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[Mountain Witch] Under The Banner
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Topic: [Mountain Witch] Under The Banner (Read 15203 times)
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[Mountain Witch] Under The Banner
August 05, 2006, 09:35:31 PM »
[I've called this 'Under The Banner' because I figure it's marginally better to give an AP thread a title distinct from 'our game' or whatever. And there's a banner in the game. *shrug*]
A couple nights ago I ran a first session of Mountain Witch, which I've been keen to run/play since Tim demo'd it for me at Gen Con last year.
I recruited a new group for it, some knew each other, many were only aquaintances or complete strangers. Two I had never gamed with before. Some had experience with Forge-type games, some didn't. Players were Steve (hix here on the forge), Ed, Sean, Jamie and Stephanie.
My two main goals with this Actual Play account are:
* relate my experiences running different parts of the game, a process that I think will help me understand it better
* note down the bangs/encounters I used and how they went, as a resource for other GMs
I'm not specifically seeking feedback on anything in particular - there weren't any problems as such. But I would *love* feedback or probing questions or anything, if only because such questions get me to understand stuff more clearly. So if there's any questions or comments out there, go for it.
Once we all got in we did some general chat and hang-out stuff for a bit and then got going. I distributed character sheet blanks to everyone and explained in general terms about Trust, Dark Fates, Abilities and the role of the Zodiac signs.
Contrary to the book, I switched step 1 and 2 and asked my players to begin by choosing a Zodiac sign. (I did this because I thought it was an easy decision to make that would serve as a starting point for coming up with a character. Also I wanted the Dark Fates to *feel* like something that was being visited on a character, not something that was the starting point of that character's identity.) I named all of the signs and players asked for a more detailed description of the animals they were interested in; most players went with that first animal, but some asked about others before choosing one. We ended up with no enemy signs in the group, and one ally-pair (Steve and Stephanie). We recorded trust points then.
Then I asked players to name their characters. [Note: should have photocopied those name lists - finding that page, and handing it around, was a bottleneck here and later when players and GM both were introducing characters and needing names.]
Then we handed out the dark fates. I gave people a chance to reflect on their choices, and explained about the players having narrative authority over their character's dark fate.
Then we did abilities. Abilities did take a little while to sort out, as the book advised us to expect, but after I read out the examples from the pregens from Timfire's demo set people got on the same page.
Then the background questions. This was really the first point at which the characters became characters, instead of collections of attributes. We went around the room and people shared their backstories, which were an interesting range. Players seemed quite happy to give their characters horrible backgrounds - Stephanie set a harsh tone by going first and saying she had become ronin after waking from a dream to find she had killed her husband and children in her sleep!
Only then did I flip the unused Dark Fate card and reveal what it was [desperately in love]. I then went through the other fates, to remind everyone what else was around the table.
Finally I gave a potted account of the breakdown into acts and chapters, how the conflict rules worked (using a hypothetical example of 'crossing a fast-running river'), how aiding and betrayal worked, and so forth. Some rules elements I left out, planning to explain these before session two, including buying narration of a conflict resolution for a trust point, the rules for duels, and character death.
And then we prepared to game.
(Chapter One)
As it happened, I had an out-of-game interruption due, so we didn't start right away, waiting for the interruption to happen before getting stuck in. While we waited, the players took it upon themselves to create an introductory scene of the five ronin preparing for their quest in a tavern, having just met. It was only half-serious, and I missed a bunch of it as I went out to deal with the expected visitor, but I believe it set up a few things and allowed the players to get a better sense of each others' characters.
Then I returned and we began. I set the scene in the forest before the mountain.
First encounter as it appeared in my prep notes:
The ronin encounter a wolfpack. The pack leader can speak, and orders the ronin to turn back, for the way is closed to them.
I included in this encounter five ordinary wolves (weak) and the leader (able). Mostly this encounter was intended to be a battle, to introduce everyone to the way the rules worked. It turned into quite a long battle, but it was consistently involving, and the players got a handle on how winner-narration went, how damage vs. facts worked (one success was used to make the lead wolf unable to run rather than damage it), and how aiding went (there was a whole lot of aiding going on!).
* I had what I felt was a clever thought right at the start, and had the wolf's first words be 'which of you is the leader of your band?' There was hesitation before Ed had his character step forward - all the players were primed on the trust/betrayal core of the game, and the question of leadership would obviously feed into that somehow.
* The talking wolf was killed about halfway through the battle - Jamie's character impaled it on his banner standard. I didn't want the other wolves to flee, however, in order to fully test out the conflict system. One of the players had previously asked something about whether a killed wolf was an ordinary corpse or if it disappeared, and I ran with that to have the lead wolf dissolve into a green mist spirit form that then split into three and plunged into the surviving wolves, forcing them to keep fighting. The players reacted to that - it was very spooky.
[This, however, was the beginning of me writing myself into a corner in a small way. The wolf was originally intended to be blocking the ronin specifically, implying that other ordinary people still had easy access to the road to the Mountain Witch's fortress. However, the spooky wolf, mixed in with a few improvised bits of dialogue and business later, determined that the area around the Mountain Witch was incredibly heavy with spirit activity and normal people were few and far between. This may prove a hindrance in the kinds of bangs I can play with later on, since any ordinary person on the mountain will draw suspicion just by being there. This is a minor thing, but it does reduce my options; or, put positively, it gives me a clear direction for the kinds of encounters to place on the mountain.]
The ronin kept going into the night. Jamie's character had a 'see in the dark' ability so everyone was following him - in my narration I framed this in terms of trust [you all trust him to lead you?].
Steve put the first bit of dark fate narration in the game, describing the ronin coming across two dead samurai. They had been killed in battle against soldiers. There was some discussion about what to do about the bodies - to leave them there to rot, or take the time to bury or burn them. Sean had his character chop off their heads so they couldn't rise up and become walking dead.
Jamie's character was the only one who could see, so he had to decide whether to stay or go. He deferred to Ed's earlier self-appointment as leader, and Ed decided to keep going. They left the bodies unburied.
Second encounter as it appeared in my prep notes:
Tengu Query: (from Ron Edwards) Some tengu stalk the ronin�s camp at night, and since the ronin all look alike to them, they ask the sentry if he or she is the one who "made the deal." Another ronin hears this exchange.
The ronin made camp and slept through the night. I was going to use this encounter on the first watch, but Stephanie narrated that during the night the a cold wind came through and put out the campfire. I decided this was at the conclusion of Ed's character's watch. Steve was next in order, so Ed roused Steve, and after a bit of banter about 'how could you let the fire go out!' they decided to go out and collect more kindling to re-light the fire. Steve woke Stephanie to take her watch early while they did this.
With Stephanie alone, I had the tengu arrive as a voice in the trees, asking her to come away from camp and speak... She woke Sean's character, an older man, and I described the tengu fleeing the scene. Sean's character was unhappy at being woken because of a bird, and at Steph's failure to keep the fire going. He returned to sleep, very grumpy. The tengu came back, and this time we established Ed and Steve were returning from their gathering so there wasn't much time. Steph went to talk to the tengu, and I had it say 'the Mountain Witch has arranged everything according to the deal'. Stephanie responded by asking for the specific details of what has been arranged, claiming to know what the deal was. I had the tengu become suspicious and ask her her name. She said (stroke of genius, this) the name of Ed's character.
This was an interesting GMing bind. I didn't know whether or not Ed had the Unhloly Pact fate, which this was obviously aimed at. I played the odds and had the Tengu curse and leave, clearly Ed's character was not the one it sought. (If it turns out Ed does have that fate, then we'll have to explain this exchange some other way, but I have faith something will work out :-)
Third encounter as it appeared in my prep notes:
The ronin are lost in a maze of tangled roots and dark trees. A forest sprite offers to lead the Ronin to the mountain path, but only if he is given a token of the most personal significance by each ronin.
The next morning I described the ronin heading through the thick forest but constantly being turned around, each time the canopy of the forest opened the mountain was not where they expected.
I had intended, as noted above, this to be the setup for me to introduce a 'guide spirit' figure. However, the players (particularly Steve, who was grokking the system really well by now) quite rightly jumped in and proposed a way to escape the maze of forest. Steve's character, with the 'fleet of foot' ability, would run as quickly as possible towards the mountain, hoping to break out of the forest before the mountain moved. Another ronin would watch from a tree his progression - he would carry Jamie's banner as that was the only thing that would reach to the canopy. (The banner was an ability, and Jamie's entrusting it to Steve was quite significant.) With prompting the others found ways to lend their aid - words of wisdom and support, mostly. I gave the forest magic three dice and Steve, with aid, easily beat me. He broke out of the forest at the foot of the mountain, and following his voice the others joined him.
