the faction leader into the west corridor simply because you prepared that encounter.

That destroys the value of navigation.

Likewise, if players speculate:

"I bet this corridor leads to the command chamber."

their guess does not automatically become true.

Player speculation can inspire genuinely undefined details.

It should not rewrite established geography merely to create the illusion that the players predicted the answer.

A persistent dungeon benefits from having facts that exist independently of player expectations.

Improvising Connective Tissue

When players enter an undefined intermediate room, use what is already true.

Ask:

  • Which keystone is nearby?
  • Who travels through this area?
  • What was this section originally for?
  • What happened recently?
  • What does the nearest faction need?
  • What environmental conditions apply?

Then create something consistent with those answers.

Afterward, record it.

Once discovered, it becomes part of the dungeon.

Keep a Dungeon Change Log

For improvised locations, note:

  • Room identifier
  • Basic function
  • Important contents
  • Connections
  • NPCs encountered
  • Treasure removed
  • Damage or changes
  • Unresolved details

This prevents flexible preparation from turning into inconsistent geography.

Relationship to Node-Based Design

Justin Alexander's node-based scenario design is a broader method for creating scenarios with multiple meaningful connections rather than one fragile predetermined sequence.

Keystone stocking is not one of Alexander's named techniques.

However, the same structural insight is useful here:

Important locations become more robust when players can reach and interact with them through multiple connections.

In a megadungeon, that might mean:

  • Multiple staircases
  • Loops
  • Secret routes
  • Alternative entrances
  • Faction-controlled shortcuts

The result is a dungeon that supports exploration rather than one mandatory path.

Combining Stocking Methods

You do not need to select one method for the entire dungeon.

Hybrid stocking is often more practical.

Thematic Core With Random Detail

Define a region thematically.

Then use random tables for secondary rooms.

This gives you:

  • Coherence from the theme
  • Surprise from randomness

Procedural Faction Territory

Use thematic design for the faction's important spaces.

Use weighted procedures for:

  • Patrols
  • Minor rooms
  • Contested borders
  • Restocking

Keystone Depths

Prepare major deep-dungeon locations well in advance.

Leave connecting rooms at lighter detail until players begin approaching them.

Random Draft, Thematic Revision

You can also randomly stock an entire section during preparation.

Then revise the results.

Ask:

  • Which results suggest factions?
  • Which rooms share history?
  • Which anomalies deserve explanation?
  • Which areas need more empty space?
  • Where are the routes too repetitive?

Randomness generates raw material.

Revision produces the environment.

Players Do Not Need to Know Your Stocking Procedure

The dungeon's fictional logic matters to the players.

Your preparation technique usually does not.

You do not need to announce:

"Level 2 uses weighted procedural generation."

Instead, communicate what characters can actually perceive.

For example:

  • The architecture is older here.
  • Flooding becomes common.
  • Ironclad markings disappear.
  • Tracks suggest larger creatures.
  • The stonework does not match the upper levels.

Players can then adjust their strategy because the world changed, not because the Game Master's stocking method changed.

Example: Stocking Deepfall Chasm

The Deepfall Chasm remains the fictional megadungeon used throughout this series.

This is a design example rather than a report from an actual campaign.

For continuity, the Chasm contains several major regions previously established in the series:

  • The Crumbling Galleries and the Chains in the upper reaches
  • The old Ore Halls below
  • The deeper Drowned Vaults
  • Territory influenced by the Ironclad Guild
  • Hollowborn activity
  • Deeplight cult operations
  • Additional unexplored regions farther below

Different stocking methods can help make those zones feel distinct.

Upper Chasm: Thematic Layering

The upper Chasm contains overlapping layers of history.

Parts of the region once served as prison structures.

Later excavations cut mining galleries through older architecture.

The Ironclad Guild now operates in portions of the region.

The Game Master therefore stocks important rooms according to those layers.

Possible locations include:

  • Abandoned cells
  • Guard stations
  • Collapsed mining chambers
  • Ore storage
  • Ironclad checkpoints
  • Old interrogation rooms
  • Prospecting camps
  • Broken lifts

Not every room needs an encounter.

