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In 2006, the clinic was acquired by an independent group Hexagone Hospitalisation, expanding and doubling its capacity to more than 200 beds.Clinique Ambroise Paré is a leader in chemotherapy, dialysis and In-Vitro Fertilization and is the first private facility
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This information is intended for general information only and should not be considered as medical advice on the part of Health-Tourism.com. Any decision on medical treatments, after-care or recovery should be done solely upon proper consultation and advice of a qualified physician.
What is testicular sperm aspiration (TESA)?
TESA is a sperm retrieval technique that can be used either as a diagnostic procedure to detect azoospermia (a medical condition whereby a man has no sperm in his seminal fluid), or as a procedure to recover sperm from the testicles of men who have obstructions or ejaculatory problems which cannot be treated by any other methods.
The sperm aspiration procedure is usually performed by a specialist (urologist) that specialize in cases of male fertility. In some cases, it can be done by a reproductive endocrinologist who has is a doctor with a specialty in infertility.
If the sperm is obtained on the same day as the eggs it can be used fresh. I not it can be frozen and used later. However, it has to be thawed before use. Usually, the sperm aspirated is enough for multiple attempts of IVF.
Sperm retrieved from the seminiferous tubules in a TESA procedure are usually less mature and less motile than sperm which are found in ejaculated semen. Therefore, intracytoplasmic sperm injection (ICSI) a special form of IVF is used to achieve fertilization with TESA sperm. It involves injecting a single sperm into each egg.
The doctor will perform tests which will help to predict if the sperm can be obtained at the biopsy. Tests are also important because they show the presence of any conditions that could cause problems in children born from the procedure. The tests performed include:
The female partner will also undergo tests to check the womb and hormonal tests to ensure she can produce eggs.
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Harmon-Vellotti tops Shetty to take lead at U.S. Juniors
FM Luke Harmon-Vellotti sits atop the leaderboard with 2.5 points after three rounds.
By Brian Jerauld
SAINT LOUIS (June 17, 2013) -- On a day where separation was on the order, just the opposite was on the plate.
"This tournament hasn't even started yet," said IM Daniel Naroditsky after the third round of the 2013 U.S. Junior Closed Championship. "Everyone is at the same place."
Now everybody is throwing punches at the Chess Club and Scholastic Center of Saint Louis. Round 3 featured defeats of IM Victor Shen and FM Atulya Shetty, who had been the early frontrunners of the tournament heading into Sunday, and points on the board for both FM Jeffrey Xiong and WFM Sarah Chiang. Three draws on the day tightened the rankings instead of providing distance, as now seven players of the field of ten all sit within a point of each other.
FM Luke Harmon-Vellotti now stands alone on top with 2.5 points, after a win that has been two months in the making. Payback rang in the Idaho FIDE master's mind as he took the chair across from FM Atulya Shetty for the second time, the first coming in the final round of the record-breaking 2013 K-12 Super Nationals last April. There, Shetty served Harmon-Vellotti a loss that not only disrupted the 14-year-old's perfect 6-0 record, it also bounced him from the top spot to put Shetty in clear first. An instant rivalry.
"I really wanted revenge," said Harmon-Vellotti, who will begin classes at UCLA in the fall after acing the math portion of his SATs. "I think having rivals is good for competition. They push you, give you something to focus on. Generally speaking, they help to spur better things."
Shetty rolled out with an English attack and the game moved quickly through the first 14 moves, until Harmon-Vellotti knocked him from his prep with 14. … Nd8. The move looked to ready c6 and kick Shetty's knight from the powerful d5, but Shetty retreated the knight willingly with 15. Ndc3 and Harmon-Vellotti's response of 15. … c5 invited him right back in.
It brought a muddled and closed center where knights became the highlight, and Harmon-Vellotti found one to reign supreme. His 22. … Qb5 produced a fork for material advantage, but it brought much more. Shetty's response of 23. b4 surrendered the pawn on d5, but also allowed Harmon-Vellotti's knight a path toward a nasty outpost on e3. The position proved more valuable than the exchange, as the knight stayed put despite attacking Shetty's rook for four moves. When it finally did move, 31. … Nd5, it produced a lethal discovery that left three of Shetty's pieces attacked at once. Surrender came four moves later.
The tournament's other leader IM Victor Shen, who had a perfect two points through two rounds, also stumbled with the white pieces in a marathon match versus Robert Perez. Shen's e4 was met with a particularly sharp Najdorf line of the Sicilian, one Shen admitted that a lack of familiarity with helped aid his defeat.
Of particular focus was 12. Nxe7, a voluntary move from Chen that swung the pendulum heavily into Perez' favor. While it did disrupt castling, the response of 12. … Ke7 put Perez' monarch into perhaps an even cozier safe spot, as it never felt a whiff of danger for the rest of the game. It also made a streamline of mobility for Perez' major pieces, which had a battery set just three moves later on the half-open c-file, beating down on Shen's king.
"I don't know what to say, I thought (12. Nxe7) was a good move, that I was getting two bishops," Shen said. "But clearly, as the game showed, he gets a free attack out of it, and I get nothing. I traded my best piece for his worst piece. That's not ideal."
It pushed Shen's forces into an extremely packed a1 corner and, with both a- and b-pawns charging, Perez looked to blow open the meager defenses. But Shen took advantage of some inaccuracies and played well with his back against the wall, ultimately wiggling free from the tight corner with minimal casualty. He finally traded his "piece of garbage" knight, which sat for 27 moves on the a1 corner, for a pawn and an opportunity to queen his a-pawn. Perez, however, offered some fantastic queen and knight work in the closing moves to secure the win.
Naroditsky discussed his decision to push forward into a draw against Harmon-Vellotti in round 2 as a "prudent decision," but his draw against Kayden Troff in round 3 was more of a desperate cling. The two IMs paired off in one of the most anticipated matchups of the day, and despite the uneventful result, the game itself offered plenty of fireworks.
Naroditsky's preparation knew of his opponent's penchant for the Grunfeld, so he came at Troff with the Anti-Grunfeld System, refraining to play d4. All looked well for the California 17-year-old through the opening, until he decided he didn't want to just pick a quiet fight with Troff. Instead, he put his head down and charged.
"I thought I would be making a statement with e5 and e6," Naroditsky said about his 11th and 12th move, "but I missed a really nice refutation. I realized then that this wasn't going to be so easy, and from there I was clinging to whatever I could cling to."
Indeed, Troff was agile in his dodge of the premature attack, immediately swapping out the f3 knight and swallowing Naroditsky's e-pawn. In four moves, Troff had completely unpacked his position, centralizing both knights with incessant harassment to the black queen. Though the loss of his d-pawn stacked Troff's own d-file, a weakness Naroditsky would later recollect, his king cowered from several dangerous files and diagonals that Troff dominated for much of the game.
But Naroditsky held out, breaking the game down to a rook-and-pawn endgame and eventually converting his only remaining weakness – stacked and isolated e pawns – into a balanced position.
"All things considered, I'm happy to get away with a draw," Naroditsky said. "I'm happy I didn't collapse, as I have done in the past, happy with the fact that I was able to calm down and defend it."
Both WFM Sarah Chiang and FM Jeffrey Xiong, scoreless through the first two rounds, were able to break the seal with draws in round 3. Chiang had white against FM Yian Liou and came with the Leningrad system in the Dutch defense. Though the center showed early signs of closing, it sprang open quickly by move 15, with both sides being relieved of their oft-problematic pawns in such positions – c4 for white, and d6 for black. The game stayed quiet throughout, mostly jockeying for better position between the two sides, and Chiang easily dealt with Liou's only endgame threat in a passed pawn.
FM Sam Sevian played Xiong to a draw in a battle between the two youngest competitors in this year's Juniors field – both 12 years old. And after a round 2 match versus Perez, where Sevian played a race through theory that went 26 moves deep, he was relieved of such preparation versus Xiong in just one move: Sevian prepped fully for a Xiong's c6 or c5 response, and instead got 1. … e6.
It did, conveniently, enter them both into a line they were equally unfamiliar with, a Winawar variation of the French defense. The game stayed closed and confusing throughout, with Sevian testing options around an "annoying" g7 outpost, according to Xiong. His response offered an exchange sacrifice, which Sevian accepted at 25. Bxg5, that dramatically opened up black's forces and momentarily sent white reeling. Xiong eventually earned the exchange back with 32. … Bxd2+.

