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Friday, December 24, 2010

Merry Christmas!

From the pets and persons of the Fremont House, we wish you a very Merry Christmas!

Monday, December 20, 2010

Christmas Tour - Upstairs

This is the last part of the Christmas Tour! This is at the bottom of the stairs.
This tree has a unique combination of old glass ornaments from David's family and Peanuts ornaments. Somehow they seem to work together.

Thank you for coming along on the tour! Have a merry Christmas!

Sunday, December 19, 2010

Saturday, December 18, 2010

Monday, December 13, 2010

Christmas Tour - The Tree

For the past few years, the tree has gone in the dining room in front of the windows. It's artificial and pre-lit. Every year I cross my fingers as I plug it in, hoping all of the lights come on. So far so good!
We have lots of ornaments from David's childhood, like this truck, and lots from mine.
My great-grandma tatted this snowflake in 1981.
I like to get an ornament when we travel to add to the collection. This summer, we got this buoy in Maine. The ornament on the right is from Sedona the summer before.
When we were in New Orleans, we stayed on Bourbon street, and this is our souvenir ornament from that trip.
When we got married, we got lots of nice wedding ornaments, like this cake. Unwrapping all the ornaments is one of my favorite parts of Christmas decorating. Wrapping them all back up and putting them away...not so much.

Sunday, December 12, 2010

Christmas Vacation - 2010

We had a small group for this year's Christmas Vacation Party. We started dressing up in 2004, so we're having to get pretty creative in coming up with costumes that haven't been done before.
A friend at work had the idea for me to be the moose mug. David was a pool digger. His hardhat has a model pool on it. It's really cool, and really heavy!
Derek arrived as the jello that Aunt Bethany brings. He had cat food hot glued to his green clothes. The dogs thought his costume was great!
Todd came as Clark in his office with the model pool, and Krista was the police officer that arrives after Eddie kidnaps the boss.

As always, we had a great time and had lots of tasty treats!

Christmas Tour - The Kitchen

Every year, I take pictures of our Christmas decorations. One reason is that I like them, but it's also really handy to know what goes where the next year. No one else may be interested, but I thought I'd give you a tour just for fun. :)
I bought all of the old Santa mugs at a couple of antique stores after Christmas one year. The Santa and Mrs. Claus salt and pepper shakers and the cookie cutters were David's mom's.

This was also an after Christmas purchase one year. I thought the Raggedy Ann was cute.

This is a little tree on top of the fridge. It was the centerpiece for the bridal shower that my Aunt Connie hosted for me. It's got a little string of 25 lights and homemade and kitchen-themed ornaments. I looked everywhere for the old looking kitchen utensils and couldn't find them. When I mentioned this to my friend Robyn to ask her to keep an eye out for me, she said "I have those! You can have them." I just love this little tree!

My mom gave me this spoon ornament. I liked it too much for it to get lost on the tree, so it hangs from a cabinet in the kitchen. It's got a tiny tree with even tinier ornaments painted on it.

The little village is in the window all year. Just the tree and the candle are added at Christmas. I've seen some really neat candles for windows, but changing them out would require quite a few. I like these old ones anyway, and from outside they look great.

This new towel came from Prairie Garden when we went to visit David's sister and family.

Mr. Snowman makes an appearance every year. This year, I added the placemat under him. I've had a set of them for a few years, but rarely get them out.

That's it for the kitchen!

Saturday, December 11, 2010

Just Because

I think
they're cute.

Friday, December 10, 2010

New Orleans - 5 Years After Katrina

The last time David and I were in New Orleans was February 2005, about 7 months prior to Katrina. I remember watching the news in relief when it appeared that New Orleans had been mostly spared the worst of it. The next day, the news was vastly different. The city was hit, the levees were failing. 80% of the city was flooded. The images and video that came out of New Orleans in the following days and weeks was horrific and haunting. It was difficult to believe what was happening. Impossible to think it was on American soil.