End Chapter One/Act One. We took a short break here and reassigned trust. A lot of people built trust, some stayed the same, and the only loss in trust was Sean downgrading Stephanie for waking him up and letting the fire go out.
(Chapter One)
We began with some more dark fate narration from Steve - he described a battlefield lying between the forest and the mountain proper, covered with signs of battle but no bodies. Stephanie's character could speak to the dead, and she looked around for a ghost. I described a single ghostly figure she could speak with.
Now, this was an interesting point. I didn't know where Steve was going with the battlefield or what he had in mind for it, so I wasn't comfortable roleplaying the spirit. I considered taking Steve aside so he could share with me what he had in mind, but because I know Steve and his game style from some incredible Prime Time Adventures games I asked him/he offered to run this NPC for the scene. Steve had the spirit reveal some of what happened, and ask for a message to be delivered to his home, which Stephanie pledged to do if she returned from facing the witch. Then Stephanie asked for advice about the best way up the mountain, and Steve handed the character back to me. I took over and responded, and we finished the encounter.
Following up on this, I had the characters reach the base of the mountain. Steph told everyone to go along an insignificant side path 'because it's the right way'. This led to some nice roleplaying as people queried her confidence and the source of her information, but everyone went along with it. I described the route leading to a nice shortcut and everyone was happy.
Fourth encounter as it appeared in my prep notes:
Blind Man�s Cottage: The blind man lives alone in a small cottage. He will invite the ronin to take tea with him and spend the night under his roof. He tells them the Witch can corrupt the weak, and any who are too weak will inevitably betray their fellows. (Extra info censored because the players haven't finished with him yet.)
They reached a small stone cottage and a blind man invited them in to tea. I decided I wanted someone else to be there too, so the ronin joined him and then another person came. I asked the group who it was - I asked Jamie first, but he didn't have an instant response, and Ed jumped in so we went with his contribution. The man was a foreigner, a barbarian, who was also going up the mountain. Ed and I both figured I should be handed complete control of this NPC from the start, so we went into another room and Ed told me the basics of who he was and what he was up to. Then I ran him - there was some shaky conversation across the language barrier, and the ronin left him to spend the night (he wasn't keen on facing the bad weather, while the ronin weren't deterred).
Fifth encounter - the other half of the third encounter:
I resurrected the unused bit of encounter three and had the ronin, on a mountain trail, meet a small spirit-critter, a kappa. The kappa offered to show the ronin a short-cut up the mountain if they all gave it something of great personal significance. They refused; it offered again, this time for a deep secret from everyone. Again, refusal. Finally it wanted one person to give it an object, but that object must be the most valuable thing in the person's heart.
As the ronin considered this offer, I had the kappa mention that the blind man was really a monster who lured people to spend the night with him and killed them. Steve's character instantly began sprinting back down the mountain - a surprising reaction to me! The other ronin let him go, and Stephanie gave the kappa a locket depicting her now-deceased family. The kappa showed them a hidden side-track shortcut in return.
The ronin split up, now. Sean and Jamie (I think) followed Steve, while Ed and Stephanie waited for them all to return. And that's where we ended the session.
There's a crucial thing I've let out here - a big, in-character discussion of honour, I was busy using the free headspace to doublecheck rules and my prep, so I didn't listen to enough of it to relate it in any detail, and I can't even remember exactly where in the session it fell - I think it was right after they left the blind man's cottage? But it was a good moment full of character exposition, and the bits I heard seemed to lay the groundwork for a lot of what is to come.
Everyone was pretty happy with the session, myself included. Next one is in two weeks.
If I can think of any other points worth noting I'll add another post or two. Anyone got any questions that could provoke more details?
My given name is Morgan but everyone calls me morgue. (Well, except my beloved grandma.)
I contribute to
Gametime, a New Zealand RPG groupblog
Posts: 4
Re: [Mountain Witch] Under The Banner
Reply #1 on:
August 05, 2006, 10:06:05 PM »
>Stephanie set a harsh tone by going first and saying she had become ronin after waking from a dream to find she had killed her husband and children in her sleep!
Oh.� Well.� Um.� [blush] I figured that most of the Samurai movies I'd seen were really heavy on the angst, and that I'd enjoy the game more if I jumped right in, rather than playing a half-arsed character.
>the only loss in trust was Sean downgrading Stephanie for waking him up and letting the fire go out.
I thought that was funny.� :-)
>There's a crucial thing I've let out here - a big, in-character discussion of honour,� I was busy using the free headspace to doublecheck rules and my prep, so I didn't listen to enough of it to relate it in any detail
It was basically showing the spectrum on which the characters fell about what do you do when you lose your honor.� I think it was Jamie? - the character with the banner anyway, that took a very hard line of "Once honour is gone there is nothing", compared to Steve's "Honour ebbs and flows like the moon" which was offending everybody else.� The rest of us were more in the middle.
The thing that will need the most getting used to is the idea that I
jump in and write new elements into the story.� Steve seemed to thrive on that style, but I think the rest of us found it a bit harder, particularly with the "You.� Who is coming in the door" bit.� It's interesting, though, particularly knowing that there is all this important stuff going on with the characters which the GM doesn't know anything about yet, so we're all going to be surprised by the ending.
Posts: 531
Steve Hickey
Re: [Mountain Witch] Under The Banner
Reply #2 on:
August 05, 2006, 11:28:18 PM »
I loved how 4 simple bits of information: the Zodiac, Dark Fate and two Why? questions (why did you become a ronin? why do you need the money?) combine to create a strong foundation for each ronin's personality.
I also love how, as players, we don't know the end-conditions for each chapter. It could be geographical (get out of the forest), or it could be psychological (first time a samurai betrays another) ... it could be anything. We don't even know whether the rules regarding Trust will start to evolve as the chapters continue. That gives the storyline a real unpredictability.
At the moment, I'm not sure how the Trust mechanic will escalate into situations where we'll want to betray each other - there seems to be so much mechanical benefit to building up Trust and aiding each other, but I'm betting there's a lot of implications about the building up of our knowledge about each other's Dark Fates (and our relationships with each other and the Witch) that I haven't grokked yet, and the next two sessions will draw out.
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Ron Edwards
Global Moderator
Posts: 16490
Re: [Mountain Witch] Under The Banner
Reply #3 on:
August 06, 2006, 01:38:46 PM »
Not to sound all Myusashi and Zen on you, but ... trust the Trust.
Which is to say, at this point, you as GM are like a bunch of hamsters running on the conveyor belt, in the guts of the car. You aren't driving, you aren't navigating, and frankly, you aren't even in the seats-section with everyone else. In many ways, you're a second-class citizen in this game, although you are necessary, like the hamsters, for it to proceed.
Your job is to promote opportunities for the Dark Fates to be expressed, and to introduce savage adversity. If you want to push the dice mechanics a little, then use multi-conflict situations, in which doing X or doing Y can be goals for rolls, but doing both at once isn't available as an option.
But Trust? Betrayal? All that stuff, which generates whole scenes and whole stories on its own? That's them, up there in the cab of the car, with their steering wheel and pedals and windows. They'll get there. Based on your account so far, they're getting there like gangbusters.
Keep running, hamsters; so far, you're doing splendidly. Don't try to drive. The fun part, for you? You get to enjoy watching what they do, and to that end, and to mix my metaphor, you've got the best seat in the house.
Best, Ron
Posts: 25
Re: [Mountain Witch] Under The Banner
Reply #4 on:
August 06, 2006, 03:14:50 PM »
Quote from: Ron Edwards on August 06, 2006, 01:38:46 PM
Your job is to promote opportunities for the Dark Fates to be expressed, and to introduce savage adversity.
Thanks for this particular sentence Ron - it's a nice reminder/summation.
My feeling with Mountain Witch is that the GM has to drive a fair amount at very first, but fairly quickly hands lots of narrative momentum to the players, and then hands almost all the rest over soon after that. I think in this first session I held on a bit too tightly for a bit too long - a friend here in Wellington also ran a first MW session this past week, and it sounds like he went much faster into this, to the benefit of his game.
In any case, none of that is fatal - we're definitely going in the right direction.
My given name is Morgan but everyone calls me morgue. (Well, except my beloved grandma.)