subset: commoncrawl


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Outright Gift or Bargain Sale
Turn Your Treasures Into a Charitable Legacy
Your treasures like valuable antiques, stamp and coin collections, works of art, cars, boats, and other personal property can make suitable charitable gifts today or after your lifetime. The financial benefits of the gift depend on whether we can use the property in a way that is related to our mission.
Related use property-e.g., a piece of artwork donated to an art museum-is deductible at the full fair market value. Any other property is deemed nonrelated use property and the deduction would be limited to the lesser of fair market value or your tax basis in the property.
If the federal income tax charitable deduction claimed for a gift of tangible personal property exceeds $5,000, you must obtain an appraisal from a qualified appraiser and submit a special IRS form with the tax return on which the deduction is claimed.
Ways to Use Property as a Donation
An outright gift. This allows you to benefit our work today and receive a federal income tax charitable deduction when you itemize.
A gift in your will or living trust. You can leave a legacy at Murray State University by donating property to us through your will or living trust.
A bargain sale. You can sell us your property for less than the fair market value of the item. For example, if you sell us an antique for $25,000 that is worth $50,000, you will receive a federal income tax charitable deduction of $25,000 plus the payment from us of $25,000.
A memorial or tribute gift. If you have a friend or family member whose life has been touched by Murray State University Foundation, consider making a gift to us in his or her name.
An endowed gift. Create an endowment or contribute to one that is already established to ensure that your support of Murray State University Foundation will last forever.
A charitable gift annuity. You can sometimes use non-income producing property such as valuable stamp and coin collections or works of art in exchange for life payments and a federal income tax charitable deduction. The amount of the charitable deduction depends, in part, on whether the donated items are retained by the charity and used for its tax-exempt purpose.
A charitable remainder trust. You may be able to contribute tangible personal property to a charitable remainder trust. If you or a family member is an income beneficiary, you will receive a federal income tax charitable deduction when the property is sold. An additional contribution of cash or appreciated securities is recommended to cover expenses until the tangible personal property is sold.
A donor advised fund. Gifts to donor advised funds are not limited to cash and securities. Tangible personal property such as valuable antiques, stamp and coin collections, art, cars and boats may be able to be gifted and sold to benefit your fund.
Information contained herein was accurate at the time of posting. The information on this website is not intended as legal or tax advice. For such advice, please consult an attorney or tax advisor. Figures cited in any examples are for illustrative purposes only. References to tax rates include federal taxes only and are subject to change. State law may further impact your individual results. California residents: Annuities are subject to regulation by the State of California. Payments under such agreements, however, are not protected or otherwise guaranteed by any government agency or the California Life and Health Insurance Guarantee Association. Oklahoma residents: A charitable gift annuity is not regulated by the Oklahoma Insurance Department and is not protected by a guaranty association affiliated with the Oklahoma Insurance Department. South Dakota residents: Charitable gift annuities are not regulated by and are not under the jurisdiction of the South Dakota Division of Insurance.


text: 5 MP, 1.6 GHz Processor, Monochrome Smart Camera—The ISC‑1778 is a high-performance smart camera for machine vision and is powered by a 1.6 GHz Intel Atom processor. The combination of the onboard processor with a CCD image sensor provides an easily distributed all‑in‑one system. In addition to high-performance image acquisition and processing, you can use built-in digital I/O and industrial communication options for dynamic, real-time communication and integration with industrial automation devices including programmable logic controllers (PLCs), human machine interfaces (HMIs), robotics, sensors, and industrial machinery. You can configure NI Smart Cameras with the included Vision Builder for Automated Inspection (AI) software or program the camera with the LabVIEW Real‑Time Module and the Vision Development Module.


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Bone Grafting
Bone grafts are used to fill in defects where the bone is missing around the teeth or where bone is needed for implants. The Catch 22 with dental implants is that you need bone to support the implant, but the reason most people need an implant is that they lost their tooth or teeth due to a lack of bone. In cases where there is a lack of bone, it is necessary to replace bone through bone grafting. Bone grafting procedures can be used to build up or fill in jawbone defects allowing the placement of dental implants. These techniques represent some of the greatest advances in modern dentistry. There are generally four types of bone grafts used:
Autografts are those where the bone to be grafted to the jaw is taken, or harvested, from your own body. The donor site, which is where the bone is harvested from, is usually the mouth or the hip. This is your own bone and is very compatible with your body. Autografts are generally the best grafting technique and usually result in the greatest regeneration of missing jawbone.
Allografts are taken from human donors. Many countries have donor programs where you can specify that in the event of your death, parts may be harvested from your body to save or improve the life of others. Heart transplants are one type of allograft. This can represent one of the greatest gifts you can ever give. Bone obtained in this manner undergoes rigorous tests and sterilization. Your body "converts" the donor bone into your natural bone, thereby rebuilding your resorbed jawbone.
Alloplastic grafts are made from inert, man-made synthetic materials. The modern artificial joint replacement procedure uses metal alloplastic grafts. For bone replacement, a man-made material that mimics natural bone is used. Most often this is a form of calcium phosphate. Depending on how it is made, it may be "resorbable" or "non-resorbable." That is, your body may or may not replace the alloplastic graft with your natural bone. In those cases where it is not replaced, it acts as a lattice or scaffold upon which natural bone is built. In either case, the end result is to create enough bone for the placement of dental implants.
Xenografts are harvested from animals. The animal bone, most commonly bovine (cow), is specially processed to make it biocompatible and sterile. It acts like a "filler" which in time your body will replace with natural bone. After this replacement process is complete dental implants may be placed to support the missing teeth.


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Thursday, January 28, 2010
Session Frequency
I am, however, getting the distinct impression that gaming even every other week is something of an anomaly among my readership. Am I mistaken in this? How often do you typically meet to roleplay? I ask both out of personal curiosity and because a regular jab made at the old school movement is that it's made up primarily of guys who no longer actually game but just like to talk about gaming. Is there any truth to this?
82 comments:
I started playing again in April 2009 and have DM'd 26 sessions since then - everyone on a Saturday night using Skype (including one run from a hotel room in Germany). I agree with the idea that weekly sessions provide the best flow, but like many others, adult life does tend to interfere quite often. I don't think I've had more than a few sessions where every player made it, and no player has made every single session. That is the sad reality with which many of us simply have to deal, but it does not mean we are still not having fun when we can. I can't wait to be in the old age home playing D&D between naps, with the only interruption being the nurse with my meds.
ReplyDeleteWe play every month and when I tried to organise sessions more frequently (at the start of the year) - i.e. every other week or even every three weeks - there was a virtual rebellion and cries out "outrage"!
As much as I'd like to game more frequently I guess I shall have to make do with what I can get!I've been running an OD&D game at my local FLGS for the past three months. We've been meeting for three out of four Tuesdays a month during that time. The game runs from 6:30pm until 10pm, and that's about enough time to have a decent adventure.
I think one of the things that might contribute to difficulty in gaming on a weekly basis is the notion that you have to do it for an extended period of time, i.e. over eight hours. I doubt I could arrange for an all-day gaming session more than once a month, and that would be pushing it. But it is relatively easier to set aside an evening or an afternoon for a game session. Combined with my observation that people make bad decisions when they are tired means that I don't mind ending before midnight; 10pm is just about right.It has been scheduled for weekly for over a year now, as well.
--There have been a few missed sessions, but overall, I think we played at least 45+ sessions in that time.
Now schedules may either force an alternating week rotation, but that may not be the case.
Session length ranges from 4-11 hours, with 9 hours being average.I have to agree with Victor's comment; the notion that rpg sessions need to be 8-12 hour marathons is one that needs to be abandoned by any adult that wants to successfully game even every other week. Our sessions, which have ran every week for quite some time, tend to run only 3 hours or so on a Thursday night. And they have been quite satisfying, even though they are shorter. Steering clear of the weekend is important for us as well, as a lot of us tend to have family things going on then.