It has been just over five years. The people affected no longer appear on the news. It's faded from our memories and thoughts. To visit the French Quarter, you could imagine that it never happened. Shops carry bumper stickers that read "I drove my Chevy to the leveee, but the levee was gone." One restaurant had a door hanging on the wall with the too-familiar X noting who had checked the house for people - living or dead - and the results of the search, but it could have been just art. Bookstores carried books written about it - 1 Dead in Attic: After Katrina and Not Left Behind. Without those few reminders, it would be easy to pretend that happened somewhere else.

If you leave the Quarter and venture very far away, just blocks really, the evidence it still there five years later. Bright shiny new houses, built on stilts a few feet off the ground. Between the new houses, hollow shells of homes that haven't been lived in since Katrina, still decorated by the markings left by those searching for people and for bodies.

Thursday, December 9, 2010

Wherein We Stuff Ourselves Silly

After leaving New Orleans, we headed north to Tunica. We're hardly big gamblers, but you may have noticed that we are big eaters, and Paula Deen's buffet was calling to us. I was so excited I could hardly stand it. And wouldn't you know! I got to meet Paula Deen's cardboard cutout. Despite my half-hearted attempt to pace myself, I still ate way too much and was a bit miserable. It was worth it though. My top three favorites were: fried green tomatoes, fried chicken, and fried catfish. Yes, I realize that "fried" is a part of each one. It's a sickness!
As I said, we aren't big gamblers (mostly because I am way too cheap for that!) but when in Vegas, er, ah, Tunica, do as the Romans. Wait - is that how that goes? We found a few penny and nickel slots. David is very lucky with the slot machines - he won about $30! The last time we were in Vegas he won $200 on the HeeHaw nickel slot. Of course, we didn't leave with any of it. We let the Paula Deen penny slots take it all. There is just something fun about watching rows of butter, sweet tea, fried chicken, and pie line up!

After spending the night at Harrah's in Tunica, we headed home to our house and pets. We had a great vacation! Thank you David for making all the arrangements!

Wednesday, December 8, 2010

Three Years!

Happy Anniversary David!

Trollies, Tasties, and Trop Rock

On our third day, we awoke to clear blue skies and a pleasant day. A good day for a trolley ride! We rode from Canal Street to the end of the line in the Garden District, then got back on and rode back. We oohed and aahed at the big houses and pretty private schools in the Garden District, but found the people getting on and off even more interesting. From the land of suburbia where no one we know uses public transportation, it is hard to imagine taking a trolley to and from work every day.After the trolley, we ate lunch at Johnny's Po-boys where you could choose from about 30 different sandwiches. They were giant, and so delicious. And the fries! Somehow they were soft and velvety on the inside and perfectly crunchy on the outside. We arrived just before the lunch crowd, but by the time we left there were people waiting for a table.
Here we are on our balcony. It was a great view of the city!
I'm not quite sure what this building is - a history museum I think. It's next to the St. Louis Cathedral on Jackson Square. Don't worry - the canon didn't really get David. ;)
Inside the St. Louis Cathedral. They don't build churches like this anymore!

For dinner, we ate at Margaritaville - I know, big surprise! It was really tasty - and quite empty! I guess Wednesday night isn't their busiest time.
I kept hoping for Jimmy to make an appearance as he is rumored to sometimes do at his restaurants. Jimmy never showed, but we did have a great time listening to Joe Bennett. As David said, it was like having our own juke box! There were never more than 8 people in the lounge where he was playing, so we got to make lots of requests. In addition to a lot of Buffett songs, he plays his own "trop rock" songs. David bought a CD and we've listened to it now a few times. It's really good! Joe's website is here:

Tuesday, December 7, 2010

On this night, three years ago, we rehearsed...
we ate pizza with friends and family...
and we prepared for the big day to come.