I contribute to
Gametime, a New Zealand RPG groupblog
Posts: 25
Re: [Mountain Witch] Under The Banner
Reply #5 on:
August 17, 2006, 05:44:39 AM »
Tonight we met for the second session. We all sat down and went over the previous session�s events. I went over some rules stuff I had left out of the previous session: Duels, Death, and narration. For the last I pointed out there were three kinds of �extra� narration rights available to players - Dark Fates, trust expenditure to narrate successes, and good conflict results (critical and double successes). I made clear that it would be impossible to achieve the goal of defeating the mountain witch without using these powers, as I would not hand over character goals on a plate - they would need to narrate their way to where they wanted to go, which meant bringing in their dark fates. Everyone thought this was very cool, and it was a major point of understanding for me about how this game hangs together.
There had been no communication about game matters in the intervening time (apart from this thread) except an email from Steve to me, clarifying what he had in mind with the battlefield he had narrated. He didn�t reveal his dark fate, just gave me enough to work with that I could improvise around his idea with confidence.
(continuation of Chapter One)
The Blind Man
We joined Steve�s character as she raced down the mountain to rescue the foreigner, Geoffrey, from the monstrous blind man. Steve explained to the group his character�s motivation - she was attracted to Geoffrey because he represented something apart from the culture and world she knew.
The blind man invited Steve�s character in, and conflicts ensued to see if Steve could get Geoffrey out without raising the blind man�s suspicions. The blind man trapped Geoffrey in the cottage and faced off with Steve�s character outside. Sean�s character came upon the scene around this point, as Steve�s character prepared for battle and the blind man tried to leap inside and devour Geoffrey. The blind man had a mixed success, so he made it inside with Geoffrey but his arm was sliced off. Then Steve�s character used a �smashing through locked doors� ability to burst in, with Sean�s character�s help, and they trapped the kami beneath the door and impaled it, then raced away with the badly injured Geoffrey.
The Wolf
Up the hill, Steph�s, Jamie�s and Ed�s characters maintained a watch from a cave where they were hiding and waited for the others to return. On Jamie�s watch I told him there was something on the path, and asked him to tell me what it was. He decided that it was a wolf, like the one in the first chapter, heading downhill towards the other ronin. The group decided to try and stop the wolf, succeeding in partially blocking the path. Jamie then narrated the wolf asking advice of an invisible companion, echoing something Jamie had said shortly before, that there may be invisible servants of the witch! (This sparked with something Steve had mentioned in his email, a possibility that the dead of the Tanaka clan had become undead servants of the Witch King; I decided then and there that they had become an invisible ghost army.)
The invisible soldiers advised the wolf that something was up, and stormed out looking for the concealed ronin. Using teamwork, the ronin were able to evade the soldiers and maneuver to the pathway, cutting it off. There Jamie�s character planted his banner and ordered the wolf to turn back, which was an awesome moment. (There were lots of other awesome moments, too, but I remember to mention this one - the group approved of this.) This was a conflict - I said the wolf�s intent was to snap the banner in half with his jaws, which was also well-received. The coolness was amping up! The ronin won the conflict with a double success, and Jamie narrated that the ghost soldiers hadn�t followed the wolf into battle, and the wolf had lost its nerve and scuttled back up to the witch�s fortress. Jamie also asked that the other part of the success be a revelation of why the Tanaka clan soldiers were following the witch, and so I put the answer in the wolf�s dialogue - the Tanaka clan had won, in the battle at the foot of the mountain, the right to serve the mountain witch, and the Tanaka general was now the mountain witch�s general. The key revelation was that this general was in fact the person Steph�s character had pledged to communicate with in her conversation with the ghost.
The Night
The group re-united at the cave and made camp for the night. There was much discussion at first, as the fate of the badly-wounded foreigner was debated, and the group noted that it was Steph�s character�s clan that had lost to the Tanaka clan in the great battle. Steph revealed that she had been married to the general of her clan, the predecessor of the general who had fought in the great battle, and refused to elaborate on what had happened after this. [The players, of course, all knew that Steph�s character had murdered her husband in her sleep, but this information was far from forthcoming in the game!]
This led, with only a tiny bit of prompting from me, of a conflict. Jamie�s character and Steph�s character agreed to a conflict where success would force the other to inadvertantly reveal something of their personal secrets to the group. Steve�s character joined in on Steph�s side, and Sean�s character joined in on Jamie�s side. The dice gave a critical success to Steph, so she got Jamie to speak of his character�s connection to the ghost soldiers (he had met one before) and Sean to reveal something of his inner life (he was severely prejudiced against women - not conincidentally, both Steve�s and Steph�s characters were women).
During Steve�s character�s watch, the feverish Geoffrey - his wound worsening - bonded with her. Then, moments later, Geoffrey leapt to his feet and fled the cave. Giving chase and kicking the others awake, Steve�s character slid into the snow to face the floating severed head of the blind man. (This was the other bit of that prepared encounter - at night, the blind man�s head detaches from its body to hunt.) They leapt into battle, which led to both of them being injured as the others came out to help. Steve�s character dragged Geoffrey into a crevice where the kami could not attack them, but the kami then controlled Geoffrey to take a knife and stab Steve�s character. This attack was turned back through overpowering Geoffrey both physically and emotionally. The other ronin came to the rescue and through their combined efforts the kami was destroyed. A double success was narrated to represent spirit energy passing from the kami into the ronin�s sword - its effect to be determined later.
The rest of the night passed uneventfully, save the fire going out at midnight (narrated, again, by Steph). It so happened that Steve�s character was put in charge of relighting it, so I announced that the sudden chill had woken Sean�s character, and once again this character woke in the middle of the night to find a woman had apparently let the fire go out.
Reaching the fortress
Geoffrey survived the night but I said he was almost certain to die by nightfall if he had not received medical care. This became Steve�s character�s overwhelming focus.
I told the players that the next scene I would set for them was the arrival at the fortress, and gave each player a chance to narrate something to do with their dark fate as they climbed the mountain. Sean took this opportunity to have the group encounter a young girl sitting on the path, unconcerned by the bitter cold. He took me aside to tell me that this was the Mountain Witch�s daughter, and that he thought she could be either good or evil as I saw fit. I ran the encounter with her as a curious child, who knew the ronin were coming to kill her father, and acted as if she supported them in revenge for her father�s strictness. She let a wind gust carry her back up the mountain to the fortress, and she will no doubt appear again in a future chapter!
Then I used the only prepared encounter I had for this session. I had the ronin reach the fortress, near a side entrance atop a slope that was hip-deep in human bones. The ronin (through a map introduced earlier by Steve in dark fate narration - it was in the blind man�s cottage) knew of other sneaky entrances as well. As they watched, the door in the fortress wall opened and a slave was thrown into the bones, and ordered by a fierce oni to fetch out the skulls that belonged to warriors from Steph�s character�s clan. I asked the players who this might be.
Steph immediately said it was her character�s husband�s successor, Goro, who was the defeated general in the great battle and had been enslaved ever since. Goro was also Steph�s character�s brother! The reunion turned ugly as Goro alluded to Steph�s character�s disgrace, said that he wanted nothing to do with her, and started calling for the oni to come out!
Conflict! The ronin wanted to grab Goro and get around to another entrance before the oni could come out and see them. Double success - not only did they do this, but the oni didn�t even suspect anything was amiss with Goro disappearing (�he�s probably tried to run away - well, he won�t get far, we�ll chase him down in the morning�). The ronin made it to a sluice beneath the fortress and disappeared inside.
This was the end of the chapter. Trust was re-allocated and we had a break. Trust really started to vary in this allocation, as the players found many good reasons on which to base trust and suspicion.
We decided to keep going a little longer and do the first scene of the next chapter. I explained that for the first chunk of time inside the fortress I would be looking to them a great deal for guidance and encounters. I particularly specified that I would not provide assistance for the dying Geoffrey - it was up to the players to narrate their way to things like that.
Chapter Two (?)
The ronin made their way along a covered drain. Jamie narrated finding some moss, which he had earlier mentioned in character as being useful to brew a potion that would allow the ronin to see the invisible soldiers. As he harvested it, Steve�s character cornered the captive Goro and demanded to know how to find a physician in the fortress. Goro said he could take them to him, but for wounds as severe as Geoffrey�s only the mountain witch�s mistress might be able to help. They all recognised her name as a spirit of winter, and everyone thought it likely she was the mother of the child they had met earlier.
Then a swarm of deadly crab-spiders came scrambling out of the water to attack! The ronin fended them off and found a way into the fortress (first conflict) then sealed the crabs out while preventing Goro from escaping (second conflict). A double success had Stephanie add that they found in the kitchen they had entered a terrified young maid who could guide them where they wanted to go. However, the group split up in the chaos - Steve�s character took Geoffrey off, and Sean�s character followed, while the other three stayed with the maid and plotted their next move.
And there we ended it.
