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... ther find trivial content, that was repeatable extremely quickly and that gave a moderate amount of experience and gear, or beat content of high difficulty, that rewarded the effort greatly, and just concentrate on getting that done without dying. The former was easier, but the latter was the usually intended experience by game developers and was, thusly, heavily encouraged or downright mandatory to get some of the better stuff.
If one were to ask which content John preferred, he would h ...
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