ReplyDeleteThere's seven of us and we try to play twice a month. We've been doing pretty good with that schedule. The exception was over the holidays where we shut down for the month of December, with real life always taking precedent over gaming. Our sessions last about 3 1/2 hours. Every two weeks seems to work out pretty well for us.
ReplyDeleteWe met on the 1st & 3rd Fridays to game. Setting a definite date pattern has helped everyone keep the schedule pretty well. We do tend to shut down during December and we'll skip a game if more than half of the group (or the DM) has a conflict with "real life". We balance that by trying to slip in a game on the rare 5th Fridays, though.
ReplyDeleteI'm not really an Old School Gamer—I started with 3.0 about the time 3.5 was released—That Said, I find the Old School Movement Fascinating, and I think that there's a lot to be learned from the old school ways that can be applied to any school of gaming.
Currently I just finished running a Savage Worlds Campaign. It was my first experience "behind the screen"—I ran them through the Savage Tale: Zombie Run. We played every two weeks and only missed playing Two Times for a total of sixteen sessions.
Next week we will be Creating Characters to populate a posse for a Deadlands: Reloaded Campaign—I'm still acting as GM.
We still plan to play every two weeks. (Point of pride on my part: that the game didn't completely fall apart over the Holidays. We played on Halloween, the Week of Thanksgiving, and The Day After Christmas—the game didn't fall on New years, but some of the same people were over to play board games)I run a Labyrinth Lord game that meets once a week, every Wednesday night. We get dinner at 6, start playing by 7, and wrap up around 10 for about 3 hours of playing. Personally, I'd love another hour of game time in there, 3 hours seems just a tad short to me, but not unacceptable.
I've also tried running a "lunch hour" game with some coworkers that played for one hour a day as frequently as we could wrangle it. Turned out once a week was about as frequent as we could manage, and I found that one hour long sessions was untenable.Once or twice a week... Now, aiming for once a week, because we feel, that we pushed our limits...
These are 25-35 year old people.
This campaign I started in about three months ago. Our goal is, to try to game every week, and if someone cancels at the last moment, or has some important duties that keep him away for too long, then we just leave him out for that game day.I have three groups adventuring in my Isles of Emmon Castles & Crusades. Group A (in-house) tries to play one Saturday a month for 4 hours/session--we average about once every six weeks. Group B tries to play one Friday a month (via Skype) for 4 hours--we also average about once every six weeks. Group C (which includes most of Group B and also uses Skype) tries to play every Tuesday for 2 1/2 hours per session--again running at about 2/3 of that goal. That means that I run, on average, one session per week, averaging 3 hours in length. Plus I'm play in Rob Conley's Majestic Wilderlands Campaign once a week (Mondays).
ReplyDeleteFrom 2000 to 2008, I had a regularly scheduled weekday game. (Which day of the week shifted a few times.) These would typically be fairly short sessions—c. 2 hours I guess—since some people got off rather late and we all had to get up in the morning.
Simultaneous to that, most of the other people in the group also had a Saturday night game. Those sessions tended to be longer.
In 2008, we had to suspend the (at that time) Monday night games, but I started attending the Saturday night game every other week.
Recently, however, I've started up another campaign with some people new to the hobby. We've been meeting weekly so far.
And, yeah, things come up so a weekly game doesn't mean 52 sessions a year.
(My advice is to not ever schedule a twice-a-month game. Schedule it weekly with the expectation that half the sessions will get canceled for scheduling conflicts. You'll end up coming much closer to 26 sessions a year that way. At least, in my experience. And not just with gaming—with other things as well)I run separate Labyrinth Lord and OD&D campaigns, each in alternating weeks. Obviously, there are occasional missed sessions around the holidays or due to illness.
So... Right now I'm DMing once a week. Sessions are usually 3-4 hours. Players are all in their 30s. There seems to be no shortage of people who want to play D&D.
Fun hobby!We game every week and I do everything in my power to make sure we actually meet and play weekly. All of us are adults with jobs and a couple of us are married or in long-term relationships, although I'm the only one with kids.
Game Night is sacred and I'll move heaven and earth to make sure we play. :)I don't run or play at all. I have been looking for a group locally but not much success in Stockton. So yes I am the stereotype, but I also lurk on 4e pages as well (Grognardia gets two mentions in a WOTC article on Drow this week) and in general keep my self in good gaming shape just in case the need arises. Ever Vigilant.
ReplyDeleteOnce a month. Demographic is currently male, married, 1+ kids. We have one bachelor in the group. I'm the oldest at 43 (ack!) with the rest being scattered throughout the 30's.
Sessions run about 6 hours each. Maybe if the frequency were greater (and the logistics to get folks together not so involved), we'd be able to work out shorter games.I DM a local group. Before the holidays we were playing nearly every week. Also, I play online via skype with old friends from high school. Likewise, we play almost every week.
Sessions usually run between 4 to 5 hours.
The main problem is that both of these groups are small (3-4 players) so if someone cannot make a game we typically decide to opt out for that weekend. This makes for major lulls in play during the holidays/summer.
Everyone is in their mid-20s and no one has any kids, so that helps a bit.We have had a regular group of about 7-10 30-40 year-olds with similar career/family obligations playing for several years and that has been playing s&w since July.
The only way we've been able to deal efficiently with all the different obligations and commitments of 10 different adult professionals is to designate one weekend evening a month (usually the third Saturday or some such thing) as the regular "game night" and then hold lengthy sessions that evening (usually from 7:00PM - 2:00-2:30AM) for whoever can make it. With such a fairly large pool of players, we almost always have at least 4-6 folks who can make it come rain or shine.
And although many of us wish we could play more often, the length of the session seems to satiate us pretty well for the week or two following the session. True things occassionally get "strange" as the hours get late (and the bourbon flows) but I think each of us relishes this small chance to relive those all-day/all-night marathon sessions that were such a big part of our childhood experience with the game.Finally got a game started (yesterday) and I'm hoping it'll be a once a week thing. Personally, though, with time permitting, I do prefer sessions longer than 3-4 hours when possible - 6 to 8 might be ideal (with enough food and such) - (certainly no all-nighters anymore though, too old for that now...)
ReplyDeleteWe play everyother Saturday, hence my player's having the nickname "the Fortknights".
I remember in college though when we played every bloody week, 3 or 4 times... and then after college every week.
I think every week can be done, if you have players who are into it. Though children do a lot to adjust that as well.We play weekly on a weeknight, alternating between 3 or four sessions in a row each in two campaigns. Playing every week on the same day makes it easier schedule around than a biweekly schedulesince it's so consistent—nobody accidentally double-books because they mixed up which was game week and which wasn't.
We've been on this schedule since December and we've managed 4-5 sessions of each campaign, typically meeting between 6pm and 11pm. There's four of us—one student, one full-time parent, and two who conveniently work at the same company, and we range from our 20s to 30s.
Prior to the current schedule we tried to schedule each game instead of having a regular day, and we aimed for weekends out of habit. We played very irregularly, sometimes missing two months due to other commitments or just needing the weekends for family and errands.I've been quite lucky in that my group meets once a week, with the occasional break for holidays, cons, etc. If more than two people can't make it, we generally don't play. Even then, the remainder will still sometimes get together and watch a movie, or play cards games, or something else fun.
Game sessions generally last 4-5 hours, enough for some role-play and a couple of combats.Back in 02 we used to play every week, but over the years everything I was involved with changed to once a month/every other month.
Just last year we decided that we wanted to game once a week again and now on Mondays we play.
Eat at 6 and just hang out and talk until 7. Get out focus on playing the next half hour, then I put my son to bed. At 8 we start and go until 11.
Until we started playing weekly we all forgot how much we missed it.Once a week. Always have, always will. (Though there are of course missed weeks occasionally, plus those "down times" esp. the winter holidays.) In the olden days, I would not have considered a session of much less than 5 or 6 hours to be worthwhile, and they actually tended to run longer, like 8-10 hours. But now that I am involved in something resembling "adult life" and gaming primarily with full-time workers and graduate students, the strictly scheduled 4-hour sessions are ideal and probably all I can squeeze in at this point. But I would rather meet weekly for a short session (to keep week-to-week "flow" going) than wait four to six weeks between sessions! I feel for you people!