N'Awlins Day Two

We woke up to a much quieter city than the one from the night before. Seems that folks in the French Quarter don't get up terribly early. A cold front was coming through, and the balmy heat from the day before had become a cold windy dampness. That didn't keep us inside though.We set off to see the sights, including this bicycle decorated with beads, and the mostly empty French Market. They were just getting set up as we were through. And if we Missourians thought it was a bit chilly, the people in New Orleans thought it was downright arctic!We stopped for a picture by the Missisippi before stopping for a tasty lunch of fried shrimp po-boy (David) and hot sausage po-boy (me). So yummy. I even ate one shrimp from David's sandwich. We continued on past the St. Louis Cathedral and Jackson Square, especially beautiful on the gray day.After a nap (me) and some people watching from our balcony, we headed out again. After dinner, we headed back to Bourbon street to Maison Bourbon. We were here the last time we were in New Orleans and really liked it. Rather than the blaring music coming from some of the clubs, Maison Bourbon has live jazz. It's what I imagine New Orleans was 70 years ago. I took this picture when we arrived, and before we left, I think every seat was filled. I'm sure they get tired of playing When the Saints Go Marching In for the tourists, but it sounds better there than anywhere I've heard it.
Before we left, when people asked what we were going to do in N.O., we told them eat and walk around. So far we were right on track!


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Wednesday, October 31, 2007

Got the company ID!

Finally I have the id :) Granted, there is nothing in English on it but at least I can decipher the カタカナ. Oh and I had Soba noodles for lunch today - except for the awkward sitting position and being sure that I could never order that food myself (everything written in Kanji on the menu), I really enjoyed the food. It was a pretty close restaurant to work too so I might check it out myself at some point.

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FAN ART: Cosmopolis Wall papers by DreamySim1 featuring Robert Pattinson and Sarah Gadon

Click and click again to make them bigger and save! Thanks for sharing Dreamy. 🙂

  • rpattzgirl

    Wow, absolutely beautiful!

  • enn

    Arg. .. This is killing me.. Waiting until 2012. Very beautiful fan art with beautifull objects

  • kim

    Really, really good! The expression on his face and background coloring in the first wallpaper are both indescribably wonderful!

  • Bettybmusing

    These wallpapers are really captivating, I hope Rob is stopping by to see the beautiful fanart. I am sure he would really enjoy them.


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World Cardmaking Day!

~Get ready for an all-day stamping event~

On October 6th, 2007
I hope you can all join me for my first-annual:

World Cardmaking Day at
The Book Shoppe!

We are starting at 10am and going until 4pm, so wear your comfy shoes. . . You MUST register for this event-so I have enough materials prepared-don't delay!

First on the agenda:

~10 for $20~

We are getting started early this year!
Who says you have to wait until November to get your cards made???

Come and make 10 holiday cards (2 each of 5 designs) for $20! We will be using a variety of stamp sets, and the latest in Stampin' Up! products. Who does all the hard work??
That would be me :) Lets have some fun!

This portion of the day begins at 10am and goes until approximately 12pm.
Please bring scissors and adhesive. . .everything else will be provided :)

~Break Time~

What should you do with your break time??

Take it easy, browse, get a bite or a beverage at the coffee bar (the egg salad on focaccia is AMAZING), browse my samples for upcoming classes, and prepare for more stamping!

Break time runs from 12pm-1pm.

Round Two:

~Free 2 card Camp!~

Come out and stamp for free! We will be making two cards. . .one for you, one for the Ronald McDonald house of Lansing. This class is entirely free of charge with a non-perishable food donation for the Gratiot County Food Bank. Projects can be made any time between 1pm and 4pm . What a great reason to get ink on your fingers!

Please bring scissors and adhesive, everything else will be provided!

All Registered Guests will receive a FREE raffle ticket toward an amazing gift basket full of Stampin' Up! products!

~Bring a friend new to me or mention my blog. . .get ANOTHER ticket!~
~Ask me how you can earn more free tickets when you call/email~

Please don't wait to get your name on the list! We are limited by space, and have many interested persons, so let me know!

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Monday, June 09, 2008

HMV To Sell Glastonbury Tickets

HMV are going to sell Glastonbury Festival tickets from a selection of stores across the country. Festival goers have to provide their name, pay across the counter and then make sure that they bring personal photographic ID to Glastonbury when they arrive.

