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Introduction and Important Notice
Thank you for visiting and using our site. The site and the services provided via the site (collectively "Services") enable users to re-connect with old classmates and to expand their professional network, all within a trusted environment. The Services are provided and powered by the Eanes Education Foundation. The Services are operated in cooperation with Westlake Alumni Association ("Membership Organization") whose name appears in the homepage of Westlake Alumni Association.
By using our Services, you are agreeing to these terms. Please read them carefully.
These terms may be updated periodically and you are advised to check it on a regular basis so as to be aware of changes. By continuing to use our Services following any such change, you accept and agree to be bound by any such change to these terms.
Definitions and Interpretations
- In these Terms, which shall also apply to any other terms between You and us unless expressly stated to the contrary:
- "Site" the website and any webpage derived from it which relates to the Services;
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- In these Terms, which shall also apply to any other terms between You and us unless expressly stated to the contrary:
Access to these Services
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- Display the Stored Information, that you choose to share, to other users of the platform.
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- EEF may disclose parts of your Stored Information [including id, email-address, educations:(id, school-name, field-of-study, start-date, end-date, degree), summary, first-name, last-name, recommendations-received, headline, industry, site-standard-profile-request, api-standard-profile-request, member-url-resources, picture-url, public-profile-url, current-status, positions, main-address, location, distance, specialties, proposal-comments, associations, honors, interests, phone-numbers, im-accounts, twitter-accounts, date-of-birth, languages:(id, language, proficiency), num-connections, connections:(id, first-name, last-name, public-profile-url, picture-url, positions: title, company), maiden-name, headline, location:(name), industry, current-status),picture-urls::(original).] to the Membership organization, for the purposes of having up to date contact and activity information as well as fundraising and development purposes.
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- Post or transmit any software or material which contains any "virus", "trojan horse", "worm", "data bomb", "logic bomb" or any other similar component; or
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- The Services offer various forums where you can post your observations and comments on designated topics. We also enable sharing of information by allowing users to post updates, including links to news articles and other information such as job opportunities, product recommendations, and other content to their profile and other parts of Westlake Alumni Association. Notwithstanding, we, to our sole discretion, may transfer or remove content, if the content violates this Agreement or others' intellectual property rights.
Services Content
- EEF has the right (but not the obligation) to monitor the Services electronically from time to time and to disclose any information as necessary or appropriate to satisfy any law, regulation or other governmental request, to operate the Services properly, or to protect itself, its group companies or its subscribers. EEF will not intentionally monitor or disclose any private electronic-mail message unless required by law.
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- That the Services will meet Your requirements; or
- Regarding the use of and/or output from the Services of content, correctness, accuracy, reliability or otherwise
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- The warranties set out herein are instead of all other warranties, representations or conditions, express or implied, statutory or otherwise, including any implied warranties of satisfactory quality and fitness for a particular purpose.
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- You assume the entire risk in the information provided on or through the Services and remain responsible for ensuring that any reports, opinions, recommendations, forecasts or other comments submitted on it are accurate and complete.
- EEF makes no representation, warranty or commitment in relation to the provision of the Services including those as to the availability, the quality or fitness for purpose, completeness, accuracy and up-to-datedness of any information, data, services, or products provided through or in connection with the Services.
- EEF may at its sole discretion modify the features of the Services from time to time without prior notice and any new features which augment or enhance the Services, including the release of new tools and resources, shall be subject to these Terms.
- We DO NOT WARRANT or make any representation:
Liability and Indemnity
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- EEF make no representation that access to the Services or use or reliance on any service provided through it will be appropriate, available or lawful in all countries
- EEF shall not be held liable for any material available at or through the Services which is provided by any third party.
- EEF shall not be held liable for any loss of information. Any information you submit to us is at your own risk of loss
- EEF cannot guarantee that other users will not use the ideas and information that you share to and/or through our Services. Therefore, if you have an idea or information that you would like to keep confidential or don't want others to use, or that is subject to third party rights that may be infringed by your sharing it, do not post it to and/or through our Services. EEF IS NOT RESPONSIBLE FOR ANOTHER'S MISUSE OR MISAPPROPRIATION OF ANY CONTENT OR INFORMATION YOU POST.
- You are solely responsible for your interactions with other users. We may limit the number of connections you may have to other Users and may, in certain circumstances, prohibit you from contacting other Users through use of the Services or otherwise limit your use of the Services. We reserve the right, but have no obligation, to monitor disputes between you and other users and to restrict, suspend, or close your account if we determine, to our sole discretion, that doing so is necessary to enforce these Terms.
- The content presented at and through the Services may vary depending upon Your browser functionality and limitations. EEF accepts no liability if You cannot view any part or component of Westlake Alumni Association or cannot access or receive the full functionality of Westlake Alumni Association or the Services.
- You agree to defend, indemnify and hold EEF and its affiliates harmless from any and all claims, actions, proceedings, losses, damages, liabilities, costs and expenses, including reasonable legal fees, arising in any way from Your access to the Services and/or Westlake Alumni Association and/or in connection with all details, information and data that you upload onto Westlake Alumni Association or the placement or transmission of any message, information, software or other materials through Westlake Alumni Association by You or any users of Your account or any violation of these Terms by You or any users of Your account.
- Nothing in these terms shall exclude or limit the liability of EEF for fraud, death or personal injury arising out of our negligence or any warranty as to title or quiet possession implied by statute.
- You agree to indemnify us and hold us harmless for all damages, losses and costs (including, but not limited to, reasonable attorneys' fees and costs) related to all third party claims, charges, and investigations, caused by:
- Your failure to comply with these terms, including, without limitation, your submission of content that violates third party rights or applicable laws
- Any content you submit to the Services; and
- Any activity in which you engage on or through the Services
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- All copyright's appearing on the site belong to their respective owners
- EEF does not grant any license or other authorization to use the Materials by placing them on Westlake Alumni Association or providing the Services. Any copyright infringements of Westlake Alumni Association or Services content and other copyrighted material may result in prosecution according to national and international copyright laws
- EEF are also the database right owners of the content and/or information available on or downloaded through Westlake Alumni Association and/or Services. You are not authorized to use, copy, distribute, modify, publish, transmit, participate in the transfer or sale, create derivative works, or in any way exploit, any of the Materials or content of the Site and/or Services, in whole or in part without the express permission of EEF
Third Party Links
- The Services and/or Site may contain hyperlinks and/or references to external third party sites. Any such hyperlinks or reference is provided for Your convenience only. EEF has no control over such third party sites and accepts no responsibility in relation to any content, material or information contained therein. The display of such hyperlinks and reference to such third party site does not constitute an endorsement or recommendation by EEF of such third party site, products or services. You are advised to verify any information on such third party sites before relying on it
- You should review any applicable terms or privacy policy of a third party site or platform application before using it or sharing any information with it, because you may give the third-party permission to use your information in ways we would not
- EEF is not responsible for and does not endorse any features, content, advertising, products or other materials on or available from third party sites or Platform Applications. We also do not screen, audit, or endorse platform applications
- If you decide to use third party sites or use platform applications, you do so at your own risk and agree that your use of any platform application is on an "as-is" basis without any warranty as to the platform developer's actions, and that this agreement and terms do not apply to your use of any third party site or developer application.
Transactions through Westlake Alumni Association
- If You make a purchase through Westlake Alumni Association or Services at any time, You may be asked by the merchant or information or service provider from whom You are making the purchase from, to supply certain information including credit card or other payment mechanism information. You agree not to hold EEF liable for any loss or damage of any sort incurred as a result of any such dealings with any merchant or information or service provider through Westlake Alumni Association or Services. You agree that all information You provide any merchant or information or service provider through Westlake Alumni Association or Services for purposes of making purchases will be accurate, complete and current. The merchants and information and service providers offering merchandise, information and services through Westlake Alumni Association or Services set their own prices and may change prices or institute new prices at any time. You agree to pay all charges incurred by users of Your account and credit card or other payment mechanism at the prices in effect when such charges are incurred. You will also be responsible for paying any applicable taxes relating to purchases through Westlake Alumni Association or Services
Online advertising
- If You are an employment agency or an employment business (as defined by the Employment Agencies Act 1973) it is Your responsibility to ensure the advertisements You place on Westlake Alumni Association comply with the Conduct of Employment Agencies and Employment Businesses Regulations 2004. You are also responsible for fulfilling and dealing with any orders or enquiries relating to the goods or services to which the Campaign relates and You will indemnify and hold us harmless accordingly.