ReplyDeleteI tend to play in one game every other week, and I try to run my Call of Cthulhu campaign every Sunday afternoon. I admit I miss a few weekends here or there due to life and assorted responsibilities with my job, but since the campaign began in November 2008, I would think we are on a 80% weekly schedule. Admittedly the holidays are always tough (we just got back from a four week off period) but things remain on schedule for much of the spring.
I also tend to get the occasional one shot game into the schedule, a four or five hour quick game, either run through my local FLGS or something I organize through the university I am employed at. Add in a larp twice a year, an attempt to make a major convention (hopefully Gencon again this year) it usually leads to what can be considered weekly gaming.I wouldn't consider myself part of the OSR, so my input may not be useful to the results here, but for what it's worth, my regular group plays more or less every week, with the occasional gap; this week, one of the gang is moving house, and we're all helping, so we're probably boardgaming afterwards.
We would usually play for three or four hours, but since the new year, we've moved our gaming day to Saturdays, which means we tend to play for about five hours.My group (definitely wouldn't consider it an "old school" group, though we are currently playing the 1989 version of Rolemaster) tries to meet once per month. Sometimes that doesn't work so well, but we usually hit the mark. More frequent just doesn't work, due to varying personal schedules.
ReplyDeleteI run a game that runs every week, bar one or two off here and there for things like christmas, new year, valentines day or if I'm on holiday.
I have five players in my group, five heroes. It's not that often that all can make it and I recap what has happened last at the start of every game session.We play every single sunday, like church. We've been really lucky to have our schedules work out this way, and if we played much less frequently my players would likely lose interest, or our schedules would drift. Our spouses and significant others just look at it as some aberration of Poker Night or something, so that probably helps a bit.
Then again, we're all in our 30's and still playing in punk bands, so it's not as if adulthood has ruined our capacity for fun, as it seems to have for some of my friends....if you can be bothered to read this far ...
in our current campaign i think there was a year between our first and second gaming session. social life, drinking, work etc got in the way. since we had our kids we now play just about every weekend, sometimes friday and saturday, or 2 sessions in one day. d and d has become our social life. i think the frequency definitely keeps everyone interested and commited. there are one or two 'dice widows' who i genuinely feel for though.Our Wichita crew (generally with 5-7 players + 1 DM) games every other week pretty much like clockwork, outside of the tax season. Our regular DM (Jon "tacojohn" Hershberger) is an accountant, so we've had to 6-10 week hiatuses in the spring from Feb through mid-April or so the past three years. During that time we've played 63 sessions, which is ~14 sessions shy of a regular every-other-week schedule.
This year we may be able to play through the usual year-end/tax season, since I'll begin DMing our secondary PCs through Lost Caverns of Tsojcanth :D
Allan.I've got a few groups I play with. One's run at a comics shop, and we get together typically twice a month, soetimes once a month, for 5 hours at a clip. The longest running gaming group that I've played with - since college - we typically get together 4-6 times per year for a full marathon day session. Sometimes we'll head to a con together for 3 days and try to keep up with the amount of energy we had as 18 year olds, and do midnight gaming and the like.
ReplyDeleteI run two seperate weekly games, although none of them "old school" D&D.
Right now those games are a nWoD crossover game every Saturday day (complete with our kids playing in the back and us adults gaming and BBQing), and a Trinity/Fading Suns fusion that happens every Sunday night with a slightly different group of people. (The Trinity/Fading Suns group is also involved in a pre-revised oWoD Kindred of the East campaign, however we alternate stories between Trinity and KotE. End one story, start up the next one in the other game. Same people and similar time commitment, though.)
As for my gaming groups... I have six other people I'm gaming with right now, and each game has two players that only play that one game. The other three of us are playing both games a week. We are busy professionals with kids, and our significant others are gamers who play every session as well. It's a bit of a logistical challenge at times to schedule games, however since gaming is one of our primary social gatherings, we all go out of the way to make the time each week. About the only time we miss games is around holidays and vacations.
Now that I think of it, in the 21 years since I graduated high school, I'm gaming more than ever before. Actually having a stable job and weekends free has really stimulated my gaming addiction. :)
As to your original question, I have every reason to believe that my friends and I could continue to game with that schedule, regardless of the game system. What really matters more than system is having a group of people who are committed to regularly playing the game.One group I played and Refereed with played every Saturday for 7-8 hours (about 3pm til 10-11pm) a session with at least a 90% made game date success rate.
My S&W/World of Onn group meets every Thursday for 4 hours (5pm - 9pm). I started a new campaign Jan 7th and this week was the first one that was missed this year. If this holds up throughout the year, we'll get 3 games in a month.I run a Castles & Crusades campaign for three players on Saturday nights. Most of the time, factoring in various real-world issues, we get around 2-3 sessions in a month, running around 4-8 hours each (although December and January have been gaming wastelands for us, so to speak, due to various illnesses and other factors).
ReplyDeleteWell, my group have been playing Hackmaster for about eight years now. Most of us are in our 30s and have jobs, families etc. Our sessions are once a month on Saturday, and they run for about 6-8 hours. We usually meet at 5-6 PM and eat. During that time, we go over what happened last session. We then get started around 7 PM and play until 1 or 2 AM.
ReplyDeleteSix-year, weekly schedule with many interruptions (one that lasted more than a year). Currently close to weekly. Ages 33 to 46.
Old 1e/2e players who came together to try 3.5e, now, to our surprise, enjoying 4e immensely. Have spread across three time zones, playing on MapTool and Skype. With one annual grand get-together for 20 hours of marathon gaming over a long weekend.
But a DM who also endlessly plots to unleash a sandboxy old-school-renaissance-meets-state-of-the-art-computer-assisted-post-Gygaxian-1e/4e/Warhammer/Harnmaster/RQ-mashup. So is obsessed with reading great blogs like this one.My Rogue Trader campaign is running more or less every week and started in November 2009 but we skip sessions from time to time in order for me to clear my head and do some work actually. When I think of it we have missed three sessions only till now. We are all in our thirties and working adults. Some with kids or pets :)
I am also playing in old school WFRP campaign and we also game every two weeks. same people more or less.
I could probably squeeze another RPG in my schedule if I wanted :)- AnonymousJanuary 28, 2010 at 10:16 PM
As Grim said, we get together only about once a month, at best. (I'd love to game twice a month, but I don't know if enough of us could swing it. Or if Grim's wife would tolerate all of us that often... )
ReplyDelete Wow! Thanks Grognardia! It's nice to see that other DMs struggle with the same problem of "can we get a weekly D&D game going?" So far, I guess I've been lucky, with only about three or four sessions canceled. I've found that a good rule of thumb is to have half again as many players as you need for the campaign. So, if you want 3 players, get 5 to sign up. If you want 5, better have at least 7 or 8.
Oh, and another thing I've noticed is that, yes, talking about D&D can sometimes be its own cool little game. After all, D&D is based primarily on conversation. In fact, some of my favorite D&D moments took place outside the game proper. I don't think that this is something to be ashamed of at all, however. D&D is as much a hobby, if not more, than it is a game. It's like being a football fan: how many hours a week does a football fan actually watch football? The average fan spends more time talking about games he's seen than actually watching them. So with every hobby.I've got two campaigns to mention, though one just recently died.
The now-dead one was 3.5 and ran for nearly three years bi-weekly about 75% of the time. Half of the six players ended up moving and were an hour's drive away, but we managed to keep the game going for nearly six months before collapsing. With a whimper, unfortunately.
The other... is an homage to old school. Beginning with a core from Dragonsfoot that gamed every other weekend, it now includes a community of 16 players, about 8 of which make it every week. We've played twice in a weekend about the same amount of times that we've skipped a weekend.
It helps that there are three couples in the mix. We game a good long time, too: we meet at 5pm, get started between 6 and 7pm and typically play until midnight - sometimes much longer.
My joke that we'd have to do an all night session with coffee sometime was met with enthusiastic replies. Crazy for a crowd that ranges from mid-20s to 42.
My sympathies to those that can't get a group together.I currently have to travel to meet with my gaming group, so it is only every other weekend for me (it's about an hour and a half commute each way). Other members of the group, however, have another group which meets every week (on Thursdays), or otherwise game multiple times per week (and we do have adult responsibilities). It's largely a matter of making the time and prioritizing gaming as an important part of one's life.