The offer is exclusive to HMV and will made available from Wednesday 11th June at Bristol, Glasgow, Newcastle, Manchester, Birmingham, Cardiff and London.

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Tuesday, 19 August 2008

Touring with Splat

We begin our Splat the Cat book tour on Sunday the 23rd in Miami and pass through Grand Cayman (24th Aug) , Raleigh, Charlotte, Atlanta, Philidelphia, NY, Boston, Chicago and arrive in San Francisco on the 9th of Sept. If you're in the neighbourhood when we're in town please come by and say hello. Details can be found at:


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27 January 2011

Quote of the Day 2

Energy Secretary Steven Chu:
[O]n Wednesday morning, Secretary of Energy Steven Chu, reiterated the belief that energy is a "nonpartisan issue," as it means creating jobs and building wealth. "It doesn't matter because this is wealth creation," said Chu. "Rather than get in a debate about climate predictions, say this is a debate about our future prosperity."


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Monday, 31 May 2010

Proceduralism: Part One (Revision)

In the last few months a milestone has been passed on this blog - or more correctly surpassed. The PCG wiki which I maintain, and every so slowly expand on, now regularly gets more traffic than Ascii Dreams - despite my active solicitation of links to articles on the blog. Of everything I've written, 'Death of the Level Designer' has continued to be the most read article I've done and attracts thousands of impressions each month despite its age. But because of that age, it has become a little outdated, and in need of a refresh - especially in the light of some of the recent developments in the field of procedural content generation.

Despite the title, I wrote 'Death of the Level Designer' as an optimistic look at what the fruits of procedural content generation could be - before Spore was released and as a way of looking at that game, but also beyond it. Unfortunately, Spore wasn't the revolutionary game that many people hoped it would be - but it did deliver in many ways a new, powerful procedural content model which no other game has since matched.

At the same time, I saw a need to try to better define what procedural content generation was: and the taxonomy I proposed was in part a reaction to what I termed little-p procedural generation such as procedural animation and procedural textures. I argued this procedural generation did not directly impact game play, while dominating the definition of procedural generation in places such as Wikipedia, to the detriment of procedural content generation of levels, plots and other game focused content. As is always the case when you position a definition in opposition to something, that definition loses a level of sophistication; and I've modified my view, and more importantly the editorial content of the PCG wiki, to more correctly reflect procedural content as a continuum of procedural generation techniques, from procedural graphics to maze generation algorithms, world building and beyond.

What I see as increased interest in procedural content generation - driven in part as a way of providing more varied content in triple A titles, but mostly by the independent development community as a way of cheaply generating enough content for their games to distinguish themselves in a crowded field - hasn't necessarily translated into more sophisticated ways of generating this content.

The same techniques of 2d height maps, tile-based maze generation and random loot drops have been used in multiple different formats (Spelunky, Torchlight, Borderlands), without expanding into true 3d or utilising procedural narrative or plot generation in ways promised by games like Facade or Balance of Power. That's not to say there hasn't been a number of exciting innovations: chief of which is the AI Director from Left4Dead 1 & 2, the free form play of Far Cry 2 and roguelike-like revisionism of Spelunky, and the contract bridge style bidding system in Frozen Synapse, but no one has released a grand procedural game in the vein of Spore (except Eskil Steenberg's Love*) or pushed the boundaries that I expected to be broken.

There have been a huge number of games which have incorporated procedural generation in interesting ways without being truly innovative in its use: the TIG Source procedural generation competition was highlight for me, the 7 day rogue-like (7DRL) competition has grown every year, Eufloria, Canabalt and other indie titles have capitalized on procedural techniques and the excitement about up-and-coming games like Subversion and Infinity: the Quest for Earth is palpable. But procedural content generation is being trumped by user content generation in making the transition from 2d to 3d (Minecraft, 3D Dot Heroes) and building new narrative techniques (Spore: Space Adventures, Sleep is Death), in ways which appear limited by its reliance on repetition and randomness.