- Your sole remedy if we, or our third party subcontractors who may host and serve Campaigns from time to time, make an error in displaying any Campaign is the cost of re-running the relevant Campaign. Neither we nor our subcontractors shall be liable in any circumstances for any loss of profit, damages indirect loss or business. We shall, additionally, have no liability for failure to display the Campaign caused by circumstances outside our control.
- If Your advertisement links to another Site via our external apply online option, You are responsible for maintaining the links and for the content of Your advertisement and the linked Site. We may remove from Westlake Alumni Association any advertisement which contains content or links to a Site which, in our opinion, is defamatory, illegal or objectionable or will bring Westlake Alumni Association into disrepute. You will indemnify us from and against any claims or liability arising from content or links contained in Your advertisements.
- Advertisements which appear to discriminate on grounds of sex, race or disability are illegal and may result in proceedings being taken against both the advertiser and us. If we believe that any advertisement may be discriminatory we may at our discretion remove it from Westlake Alumni Association without liability to You to make any refund of amounts paid or due to be paid in respect of the posting or otherwise and will inform You accordingly.
- You agree to deal fairly and professionally with individuals who may respond to an advertisement You have posted and will not do anything which may bring Westlake Alumni Association into disrepute. You will indemnify us from and against any claim brought by an individual against Westlake Alumni Association arising from Your breach of this obligation or any other of these Terms.
- If we fail, at any time to insist upon strict performance of any of your obligations under these Terms, or if we fail to exercise any of the rights or remedies to which we are entitled under the Contract, this shall not constitute a waiver of such rights or remedies and shall not relieve you from compliance with such obligations. A waiver by us of any default shall not constitute a waiver of any subsequent default. No waiver by us of any of these Terms shall be effective unless it is expressly stated to be a waiver and is communicated to you in writing in accordance with the above.
- If any of these Terms are determined by any competent authority to be invalid, unlawful or unenforceable to any extent, such term, condition or provision will to that extent be severed from the remaining terms, conditions and provisions which will continue to be valid to the fullest extent permitted by law and the unenforceable provision will be modified so as to render it enforceable and effective to the maximum extent possible in order to effect the intention of the provision.
Law and Jurisdiction
- Any dispute or claim arising out of or in connection with Westlake Alumni Association or the Services will be governed by English law and any dispute or claim arising out of or in connection with it shall be subject to the exclusive jurisdiction of the courts of England and Wales.
- For purposes of service messages and notices about the Services, We may place a banner notice across its pages to alert you to certain changes such as modifications to these Terms. You also agree that EEF may communicate with you through your account or through other means including email, mobile number, telephone, or delivery services including the postal service about your account or services associated with us.
- From time to time we may contact You with certain communications or messages regarding the Services, such as service announcements, administrative messages, etc, and that these communications are considered part of the Services and You will not be able to opt out of receiving them.
- You acknowledge and agree that we shall have no liability associated with or arising from your failure to maintain accurate contact or other information, including, but not limited to, your failure to receive critical information about the Service.
- EEF may from time to time include 3rd party advertising as part of its Services and EEF accepts no liability or responsibility for the content or services provided from any 3rd parties which advertise services via the Services.
- Applicable laws require that some of the information or communications we send to you should be in writing. When using the Services, you accept that communication with us will be mainly electronic. We will contact you by e-mail or provide you with information by posting notices on Westlake Alumni Association or through the Services. For contractual purposes, you agree to this electronic means of communication and you acknowledge that all contracts, notices, information and other communications that we provide to you electronically comply with any legal requirement that such communications be in writing. This condition does not affect your statutory rights.
- All notices given by You to us must be given to Administrator, Headhunter Systems Limited (trading as EEF), Anmersh Grove, Stanmore, HA7 1PA, United Kingdom.
- EEF may give notice to You at either the e-mail or postal address you provided to EEF when subscribing to the Services. Notice will be deemed received and properly served immediately when posted on Westlake Alumni Association and/or 24 hours after an e-mail is sent, or three days after the date of posting of any letter.
- In proving Westlake Alumni Associations and/or Services of any notice, it will be sufficient to prove, in the case of a letter, that such letter was properly addressed, stamped and placed in the post and, in the case of an e-mail, that such e-mail was sent to the specified e-mail address of the addressee.


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Del Ray Republican candidate for city council Scott Gordon dropped out of the race Tuesday, citing "a family health concern that has only just now come to light," according to a statement on his website.
"I urge you all to think very carefully about who you elect to city council this November," Gordon stated.
Gordon, 30, resigned from the Alexandria City Republican Committee the same day, angry over its continued support of Councilwoman Alicia Hughes.
"The true purpose of this resignation … is in protest to ARCC's continued support of Alicia Hughes, who (and this is entirely my opinion and in no way representative of any attempt to provide fact) is so morally and ethically challenged, whose character is so questionable, [that she] is unfit to hold office in our city," Gordon said in a statement.
Gordon also endorsed Democratic candidate Sean Holihan.

subset: commoncrawl


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If you have a headache, you're not alone. Nine out of ten Americans suffer from headaches. Some are occasional, some frequent, some are dull and throbbing, and some cause debilitating pain and nausea. What do you do when you suffer from a pounding headache? Do you grit your teeth
Read more


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Read Bible Book Of Jonah Chapter 1 In Online
2 - "Go To The Great City Of Nineveh And Preach Against It, Because Its Wickedness Has Come Up Before Me."
3 - But Jonah Ran Away From The Lord And Headed For Tarshish. He Went Down To Joppa, Where He Found A Ship Bound For That Port. After Paying The Fare, He Went Aboard And Sailed For Tarshish To Flee From The Lord .
4 - Then The Lord Sent A Great Wind On The Sea, And Such A Violent Storm Arose That The Ship Threatened To Break Up.
5 - All The Sailors Were Afraid And Each Cried Out To His Own God. And They Threw The Cargo Into The Sea To Lighten The Ship. But Jonah Had Gone Below Deck, Where He Lay Down And Fell Into A Deep Sleep.
6 - The Captain Went To Him And Said, "How Can You Sleep? Get Up And Call On Your God! Maybe He Will Take Notice Of Us, And We Will Not Perish."
7 - Then The Sailors Said To Each Other, "Come, Let Us Cast Lots To Find Out Who Is Responsible For This Calamity." They Cast Lots And The Lot Fell On Jonah.
8 - So They Asked Him, "Tell Us, Who Is Responsible For Making All This Trouble For Us? What Do You Do? Where Do You Come From? What Is Your Country? From What People Are You?"
9 - He Answered, "I Am A Hebrew And I Worship The Lord , The God Of Heaven, Who Made The Sea And The Land."
10 - This Terrified Them And They Asked, "What Have You Done?" (They Knew He Was Running Away From The Lord , Because He Had Already Told Them So.)
11 - The Sea Was Getting Rougher And Rougher. So They Asked Him, "What Should We Do To You To Make The Sea Calm Down For Us?"
12 - "Pick Me Up And Throw Me Into The Sea," He Replied, "And It Will Become Calm. I Know That It Is My Fault That This Great Storm Has Come Upon You."
13 - Instead, The Men Did Their Best To Row Back To Land. But They Could Not, For The Sea Grew Even Wilder Than Before.
14 - Then They Cried To The Lord , "O Lord , Please Do Not Let Us Die For Taking This Man's Life. Do Not Hold Us Accountable For Killing An Innocent Man, For You, O Lord , Have Done As You Pleased."
16 - At This The Men Greatly Feared The Lord , And They Offered A Sacrifice To The Lord And Made Vows To Him.
17 - But The Lord Provided A Great Fish To Swallow Jonah, And Jonah Was Inside The Fish Three Days And Three Nights.


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Welcome to Northwest Edible Life, thank you so much for visiting!
On this site you'll find edible gardening tips and growing experiments, free downloadables to help you organize your home and garden, DIY tutorials, recipes, growing guides, ramblings and rants from a garden-obsessed chef (that's me) and more.