Some thoughts and issues and questions and things:
* pacing! After about five or 6 hours of play we are only just into a third chapter. Everyone seems fairly happy with the pace of the game, and trust wasn�t being blown through very quickly, but on reflection tonight I think my plan of having Act 2 Chapter 2 begin with entering the fortress should be revised, so that in fact Act 3 begins with entering the fortress. Anyone out there have opinions? How have other MW GMs handled the Act/Chapter pacing in their games?
* the importance of players narrating their way to key encounters, thus having to use their dark fate to achieve this, strikes me as an absolutely fundamental element of the game�s ruleset, far more important than its status in the rules-as-written would suggest.
* Sean commented that he thinks abilities should be active, not passive - things that let you do things (e.g. smash through locked doors) rather than things that let you resist things (e.g. withstand great cold). Steve pointed out that passive abilities are really requests to the GM to put the character in situations where the ability is a factor. Any comments out there? Steve/Sean, care to clarify?
* I didn�t remember to complicate conflicts with complexity, with multiple crisis points forcing the ronin to split their forces. It didn�t seem too problematic, but when I did remember it amped up the stakes massively - like an exponential increase. Something to note for next time...
* There were a bunch of instances of Trust being spent to help in conflicts where the aiding character wasn�t even present, usually justified by the character being aided having an inspiring or insightful memory of the aiding character. I was perfectly okay with this, and it seemed to work just fine, although I wonder if there might be problems with it down the road? Any advice from anyone?
(Also, Steve - a couple times you gleefully said �fan mail!� to people (referencing a Primetime Adventures �that was a cool moment� mechanic). Can you recall when these were? Actual Play posts always benefit from knowing the bits that everyone thought were cool, I reckon.)
I trust the players will add in any additional details or clarifications in separate posts. This is turning into a good record of the game, so it�d be nice if we don�t leave any of it out!
My given name is Morgan but everyone calls me morgue. (Well, except my beloved grandma.)
I contribute to
Gametime, a New Zealand RPG groupblog
Posts: 3
Re: [Mountain Witch] Under The Banner
Reply #6 on:
August 17, 2006, 01:31:16 PM »
A really fun game last night (and the time before...)
I really like how the players' wish to get their own stories out there ends up creating the world, and often an intertwined world too (though I don't think this is necessary or even something to aim for... My own character's story seems more of a B story to the emerging Tanaka-Sasashi clan war background which seems to be forming a multi-player A story... And I quite like both of those aspects.)
Some things I enjoyed in terms of players getting their dark fates and characters out there:
Ohichi (Steve) showing compassion for the barbarian Geoffrey, even to the point of abandoning the group...
Sasashi (Steph) introducing the member of her clan as the slave at the entrance to the fortress, thus giving us another opportunity to dig down into her backstory, and accepting the dare Jamie had laid down to investigate her past (which I supported), and that mysterious aggravating cold wind...
Tohei (Jamie) for introducing invisible soldiers and mysterious moss (and finding the moss in a very sensible place too...)
Ito (Ed) for his strange antipathy towards the barbarian Geoffrey.
GM (Morgue) for letting us get at it.
And there was plenty more cool stuff too...
In terms of active vs passive abilities - I don't think it's the role of the GM (in this game) to set encounters specifically tailored for individual players' abilities... I don't even expect the GM to know everyone's abilities... It's up to us to use our abilities in unexpected ways, which I think implies they should be able to used actively... My point was also that passive abilities tend to only affect the character (for instance withstand the cold), while active abilities can be used for and against others.
The game places the activeness of characters in the hands of players - one of the things I'm realising is that passivity is not a good option (whether in abilities or in general play). Even when that passivity represents internal conflict... Better to externalise.
Thanks for a really cool game everyone.
Posts: 531
Steve Hickey
Re: [Mountain Witch] Under The Banner
Reply #7 on:
August 17, 2006, 02:11:48 PM »
I really got into the game last night, but I saved "Fan Mail" for the big stuff ...
Jamie introducing the concept of invisible enemies, and in the later conflict, the moment where he planted his banner in the snow - challenging the wolf to attack.
Stephanie ... I know there were two moments - I think one was when she introduced Goro, and the other might have been when she had the wind blow through and extinguish the fire. Specifically that one was because I realised that that made the wind into a pattern that ties into her Dark Fate.
By about halfway through this second session, I could see how Trust will very naturally move up and down - as a combination of in-character actions and alliances + player assessments of who has what Dark Fate, how they're expressed, and how they might come back to bite you.
I've been trying to actively tie myself into other players' plots. The attraction with Geoffery buys into an element that Ed introduced; the Sasashi clan as the fallen enemy of the Tanakas gives Steph a chance to reveal her backstory; and Sean and I are playing characters who are such philosophical opposites (yet we are the ronin who have aided each other the most) that our relationship feels key to my enjoyment of the game. Jamie, I've only - in writing this post - realised that you might be wanting to create an overall vibe of 'us being suspicious of your ronin'. If that's the case (and that's how I've decided to have my ronin feel about yours), then that may work well as a connection between us.
I really enjoyed setting stakes for conflicts this episode - telling you to push harder in the conflict with the blind man, initiating our first player vs. player conflict, really pushing the idea that there are a multitude of ways to deal with any situation we're confronted with.
a New Zealand blog about RPGs
Posts: 531
Steve Hickey
Re: [Mountain Witch] Under The Banner
Reply #8 on:
August 17, 2006, 02:14:08 PM »
Hey Morgue, can you give an example of a multiple crisis point conflict & how it escalated the stakes?
a New Zealand blog about RPGs
Posts: 25
Re: [Mountain Witch] Under The Banner
Reply #9 on:
August 17, 2006, 03:21:21 PM »
Quote from: hix on August 17, 2006, 02:14:08 PM
Hey Morgue, can you give an example of a multiple crisis point conflict & how it escalated the stakes?
I was specifically thinking of the final conflict with the crabs trying to swarm in and devour someone, on the one hand, and Goro trying to escape in the chaos, on the other. Simply putting another dice on the table, and thus having two outcomes to avoid, forced the ronin to split their forces. The choices in a straightforward us vs them conflict are simple - aid or not aid, act as a group or not - but in this the complications multiplied around the question, which conflict do I enter? And, of course, a split force makes for a much more uncertain outcome. If a group of four ronin are banding together and using trust, the only question is how great their success will be - but if those ronin need to split into two groups, the chance of disaster increases enormously.
My given name is Morgan but everyone calls me morgue. (Well, except my beloved grandma.)
I contribute to
Gametime, a New Zealand RPG groupblog
Posts: 531
Steve Hickey
Re: [Mountain Witch] Under The Banner
Reply #10 on:
August 21, 2006, 01:16:19 PM »
Sean and I work together, and we've worked on scripts and TV shows together in the past, so we're pretty comfortable challenging each other creatively.
We were having lunch yesterday, and the conversation drifted onto this game. We agreed that given how Session 2 finished (Sean's old ronin following my younger one into a meeting with the Mountain Witch's general), we could very well go into PvP conflict very soon next session.
1. That excites me.
2. I think it was good that we gave each other permission, out of game, to play hardball with each other.
a New Zealand blog about RPGs
Posts: 3
Re: [Mountain Witch] Under The Banner
Reply #11 on:
August 22, 2006, 02:37:28 PM »
Re: Pacing
I had for some unknown reason had a fixed idea that it would be in the final chapter where we would reach the Fortress and then it would be small and impenetrable and containing possibly merely the witch. All the dark fates and treachery having occurred long before the arrival at the castle - given this feeling I would press for an Act 3 entering the fortress, or a greater sense at the start that - 'it would take five days to get to the top if it were a normal mountain' or some such statement.
Re: Complicating conflicts
For me, the complication of multiple conflicts was a far better dynamic - forcing us to pick and choose how we aided and fought, especially since the trust dynamic makes it very easy to band together when there is a specific external threat.
Re: Absent Character Trust
I am uneasy with trust being spent without characters being there - or at least with a specific in-game character based prompt (a distant shout or a lock of hair previously given now is seen ) which allows the non-present character to instigate a memory or inspire another character.
On the whole I really enjoying it all.
Posts: 531
Steve Hickey
Re: [Mountain Witch] Under The Banner
Reply #12 on:
August 23, 2006, 03:11:38 PM »
I hear your unease, Ed, and shall work extra-hard to provide some sort of motivation or context for using Trust, if my Ronin is separated from the party.