And procedural content driven games leave themselves open to the same rehashed criticism that is brought up every time they are mentioned in the gaming forums: the content created is repetitive, predictable and easily exploited, and clearly inferior to designs created by hand, an experience directly contrary to what I've found in the rogue-like genre.

So this article series is an attempt to update and expand the discussion around procedural content generation, take a look at more sophisticated ways of classifying procedural content, see what algorithms and techniques are potential low hanging fruit to try to guess where procedural content generation in games is going, but more importantly, hazard a better guess at where these games can potentially end up. In part two, I'll start by looking at new taxonomies.

*I'd be interested in hearing your experiences of Love.

Brb: Engineering

From the Kritzkast interview with Robin Walker:

One of the other things we tried was a secondary weapon that instantly teleported the Engineer to his teleport exit. So Engineers could leave their sentrygun for a bit to skirmish or collect metal, and be able to immediately teleport back to the sentrygun if something bad happened. It did work at achieving those goals, but we didn’t like the side effects. Teleporters stopped being much of a team focused tool, with Engineers placing them in places that made sense for their personal use, and not necessarily for the team. We also felt it was too easy for Engineers, almost eliminating the risk inside the decision of whether they should leave their nest to grab some resources. Both of these were solvable issues, but while testing this we found another idea that played much better, attacked the same problem of Engineers being rewarded for moving out from their nest occasionally, and had lots of other interesting applications.
Ah well. It was worth a suggestion.

Saturday, 22 May 2010

Games are Science Fiction

I wrote No Aliens Allowed as a plea to developers to make games with more intelligent science fiction instead of lazy genre tropes. No aliens and no mutants was a short hand way of expressing this; and excluding the far future and post apocalyptic settings was intended to cast aside the most common places science gets confused with fantasy. I also listed the games which I considered closest to qualifying and asked you for alternatives that I may have missed.

Thanks to those at reddit and Rock Paper Shotgun who commented and made suggestions, as well as those who responded here. There were some useful suggestions, Red Faction: Guerilla being the most glaring omission, Ghost Recon and various near future military shooters falling near the mark, and various games offered up by those people who hadn't read or understood the point I was making (Mass Effect 2, Borderlands etc).

Not one person suggested Portal.

I will admit, the direction I pushing towards was militarised games, and in Portal you don't have a gun. But in terms of near future, intelligent science fiction, Portal is a master class in Philip K Dick mind bending fun. It should have been foremost in everyone's mind, since Valve have cleverly given the game away for free for now, and yet not one person made the association when I asked for science fiction games without aliens.

What is it about Portal that isn't science fiction? The protagonist is in a scientific facility, using physics to solve puzzles, guided by an antagonist modelled on one of the most famous science fiction characters from one of the best known science fiction movies. This game is the archetype of what literary science fiction since the Golden Age of sci fi has been all about.

There is a key qualifier there: literary science fiction. The problem with Portal is that what people think of science fiction isn't literature - it's other media. And sadly, if your favourite fictional work is not written down, and has or rhymes with the word 'star' somewhere in it's title, you've been left behind by science fiction writing somewhere in the 60s.

Let me backpeddle immediately, and apologise for this unfairly broad brushstroke. You're at least one quarter a science fiction fan and probably more. I'll agree straight away that you are a fan of the conventions of the genre. No Aliens Allowed was a direct appeal to genre, and the strength of the science fiction genre: the romance of aliens, space ships, faster than light travel, psychic powers and futuristic technology is what gets many people into science fiction in the first place. Games like Mass Effect 2 appear to be science fiction games because they use the tropes of the genre to resonate with your love of which ever star film or television series appeals to you most. Genre appeals to the gut, and the love I have for Shattered Horizons and Dystopia is almost entirely genre driven - these games play my Cyberpunk strings the same way that that Wing Commander gets to your Space Opera fiddle.

It is the lack of genre conventions that made us all forget Portal was science fiction.