There's a lot here. This page is designed to help you find your way around.
If you want to know more about me, check out the About page. If you have a question about my garden (size, zone, etc.) it's probably answered in the FAQ.
Keep In Touch
If you like what you read here, you might want to subscribe. New posts go out several times a week, and I send periodic special announcements, recipes and tips to my subscribers.
The NWEdible community also keeps up a pretty good banter on Facebook and Twitter.
If you'd like to get in touch with me, please do!
Popular Posts
Here's a sampling of posts people really seem to like. Think of it as a greatest hits collection.
- The Terrible Tragedy of the Healthy Eater
- Never Buy A Rotten Avocado Again
- Wall Mounted Clothes Drying Rack, Perfected
- You Absolutely Should Not Get Backyard Chickens
- How To Make Pectin-Free Jam: Ditch The Box and Increase The Creativity In Your Preserves
- How To Turn A Mason Jar Into A Fermenting Crock
- How To Use Pee In Your Garden
- When and How To Harvest Broccoli and Cauliflower
- 5 Ways To Use Coffee Grounds In The Garden
- DIY Mason Jar Stir-Fry Sauce
Everything I've Ever Posted
If you can't get enough NWEdible, or you prefer to browse chronologically, you'll want the Giant List of All The Posts page.
Gardening Essentials Posts
These are posts that cover basics for growing your own vegetables.
- The Seed Starting 101 Series: Key Components For Healthy Seedlings, A Step-By-Step Visual Guide to Growing Seedlings at Home and Up-Potting
- How To Pick Your Vegetable Seeds without Going Crazy
- Which Seed Starting Supplies Are Worth It, And Which Aren't?
- How To Make Succession Planting and Year Round Gardening Really Work
- Plant Sex: Open Pollinated, Hybrid and GMO Seeds
- Stop Ripping Up Your Lawn To Grow Veggies
Kitchen Tips and Hacks
These are some tricks I've learned along the way about cooking and food stuff.
- Magically Fast and Easy Homemade Mayonnaise
- Never Buy A Rotten Avocado Again
- How To Get The Seeds Out Of A Pomegranate Without Going Crazy
- How To Dice An Onion – Fast
Food Preservation 101
Here's a few posts that cover food preservation – safety, methods and a few recipes.


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I joke a little that "breakfast" around here involves nuking some eggs and peeling a banana.
It's not really a joke.
In the morning I generally pour out some egg whites into a little dish, microwave them for about a minute and a half, peel and chop a banana and some strawberries, and maybe make up some toast if I've decided to allow bread in the house that week.
Erin isn't yet at an age where she can use utensils, so I don't serve up anything like cereal. Fruit and eggs. That's what she gets.
And, every once in a while I'll try to make pancakes.
I want to be able to make pancakes.
Ask most people who I've cooked for and they will probably say that I am a decent cook (even if I go through phases where everything has to have cinnamon or honey in it). But I don't bake. I can't handle the precision of baking. Cooking is a dance, there is a rhythm behind manic actions and the knife is shining, flickering grace.
Baking feels like engineering.
I realized recently that pancakes, although not involving the oven whatsoever, qualify as baked goods. This would explain why I keep screwing them up.
First, there was the "baking soda or baking powder" fiasco. Which one do you add to the batter to help it puff a little while cooking? I kept forgetting, and I'd add baking soda instead of powder and I'd end up with little hockey pucks.
Then there is the "eggs or no eggs" question. It seems as if adding eggs just encourages the batter to rubberize. But without eggs all I end up with is cardboard.
And let's not even start on the counter-intuitiveness of the idea that getting the pancakes to cook through the middle without burning on the outside requires a high heat in the pan, and a quick turn, instead of a medium heat with a slow turn. Anything else cooked in that pan that I want to be cooked evenly requires a lower heat and a slow turn. But I have to forget all of that when I'm using a reactive batter that does weird things when heat is applied. Or else I end up with blackened discs of raw dough.
Batter. That term alone should have clued me in that the normal cooking rules do not apply with pancakes.
One cannot eyeball the amount of baking soda powder to be added to the flour. You can't just "feel out" how much sugar to add to the batter, or how long to whisk the batter so the eggs don't get overbeaten and rubberize the mixture.
So, finally, after four unsuccessful attempts at good pancakes in four weeks, I pulled out my Cooking A-Z and looked up the blueprints for basic pancakes. I promised to follow the instructions to the letter. Except that I was so confident in the awesomeness of the pancakes that were about to be served up to my starving daughter that I got a little fancy and chopped up a banana to add. Banana pancakes. Because if her dad really loved her he'd man up and put fruit in it.
Mix, chop, whisk, pour, sizzle. Oh wow. Those look amazing. They are fluffing up perfectly. I'm going to turn them now. Oh, look at that, they are perfectly golden brown. Take them from the pan. Cut one up a little for Erin. Taste.
Taste. What the hell? Why do they taste so weird?
Recheck the blueprints.
Flour? Check.
Baking powder? Check.
Eggs? Check.
Butter? Check.
Milk? Check.
1/4 cup of sugar? Che…..
Oh. I don't actually keep sugar in the small white jar on the counter. I keep it in the medium white jar on the counter.
I keep salt in the small white jar.
Dammit. 1/4 cup of salt in my batter. I lose at baking.
Emily suggests I buy the pre-mixed Bisquick jug, since I've now ruined 5 batches of batter in a little less than a month. But even though this last batch proves that the pancakes aren't to blame, that I am just completely incompetent when it comes to making pancakes, I will persevere.
I will become the best damn pancake batter maker around.
Because breakfast should be something more than nuked eggs and a peeled banana.


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As President Obama and congressional leaders started negotiations Friday to find a way to avoid the nation's going over the fiscal cliff, it was fairly plain that even some of those who are wisest in the ways of Washington couldn't agree on whether policymakers would actually be able to prevent the federal government from becoming a cliff diver.
That confusion over what might happen come the end of the year was readily apparent during a lengthy series of panel discussions held at the Newseum in Washington and hosted by the Peter G. Peterson Foundation.
Alan Simpson and Erskine Bowles, of the commission known by their names and whose federal deficit and debt-reduction plan of late 2010 went nowhere, illustrated the split. Bowles called it a "magic moment" with several factors coming together to force the political leaders to compromise.
"A couple of years ago, you were the guy who said we were going to go over the cliff and I said 'no,' " said Simpson, the former U.S. senator from Wyoming, to Bowles. "Now I think they will go over the cliff. Erskine holds out for a 30 percent chance [of going over]."
"I think we can't be stupid enough to do it," said Bowles, who was a Clinton White House chief of staff and later president of the University of North Carolina. "We can resolve this problem now by making some very tough but doable compromises."
A later panel included, among others, Alice Rivlin, a Democrat who was director of the Clinton-era Office of Management and Budget, and Douglas Holtz-Eakin, a Republican who was the head of the Congressional Budget Office. It should be said that both Rivlin and Holtz-Eakin were among those who thought an agreement likely.
For the record, all of the elected leaders at Friday's White House meeting projected optimism after their get-together.
"I believe that we can do this and avert this fiscal cliff," Speaker John Boehner, R-Ohio, said, a comment that reflected the spirit of statements issued by Obama and the other lawmakers.
While the experts at the Newseum forum didn't agree on whether the fiscal cliff could be avoided, they generally agreed that there was not enough time before the end of the year to resolve all the complex tax and spending issues that needed to be dealt with.
The consensus was that while a blueprint could be reached before the deadline, the hard work of ironing out the details of reforming the tax code and entitlements would need to be conducted over ensuing months if not longer.
"It's going to take some time to get the consensus that we all want on spending and on the taxes, but it's not going to be January 2013," said former Federal Reserve Board Chairman Paul Volcker. "It's going to be 2014, 2015 before that gets put in place.
"And it should," Volcker added. "It's not easy to change this tax thing, where you say, 'Let's get rid of some deductions and loopholes and so forth.' All those loopholes and deductions are there because people want them there. We ought to get rid of a lot of them. But that's a big debate."
The realization that it will take time to work out the details — far more than the negotiators have before the large automatic federal spending cuts and tax increases begin going into effect at the start of next year if no agreement is reached — had some policymakers seeking to buy more time.