Verification word: "Mogisse" - the name of a famous feline Impressionist painter.My OD&D campaign meets every two weeks, Wednesday nights, and has been doing so since September of 2009, with about a month-long hiatus around Christmas/New Year's. So we'll see how it goes. Couldn't manage to do it every week, but every other week seems good so far.
As for the length of each session, we go from about 7:30 at night to 10, so 2 and a half hours, and really, as DM i'd be hard pressed to play for longer, even though the players sometimes probably want to. It's exhausting! I don't have a lot of prep time, so maybe keeping the sessions relatively short helps, otherwise I might feel like I hadn't planned for enough stuff...
By the way, this is the first time I think I've commented here, but I've been reading the blog since the beginning, always very interesting - thanks, James, for doing it!Some data.
My Exalted game group gets together on average every 2-3 weeks on Saturdays. Holidays can stretch this out, but we try to be consistent.
I also am a member of a small group of "Indiegamers" which meets a local FLGS to play various games (we just finished a long run of Shadow of Yesterday). That group also meets around every 2-3 Sundays.I started running a C&C campaign set in a heavily home-brewed Wilderlands for 6 players (all newbies) in November. We set an every-other-week schedule (night of the week varies by my teaching duties each semester), and have kept that goal pretty faithfully (one cancellation, but one additional game during winter break). I'm the oldest (43), with another at 40, and the rest 25-33. The players have enjoyed gaming so much that they are starting another campaign (space/sci-fi) on alternate Tuesdays (alas that I cannot join them, for RL intervenes)
ReplyDelete- AnonymousJanuary 29, 2010 at 9:27 AM
I do aim for a biweekly basis but if you look at the Calendar on Toronto Area Gamers site (http://www.meetup.com/Toronto-Area-Gamers/calendar/)...you can see that gaming happens much less frequently.
I would strongly urge people to join things like meetups and post their games there even if they are private games. For our hobby is dying out because we not using the Internet to connect between each other. So, James, if you like, I would be happy to post your games. - AnonymousJanuary 30, 2010 at 12:54 AM
I started playing again regularly with the release of D&D 3e in 2000. I have been gaming almost weekly since then, maybe skipping 5-6 weeks a year, with a four month hiatus a few years ago.
I happily began my 1e campaign last Monday, to great succes, even with those younger players who have never known any D&D edition before 3e. - AnonymousJanuary 30, 2010 at 2:32 AM
I have been in what is essentially a weekly game for the past... 8 years?
And I've just started another weekly one... The group I play with are all in their late 20's/early 30's and we meet for three games a week. First I'll admit that I'm not strictly "old-school" (of the three games I have going right now 1 is Original, 1 is 2nd Ed., and 1 is 3e).
We all work at the same place, all have kids about the same age (2 years), and are pretty strict about our gaming schedule...meeting Sunday evenings and after work Tuesdays and Fridays and bringing the kids with us for a playdate at the same time.
The kids and regularity tend to keep the sessions to a strict 4-hour cut off (kids have to be home and in bed by 10 including packing up gaming supplies and travel time).
We've been keeping this up for about three years now (since before the kids showed up) and it has worked out pretty well for us.- AnonymousFebruary 1, 2010 at 9:50 PM
Shoot for every other week, on average about every three.
ReplyDelete - AnonymousFebruary 5, 2010 at 12:10 PM
We play every other Friday, about 4-6 hours per session. Things get tough around the holidays - I don't think we played at all in December last year.


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Now, I've got to show you another one of Chip Ahoy's little riffs, because it's what jogged my thinking on the subject for some reason. Here's Chip in the comments thread to that other post, the one where I showed those David Gregory masks (designed by Chip). This is a little dialogue:
"No. It doesn't look that threatening to me. If that's what you were thinking. No. It just doesn't."
"What do you mean? Are you insane? This magazine holds thirty rounds."
"So? So? So? Is that all you got? It holds thirty!"
"So. It's small. Looks like a PEZ dispenser to me."
"WHAT? So, this is amusing to you? You find this amusing."
Caption: "It holds 30." I'm not sure exactly why that jogged my thinking, but suddenly I understand the drama Gregory (and his people) were trying to enact. It's a deep psychic memory of childhood. Gregory sought dominance over his interlocutor, NRA CEO Wayne LaPierre, and the idea — in the act of picking up that magazine and beginning an interrogation about it — was that Gregory would become (subliminally) a parent figure who would push LaPierre into the subordinate role of the little boy, the cowering child confronted with undeniable evidence of his wrongdoing. What's THIS I found in your room?
The plan was for LaPierre to babble lamely, scrambling to explain it away, like the kid trying to concoct some cockamamie reason why that (whatever) got into his room. He'd look foolish and guilty, as Dad continues to hold up the item which the kid knows will be the defeat of every idea that flashes through his stupid, stupid brain.
The scenario didn't play out as scripted. LaPierre is a stolid veteran of many a confrontational interview. He's not going to let the interviewer get the upper hand that easily. Somebody needs to tell Gregory: We all want the hand. Hand is tough to get.


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Ok folks, here's the next tranche of information about the mystery competition. The draft has been completed, and the competition's four teams stand as follows below* (they were formed using a 1-2-3-4-4-3-2-1 methodology based on the sequence you commented in the previous post):
Team A: Ryan, John G, Eric Stephen, Pablo
Team B: Karina, QuadSevens, Cigarcow, Bryan
Team C: Loney Fan, Tony, Fanerman, Dusto Magnifico
Team D: Dr. Geek, Steve, Ryan McGowan, Arrogant Bastard
Take a good look at your teammates, Readers, because from today onward, the men and women you see at your side are the only friends you've got.
There will be another post next week, before the Thanksgiving holiday, that will finally reveal the details of the competition, and the competition itself kicks off the following Monday, Dec 1. Until then, each team has a homework assignment: to come up with a team name. Just post your suggestions for your team name here (nothing truly offensive, and please keep it under, say, 16 characters), and I'll use my power as commissioner to pick one suggestion for each team.
Otherwise, rest up your mind and body for the impending battle, and stay tuned!
*My apologies to Julie Hibbard, DanGarion, Matthew, Jackie, and Baseball Cynic who missed the cutoff. You will be given special consideration if the competition expands in the future.
Update: Also, please make sure you know how to capture a screenshot on your computer. This will be important


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The defending Virginia state champs Varsity Boys Basketball team def. Mt.Vernon, 70-66 led by Edward Jenkins with 19 points and Ryan Yates with 16.
Boys JV Basketball def. Mt. Vernon, 62-24
/>Boys Freshmen Basketball def. Mt. Vernon, 66-39.
Girls Basketball falls to Mt. Vernon, 76-63 despite 23 points from Tierra Ruffin-Pratt.
Girls JV Basketball def. Mt. Vernon, 72-26.
Girls Freshmen Basketball def. Mt. Vernon, 49-17.
Girls Swim/Dive takes 2nd place in the City Championship.
Boys Swim/Dive finishes 3rd.
T.C. Williams Shannon Murphy showed well in the first gymnastics meet of the year. Murphy finished first on the balance beam, first on floor exercise, sixth on the uneven bars and second place overall. She faced off against teams from West Potomac, Edison, Jefferson and Oakton.
Wrestling lost to Wakefield (39-30) and Washington&Lee (60-16) in a double dual meet at Wakefield.


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621 – Cabinet Door Styles and Finishes
Maple Cabinet Wood Species:
Maryland Kitchen Cabinet Maple is an exceptionally hard, finely grained wood species with a fine, even texture. Darker stains will moderate the color variance; lighter stains mellow with golden hues over time.