But science fiction isn't just about conventions of the genre, and genre is often the most lazy way to appeal to an audience. We can equally subvert the genre and remain science fiction, and I'll argue that Neal Stephenson's Baroque Cycle is as much a science fiction series as Iain M Banks' Culture novels, despite the conventions of historical drama and costume romance he adopts. That's because science fiction as much about thematic concerns as it is about genre. By removing the story from the immediate setting of the present day, it is often easier to explore the controversial and the taboo, as well as different ways of looking at the present and simply interesting alternatives. That is why Star Trek and Battlestar Galatica are better science fiction than Star Wars and Avatar, because they choose to deal with themes (race for the original Star Trek series, the American political situation for the re-imagined Battlestar Galatica) with a depth that George Lucas and James Cameron chose not to do so with their respective franchises.

The strand of science fiction that links it to fantasy on the bookshelves is world building - one pioneered by JRR Tolkien and Olaf Stapledon. Worldbuilding isn't a requirement of science fiction as it is for fantasy, but most science fiction authors must engage in it to project any further than a few minutes into the future. Unfortunately, worldbuilding often leads the resulting narrative to degenerate into the road trip movie of interesting people placed in a succession of unexpected situations; and the road to Mordor is closer to Sean William Scott getting interrectal assistance for a semen sample than you think.

But what uniquely appeals to me with science fiction - and hopefully to you if you're tolerated what I've said so far - is the science. Science fiction must be about science, above all else.

Having the characters exposed to vacuum in a movie doesn't make it a science fiction movie. The vacuum of space is now a science fiction trope, like space suits are a trope, or the hero being long haired and muscular in romance novels and wrestling are a trope. Having the character expose himself to vacuum as a calculated risk, where the alternatives are far worse, and the risks are depicted in a manner consistent with reality (and more importantly counter intuitive to what you think you know). That is science fiction.

(And by induction, McGyver is as much a science fiction television series as Babylon Five.)

It's easy to identify if something is not science fiction, because it has features something that directly contradicts what was known about science at the time. We are now certain that psychic powers don't exist in any measurable form - there's a million dollars waiting for you if you can prove otherwise - and so any fiction since about the early nineties that features psychic powers is not science fiction.

Or at least, probably not science fiction. Because the fiction part of the name allows you a generous number of what ifs? What if psychic powers existed: how would that alter society? What if a door opened to the Pliocene era from a futuristic society and those who went through it discovered aliens there? What if a religious group used computers to enumerate the Nine Billion Names of God? What if the skills required to organise MMO raiding were transferrable to real world politics and scientific research? What would be the consequences?

Science fiction isn't about aliens, or space ships, or star systems: it is about the scientific method. What is the simplist explanation of the observable phenomena which doesn't directly contradict what I know? How can I test this explanation, and if I observe a contradiction, can I modify or revise my theory to account for it? Science fiction allows you to exist in a universe where dragons fly and breath fire, but demands you explain how this is possible, and what the evolutionary advantage of this behaviour is - even if it is the necessity of intercepting and burning wormlike invaders from another world crossing through space.

Science fiction is gaming.

That may appear to be a bizarre conclusion to make. But bear with me.

Imagine you could travel backwards through time and change your decisions. What would be the consequences? How would it impact what you do? Time travel is rich territory for science fiction, for exactly this wealth of possibilities.

But you don't have to imagine. You can play Braid.

Games give you a predetermined set of rules and let you discover the consequences to those rules. You are the scientist testing the observable phenomena, coming to conclusions, deriving underlying rules from test results. There is a finite ruleset for the behaviour you're observing, because the underlying computer program is finite in size. So even if apples fall upwards when you least expect it (and other conventions of masocore gaming), you can still learn this from repeated experiment.

The difference between art and games is that gaming is scientific. Games are better than art.

And that is why I love science fiction above other types of writing, and why I make games instead of any other art.