Ohio Republican Sen. Rob Portman, in an interview with Bloomberg TV, suggested, for instance, that the White House and Congress extend the Bush-era tax cuts — scheduled to lapse at the end of the year — for an additional six months to give negotiators more time to hammer out details.
Copyright 2016 NPR. To see more, visit http://www.npr.org/.


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Ovangkol guitar back and sides set western size grade AAA*
Guibourtia ehie from Camaroon.
Photo is of ovangkol set number 17.
Ovangkol has the look of a good quality straight grained Walnut but has a density closer to rosewood.Guitars produced from this wood are handsome and sound very good. There is a long history of use of ovangkol in guitar manufacturing and it is becoming more appreciated now by hand makers.
Full western size.
AAA Quarter sawn wood or nearly so.
AA Wood that is quartered to one edge, (where the centre joint of the back will be ), gradually straying from the quarter ending up slab sawn at the opposite edge.
A Wood that is slab sawn, the main slab sawn area being approximately half way across the board.
* - One or more asterisks may be added to the grade mark to indicate wood that is aesthetically more pleasing or desirable by virtue of colour, intensity of figure or fineness of grain.
Back and sides sets are pre matched for colour and character.
Back and sides sets frequently are different grades for the back and the sides e.g. AAA sides and AA back. The valuation of these sets assumes the back and the sides each represent 50% of the value of a set and are then added together.
Western size backs 2pc 560mm x 205mm and up x 4mm sides 2pc 830mm x 120mm and up x 3.5mm Classic size backs 2pc 530mm x 190mm and up x 4mm sides 2pc 780mm x 100mm and up x 3.5mm
Ovangkol guitar back and sides WAAA* no 18£65.00
Ovangkol guitar back and sides set number 18 grade AAA*Western size.£65.00
Ovangkol guitar back and sides WAAA* no 28£65.00
Ovangkol guitar back and sides set number 28 grade AAA*Western size.£65.00
Ovangkol guitar back and sides WAAA** no 19£82.50
Ovangkol guitar back and sides set number 19 grade AAA**Western size.£82.50


text:
The essence of the budget deal reached by Sen. Patty Murray, D-Wash., and Rep Paul Ryan, R-Wis., is better understood by looking at what's missing, rather than what's included in it.
The agreement by the budget committee chairmen is no grand bargain. It's more like a minibargain. And all the missing elements are absent precisely because the yawning ideological rift between Washington Democrats and Republicans made it impossible to include those items and still have the votes to get to "yes" and avoid a government shutdown in mid-January.
In short, it's the really hard stuff that didn't make it into the agreement.
So what's missing? Plenty. Here are some of the holes:
- Unemployment insurance extension — Democrats had wanted an extension of unemployment insurance for the long-term unemployed in the deal. But Republicans resisted. So an extension isn't in the deal. Democrats hope one can be negotiated outside the Murray-Ryan minibargain. This is the season for hope, after all, though it all probably feels like a lump of coal in the the stocking if you're one of those long-term unemployed.
- Taxes — Republicans were adamant that any deal couldn't raise revenue through new taxes, so there are none. Instead, the deal raises money to offset reduced sequester cuts through new or higher fees. For instance, the deal essentially raises the maximum aviation security fee a passenger pays for a one-way flight to $5.60 from $5. So flying just got a little more expensive.
- Tax extenders — There are more than 60 tax provisions set to expire on Dec. 31, largely business tax breaks, according to the Tax Policy Center's TaxVox blog. Congress has routinely extended these in the past but the Murray-Ryan budget deal is silent on them. That's another area where the budget negotiators kicked the can down the road.
- Entitlement reform — Republicans, mainly, had sought something in the deal to slow the increasing pressure on federal spending from the rising costs of Medicare and Social Security caused by all those aging baby boomers. That's a nonstarter for many Democrats, so long as Republicans refuse to consider higher taxes on the wealthiest and corporations.
- Postal savings — Some budget experts saw the Murray-Ryan negotiations as a good chance for Congress to achieve savings through more austerity for the Postal Service, such as ending Saturday delivery. But such actions have proved unpopular with many voters, so the Murray-Ryan budget negotiators avoided that hornet's nest altogether.
- Doc fix — When negotiations started, health care providers were among those hoping that the Murray-Ryan budget negotiators would solve the perennial threat that Medicare will slash its reimbursements to physicians. That would be the "doc fix" you hear so much about in Washington. Alas, the deal contains no doc fix. That will have to come from elsewhere in Congress.
Copyright 2016 NPR. To see more, visit http://www.npr.org/.


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SCHENECTADY, N.Y. – Officials at an upstate New York school district say a kindergartner spent a day at the wrong school after getting on the wrong bus.
Schenectady (skeh-NEHK'-ta-dee) city school district officials say the series of mistakes began Wednesday morning when the 5-year-old girl boarded the wrong bus, which was driven by a substitute driver.
At the school, teachers were expecting a new first-grader and asked the girl if she was that student. The girl said she was and spent the day answering to the no-show first-grader's name.
The mistake wasn't discovered until the kindergartner's mother called her school to report that her daughter didn't get off the bus that afternoon. School officials say they located her a short time later.
The district says it's re-examining its bus and new student procedures.


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Friday, October 14, 2011
Open Friday: Fear and Horror
In truth, that doesn't bother me at all. I'm increasingly of the opinion that the quest for genre emulation is one of the great banes of our hobby, so the fact that no RPG can guarantee an emotional response of any type isn't a cause of concern. But there have been times when I have played or refereed RPG sessions that did elicit feelings of horror or fear from the participants. Such times are easily replicable; they can't be reduced to a formula, let alone a set of mechanics.
So, for today's question: have you ever had a game session that was memorably frightening or horrific and, if so, was there anything you or your fellow players did that contributed to this feeling? Or was it just one of those things that happened without any real explanation?
44 comments:
The most memorable involved "cheating" in the sense that I, as GM, threw out most of the rules and made the players feel more helpless than they might ordinarily.
The party was pursued through an isolated forest by an unknown entity who's hit and run tactics were nearly impossible for them to defend. The attacks only did enough damage to weaken the party as the villain was really trying to drive them into it's layer deeper in the woods (it worked).
After the session was over, my players raved about how spooky and unnerving it was. But I think they were in the mood for such a different scenario so they didn't quibble over my limiting their ability to counter.
For this to work, all parties have to be open to it. If the players had been rule whores (which usually one of them was but not in this case) then all the atmosphere would have been lost.There was once when my girlfriend screamed and jumped in her chair-- just as if she were watching a movie and something had suddenly popped out.
It was the classic scenario of staying in a creepy house with a creepy host and snooping around in the basement trying to figure out how creepy he is. And then having him come up behind you as you're sifting through evidence.
There were a lot of factors, but what I think made the difference was saying, "You feel someone's hand on your shoulder," instead of, "Roll a perception check."
Praetorius refers to GM-cheating and unfortunately, I think there's an element of that-- or railroading. Horror requires a feeling of helplessness, and each time a GM self-interrupts to ask, "what do you do now?" the players are reminded that they can do something. Ironically, therefore, I think you can only "do horror" when the characters are going to escape it- without serious harm- even if it's from frying pan to fire.Horror requires a feeling of helplessness, and each time a GM self-interrupts to ask, "what do you do now?" the players are reminded that they can do something.
Interesting observation. I imagine you'd have to have a distinct GMing style to evoke horror.
It's worth noting that many players feel genuine fear when the GM starts rolling a bunch of dice bhind his screen without saying what they're for. This is the sort of dynamic that you'd probably want to heighten to make a game scary.I don't know about horror, but I think creepiness and dread (which are often componnents of horror) can be evoked by description and pacing. Obviously, it's not going to work for everyone at the table necessarily. But yeah, I agree that rpgs are perhaps not the best medium for evoking that particular mood.
ReplyDeleteWhether an encounter is creepy comes down to flavour. Attempts to build storybook-like atmosphere will usually fail, since players tend to just file that stuff under "useless information", so this usually up to the monsters. Anything that is actively or potentially trying to kill the players, they will pay attention to, so make that stuff creepy and they will be creeped out (absence and anticipation are part of this).