Some simply reveal how the region changed over time.

A prison chapel converted into equipment storage immediately tells players something about both the old dungeon and its current inhabitants.

The Ore Halls: Weighted Procedural Stocking

The old Ore Halls are larger and less stable.

Rather than fully keying every secondary chamber, the Game Master creates procedural tables influenced by:

  • Ironclad activity
  • Deeplight incursions
  • Structural damage
  • Mining features
  • Recently disturbed creatures

A room generated inside stable Ironclad territory may contain workers or supplies.

A room generated near a contested border has a greater chance of defensive positions, abandoned equipment, scouts, or evidence of recent fighting.

If the players alter control of the region, future stocking probabilities can change accordingly.

The Drowned Vaults: Keystone Stocking

The deepest currently sketched region contains several important fixed locations.

For example:

  • A submerged ceremonial chamber
  • A Hollowborn sanctuary
  • A broken lift from the Ore Halls
  • A sealed Deeplight excavation site
  • A flooded archive
  • A passage descending toward an unknown deeper zone

These locations are fixed before the characters arrive.

The Game Master knows how they connect at the regional level.

Secondary chambers remain lightly described until the party approaches them.

When improvisation becomes necessary, it draws from:

  • Flooded architecture
  • Ancient history
  • Hollowborn activity
  • Deeplight exploration
  • Previously established geography

Anything created during play is immediately recorded.

Why the Hybrid Works

Each region produces a different exploration experience.

The upper Chasm rewards understanding faction territory and historical layers.

The Ore Halls feel unstable and responsive to changing control.

The Drowned Vaults emphasize important discoveries surrounded by partially unknown territory.

The methods differ.

The dungeon remains one coherent place.

Practical Stocking Considerations

Regardless of method, several issues affect how a stocked megadungeon plays.

Empty Rooms

Empty space is useful.

It can create:

  • Tension
  • Pacing
  • Navigation
  • Environmental storytelling
  • Space between major encounters
  • Evidence of previous activity
  • Opportunities for player plans

Historical D&D stocking methods often produced substantial numbers of rooms without monsters.

That does not mean modern megadungeons should target one fixed percentage.

It also does not mean an empty room is safe.

A room can currently contain no creature and still be:

  • Exposed to wandering encounters
  • Inside hostile territory
  • Structurally unstable
  • Easy to discover
  • Unsafe for resting

Use empty space deliberately.

Treasure Distribution

Treasure serves several purposes.

It can:

  • Reward exploration
  • Motivate risk
  • Reveal history
  • Indicate faction wealth
  • Provide tools for deeper exploration
  • Give players strategic choices about what to carry

Not every treasure needs to provide a favorable return on the resources used to reach it.

Exploration includes uncertainty.

Instead, consider the campaign's broader reward structure.

For current D&D campaigns, the 2024 Dungeon Master's Guide provides the current core guidance for treasure and magic items.

For other games, follow that system's economy.

Place Important Treasure Deliberately

Procedural treasure is useful.

Major rewards often benefit from deliberate placement.

Examples include:

  • Faction treasuries
  • Historical artifacts
  • Keys
  • Maps
  • Magic items connected to dungeon history
  • Resources necessary to access another area

Important treasure can create new objectives instead of merely increasing character wealth.

Traps

Traps are more interesting when players can understand why they exist.

Good locations include:

  • Vault entrances
  • Defensive chokepoints
  • Tombs
  • Prison boundaries
  • Secret routes
  • Faction borders

A trap placed randomly in an ordinary corridor can still work.

But repeated arbitrary traps may train players to treat every five feet of hallway as a procedural tax.

Use traps to create decisions, not simply delay movement.

Environmental Hazards

Hazards can help distinguish regions.

Examples include:

  • Flooding
  • Unstable stone
  • Extreme heat
  • Toxic spores
  • Magical distortion
  • Difficult vertical movement

Unlike a trap, a hazard often remains visible after discovery.

Players can plan around it.

That makes hazards particularly useful in persistent dungeons.