Did my "You remember and are inspired by the way I leapt at the kami's flying cannibal head" work for you, or was it too abstract?
a New Zealand blog about RPGs
Posts: 3
Re: [Mountain Witch] Under The Banner
Reply #13 on:
August 23, 2006, 11:56:03 PM »
Actually Steve I had a similar reaction to Ed about the use of 'absent trust'!
Reason was for me that an absent character is focused elsewhere when the use of the trust occurs... And it reduces the effect of the absence... I feel if a character abandons or leaves the group in some way, they're leaving the group and shouldn't be able to participate - that's what leaving the group means! I know this is only one means of participation, and I also thought your means of explaining the use of 'absent trust' were very clever and in keeping with the game - I really liked seeing the imagination there in play... I just feel when you're gone, you're gone. Absent characters shouldn't be lending a hand in spirit, so to speak. Because then the characters in the remaining group have more call to say - Where were you? We needed you!
Another observation about the use of trust is that it seems kind of forced on to the other player whether they want it or not... At least that was how we were playing it, don't know what the book says anything about this? Can players reject the trust that another player is offering for an encounter?
Posts: 531
Steve Hickey
Re: [Mountain Witch] Under The Banner
Reply #14 on:
August 24, 2006, 11:30:10 AM »
If there's nothing in the rules about this, we should have to have a bit of a conversation next Thursday. Where I'm coming from boils down to this:
1. Apparently the group is expected to split up (or at least the rules provide advice about that).
2. Trust seems like this resource that measures how much 'groupness' we built up before we started splitting up.
3. So I'd expect Trust to be useable, even though we aren't together - it's a way of measuring the impact we had on each other; it's a way of bribing other players to keep giving us Trust at the end of the next chapter; it's a way to keep using the central currency of the game all the time.
4. And splitting up can always be 'punished' by awarding less trust at the end of the next chapter, which gives the affected ronin less ability to participate in such absent-trust-giving subsequently.
OTOH, I just realised that a ronin that's split up from the group, like I am, is supposed to be less powerful and effective - so maybe no Trust awarding is a good thing.
Anyway, I want us to all be comfortable with how Trust's used, so I look forward to figuring it out.
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Catholic Online (www.catholic.org) CHICAGO, Il (Catholic Online) - It was all pretend, but Carlie Kennedy didn't know it at the time.
While filming everything, Ryan Thompson acted as though he had lost control of the small plane they were in. He asked his girlfriend to read off the emergency checklist while he prepared for a crash-landing. Believing their lives were in danger, Kenendy did brave duty, reading off each line of the list until reaching the last which read "initiate ring engagement procedure." That's when she realized what was happening.
Kennedy said she was relieved and euphoric at the proposal, adding that she isn't mad at the proposal which she found to be novel and amusing, once she realized she wasn't in imminent danger of death. Kennedy accepted, although no wedding plans have yet been made. Let's hope they don't involve an airplane. � 2012, Distributed by NEWS CONSORTIUM. - - - Pope Benedict XVI's Prayer Intentions for January 2013 General Intention: The Faith of Christians. That in this Year of Faith Christians may deepen their knowledge of the mystery of Christ and witness joyfully to the gift of faith in him. Missionary Intention: Middle Eastern Christians. That the Christian communities of the Middle East, often discriminated against, may receive from the Holy Spirit the strength of fidelity and perseverance. |


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Two new games coming from Arcen! Exodus of the Machine!And Skyward Collapse!
Wow, thanks Wanderer! That's very helpful. I don't think I have any questions on that at the moment. Except for one extremely pertinent question, how did you know about the tacos?! Seriously I've been craving mexican food for like two days now, and there's a little taco place a couple of miles from where I live that I've been wanting to try. So thanks for torturing me. :-)
Wanderer: Yea, I definitely get the inclination that a lot of losing will be involved on the way to learning how to play. I play piano and read a book on technique with playing songs. One of the things that it emphasizes is that many players will make a mistake and then keep playing the song the same way. They never stop to evaluate why the mistake happened so certain mistakes in their playing become engrained habits instead of just things that could have been corrected early on. Obviously there is no mistake here in the sense of hitting the wrong note, but I'm trying to avoid the situation where I'm making mistakes, losing, and starting a new game with no particular idea of what I did wrong in the last one. For instance I might interpret that the large wave I lost against in late mid-game was the result of what I was doing at the time when I could have been doing the same thing just fine if I had done something a little different in the beginning. That sort of thing.
I guess what confuses me is the balance between offense and defense. A lot of systems that get taken seem to be offensive. Let me define what I'm talking about here, and you can correct me if my definitions are wrong. It seems to me that a system taken defensively is one taken almost exclusively to protect my core system or a valuable resource.
There's a high-resource system one hop from a different one.
So taking that ARS system two hops away will help me build up my fleet but will also split my resources into defending a system now surrounded by hostile systems. It seems I might want to neuter the system that was one hop away for defensive purposes in that case.
I think that's why the "islands" thing confused me. I felt every system should have a defensive gain as well, but it's not going to. The "turtles" then would be the people who build up a high level of defenses while attempting to minimize their offensive maneuvers down to only the absolute necessities.
A win vs. 10/10 is filed under "bug reports".
Quote from: Nodor on April 04, 2012, 02:24:22 PMA win vs. 10/10 is filed under "bug reports".If it's not cheese like two non-wave-sending AI types, etc
Quote from: keith.lamothe on April 04, 2012, 02:30:35 PMQuote from: Nodor on April 04, 2012, 02:24:22 PMA win vs. 10/10 is filed under "bug reports".If it's not cheese like two non-wave-sending AI types, etc Baaaaah! I resemble that remark!


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Web design Bournemouth & Poole
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Let It Go Small Group Bible Study by Karen Ehman
Zondervan has a brand new women's Bible study releasing today from Bible teacher and Proverbs 31 National Speaking Director Karen Ehman. Karen is profoundly practical, engagingly funny and downright real. Her passion is to provide women with creative tools and doable ideas to help them live their priorities and love their lives: faith, family, friends.
Let It Go, Karen's new small group study, is a six-session video-based study giving women practical, biblically based steps for letting go of the need to control, dictate, and even manipulate the people and situations around them, and instead, trust that God has their best interests in mind. Here is Karen talking about the study:


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Mosaic Stage Company presents Louis Nowra's "Così" directed by Kim-Noël Bianchini. The comedy is a beautiful example of how art can transform the lives and souls of human beings.
Set in a mental institution, the play is about a young university recent graduate, George, who is hired to put on a play. But when one of the patients convinces him to put on, instead, Mozart's opera "Così Fan Tutte", their wild journey begins.
Show dates are 7:30 p.m. April 19th , 7:30 p.m. April 20th and 2:00 p.m. April 21st at the Ashe County Civic Center in West Jefferson. Tickets are $5 for students and $15 for general admission.
We accept credit and debit cards as well as checks made out to Mosaic Stage Company. Tickets are available at the door, through company members, as well as through the Ashe County Arts Council — call (336) 846-ARTS. You can also purchase your tickets through will call on the Tickets page.
Join us after the show on Friday April 19th and Saturday April 20th for, "The After Show," a dessert and champagne party celebrating Mosaic Stage Company's presence in the community. The after party tickets are $10.00 and IDs will be checked at the door.
Please be aware that there are a limited number of tickets for the event. These tickets can be purchased through will call function on the Tickets page as well as at the door, through company members, and through the Ashe County Arts Council.
"Così" is a production of the Olde Towne Jefferson Business Association.


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I am REALLY excited to use the suffusion_admin_modify_option_list filter, but how is it supposed to be used?
Say I have a file called byline-both.php that I want to add as a byline option, how would I do so using the above filter?
add_filter( 'suffusion_admin_modify_option_list', 'custom_byline' );
function custom_byline($option_list) {
return $option_list;
drake wrote:You will have to wait for returning of Sayontan. This or bylines are for sure out of my priorities list.
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Zimmerman's lawyers say the photo was taken by a police officer on February 26, the night 17-year-old Martin was shot and killed nearby his father's home in Sanford, Fla. The 29-year-old has pleaded not guilty to the second-degree murder charges and was released from Seminole County Jail on $1 million bond in July.
The photo was published on GZlegalcase.com, a website created by Zimmerman and his defense attorneys. Although the same picture was made public earlier this year as black-and-white photocopy, this high-resolution version comes shortly after the same website announced a "thank you" card defense fund to raise money for Zimmerman.
Lawyers on both sides of the case disagree on the picture's significance.
"It's not a game changer," Zimmerman lawyer Mark O'Mara told Reuters, adding its only importance was how it vividly showed the injuries Zimmrman sustained during his confrontation with Martin.
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An attorney who represents Martin's family, Ben Crump, told Reuters the photo adds nothing new to the case.