Whether an encounter is scary comes down to the players feeling genuinely threatened. Not just thinking they're overmatched and they'd better retreat, but actually thinking there's a real possibility they are all going to die. This works best if it's legitimate; a railroad is less scary because a) you can just follow the rails to lead you out and b) if the DM railroads you to death, that's not scary, that's just the DM being a dick. So you know you have a certain amount of protection. If it's up to you to save your own arse, then you've got nothing to rely on but yourself and no guarantee of getting out alive.
Horror happens when both things come together at the table at the same time. You can't really force this without diluting the effect. In my opinion, the best way to get it is to put together a creepy, dangerous situation, and then let things unfold as they will. Sometimes it'll be horrific, and sometimes it won't, but either way you'll still have fun, and when it does turn out scary it'll probably be a lot more so than you could have achieved otherwise.- AnonymousOctober 14, 2011 at 10:48 AM
The adventurers were in a particularly creepy dungeon and I added to their paranoia by speaking to each player privately, asking them at some point to play a doppelganger of themselves to see if the rest of the players could tell them apart. I promised them a role-plying bonus depending on how long they could keep the ruse going. Each player didn't know I had asked all of them to do this. Occasionally, I passed notes to each of the players from time to time. Things like:
Something in your head tells you, 'the wizard wants to kill you'
A thought says to you, 'the thief is trying to steal from you'
Paranoia developed. They split up in a maze and discovered doppelgangers of each other (which each player played). They all claimed to be the real PC, sometimes the players forgot which one they were playing. Some zombies of themselves showed up and blamed each other for abandoning them, whispering of them all already being dead and asking the others when they would stop trying to act alive.
Doppelgangers! Best. Freak. Ever. It happened only twice to me in 30+ years of gaming. I am an avid CoC GM/player but only once did I manage to instill a sense of fear into the players. It was in high school with an adventure from a gaming zine.
The second time was a mere 6 months ago, as a player in a Gloranthified Death Frost Doom.I'm increasingly of the opinion that the quest for genre emulation is one of the great banes of our hobby
This, a hundred times. Roleplaying games produce their own kind of stories, I am still baffled by people who want RPGs to ape other medias (books, movies, comics...), in my opinion it just goes against everything playing/running a rpg is about.Had this happen in my game not too long ago and it was completely random and unexpected. I was running Stonehell, and the party magic-user got separated from the rest of the group and (foolishly) decided to explore on his own. I ran a special separate session for him in which he ran afoul of some evil pixies. I use a critical chart that has two axes: location and severity, and the killing blow managed to land face for location, and severed for severity. At the next session the rest of the group was not informed of what had happened to the magic-user, and they went looking for him.
There they are, creeping down the hall, which is already in a somewhat 'spooky' area, and they're all playing it up trying to scare each other. I decide that the evil pixies are going to try and lure the party into a trap by wearing the severed face of the magic-user. He appears in a doorway silently beckoning the group towards him, as he has no way of emulating the magic-user's voice.
The tension was palpable and I could tell the entire group was pretty freaked out. They eventually overcame it, tripped the trap, and ended up killing the evil pixies. Still, there was a definite moment there where there was some palpable fear at the table.
And all that from an odd combination generated from a random table. :)Horror is a two way street and I think many GMs forget that.
AS a GM you can do all the prep with mood, description, and rule alterations you want, but if the players are not willing to participate then it will become a farce.
You need to have players willing to be scared to take the horror on face value and work.True "horror" is hard to evoke in the game because the PCs are -- by definition -- Heroes!
They do what the "common man" cannot. In real life we are all just "common men," and movies can "touch" that spot in us.
But as has been said before, in the game, there's always that "awareness" that it isn't "real."
Hard to do.I don't think *sustained* player horror is a worthwhile goal in the RPG's I play - and I'm a huge fan of horror! Sitting down to run a premeditated horror session for D&D is a bit like planning a rail road game. I do think horror encounters and horror themes are totally achievable.
A big reason why horror often fails in RPGs is the narrative distance between the players and the characters; a character could have just gotten dumped into a cistern full of leeches via a nasty pit trap, everyone at the table is having a momentary freak-out and a bad case of the heebie jeebies, and then Louis the Mooch reminds everyone he's waiting for Bob the Programmer to quit hogging the Doritos. And everyone laughs about it.
Zak of the Pornstars laid out this concept of narrative distance in table top RPGs beautifully:
Like Playing Monopoly with Squatters
So its important to temper your expectations unless your group is just too serious (for my tastes). That being said, spikes of momentary horror are achievable in just about any D&D session, and creating a sense of paranoia and fear of the unknown is de rigeur for the genre, and also not hard to achieve.
The most successful games I've run, that have sustained horror across sessions, have been with Trail of Cthulhu; we've run one-shots with pre-gen characters in highly stylized settings that create more immersion, particularly when it comes to making awful ethical choices. Usually everyone dies by the end of the scenario.
For D&D purposes, I did list off quite a few micro-techniques and horror themes for use in D&D at one point on the Lich House:
Horror in D&D- AnonymousOctober 14, 2011 at 12:44 PM
I've had some genuinely scary moments in games but horror rpgs have always tended to be a let-down.
I think part of the problem is that a lot of horror works by making you care about the characters and then putting them in peril, or killing them. So for me, I don't really see horror working as a long term campaign -- it would either turn into The Perils of Pauline with constant peril/cliffhangers that would 'get old' pretty fast or else you'd just have to keep killing tons of PCs and NPCs ... neither of which make for believable continuity IMO.
But I love horror for one-off sessions, either in one-shot games or as changes in mood for an otherwise non-horror campaign. My own D&D campaign had a few sessions that were heavier on horror but I don't think I could or should make horror a constant. Scary is meeting a mountain lion in the woods. Horror is a rat in your bedroom.
Scary is easy to do in an RPG. Lots of monsters. And a deep pit. But horror relies on the irrational, on being more afraid of something than you should be. On the contrary, isn't every D&D character less afraid than they should be? It's not Drawing Rooms & Drgaonflies.
Heroes or no, and beyond any special abilities, they are people who have chosen to seek out danger rather than avoid it.
But on the note of horrific scenes or horrific elements, I've gotten a lot of mileage out of the secret room on the top floor of the Cursed Chateu. There's something about the juxtaposition of the familiar and the totally wrong that makes a demon more horrific in a library than in a dungeon. And the fact that he just sits there, rather than attacking.Twice, and both in Call of Cthulhu, albeit about fifteen years apart.
The first time a friend of ours was running a scenario he'd written about a local legend. It was set in the village in which he lived, so all the places were real, and we played it at his house. It wasn't very well lit out there in the country, so we sat there surrounded by darkness, investigating a real local legend -- the ghost of the witch Nan Tuck for those interested -- in the real location. It all came together for a very creepy atmosphere, and it didn't hurt that the session ended in the entire party being picked off one by one by Nan Tuck herself, aside from my character who'd been hospitalised earlier after being shot and so missed the climax.
The other time was a couple of years ago and I was the GM. I didn't consider the scenario -- again a homebrew -- to be that frightening, but the players were thrown into a panic. No atmospherics this time however; the fear all arose from the sudden shock of a suuden attack from an axe-wielding maniac. After they survived that, they were shaken and nervous when continuing their investigations.
So my friend went for a nice bit of atmospheric, psychological horror, while I went for lowest common denominator shock tactics. ;)Horror used to be my forte as a young DM.
The key element is getting players as heavily involved in the roleplay as possible. The physical atmosphere helps a lot as well. The amount of description you give is also important.
My shining moment was on a camping trip with two players. All three of us were in a tent and it was the middle of the night way out in the BFE. Their characters traveled to a haunted castle that was also out in the middle of no where.
I had filled the castle, literally, with every type of ghost in the monstrous manual. It was the players job to retrieve a sword? or maybe they just had to get through the castle, I don't recall. Before the adventure was over, the players were literally jumping at every shadow and becoming increasingly paranoid.
I've never been a super-descriptive DM in that I don't ever go into excruciating detail. This allows me room to improvise and allows players to fill in the details with their imaginations, something essential for horror.