Restocking

A megadungeon does not need every cleared chamber to regenerate.

Restocking works best when something has a reason to move in.

Ask:

  • Who knows this area is empty?
  • Who wants the territory?
  • Is the route strategically useful?
  • Are creatures migrating?
  • Has enough time passed?
  • Did the players create an opportunity?

Possible outcomes include:

  • Another faction occupies the room.
  • Scavengers search it.
  • Nothing happens.
  • The room deteriorates.
  • A previous faction attempts to reclaim it.
  • The characters themselves secure it.

Restocking should demonstrate persistence, not erase progress.

Stocking as an Ongoing Process

A megadungeon does not need to be completely stocked before the first expedition.

Preparation can happen in layers.

Before the Campaign

Establish:

  • Core concept
  • Major regions
  • Important history
  • Main connections
  • Major factions

Before Early Sessions

Stock:

  • The entrance
  • Nearby rooms
  • Important early keystones
  • Several alternative routes

As Players Explore

Expand:

  • Regions they are approaching
  • Factions they care about
  • Routes they repeatedly use
  • Mysteries they pursue

After Sessions

Update:

  • Rooms changed by player action
  • Removed treasure
  • Dead or relocated inhabitants
  • Faction control
  • Newly discovered routes
  • Improvised content

The megadungeon develops alongside the campaign without becoming arbitrary.

Choosing a Method

A few questions can help determine which stocking method fits your campaign.

How Much Do You Enjoy Prepping?

If you enjoy detailed worldbuilding, thematic layering may be satisfying.

If preparation time is limited, keystone or random methods may be more sustainable.

How Important Is Spatial Objectivity?

If the campaign emphasizes mapping and careful reconnaissance, determine more of the geography and contents in advance.

If the game is more improvisational, leaving secondary spaces undefined may work well.

How Much Randomness Do You Enjoy?

Some Game Masters love explaining unexpected results.

Others prefer deliberate environmental design.

Neither preference is superior.

Does the Dungeon Need to React Mechanically?

If faction control and changing conditions are central, weighted procedural systems may save preparation effort.

If most changes can be handled through notes and judgment, a formal procedure may be unnecessary.

What Do Your Players Actually Enjoy?

If players constantly analyze faction territory, develop that system.

If they care about treasure hunting, strengthen the reward structure.

If they obsess over maps, make routes meaningful.

If they ignore complex simulation, stop spending hours maintaining it.

Your stocking method should support actual play rather than an abstract ideal of dungeon design.

Final Principle

Stocking a megadungeon is not primarily about filling blank squares.

It is about deciding what kinds of information and decisions exploration will produce.

Thematic stocking helps players understand environments.

Random stocking introduces surprise.

Weighted procedures make generated content sensitive to dungeon state.

Keystone stocking concentrates preparation on the locations most likely to matter.

Each method changes what the Game Master prepares and how much remains uncertain.

The best approach is often a hybrid.

Fix the geography and facts that need to remain dependable.

Prepare important locations deliberately.

Use randomness where surprise is valuable.

Use procedures where changing conditions justify them.

Improvise where additional detail is unnecessary until play reaches it.

Then record what becomes true.

A megadungeon can contain hundreds of rooms, but players experience them one decision at a time.

Stocking works when each new door adds something to that decision-making process: information, danger, opportunity, mystery, reward, or a new understanding of the place they have chosen to explore.

Sources and Further Reading

Alexander, J. (2010, May 27). Node-based scenario design, part 1: The plotted approach. The Alexandrian.

donjon. (n.d.). 5.5 random dungeon generator. Retrieved September 23, 2026.

Gygax, G. (1979). Dungeon masters guide. TSR.

Gygax, G., & Arneson, D. (1974). Dungeons & Dragons, volume 3: The underworld & wilderness adventures. Tactical Studies Rules.

Shea, M. E. (2024, February 26). Running dungeon crawls. Sly Flourish.

Wizards of the Coast. (2024). Dungeon master's guide. Wizards of the Coast.

Campaign structureMegadungeonDungeon designGame master tipsLong term play
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