"Trayvon Martin was defending himself. He had every right to stand his ground to defend himself," Crump said.
<<< Earlier Photos:
See A photo Gallery of Zimmerman's Injuries


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Enjoyed a two night stay which was very comfortable, with friendly service, a great buffet breakfast and our room although fairly small was very clean and had a lovely hot powerful shower. The area is in one of my favourite parts of the city and near to the hotel are bars and a convenience store which was very traditional and... More
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The jQuery project uses Trac for bug tracking, and a request from several team members (including myself) was to have a page that showed overview of ticket activity over time. There are a couple different Trac plugins that exist to perform this task, but they don't work very well. TracTicketStatsPlugin requires YUI (even though Trac uses jQuery), it loads a bunch of debug crap, it has SQL injection issues, it's ugly, and it requires Flash. TracMetrixPlugin requires matplotlib, which in turn requires a bunch of X11 libraries, screws up Trac permissions in 0.12, has worthless documentation, and is very slow. So, I dove into the world of Python and Trac and came up with something that should be much better.
TracTicketGraph has no external dependencies and uses the awesome flot library to generate graphs. It is released under an MIT license. There are a few caveats, mostly due to time constraints, but anyone with some Python and JS skill should be able to take care of these issues quickly and easily:
- You can use a "days" query parameter to change the number of previous days viewed, but there is not currently any UI for making this change.
- The end date is always fixed to the current date.
- The size of the graph is fixed in JS, instead of being configurable by CSS.
- It is not internationalized.
- There are no tooltips.


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I can't begin to express how happy I am that flared and bell bottom jeans are making a comeback. I still remember the first pair of designer jeans that I bought; the Seven for All Mankind Flares. They were fabulous, and I loved the way they fit my body perfectly. With skinny jeans being all the rage the last few years, I had put a stop on buying flares, bootcuts, and bell bottom style pants. It was a sad day in my house.
But, not anymore! Check out the various celebrities below sporting the flared jeans look. Can we all agree that they look fabulous? Yes. Is it just for girls with perfect bodies and long legs? Absolutely not. But more on that below.
Buy the Black Orchid Black Beauty Bell Flare in Dust Devil from BoutiqueToYou.com!
Buy the Paige Premium Denim Laurel Canyon Flares from PaigeUSA.com
(Nicky is seen in the Laurel Canyon in Driftwood from 2009)
Buy the J Brand Bette Wide Leg Trouser Jeans in Wonderama from BoutiqueToYou.com or Singer22.com!
(Also seen on Cheryl Cole (below), Alessandra Ambrosio, January Jones, Zoe Saldana, Emmanuelle Chiriqui and Katie Holmes)
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(Kourtney is seen in the Hummingbird wash, no longer available)
Buy the Mama J J Brand Lovestory Maternity Jean in Indigo from Shopbop.com!
Buy the Paige Denim Bentley Wide Leg Jeans in Mischief from Shopbop.com!
Buy the J Brand Bette Wide Leg Trouser Jeans in Wonderama from BoutiqueToYou.com or Singer22.com!
(Also seen on Annalynne McCord (above), Alessandra Ambrosio, January Jones, Zoe Saldana, Emmanuelle Chiriqui and Katie Holmes)
Buy the Current/Elliott The Bell Jean in Fuel/Fray from Tobi.com!
As you can see there are a variety of women sporting this look. Very petite to very tall. Although fuller figured women weren't in this selection, the key is to find a cut that fits your body best, and a length that doesn't have to be hemmed too much. (It loses the integrity of the cut and the features placed at the bottom of the leg). Best to look for jeans that may come in petite or tall versions if you tend to be on one end of the spectrum or the other.
Have questions? Need help selecting a style for you? Shoot me an email! kirsten [at] travelingfashionista [dot] com!
Love, K.
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18650 Batteries
These LED flashlights are powered by 18650 lithium batteries. The advantages of the 18650 is they offer twice the voltage of AA or AAA batteries (3 volts each vs. 1.5 volts), tend to last longer and have a 10-year shelf life! Higher voltage = higher lumen potential.
The disadvantage of 18650 batteries is they are more expensive to buy (not necessarily to operate) and somewhat harder to find. That said, 18650 batteries are the second most common type of lithium battery used in high-end flashlights and can be very economical to when one invests in a rechargable set.
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Hot and Trendy Shoes: LK Bennett Bury Shoes
LK Bennett Bury is a very popular UK clothing brand. Apart from clothes, the company also retails shoes, handbags and accessories. The company has several stores in UK but it really became popular when the Duchess of Cambridge started wearing shoes and clothing from the popular brand to international events. Now the company has become one of the most popular footwear brands in the UK and LK Bennett Bury shoes are... -
You Will Love Wedding Dresses in Louisville Kentucky
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Hello and welcome back fellow science fiction fans. Boy do I have a treat for you. I would like to introduce you to a new and talented actor. He has been in episodes of two of my favorite series, Sanctuary …Read the Rest
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*Updated as of June 7, 2013 at 2:00pm
Below are the schedules for the Communication Workshops, Saturday Program, Daytime Program and Evening Program. For more information, please call 212-772-4292 or email firstname.lastname@example.com.
- Communication Workshops schedule
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A faulty model? What the Green Climate Fund can learn from the Climate Investment FundsA fully formatted PDF version of this report is also available. Executive SummaryVarious civil society groups from across the world called for a new global climate fund that is representative, democratically governed, accountable, and tailored to meet the needs of the world's poorest. At the United Nations Framework Convention on Climate Change (UNFCCC) negotiations in Cancún in December 2010, the World Bank was granted the interim trusteeship of the newly established Green Climate Fund (GCF). Recent events indicate that the Bank and other multilateral development banks (MDBs) will also have an influential role in the design of the fund. The Climate Investment Funds (CIFs), a collaborative MDB climate finance initiative housed at the Bank, are being pointed to as 'a best practice' model for the GCF. This paper critically assesses the appropriateness of the CIFs as a model for a global climate finance fund. It takes proposals and recommendations by civil society groups as its starting point, and uses them as benchmarks to analyse the CIFs. It finds that in terms of institutional arrangements the CIFs have achieved some notable progress that acknowledges some of the critical issues raised by civil society groups. However, in operations and performance there are serious concerns. The paper focuses on six benchmark areas: Role of the trustee – There is a potential conflict of interest in the multi-functional role that the Bank plays in the CIFs, where it acts as trustee, secretariat and implementing agency. Any decision that replicates this arrangement in the GCF would introduce questions over its legitimacy. Governance – The CIFs have equal representation amongst developed and developing countries on the governing boards, but fall short of the representation called for by civil society groups and many developing countries, which would give recipient countries the majority of seats and allocate positions for the most vulnerable and affected communities. The civil society observer role on CIF governing committees is an important innovation, but it is not powerful enough to influence decision making, and, given the resources available and the scope of the role, may not fairly and legitimately represent many constituencies. Country ownership – There are significant concerns that country ownership in CIF programmes is undermined by the MDBs acting as implementing agencies. This contravenes civil society and developing country calls for direct access to climate finance in a global fund. Furthermore, evidence from in-country operations shows that the MDBs can wield undue influence over the planning and delivery of CIF projects, at the expense of real country-driven policies and planning. Participation – The participation of affected communities and civil society groups is vital in building responsive and accountable climate finance projects and programmes, which is recognised in CIF design documents and implementation guidelines. However, evidence suggests that to a large extent affected communities and local civil society have played a very limited role in the design, delivery and monitoring of CIF programmes. Financing modalities – There is a need to address the current imbalance favouring mitigation funding over adaptation funding. CIF projects overwhelmingly favour mitigation efforts, and contrary to the polluter pays principle, adaptation funding under the CIFs overwhelmingly consists of loans rather than grants. There are also serious doubts over MDBs' ability to leverage large amounts of private finance, and a lack of transparency and effective measurement to be able to gauge the extent of additional investment leveraged. Reaching the most vulnerable - Climate finance allocation disproportionately favours middle-income countries, who also receive the majority of CIF financing. The CIFs have developmental aims codified in their objectives, however, recent evidence suggests that in practice the potential developmental impact of CIF projects, as well as their effect on gender issues, is not being realised. Any affirmation of the CIFs as a model for the GCF should be regarded with scepticism. It is vital that the transitional committee of the GCF take into account the concerns and critiques reiterated in this paper when considering lessons to be learned from the CIFs, and that the GCF is designed to ensure these problems are not replicated. To read the rest of this report please access the PDF version . This text may be freely used providing the source is credited. This page is: <http://brettonwoodsproject.org/art.shtml?x=568686> Published: 21 June 2011 , last edited: 8 December 2011 Viewings since posted: 9829 |
Articles: 3798 Recent briefings & reports
Climate Investment Funds Monitor 7: April 2013 25 April 2013
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Climate Investment Funds Monitor 6: October 2012 26 October 2012 NewswireThe toxic legacy of the Greek crisis 18 June Ending poverty: Lying with statistics 17 June Greek bailout: 77 per cent went into the financial sector 17 June How the World Bank could slash its carbon emissions: Start flying in coach 13 June Latest video from IFIwatch.tv
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EAGLE ROCK COMEDY FESTIVAL featuring NATASHA YOUNGENatasha YoungeFriday, December 7, 2012 from 8:00 PM to 10:00 PM (PST)Los Angeles, CA |