I don't remember much about the castle, but I remember that it was scary enough for my players, there was zero loot and zero combat and everyone had a blast.Even within the world of an RPG, there are rules that exist, defining how things "should" be. Throwing out those rules, or even just bending them slightly, can have a horrifying effect on PCs. Send them in circles a few times, no matter which way they turn in the dungeon, have NPCs wander up to the PCs and speak cryptic phrases before collapsing unconscious, have them wake up from a rest with signs of a fight (scratches, bleeding wounds, bruises,etc) but no memory of engaging in battle - give them a small amount of XP just to really mess with them.
Basically, take the things your PCs take for granted about role playing and use them against them.
In order to really sell it though, you've got to go a bit purple with your prose. No "five by ten rooms", but rather "a room dimly lit by the feeble flickering of your torch, draped in heavy shadows that conceal the chittering of little feet as they escape back into the darkness that lurks ahead."
That sort of thing.When I've had moments of being scared, as a player, the one ingredient that's ALWAYS in the recipe is that I WANT to be scared... I'm willing to go with the mood, let it wash over me, let my own imagination go there and beyond.
Without that... nothing in an RPG is going to scare me, EVER.
Luckily, I like being scared...
Unfortunately I'm the only one in our group who does, the only horror movie fan... the only one who reads that stuff. The other players are all the sort who sit in the 3rd row and shout jokes at the screen... which can deflate any scenario.
I think it's important to keep your inner Eddie Murphy on hold if the goal really is to have a creepy good time.Come to think of it, I had more horror and suspense than I intended in Midlands. Then again, how can a realsitic depiction of a war be less than horrible and grotesque?
The one intended moment was, when the players explored an abandoned Necromancers laborotory, They were loking at books, then they were trying to fifure out what the table with straps on the corners was (vivisection table), then they Shock and awe happened when they figured out that the thing in a formaldehyde jar was once a human being and right after the Magic User figured out that the remains of an ape left in alow cage in the corner with straw onthe floow were actually skeletal remains of a human child wrapped in a night gown. The guy choked back a sob! There was a long silence. The player charaters lef the room quietly, and forgot the surgical instruments in the draws of the vivisection table. Had they collected those, they would have sold them for a small fortune in gold pieces. I love placing treasure, which the players will overlook.
The other type of horror was unintentional. Players had to cross an opening, through which half a dozen goblin archers were shooting at anthing that moved. One player, who ever played before, and didn't really understand hit points and dmaage shouted out - This is too dangerous. I am not sending my men (NPC's) across it! It was 35 minutes while the players were trying to figure out how to bypass it. Same player, same dungeon. Unfinished stronghold. a twenty foot diameter shaft cu through to the bottom level of the limestone cave complex that was intended to be a lift fr wagons and mounted riders. Same player decides that it is a hole for the dragon! He convinces all the other players that there is a dragon at the bottom of the Dungeon. And all the other players believed him! This was supposed to be the easy way to cut to the chase and have a superior attack from above enemy from above (no dragon), instead players went off on a tangent looking for another way to get to the lower levels, which was there, but I never intended to be used and it extended the adventure by a good amount of time.
The third way, was when the mechnaics of the combat system and the narrative rolled seamlessly into one. Player party made a tactical mistake and walked out into a wide open field, where they were attacked by goblin wolf riders mounted on dire wolves. Player party formed the shield wall and received the charge. Goblins rolled two Crit Hits. I only use the hit location table to help in the story telling and to see if the locatio is protected by metal plate, which might avert the crit hit. In any case, a PC and NPC were killed outright when the goblin lances struck. To the Druid's left a female NPC fighter collapsed with a broken lance in her chest. She died in the Druid's hands as he was trying to help her, and then a Paladin PC to his right fell, bleeding all over the place, his throat torn out by the dire wolve's fangs. While the Paladin was thrashing going through death throes in Druid's arms, the Druid saw a goblin wolf rider turning towards him. Druid grabs for the weapon and tries to get on his feet, but slips in the blood and falls. Druid has the presence of mind to cast the entangle spell, but it fails, he tries again, and this time succeeds with the wolf rider almost on top of him. The Druid was crawling away on all fours, sans shield and his weapon, while the two thieves were shooting at the goblin and the wolf from their bows...I did get the players good and spooked once: I think it happened because of a combination of factors. Here's the situation: the characters were exploring a burial ground consisting of a whole bunch of gravemounds (most about 12' tall). They'd been warned that this was not someplace they wanted to be once night fell, and they'd already had some skirmishes with undead that led them to think all Hell would break loose after sundown. What they didn't know was that the place generated a confusion effect: the longer you stayed there, the more likely you'd wander deeper in instead of being able to get out. So the evening was fast approaching when they realized something was wrong and they couldn't leave as easily as they expected. At that point, I had crows start showing up. Just a few at first, sitting on the mounds, then more, and more, and more... The players didn't know what that meant, but they were sure it wasn't good; not knowing made them even more panicky. (The crows never did anything; they were just meant to be creepy, and it worked beautifully.)
I think this worked for several reasons. First, the players abruptly realized that they weren't in control of the situation; they wanted to leave, but couldn't. Second, there was a mysteriously creepy element present: the crows. (Here, I was playing on players' tendency to assume that anything the DM mentions a lot is significant; that made them assign unpleasant meanings to the crows, probably more unpleasant than anything I could have thought of). Third, they were expecting to get killed by a massive wave of undead after dark.
The astute reader may notice that I was shamelessly ripping things off here: getting lost in a bunch of gravemounds is straight out of "Fog on the Barrow-Downs" (Chapter 8 of The Fellowship of the Ring)and the crows are out of Hitchcock's The Birds. if you want to give your players the creeps, it never hurts to put old horrors in a new guise.Well, this is interesting! I've been working on this for awhile now. I've achieved actually scarring the players three times, tried more often, but only scared them three times. Each time was the same atmosphere, dark.
The first time it was a one shot of Ravenloft: Masque of the Red Death with a haunted ocean liner.
The other two times were in a long running campaign. I think it only worked because I was upfront about what I was trying to do, and my usual no random death rule was suspended. They really had no idea if their characters would die, and I ramped up the creepy factor. I think that since they had an attachment to their characters, it really helped. A single session or two out of a long running campaign is a tad easier.I tried playing a horror themed couple of sessions a while ago. My players knew it was supposed to be horror-ish. There were zombies and woods at night and missing children.
When I was really trying to creep the characters out it didn't work- one morning a NPC woke up with the fingers on one hand chopped off, and another NPC had a stomach ache. Later in the day NPC number 2 vomited up the missing fingers. The players were mostly unfazed.
The next night though they decided to stay in an abandoned farm house. They meticulously checked the house and found nothing strange, except a horrible smell in the basement that kept getting worse. The smell was just a afterthought and never explained, but it seriously freaked my players out.I think it is difficult to do horror in an RPG. There's a book out there called "Nightmares of Mine" that tackles the subject and points out the difficulties in doing horror in this venue. For one thing, most players treat monsters as targets, not as things to run away from, and will feel more frustrated than horrified when they can not engage them immediately. As many have said, a lot of it comes down to the willingness of the players to play along. We ended up doing a CoC session that looked more like a Hope/Crosby comedy than a horror movie.
That having been said, here's my story. I was running a New Year's Eve Rifts one-shot with some friends many years ago. I was describing a scene while simultaneously stuffing my face with tortilla chips when I suddenly choked, gagged, and then vomited into the chip bowl. The players looked at me with horror on their faces and one of them said, "was that part of the story, because if it wasn't it will be scarier than anything you'll come up with tonight."Yeah, we had a pretty scary session last year. We started D&D in the winter of 2010. More or less little adventures so that everyone (myself included), could figure it out. Started with 3ed, but by late summer had moved to 1ed. Early on it was pretty much go into dungeon, find orc, kill orc, take treasure, repeat.
Then in late September, I noticed that the game world calendar was in mid-October. So I threw together a little side adventure if they wanted it, revolving around 'help village find why graves are being disturbed.' I heaped plenty of Halloween cliches and icons: black cats on fence posts, abandoned chapels, graveyards near cornfields complete with corn stalks and scarecrows, bats in woods, old mausoleums, dark crypts, the works. Enough that they figured out the atmosphere, and assumed something 'Halloween-like' would be coming at them. Their biggest fear was that I had a ghost waiting for them (they feared the 1st ed ghost as much as anything).