Features described below are typical and not considered defects:
● Light blonde tones to dark reddish brown tones
● Small mineral streaks of light blonde or reddish brown that darken with stain
● Wavy, curly bird's-eye or burl graining as well as worm tracking across the grain that will darken when stained
● Variations within a single door
Cherry Cabinet Wood Species:
Maryland Kitchen Cabinet Cherry is a close-grained, multicolored hardwood with occasional pin knots and fine grain variations appearing as curls and waves. Features described below are typical and not considered defects:
● Small sap pockets, pin knots and streaks
● Color ranges from pale yellow sapwood to deep reddish brown heartwood, with occasional shades of white, green, pink or gray
● Staining reveals subtle variations and colors that typically darken over time
● Variations within a single door
● May accept nicks and bumps over time
Painted Cabinet Wood Species:
Maryland Kitchen Cabinet Painted finishes combine maple hardwood frame and MDF center panel, except 644 Painted which features a solid hardwood center panel, to achieve a product with superior ability, consistency, coverage and durability. Features described below are typical and not considered defects:
● Joint lines caused by the natural expansion and contraction of wood
● The natural aging process may change the tone of paint colors over time
Oak Cabinet Wood Species:
Maryland Kitchen Cabinet Oak is a prominently grained hardwood with pattern variations from straight grain to arcs. It is durable and forgiving of nicks and bumps, and mellows with golden hues over time. Darker stains provide a more uniform appearance. Features described below are typical and not considered defects:
● Natural oak colors range from light tans to deep reddish browns
● Streaks of yellow or black mineral deposits
● Noticeable differences in color between open and close-grained areas which may be more evident with light colored stain
● Variations within a single door
Hickory Cabinet Wood Species:
Maryland Kitchen Cabinet Hickory is a very tough, dense hardwood making it an extremely durable cabinet material. Unlike other hardwoods, wood selection for hickory does not attempt to minimize screpancies in wood color tones. Darker stains will moderate the color variance. Features described below are typical and not considered defects:
● Dramatic color variations ranging from deep reddish brown heartwood to pale white sapwood
● Random burls, mineral streaks, knots and pecks
● Doors and parts of doors that range in color from light to deep brown when finished
Cabinet Finish Options by Wood Species
Maple Finishes:
- Auburn Glaze
Features a deep brown glaze over Cognac stain that settles into recesses, corners and grooves to create a dramatic contrast between the glazed and unglazed surfaces.
- Coffee Glaze
Features a deep brown glaze over Honey stain that settles into recesses, corners and grooves to create a dramatic contrast between the glazed and unglazed surfaces.
- Cognac
Cognac's deep russet tones enhance Maple cabinetry with an elegant finish.
- Espresso
Dramatically dark Espresso adds a richness to Maple cabinetry for more ways to create a sophisticated, distinct look.
- Honey
Honey's warm, clean tones give Maple cabinetry a fresh finish.
- Mocha Glaze
Features a deep brown glaze over Spice stain that settles into recesses, corners and grooves to add definition and a rich patina.
- Natural
Natural finish lets the true beauty of Maple cabinetry shine.
- Spice
Spice gives Maple cabinetry a popular medium finish sure to complement many home styles.
Cherry Finishes:
- Bordeaux
Bordeaux adds deep claret tones to Cherry cabinetry that will deepen with age.
- Chocolate Glaze
Features a deep brown glaze over Spice stain that settles into recesses, corners and grooves to add definition and a lustrous, deep color.
- Java
Java lends a distinctive, elegant look to any living space, with its rich, dark, coffee brown finish.
- Spice
Spice gives Cherry cabinetry a popular medium finish sure to complement many home styles.
Painted Finishes:
- Butterscotch Glaze
Features a lightly toasted brown glaze wiped over a warm-white painted surface to accent the recesses, corners and grooves for a distinctive patina.
- Hazelnut Glaze
Features a deep brown glaze wiped over a warm-white painted surface to create a vivid contrast.
- Linen
Features a luxurious white painted finish to accentuate crisp lines and rich detail with an inviting texture.
- Silk
Features a warm-white painted surface that creates an understated but elegant finish.
Oak Finishes:
- Honey
A warm, light tone that achieves a fresh, welcoming environment for your living space.
- Tawny
A rich, medium stain that highlights oak's prominent woodgrain and gives your living space a true craftsman charm.
Hickory Finishes:
- Natural
A rustic look that showcases the wood's beautiful light and dark variations.
- Spice
A subtle, burnished radiance that adds to Hickory's casual charm.
Resilient Finishing System Process and Cabinet Care Information
The finishing systems used on Maryland Kitchen Cabinet's products are designed to ensure the beauty and durability of our cabinetry. State-of-the-art equipment allows precise sanding, filling and finish coverage of each of our products.
Our Resilient Finishing Systems:
To protect wood doors and face frames: An extremely sophisticated coating is used to offer durability, ease of cleaning and water resistance. A combination of mechanical systems are used to bring out the richness, luster and natural grain definition of the wood, as well as computerized automation to ensure color consistency and surface smoothness. This is a rigorous multi-step process that includes sanding, brushing, cleaning, stain application, computerized oven drying and a catalyzed topcoat to protect and beautify cabinets for years to come.
To protect the interior and exterior: An environmentally responsible multi-step panel finishing system begins with three sanding operations followed by a top and bottom brush cleaning to provide a smooth surface for material adhesion and protect against scratching, fading and moisture.
Cabinet Care:
Remove dust from cabinets frequently with a soft lint-free cloth. The cloth may be slightly dampened with water or a spray type dust remover. Cabinet surfaces may be polished once every few months with a high quality, non-oil based furniture polish. Do not use a paste wax type material, as wax build-up is difficult to remove and will leave a residue that attracts dust and moisture. Polishes containing silicon should not be used. Clean spills immediately. Use a clean cloth and mild soap if necessary. Wipe dry with a clean soft cloth. Do not use detergents, citrus or ammonia based cleaners, steel wool, soap pads or abrasive cleaners. Care should be taken that cabinet finishes are not exposed to heat in excess of 174 degrees Fahrenheit. Do not place or mount small appliances beneath Wall cabinets. The appliances (e.g., coffee makers and toasters) can produce excessive heat, which can damage the cabinet finish.
Maryland Kitchen Cabinet's products are extremely resistant to stains and surface damage that can be caused by common household chemicals and exceed KCMA and ANSI standards for resistance to stains like coffee, grape juice and moisture.
Cabinet Construction – Specifications & Characteristics
**All cabinets are Fully Assembled with FREE SHIPPING NATIONWIDE to the lower 48 states of North America. Standard Features Included: Dovetail Drawers, Soft-Close Drawers, Soft-Close Doors, Full Extension Undermount Glides, Solid Wood Face Frames, Standard Plywood Sides Box Construction, Free White Glove Delivery, Limited Lifetime Warranty, Made & Manufactured in USA, Made to Order, KCMA Certified, Environmental Stewardship Certified, NKBA, JD Power & Associates winner for specified line for Customer Satisfaction…**
Door Construction:
Wood doors consist of door frames constructed from kiln-dried solid hardwood with mortise and tenon or mitered joints and floating center panels constructed of natural or engineered materials.
Cabinet Front Face Frames:
Cabinet front face frames are constructed of ¾" x 1 5⁄8" solid hardwood, kiln-dried to prevent warping. Face frame joints are pressure fitted, glued, double doweled and stapled.
Cabinet Side Panels:
Cabinet side panels are ½" thick plywood with resilient finishing system exteriors and natural woodgrain laminate finished interiors.
Cabinet Tops, Bottoms and Floors:
Tops, bottoms and floors are ½" thick (APC) plywood option or standard furniture board finished with the natural woodgrain resilient finishing system.
Cabinet Back:
Cabinet backs are constructed of 1⁄8" thick MDF with the inside surface finished with the resilient finishing system.
Corner Blocks:
Corner blocks are attached to help ensure cabinet squareness and allow for certain countertop installations.
Cabinet Shelves:
Cabinet shelves are ¾" thick (APC) plywood option or standard furniture board finished with the natural woodgrain resilient finishing system. Shelves are banded on one side with PVC edge banding. All shelves are adjustable and meet KCMA load standards of 15 pounds per square foot.
Drawer Systems:
All cabinets with drawer(s) utilize natural finish 5⁄8" hardwood drawer body with 7⁄32" plywood bottom and CushionClose® Full-Access Hidden Glides. This integrated slow-close mechanism helps reduce slams and noise and utilizes unique air damper technology for whisper-quiet luxury. The 21" extension provides full-access to drawer contents. All drawers meet KCMA load standards of 15 pounds per square foot.