Who's Going
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Event Details
WHEN: Friday, December 7th
WHERE: Swork Coffee
2160 Colorado Blvd.
Eagle Rock, CA 90041
Let Natasha know you'll be there - (Photo: G. Baker) |
When & Where
Swork Coffee
2160 Colorado Blvd
Los Angeles,
Friday, December 7, 2012 from 8:00 PM to 10:00 PM (PST)
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Over and Out, at The Boomer Chronicles
April 10th, 2012Hey, boomers and their friends, it was a blast! You will find my new blog — Rhea Becker's Short Attention Span — at rheabecker.com (gimme a few days; it's not active yet!). Love, Yours Truly.
I've Moved! The Boomer Chronicles has closed after 6 years, but you can keep up with me on my new blog at http://www.rheabecker.com
Hey, boomers and their friends, it was a blast! You will find my new blog — Rhea Becker's Short Attention Span — at rheabecker.com (gimme a few days; it's not active yet!). Love, Yours Truly.
Six years ago on April 10, I decided to start a blog. After trying out several names, I settled on The Boomer Chronicles. I blogged faithfully every weekday for six years. At its height, Boomer Chronicles posts attracted comments from 20 to 30 or more readers. That's a lot! I was proud of the subjects I covered and the light I shed on a variety of important topics: the Amish, belly fat, baldness, and IRAs. And although I continue to be a baby boomer, I have decided — after much hand-wringing and deliberation — that I am ready to hang up the 'boomer' niche and do what I was doing anyway: blog about anything and everything. So, I'm going to close The Boomer Chronicles tomorrow, on the blog's 6th anniversary.
You, my faithful readers, have suffered through posts about adult diapers, my dog, angst over how to fund retirement, and so much more. I want to thank all of my wonderful readers and friends, including Rob Phelps, August Sanders, and Christopher Hennessy. I also want to thank my Blog Guru, Stephen Labuda of Agency 3, who ably advised me from Day One.
Blogging is a funny thing. You meet other bloggers either virtually or in real life, and you form attachments to them just as you would friends. I want to mention Adam Gaffin, Suldog, Neil Kramer of Citizen of the Month, Hattie's Web, Millie at My Mom's Blog, Boston Zest, and so many, many more.
The Boomer Chronicles archives will remain online indefinitely. Just think, you can introduce your grandchildren, and maybe even your great-grandchildren to the once-great Boomer Chronicles.
I will post once more, tomorrow. But don't despair. I will be launching a new blog soon. It will have no boomer theme. It will just be stuff. The site will be ready soon, and you will be able to find it at rheabecker.com
The Midlife Crisis Queen hosts another fine edition of the BloggingBoomers Carnival.
Over the past two years, I've dropped my smartphone at least five times. It has never broken. Still, when I got a new iPhone about a week ago, a friend of mine who is pretty geeky told me about a phone case that is, like, guaranteed to protect your phone, even if you drop it in a vat of boiling oil. Well, almost. It's called LifeProof. Now, this is not an ad for the product, but I watched the promotional video and they threw the smartphone around and dumped it in water and dropped food on it, and the case kept the phone in good shape! Does anyone out there have one of these? They're $80 and I want to know if it's too good to be true.
The Midlife Crisis Queen hosts the carnival for baby boomers this week!
So I was reserving a room for my niece's bas mitzvah in Philadelphia. The event takes place in early June, but since I had the information for the hotel I thought I would book now. So I call and book my room but after I recite all of my information to the clerk she hears that the expiration date on my credit card is in May, the month before I need the room. She says, do you have another card? I say no, I have just one card. I have always been proud of the fact that I don't have a wallet full of credit cards and use just one. In fact, I thought this was something that should be prized and encouraged in our outrageously debt-riddled society. But no. I get shunned because I have just one card. The credit card company will not issue a new card for another two weeks. I'll have to call the hotel back with a new card.
I realize that this is a tiny, unimportant thing in the world, but it irritated me. And I'm sticking to my one-credit-card policy.
I spent a few days last week in Atlanta at a conference. In my spare time I took in some of the sights. First, you must remember while visiting this city that it's Coke's world, and we just live in it. Coke was founded here and there's a Coke museum that's $16 to get into and it's basically just an extended commercial. The best part is that there is a tasting room where you can sample Coca-Cola brand sodas from all over the world. Next, it's full summer in Atlanta, witness the wisteria. I went to Gone with the Wind author Margaret Mitchell's house and saw her typewriter. That painting of Scarlett is the one used in the movie, apparently. I love the houses in Georgia as they mostly have deep porches that front the houses and nice columns. I made a pilgrimage to the town of Millegeville to see the home of the late Flannery O'Connor. That's a peacock on her property and that's her actual bed. I had some great Southern food at Pittypat's and Mary Mac's Tea Room. While I was gallivanting around, my Canine Prince relaxed in Boston.
The Art of Toad Kissing is now a part of the carnival for baby boomers.
A man and his three children encountered a bigfoot while walking in the woods near Crater Lake in Colorado when…
In about late June 2008 I was hiking the Crater Lake trail outside of Durango Colorado with 3 of my children. They had run a little ways ahead of me and I was just admiring the view when off in the tree line about halfway up the trail I noticed a large hairy figure approx. 7 to 9 feet tall walking just behind the tree line at about 50 to 100 yards. It was walking upright and took long strides. I only saw it for a minute maybe and didn't say anything to the kids so as not to alarm them. I never really told too many people about this but after watching a bigfoot special on TV about a year later I realized I wasn't the only one to ever see something like that in this area.


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Two decades after its triumphant off-Broadway premiere, The Kingfish is back, with a Saturday, Aug. 27 production. The one-man play, written by Larry L. King and Ben Z. Grant, depicts the life and times of famed Louisiana Gov. Huey P. Long at the location he called home in New Orleans – The Roosevelt Hotel.
Doors open at 8 p.m. for the performance, which begins at 8:30 p.m. in the world-famous Blue Room. Featuring actor John "Spud" McConnell, the performance will celebrate what would have been Long's 118th birthday.
Admission costs $60 per person. For reservations, call The Roosevelt at (504) 335-3138. A special pre-theatre menu will also be available in the Sazerac Restaurant.


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Now available in North America, the ultra-thin, widescreen nüvi 1310T comes with preloaded map data for a specific region or country on the continent and includes free traffic and hands-free calling.
Twenty-five percent slimmer than other nüvis, the 1200 and 1300-series are ideal traveling companions. nüvi 1310T easily fits in your pocket or purse, and its rechargeable lithium-ion battery makes it convenient for navigation by car or foot. Take advantage of the 1310's new Public Transit mode by downloading optional CityXplorer™ content (coming soon) for select cities to navigate via subways, trams, buses and more.
With nüvi 1310T's widescreen display, you'll always get the big picture. View map detail, driving directions, photos and more in bright, brilliant color. Its sunlight-readable, 4.3-inch display is easy to read — from any direction.
nüvi 1310T's intuitive interface greets you with two simple questions: "Where To?" and "View Map." Touch the color screen to easily look up addresses and services and get voice-prompted, turn-by-turn directions that speak street names to your destination. It comes preloaded with City Navigator® NT street maps for or one European region or country, millions of points of interest (POIs), 2-D or 3-D maps and the speed limit for most major roads. Its digital elevation maps show you shaded contours at higher zoom levels, giving you a big picture of the surrounding terrain. With the 1310T's enhanced user interface, you can slide your finger to conveniently scroll between screens. You can also upload custom points of interest (POIs). And with HotFix™ satellite prediction, nüvi calculates your position faster to get you there quicker.
For hands-free calling, nüvi 1310T integrates Bluetooth® wireless technology with a built-in microphone and speaker. Just pair it with your compatible Bluetooth phone and talk hands-free through the 1310T while staying focused on the road. Simply dial numbers with nüvi's touchscreen keypad to make a call. To answer calls, just tap the screen and speak into its built-in microphone. Enjoy convenient one-touch dialing for contacts and points of interest.