Eventually they made their way to an old abandoned manor house in the middle of some woods. I had nothing in it except a few poltergeists and a locked and sealed room with a demonic force to provide some ESP scares (they couldn't get to it, they can later if they want to come back). Once in the house, I had only a few little signs - drops of blood, plenty of cobwebs, strange noises (I would give notes to one or the other with things like 'you here so-and-so's name in a hoarse whisper') and that was it. They eventually found what they were looking for and beat a hasty retreat out of the place. I told them they hadn't examined the whole place, and they said they knew they hadn't. They just wanted out of there. They were actually scared for their PCs. Toward the end they actually argued over who had to open the next door.
I doubt I could do that again. Setting up the obvious atmosphere and context, building on their own assumption that a ghost was the logical monster of the day (even if that was obviously way to tough for their level), and breaking pace from combat/treasure to really nothing at all, worked that time. Next time they would probably expect it. But at least that time, it worked like a charm.Thanks for this post, James. I too am a horror fan, and have always been cognizant of the difficulty in instilling genuine terror in D&D players. But it's not an insurmountable problem. The DM has to be a decent role-player. (Do you just tell players that 4 chasme demons are in the room, or do you give life to them and enact them?) Then too, visual aids can be helpful. (Ever see those from, say, Return to the Tomb of Horrors?) More generally, the game has to transcend dice-rolling and decision making, and tap into players' real-life fears.
In the next few weeks I hope to post on my blog a module I've been working on for years: The Blinding Claw of Torremor. Someone in this thread alluded to Tolkien's Barrow-Downs, advising that "if you want to give your players the creeps, it never hurts to put old horrors in a new guise", and that's true. My adventure leans heavily on The Exorcist. In essence, it's a three-stage campaign: (1) a horrifying ritual in a village setting (I'm using Hommlet), (2) a dungeon layered with suffocating evil, and finally (3) a showdown on the Abyss where the stakes are as high as they get. Whether or not it plays out genuinely frightening, I must leave others to judge; I still haven't run the thing.@Pierce: I think that's a good example of what does and doesn't work in an RPG. The PCs were unfazed by the fingers thing because they identified it as set dressing. If it had happened to PCs rather than NPCs, it might have worked a little better, but probably not because it's still identifiable as a special effect, something that happened because the DM (or a random table) decided it happened, and therefore not a threat. (I'm making assumptions here, tell me if I'm wrong.) It's creepy, but it's not scary.
The bad smell was scary because the players couldn't dismiss it that way. Sure, in reality it was a special effect too, but it could have been something horrible creeping up on them. It's atmospherically creepy, but it's also scary because it's an unknown potential threat, something they have to deal with on their own terms.
For the finger example, if you had an actual creature that snuck up on PCs in the night and painlessly gnawed off fingers, and you ran it as a creature rather than as a DM fiat or a plot point, that has at least the potential to be scary in a way that creepy window dressing can never be, because it's threatening and it's unsettling and it's something the players have to deal with themselves, as players.
Dread's Jenga tower works well because the chance of horrible consequences revolves entirely around the players' own actions - pulling out that jenga block - not on the DM or the story or anything else. If the player manages it, they're okay for now. If not, they're fucked. It provides the element of tension that's often missing. You can get the same effect in a diced game, if the conditions are right.- AnonymousOctober 14, 2011 at 7:13 PM
Nope. Nobody in our groups, players or gamemasters, dug being "scared for reals" during a game session. Too many of us had vivid imaginations that would replay game sessions into nightmares ... so we kept the nightmare fuel to limited and strategic deployments.
(Oh, and look! I found a way to post. Lucky me. I don't understand the idea that it's hard to do horror in rpgs. In rpgs you're involved, your character can die. That seems a lot easier then trying to horrify in print or on screen.
And I'm trying to scare my players every session. They are going down into holes in the ground where the dead dwell and things want to eat them. If exploration isn't at least a little unnerving, why play?I think it can be hard for an RPG to achieve real time horror, as the distance between the character and the player is too far. It's similar to watching a horror movie when everyone is being silly.
But RPGs are an excellent medium for achieving Lovecraftian "cumulative horror". I have many times had players report that they have had nightmares about things that happened in game, or that they got spooked later, on reflection, of the in-game events.
The guy with the doritos gets forgotten, but the horror lingers.Some thoughts on horror RPGs.
As others have said or alluded to here, by its nature, RPGs are a shared experience. It takes the players and the GM to create the mood to make a horror game work.
It's important to understand that you can describe weird, messed up stuff all you want...the tension in a horror game comes not only from your narrative, but mostly from the tangible sense of danger your characters are in...that tangible sense that one more hit, or one more blown sanity check and your character won't be coming back alive or intact.
To me, system is paramount to getting the feel of horror right. Put the d20, Savage Worlds, and Hero away...all of them are way too heroic for it to work. I've never seen, run, or played in a D&D game that freaked out players as much as some of the other systems I've run. My one experience with Tomb of Horrors wasn't so much a horror game as getting pissed off at what was pretty much a horribly unbalanced dungeon.
Most players of D&D treat encounters with all the dispassion of a mechanic rebuilding an engine. "Ah, it's an Umber Hulk. You do this, Fred do this, Sara do this, and I'll bring a fireball into the fray."
The grittier the system, and the more lethal the combat mechanics, the better the chance of building tension, in my opinion.
Obviously story, mood, etc. make a huge difference, but alone, they won't get you there, particularly if the players aren't buying. I'm a big fan of Call of Cthulhu/BRP for system, but really, any system that has a robust mechanic for fear effects, and leaves the characters with a very tangible sense of one wrong move and they're dead will do it. I've not played Dread, but the Jenga Tower mechanic seems a likely candidate to create that sense of tension. Call of Cthulhu's combination of Sanity checks, squishy characters that can be killed with a couple of shots or melee attacks, and nearly invulnerable monsters also works well. I've seen a few indie games that do it pretty well.I won't gamemaster straight Call of Cthulhu because I've played with some very good gamemasters.
One time, after a session at one of these people's places, in what is effectively the country, we were waiting for a train back to the city proper. Imagine the scene. We are on the platform. The wind is rustling the trees. And we were huddled under the single isolated light (well within each other's personal space). That was the residue from the game session. We laughed about it when we realised that was what we were doing, but the laughter had a slight tinge to it and we never really relaxed until the train had reached the safety of the city.
I'm just glad at that time I hadn't read Kult. The Metropolis edition is one of the few games where reading the rules made me uncomfortable. In a brightly lit room. The sheer poetry and alienation inherent in the game was so well done, and extrapolating that into what it would be like to play let it seduce me. [I really wanted to run one of the published scenarios for a friend because it would have hit ever one of his (the player's) buttons, and he would have reacted exactly how the characters would have. I didn't, because the player's psychological disadvantages are never fair game.]
[I should add the disclaimer that there are games that people won't play with me because they think I'm too good at the seductive sweet reason of darkness and despair. Such as being of noble of Hell in Nobilis.]
Like good horror on visual media, horror in an RPG is best imagined off-screen. As soon as a monster is actually presented, it is hard to cultivate a sense of fear. [I'm reminded of my house rule for D&D is that undead cause fear (or at least a morale check), becausem even if it's just a skeleton, it's still the walking dead.
Although if you have a player (it never works when done by the gamemaster), who is good at projecting panic and hysteria, and you can play to it, then you can discover that panic is indeed contagious.
Oh, and for good mechanics for simulating a horror story, I always thought the Orrorsh sourcebook for Torg managed to capture the horror movie genre quite well, with the need to gain Perserverance to overcome the Horror (and without which the Horror could pull all sorts of nasty tricks on the adventurers). It even had a good game mechanic for encouraging players to split up whilst exploring that big old house up on the hill...Oh, and I almost forgot. Grey Ranks. An indie storytelling game about being a teenage resistance fighter in the doomed 1945 Warsaw Uprising. The game I played of it (with excellent role-players) really emphasised the horrors of war and the hopelessness of the whole situation by the end. It's a game where winning (aka staying alive and reasonably sane) is extremely unlikely. Which goes to show that not all horrors are monsters.