Deep Roll Out Trays:
Deep Roll Out Trays utilize natural finish 5⁄8" dovetail hardwood drawer body with 7⁄32" bottom. Deep Roll Out Trays feature Full-Access Hidden Glides® or Full-Access CushionClose glides. All Deep Roll Out Trays meet KCMA standards of 15 pounds per square foot.
Hanging Rails:
Base and Vanity top hanging rails are ¾" thick hardwood, mortise and tenon joined and glued to the cabinet side panels. Wall cabinet hanging rails are ½" thick (APC) plywood option or standard furniture board, glued and pinned into the cabinet back, cabinet side panels, and cabinet top and bottom.
Shelf Rests:
Nickel plated ¼" steel metal shelf rests are standard on all Wall cabinets and Bookshelves. Clear high-strength polycarbonate clip lock shelf rests are standard on all Base, Desk and Tall cabinets. Clip lock shelf rests lock shelves in place, prevent sliding and allow for easy shelf removal. Cabinets with the Mullion Frame Door Cabinet Option (MFD) feature six position adjustable metal mullion shelf rests.
Inset Toe Kick:
Inset toe kicks are constructed of ½" thick (APC) unfinshed plywood option or standard unfinished furniture board. Standard toe kick dimensions are 4" high and recessed 3 ½". Universal Design toe kick dimensions are 8" high and recessed 6 ½" deep. All inset toe kicks require BTK8 Base Toe Kick for installation.
Wood Species and Characteristics:
Our cabinetry represents the careful selection of woods. While every effort is made to match wood grain as closely as possible, no two pieces of wood are exactly alike, even from the same tree. These differences in natural color and grain mean that each piece will respond differently to the finishing materials used. For example, close-grained woods absorb less and will vary in color from more open-grained pieces from the very same tree. It is these variations that contribute to the beauty and distinction of quality wood products.
Exposure to sunlight, smoke and chemicals may cause some materials to fade or vary from their original color over time. This is why cabinets, doors, drawer fronts and accessories added at a later date may not exactly match cabinets installed now. For the same reasons, door samples or displays may not represent the exact color of cabinets received at the time of shipment. All cleaning agent instructions should also be carefully reviewed before application. Due to changes that occur from natural and environmental factors a cabinet is exposed to over its lifetime, we cannot be responsible for variations that occur in the finish of cabinets as they age.
Maryland Kitchen Cabinets incorporates solid hardwoods and hardwood veneers. These are natural materials with inherent variations. As such, our quality standards establish tolerance ranges for matching the hardwood pieces. Actual samples of hardwoods should be reviewed to establish realistic expectations of variations involving wood grain, color tones, presence of knots and so forth.
- Furniture Ends Option (FE)
The Furniture Ends Option converts both side panels to ¾" plywood sides.
- Reduced Depth Cabinet Option (RD)
Reduced Depth cabinets are available in 1" reductions; minimum cabinet depth is 4"
- Increased Depth Cabinet Option (ID)
The Increased Depth Cabinet Option is available for most Wall cabinets up to 36" wide and all Bookshelves (refer to individual cabinet specifications for the ID icon verifying this option availability). Increased Depth is offered in 1" increments, up to 24" deep.
- Matching Interior Cabinet Option (MI)
The Matching Interior Cabinet Option is available for Wall, Utility, Vanity Linen cabinets and Refrigerator Return Panels. This option matches the cabinet's interior to that of the cabinet's exterior sides.
- Recessed Toe Kick Option (RTK)
The Recessed Toe Kick Option is available on most Base, Desk, Vanity and Universal Design cabinetry (refer to individual cabinet specifications verifying the option availability). When the Recessed Toe Kick Option is selected, Left, Right or Both must be specified.
- Void Door Cabinet Option (VDO)
The Void Door Cabinet Option is available for most Wall cabinets.
- Inverted Frame Cabinet Option (IF)
The Inverted Frame Cabinet Option is available for most standard Base cabinets, Base cabinets with Factory Installed Wastebaskets and Base Pot and Pan Organizer cabinets (refer to individual cabinet specifications for the IF icon verifying this option availability).
- Cabinet Front Only Option (CFO)
The Cabinet Front Only Option is available for most cabinets with a frame (refer to individual cabinet specifications for the CFO icon verifying this option availability).
- Mullion Frame Door (MFD) and Open Frame Door Options (OFD)
The Mullion Frame Door Option (MFD) and Open Frame Door Option (OFD) are available for many Wall cabinet sizes, Utility and Vanity Linen cabinets.
- All Plywood Construction Option (APC)
The All Plywood Construction Option features:
● ½" plywood cabinet sides, floors, and tops
● ¾" plywood shelves with edge banding
● 1⁄8" plywood captured back
● ½" plywood inset toe kick
● ½" plywood corner blocks (excluding BER, BSS, CAR, CBS, CSB cabinets)
- Molding, Panels, Trim, Overlays, Corbels, Decorative Glass, Decorative Doors, Hoods, Custom Applications…
Here's what you need to do…
We have more options than can be listed here… whatever your cabinet needs we can help… send over your cabinet list & drawings you received from your last visit to the big box store for a no obligation comparable quote… We can provide the same cabinetry and or a better value for cabinetry that fits your needs and budget at a more affordable price point than the big box stores (i.e.) Lowes & Home Depot… We compare apples to apples and save you money in the process… If you received a quote for RTA's from one of the Online Stores that's what we compare… If you received a quote for Semi-Custom Cabinets or Custom that's what we compare… We have never been undersold… Serious Discounts For Serious Customers… If that all makes sense and you would like more information or you would like to get the ball rolling on your next project… Click Here and we will be more than happy to assist you…


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Offered a scholarship by every Pac-12 school other than USC and Oregon, UCLA freshman Myles Jack was a hot commodity his senior season at Bellevue High School. He starred at linebacker and running back for a perennial 3A power. The University of Washington, Florida State, Georgia, and South Carolina wanted him. He spurned all by going to UCLA to play for coach Jim Mora.
UW coach Steve Sarkisian was among the rejected, and he didn't have much to say Monday about Jack being named Pac-12 Offensive Player of the Week in his first game playing linebacker and running back, and just before Washington travels to the Rose Bowl to play the Bruins Friday night.
"Oh yeah, he's definitely talented enough to do that," Sarkisian said Monday when asked if he envisioned Jack playing both ways during recruitment.
Saturday Jack ran six times for 120 yards in UCLA's 31-26 win against Arizona. The video highlight was a 66-yard touchdown dash that surprised many, though Sarkisian didn't acknowledge as much.
"I'm not in their coach's offices. I'm not in their locker room, so I don't know," he said.
Through UCLA's first eight games, Jack was "only" a game-changing linebacker as a true freshman. Saturday against the Wildcats, he tallied eight solo tackles. At 6-foot-1, 225 pounds, he was a force on offense and defense, a rare feat.
"Myles is obviously a very physical runner," Sarkisian said. "Different style. They're not running necessarily different plays. They give you a few different formations there, but he's a physical player."
The game between the Huskies (6-3, 3-3 Pac-12) Bruins (7-2, 4-2 Pac-12) in Pasadena will be on national TV (6 p.m., ESPN2). If Saturday and the recent comments from UCLA offensive coordinator Noel Mazzone were indicators, Jack's move to offense wasn't an experiment.
"He's such a different back from what they have," Sarkisian said. "Their other guys are a little more quicker, other scat-back types."
Mora landed Jack based mostly on a coincidence. During Mora's single season (2009) as Seahawks coach, his son, Ryder, played on the same Seattle youth football team that included Jack's younger brother, Jahlen.
Mora was the coach, and his relationship with Myles, who had yet to enter high school, was born.
The eventual coup came down to what typically makes the difference in recruiting 18-year-old high school athletes trying to make the important decision of their lives.
Which might account for why Sarkisian was brief when asked if Seattle's rainy winters had any influence on Jack's decision to spurn the UW, and everyone else, for UCLA.
"If you can't play in the rain, I don't know what's going to happen if you get drafted by the Seahawks," Sarkisian said.
UW offense moving up
After UW blitzed Colorado 59-7 Saturday, amassing 628 total yards, the Huskies climbed most national categories on offense. They are 10th in yards per game (515.9), tied for 24th with Oregon State in points (37.2) and 25th in passing yards (286.9).