Steer clear of traffic with nüvi 1310T's integrated FM traffic receiver and free lifetime¹ traffic updates. Receive alerts about traffic delays and road construction that lie ahead on your route. Next, simply touch nüvi's screen to view traffic details or detour around the problem area.
Navigation is just the beginning. nüvi 1310T saves you gas and money with ecoRoute – a green feature that calculates the most fuel-efficient route, tracks fuel usage and more. The 1310T includes many travel tools including JPEG picture viewer, world travel clock with time zones, currency converter, measurement converter, calculator and more. With photo navigation, you can download pictures from Garmin Connect™ Photos and navigate to them. With its "Where Am I?" emergency locator, you always know your location. Simply tap the screen to get your exact latitude and longitude coordinates, the nearest address and intersection, and the closest hospitals, police stations and fuel stations. The 1310T features Garmin Lock™, an anti-theft feature, and is compatible with our free Garmin Garage where you can download custom custom voices and vehicles. Enhance your travel experience with optional plug-in microSD™ cards.


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This attic apartment features a terrace and has been tastefully decorated to create a cosy and relaxing atmosphere, perfect for accommodating up to a maximum of 4 guests. It is situated on the top floor of a 7-floor building with elevator access and is found the Eixample Dret district.
The apartment features a living room with a dining table that seats four, and a sofa-bed for one guest. In the same room you will also find a flat-screen television, a DVD player, a music system, and a radio. From the living room you can access the magnificent terrace, which is furnished with a table and chairs, and is the perfect place to enjoy the agreeable climate of the Catalan capital whilst you have a drink or unwind in the company of family or friends.
The apartment contains two
bedrooms. The first opens out onto the terrace and is intended for two guests. It contains a double bed and a clothes rack where you can hang up your clothes. The other bedroom contains a single bed, a chest of drawers, and a built-in wardrobe where you can store all your belongings. Finally, the bathroom contains a bath with shower, a washbasin, and a toilet.
The apartment is located very close to the heart of the city, Plaça Catalunya. To reach the many places of interest that the city has to offer, you can take one of the numerous buses that travel along the Gran Via, one of Barcelona's main roads that travels from the airport on the outskirts to the very centre of the city. If you prefer to take the subway, the nearest station is Tetuan. From here in just a few stops you reach Passeig de Gràcia, one of the most famous streets in the city with its many fashion boutiques.
The apartment has a Wi-Fi internet connection.
... Read more
The opinions of those who have gone before you can be a great help when you're choosing your accommodation. To get a more personal take on the place you're considering, we recommend you have a look at our previous clients' reviews below. We publish every single review, whether favourable or not, so that you can make your choice with confidence. Find out more about our policy on client reviews of our accommodation.
Great location - walking distance to most places!
comfortable apartment, good location but very noisy.
appartement confortable, bon emplacement mais très bruyant.
Accommodation correct, well located two steps from a metro station and five minutes from the Sagrada Familia (visit of the Interior not to be missed).The person who greeted us was very very nice and gave us lots of information.
Logement correct, bien situé à deux pas d'une station de métro et à cinq minutes de la Sagrada Familia (visite de l'intérieur à ne pas rater). La personne qui nous a accueilli était très très gentille et nous a donné pleins de renseignements.
Accommodation had no kettle so had to boil water in a pan. Bathroom and bedroom doors did not close easily and if forced there was the risk of being stuck in the bathroom with a broken handle in one's hand. Apartment well placed for city life and within excellent transport links.
Dear client, we thank you for and take into account your comments. The owner has confirmed to us that he has fixed the handle on the bathroom door.
Price/performance have convinced the whole family – especially the balcony on the 7th floor is small but fine.
Preis/Leistung haben die ganze Familie überzeugt - insbesondere der Balkon in der 7. Etage ist klein aber fein.
Our flight landed early and I called the number to let them know we were on out way. There was no answer for the first 5 times I dialled - I was starting to panic but then she called me back. The guy was there with the key when we got there - although the lift was broken (not Oh-Barca's fault) and... we had to climb 7 floors. The heating wasn't on and I had to work out how the boiler worked. The electrical sockets were coming out of the walls in the main bedroom but the outdoor terrace was fabulous. I completed the pre-visit documents and made them aware of my phone number in Spain. An hour later they sent me a direct email asking for this information again - I confirmed it. When we arrived in the apartment I asked about bedding for the sofa bed and I. said he would enquire about it and get back to me. I heard nothing while we were in Spain and found some other bedding within the apartment. When I got back home there was a voicemail on my phone (my usual number) telling me there would be an additional 25E charge for the extra bedding and to confirm with them before they proceeded. They didn't use the number I had already made them aware of 3 times. It was only about bedding but it might have been needed for something more serious.
Dear Guest, firstly we apologise for any inconvenience caused. We appreciate the comments you have posted and they assist us in improving the quality of our services. Unfortunately, there was a misunderstanding regarding your contact details at the time that we tried to contact you by telephone with an answer, so we sent you an email regarding your request for additional bedding for the sofa bed. We're really keen to ensure that you are entirely happy with the service we provide. One of our team members will be in touch with you shortly to see exactly how we can achieve this and hopefully we will be able to leave you with a better impression of our company.
Apartment very well located, Barcelona can be visited on foot. Housing: provide small household arriving...
Appartement très bien situé, Barcelone peut se visiter à pieds. Le logement: prévoir petit ménage en arrivant...
Just add your question in the comments box below and we'll get back to you very soon.


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Dysuria refers to discomfort, burning, or sensation of pain during micturition. Patients may also complain of urethral discomfort not associated with micturition. It is a common condition encountered by general practitioners, gynaecologists, and urologists, and can be challenging to diagnose, as it is often present in conjunction with other lower urinary tract symptoms. Dysuria may be external (i.e., urine irritating the inflamed genital organs) or internal (i.e., pain felt in the urethra).
Although infection is the most common cause (urinary tract infection being the most common infection), there is a large list of differential diagnoses that need to be carefully considered, as any infectious or inflammatory condition affecting the genitourinary system may cause dysuria.
Dysuria accounts for between 5% and 15% of visits to family physicians. [1] It is generally more common in women, with a reported prevalence in women of up to 25% in the US per year, [2] and 27% in the UK per year. [3]
Although dysuria is uncommon in men, incidence increases with advancing age. [4] Lower urinary tract symptoms increase dramatically in men aged >40 years due to bladder outlet obstruction secondary to benign prostatic hyperplasia. [5] Among men of all ages who seek medical advice for urological symptoms, dysuria is present in about 5% of cases. [6]
تشخيص افتراقی
- Common
- Uncommon
- Genital herpes simplex virus (HSV)
- Epididymo-orchitis
- Cervicitis
- Schistosomiasis
- Tuberculosis
- Urethral stricture/stenosis
- Honeymoon cystitis
- Instrumentation or catheterisation
- Sexual abuse
- Athletics
- Interstitial cystitis
- Atrophic vaginitis
- Spondyloarthropathies
- Non-infectious prostatitis
- Ketamine bladder
- Urinary fistula
- Prostate cancer
- Bladder cancer
- Renal cancer
- Cervical cancer
- Urethral cancer
- Penile cancer
- Drugs or herbs
- Depression
- Somatisation disorder (urethral hypersensitivity)


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Summer Retreat Five-Day Sesshin (Jul-Aug/CC)San Francisco Zen Center (SFZC)Tuesday, July 31, 2012 at 5:00 AM - Saturday, August 4, 2012 at 2:00 PM (PDT) |
Who's Going
Event Details
Summer Retreat Five-Day Sesshin
City Center
Tuesday, July 31 - Saturday, August 4
Led by Teah Strozer
When & Where
300 Page Street
Tuesday, July 31, 2012 at 5:00 AM - Saturday, August 4, 2012 at 2:00 PM (PDT)
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San Francisco Zen Center (SFZC)
Established in 1962 by Shunryu Suzuki Roshi and his American students, San Francisco Zen Center is a Soto Zen Buddhist community with three practice places in the SF Bay Area: City Center, an urban temple in the heart of San Francisco; Green Gulch Farm, in Marin County, where fertile fields meet the ocean; and Tassajara Zen Mountain Center, the first Zen training monastery in the West, in the Ventana Wilderness inland from Big Sur. At San Francisco Zen Center, zazen, study, and work practice are available to a diverse population of students, visitors, lay people, priests, and monks. All are welcome!