ReplyDelete@Desert Rat: I agree, except that I think D&D at low levels is a very good vehicle for fantasy horror. The low hit point totals mean death is always a threat, but the hit point system itself builds tension quite nicely. Every setback you survive decreases your hit points and increases your risk of sudden death. No complicated injury mechanics or fear effects, just an ever-higher chance that your next mistake will be your last.
If the players meet something as terrifying as an umber hulk, a hideous monster that gnaws at the lightless roots of the world, that can tear apart an armoured man in seconds and which they can't look in the (creepily human) eyes without going mad, and they treat it with the passion of rebuilding an engine, then the DM is doing something wrong.Desert Rat wrote:
To me, system is paramount to getting the feel of horror right. Put the d20, Savage Worlds, and Hero away...all of them are way too heroic for it to work. I've never seen, run, or played in a D&D game that freaked out players as much as some of the other systems I've run.
I never gave much thought in those terms (probably because D&D is the only game I play), but I think you make a good point about heroics. Characters essentially sign on for mayhem and horror, which can ironically diminish its effect. It puts me in mind of the difference between Alien and Aliens, the latter of which is basically Alien on steroids, involving ten times the horror, but it's ultimately less scary because the protagonists – the marines – sign on to fight and die as part of their jobs. Even Ripley, in Cameron's sequel, goes in knowing what she's in for. The first Alien may have involved only one creature, but it was picking off helpless crew members who were anything but "heroes".
My one experience with Tomb of Horrors wasn't so much a horror game as getting pissed off at what was pretty much a horribly unbalanced dungeon.
Hmmm... that's part of it, but if the DM knows what he's doing, Tomb of Horrors (and the sequel) can be very scary.Not an entire "session" no. Our sessions go for 7 or 8 hours so there are many different emotions experienced. Much like any horror movie where only certain scenes are actually "horrible", not the whole movie. Based on this, yes, we have certainly had frightening or horrific encounters and other moments in our sessions. It happens kind of often actually.
ReplyDeleteOnce ran a campaign where the characters were investigating rumors of a lake monster. Instead, a flying horror appeared out of a ruined castle on the shore. As it flew slowly toward them, they panicked, convinced that jumping in the lake was suicide. The creature flew in, snagged one of them, and flew away. The players were so freaked they forgot they had guns. Oh... and as a bonus... there was no monster in the lake. That was just a rumor. ;)


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Growing up in hotels was like living in a constant amusement park. Swimming, jet skiing, boogie boarding, diving, wind surfing, tennis, golf or simply lazing, we could do anything we wanted, whenever we wanted. The fact that we lived in Qatar and were guaranteed 363 days of sunshine, added to the pleasure of the perfect amusement park atmosphere.
As my dad worked in luxury class resort hotels we were also used to doing things others thought of as pure indulgence. Like the fact, we simply went into the main kitchen and helped ourselves to whatever we wanted. The chefs and pastry chefs knew us from a very young age and spoilt us with exotic foods and desserts. We got what we desired whenever we craved it. Sounds like we were spoilt brats, doesn't it?
Thanks to fantastic parents, who always found it very important to teach us the values of respect, modesty and courtesy, both my brother and I never took anything for granted. We always knew where we stood, knew that what we had was something special but nothing we should take advantage of.
So, we always appreciated the waiter who went out of his way to get us a special fruit juice cocktail or adored the pastry chef for making our favorite dessert.
Today, it is upon me to teach these same values to my son. My dad still works for fancy hotels, but now he says he can take leave of playing the teacher role and fully concentrate on spoiling his grandson. As I am currently in Dubai visiting my parents I see so much of history repeating itself. Soeren spends his days on the beach or the pool, lunches are at the restaurant where a buffet of exquisite food is on display. If he does not like something on the buffet, he is guided into the kitchen where he is spoilt rotten by the kitchen staff. He comes back with a bowl of mousse au chocolat, or sticks of chocolate, pasta with tomato sauce - whatever he wants, whenever he wants it.
On one side I have to remind myself that we are on vacation and throughout the year he does not lead this lifestyle. So, I should not be as strict as I think I should be. On the other side he is 5 and at this age, I believe they are ready to be molded into what they become and think later on in life. I have to induce a few valuable lessons. It's a balance act. But I am lucky because I have an intelligent and sensible boy. He takes in what we tell him with an eagerness I have not seen in kids his age. He will repeat things, as if to remind himself, and follow the guidelines to his best ability.
One thing I remember about growing up in the hotel in Qatar was the poolside bar. The food was not specifically out of the ordinary - your typical grilled fish and meat, burgers, sandwiches and salads. However, among all the fancy food readily available to us there was one that I loved. It was a simple platter of fresh fruit served with a delicately flavored fruit sauce, granola and cottage cheese.
The fruit was always fresh, juicy and sweet, served with the three variations - tangy sauce, crunchy granola and creamy cottage cheese - it was always an exciting new combination of flavors. Perfect after spending part of the day in the hot sun.
Also perfect for this month's Monthly Mingle theme. Abby, who is this month's guest host, selected a spectacular theme for this month - Spring Fruit Sensations. What can be more sensational than a platter of fresh fruit served with mouthwatering condiments?
Printable version of recipe here.
For the Ginger Mango Sauce
2 small ripe mangoes, peeled and quartered
2 teaspoons fresh ginger, finely chopped
2 tablespoons maple syrup
2-3 teaspoons freshly squeezed lemon juice
Put all the ingredients for the sauce into a food processor and process until the sauce it thick and smooth.
For fruit platter
You can use any fruit you like here. I used:
1 papaya, peeled & sliced
3 yellow kiwis, peeled & sliced
2 blood oranges, peeled & sliced
2 passion fruit, cut in half
Handful of strawberries, quartered
Cottage cheese
Lay all the fruit onto a large platter. Arrange granola and cottage cheese in small bowls.
Serve fruit spooned with the ginger mango sauce, sprinkled with granola or just eat the fruit with cottage cheese.
Fresh, fruity and simply full of spring. There is no better way to describe this. The fruit complemented with the ginger mango sauce is scrumptiously tangy and succulently sweet. I love the added crunch of the granola - it adds a lovely body to the dish. All I say is - sensational!
You might enjoy these fruit sensations too:
Apricot and Pistachio Ice Cream | |
Strawberry Mille Feuille | |
Figs In Cherry Caramel |
All photographs and written content on What's For Lunch, Honey? © 2006-2008 Meeta Khurana unless otherwise indicated. | All rights reserved | Please Ask First


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Are you experiencing a blackout? Do you have a problem with your sockets? Overheating? Electrical devices that do not work or that often trip the system? Contact us for quick electrical troubleshooting! It will take us 30 minutes. Our travel is free. First of all, we may have to do a troubleshooting of the power supply. This is because in many cases we cannot identify the source of the electrical problem immediately. We must use our tools and our knowledge to find the source of the problem. We will then proceed to the electrical troubleshooting. If you choose, we will also provide a quote. You choose. Both cases are transparent. For electrical troubleshooting, contact us today!
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This is the face of EVIL!!!
We chronicled yesterday the story of Brian Banks (Former HS Football Star Brian Banks Spent 6 Years in Prison for Rape Didn't Commit).
What bothered me the most and there are a lot of things that bother me about this story is she never apologized. She never said, I am sorry for lying and destroying your life.
All she said was that she wanted to "let bygones to be bygones".
She didn't even have the guts after she admitted she lied to go to prosecutors because she didn't want to give back the $1.5 million she stole from the school district for lying.
Just listen to Banks tell the story.
Thank god his defense team secretly taped her admitting that she lied about the rape or he still would have this hanging over him.
It just makes your angry that someone can do this type of thing and get away it. As of right now Gibson is still walking free and living off the $1.5 million she and her mother won in a lawsuit.
Banks has cleared his name, but he can't get the 10 years back he lost.
Just try to remember when you were 17 and then when you were 27. How much did you change? How much of your life would be missing if someone took those years away from your.
Wanetta Gibson is evil woman with a black heart.
Besides destroying Banks life, she has hurt the credibility of every future rape accuser going forward. Rape is a serious charge and men who commit it should be thrown under the jail, but with women like Gibson out there it will always be doubt about these claims.
Just a terrible story and I hope someone goes after Gibson for all the money and possessions she has left and any criminal charges they can levy against her.