Running back Bishop Sankey mirrored the success. His 143 rushing yards against the Buffaloes moved him to third in rushing yards (1,305) and helped him surpass Greg Lewis to move into fourth place among the school's all-time rushing leaders.
Final stretch will be telling
The Huskies were like a bully beating up the smallest kid on the playground in consecutive home wins against Cal and Colorado. Each opponent was in an early stage of what might be an extended rebuilding process.
UW's next contests against UCLA and Oregon State, both on the road, should provide a more accurate measuring stick.
"I think this month is about the next step, quite honestly," Sarkisian said. "We think we have a great opportunity to close out the season the way we're capable of doing it and this is the next game on the schedule to make that happen."


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This guide may be edited for content and clarification.
This guide is a brief summary of my experiences after the purchase of an xmod loader in April of 2012. I would like to thank all of those anonymous users who have attempted to help me; it is great to be part of a community that can offer so much without asking anything in return.
If you are not interested in the history and backstory of Xmod I do Highly suggest you scroll down to THE EXPERIENCE and SOURCES
Xmod is a software update developed by Lornecash and a small team of dedicated AGD enthusiasts. Xmod gives the E/Xmag extended options not regularly available for the Electronic Mag. It offers features such as ramping, full auto, ace configuration, psp/millennium shooting modes, etc. and is considered to be the premier software upgrade for an electronic AGD Marker.
The Xmod software itself represents hours of insight and assistance from a multitude of big names such as KyleAGD, BigEvil, and a host of other people that sadly, I do not recognize (Bit-Wizard, Miscue, Sig11, Majinebz, Z-man, cabldawg). And hundreds of programming and development hours by for an independent study during his last semester of college at the University of Wisconsin Milwaukee. Lornecash offered the Xmod beta software to the AGD community for FREE, and sold the Programmers and cabling to users for an additional charge. There was formerly an informal donations list to help fund the project that was used to support things like programming time, and the special wire crimper that attaches the molex connectors to ribbon cable for the board interface. I know for a fact that these crimpers are by no means cheap, and can be more expensive than buying a brand new marker.
The Story
In July of 2008 Lornecash was in full swing of sales of the Xmod loader and respectfully updated what he had seen as the vision of his software but it did not take long for users to purchase the Xmod programmers and begin programming boards for other players for their own profit, with members profiting on his intellectual property Lornecash put a not so subtle reminder out about license restrictions and a how to guide to dealing with xmod guns:
Buying/Acquiring a Gun with XMOD already loaded • If you're buying a gun that has XMOD on it it should come with a programmer or you should make me a $50 donation. (Paypal: firstname.lastname@example.com) Just because someone else is trying to screw me you can still do the right thing.
• If you buy more than one gun with XMOD on it you only need to make one donation of $50. I am selling it per person not per gun.
Bought a programmer and Selling Your Gun - You must either...
• Include the programmer with it and remove XMOD from all other guns you own, if you sell the gun with XMOD on it.
• Remove XMOD from the gun, if you want to sell the gun and keep the programmer. (I will provide you with an AGD 3.2 flash via email if you don't have one saved)
Programmer Owners
• You can flash all the guns you own. I am selling it per person not per gun.
• If you buy more than one gun that comes with a programmer you are free to sell the second programmer for a profit
• You are not allowed to sell the programmer and keep XMOD on any gun you own.
• When you sell the programmer you are completely giving up your rights to use XMOD
Paid for Flash
• You are not expected to remove the flash from your gun when you sell it as you have no way of doing so
• Any future flashes for YOU are free
• If you choose to sell your gun either you add $50 to the price and send me that on the sale of the gun or inform then next person they they are to pay for that Right to own that flash
• the exception would be if that was the only gun you owned then your rights to the free flash would be transferred to the new owner providing you did pay for them in the first place
To be honest I wouldn't care if someone else flashes your gun and you just paypal me the $50 to save yourself shipping. The problem is that I have never received $50 from a single person.
Jump Foreword 2011:
I'm not sure of the specifics, but Tunaman of Tunamart acquired the sole distributorship rights of Xmod. The links have been removed from Lornecash's website. In essence, Lornecash invoked disclaimer #6; revocation of all rights to all users of xmod software. All xmod software upgrades from that point forward were/are pirate copies of stolen intellectual property.
The Experience:
I hope you're still with me now that I've butchered the story to death. I wanted to set a preface for the rest of the 2012 xmod experience which is now to follow:
Required Bits:
(1) Xmod Loader- This is actually a AVR Programmer. The AVR Programmer has a USB connection on one side (the square printer style) and the molex connection to board on the other.
(2) Xmod Cable- This cable is the most important part of the Xmod experience IMO; it connects the Loader to the board.
(3) AVR Studio 4.0 for windows: This is the program interface that will allow you to load Xmod onto the board.
(4) Xmod: Xmod comes in many flavors, I didn't know this. There's Beta 1.7 which does not support ramping, and then there's 1.8 that does. 1.8 comes in multiple files typically labeled Xmod 4bps, 5bps, etc. where the BPS is the pull speed required to start the ramping, apparently this was done because it was not possible to alter the code to adjust the starting rof.
(5) AVR Drivers: This is the driver that allows you to connect the Xmod Loader to your computer; it is specific to the loader board and not the AVR studio.
I run a Windows 7 computer, at this point in its life it's up to date but windows 7 has been around for quite some time and is due to replacement for windows 8 in October, this will be important later. Xmod was programmed roughly 2006, and uses software designed for Windows NT, 98, 2000, Millennium, and XP (See where I'm going with this?)
I purchased XMOD from a reputable dealer without being aware of any of the history of xmod (I will return to this). It came as a board and a ribbon cable with no other software. Although disgruntled I turned to the AGD community to help bail me out, software couldn't be that hard to obtain, could it?
With a little bit of help and many questions I secured my copy of AVR studio 4.0 and AVR drivers, excitedly I installed both, and ended up with the following problem: the USB bridge drivers were not compatible with windows 7! After some exhaustive searching and a message sent out to the guys from AVR the reply was "that system is so old we never updated it and do not intend to, please try one of our newer programs". In that respect, I am an idiot. I have no idea how to use this thing outside of Lornecash's manual, this was not an option. Turning back to the forums I requested more assistance which found me in multitude, but still no firm answers. As it turns out the AVR studio and drivers required to load XMOD have a service life that ends with Windows XP, which means, if you don't have a XP machine your SOL. There are other options, however, such as a Windows XP virtual environment available such as what comes included with the Windows 7 professional edition. As this would tag on a $70 anytime upgrade to my tab I was not that interested in trying it out. Apparently for some people installation in safe mode for windows 7 is an option for the AVR Studio, this made no difference on my windows 7 pc, even with the most up to date drivers and packages I could find.
Luckily for me I purchased my loader from a reputable location and can get a return. As I write this my loader is happily shipping itself through the mail with a thumb drive that includes the AVR Drivers and AVR studio and I will likely not be out my moderate chunk of change I spent on the loader itself.
Looking back on things, and the hours of frustration and headache I went through trying to get this updated I would much rather have contacted the great and powerful Tuna and at least investigated his multi-gun pricing structure. According to Lornecash the license for Xmod was only applicable per user, and my interpretation was that I could flash all my guns for the same $50 which is a fantastic deal, I would have even settled for a 10-15 dollar cover for each additional gun past the original to not deal with the driver headache.
Although I will not be affecting Lornecash financially and will be rocking out the AGD 3.2 for a while longer I am disappointed that such a great guy who offered such a great product was ripped over the coals by a select few who may have ruined opportunities for us as a community in the future. The goal of this post is to give people the understanding that when they attempt to buy a loader they are on dubious grounds at best and may not be received well in the community for looking for support assuming they receive any at all. They should also know that xmod is available through trusted sources for a fair price (www.tunamart.com/feedback.php) and the hardware itself at this point may be obsolete and no longer compatible with your computer. Please, use Xmod responsibly. If you have any questions or would like clarification I by no means consider myself an expert but feel free to send a PM.
Xmod Beta 1.8 User's Guide- Available at www.niedtech.com
Xmod programming thread:
Xmod Sale Thread:
Amended Xmod Disclaimer:
Xmod Programmer Piracy example


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