Saturday, 15 May 2010

No Aliens Allowed

Dystopia and now the equally beautiful Shattered Horizon are two of my favourite multi player shooters. If you own Half Life 2: Episode 2 or later you owe it to yourself to download the Dystopia mod and invest a couple of hours getting a feel for the game; similarly I won't spend the time trying to convince you to buy the newly revamped Shattered Horizon when the Poisoned Sponge aka Phill Cameron has already invested the time writing an article on the update to do so.

There is something in the grognardian science fiction nerd in me that instantly finds near future warfare innately appealing. Shattered Horizon takes this to a whole new level: the ballet of physics and ballistics while staring at the face of the world immerses me in the future I dreamed of as a child. Whereas uninventive epics like Oblivion sit unplayed in the desk drawer next to me.

You may be a little surprised at my love of science fiction over fantasy, especially given the genre I currently develop in is Tolkien high fantasy. Unfortunately, Tolkien is one of the few fantasy writer I still find appealing. I passed through the phase of Weis and Hickman as a young teenager, and the closest I come to reading fantasy these days is the space opera antics of Peter F. Hamilton and Iain M Banks and the post modernist flights of fancy of Thomas Pynchon and Haruki Murakami.

(I steer pretty much clear of the military science fiction genre - which Dystopia and Shattered Horizons cleave to most closely - except noting that Joe Haldeman has said most everything that needed to be said on the subject, and with the sad voice of first hand experience.)

But where Dystopia and Shattered Horizons provide my multi player fix for near future science fiction settings, there has been this weird gulf for similar single player games: an inexplicable absence of narrative driven near future gaming experiences.

Let's be clear straight away: I'm specifically referring to near future, non-apocalyptic settings for single player gaming. There are plenty of apocalyptic settings: Stalker being the most fully realised science fiction, Half Life 2 the best selling, Fallout the archetype. And far future gaming is well served: Halo, Gears of War and others provide aliens and lasers in abundance.

But neither apocalypse or aliens provides me with the hacking, cybernetics and futuristic but recognisable military hardware buzz that these two multi player experiences give.

Only the inferior Haze and Sin: Emergence have featured a similar setting of late - and before that you have to search back to Deus Ex and Deus Ex 2 for the same ideas. Far Cry and Crysis make the mistake of throwing mutants/aliens at you, Metal Gear Solid comes closest but is bat shit insane (I've yet to play Metal Gear Solid 4 and PSP versions, but I hear the insanity still holds), Bioshock has the right ideas but exists in this retrofuturistic spellcasting culdesac, anything with zombies or mutants is just aliens dressed up in different clothing, which are usually elves, ghosts and dragons dressed up in different clothing. Am I missing anything?

The reason I'm asking is that telling a single player story about the near future demands a certain level of rigour in game design and narrative which a far future or apocalyptic story does not. You are held to higher standards, because the story you're telling is so close to the real world that you risk future events invalidating it, you can't invent as much handwavium to make combat play fun when the weapons are close to real world standards, you certainly can't insert the level of variety of enemies when you're restricted to the dull human chromosome.

But you can - and Shattered Horizons and Dystopia are evidence of it. But so is Call of Duty 4: Modern Warfare and sequel, and Armed Assault 2, only they've chosen to place their fiction in the present day (or weirdly Tom Clancy-fied versions of it), not twenty years down the track. But even with guns blazing, Dystopia and Shattered Horizon are not just militarised scenarios, they are stories about where we are going.

There is some hope forthcoming: a possible remake of Syndicate, and Introversion's Subversion promise to explore some of this territory. And the Deus Ex sequel, of course. But these are the few exceptions which prove the rule. (And the fact they have retrostylized the X-Com remake says so much more about the difficulties of doing so).

The best explanation to me is the one science fiction writer Charles Stross gives: he has had to rewrite so much of his near future stories as he works on them, because the present keeps catching up with the future he is trying to tell. For a science fiction writer, this is an inconvenience; for a triple A game, with a lead time of three, four, five years or more, this is a disaster. If you predicate your story on the Chinese invasion of Japan, and by the time the game is released China no longer exists as a political entity, you have an expensive fiasco on your hands - whereas the Narn Confederacy invading the Klingon Archipelago has less risk of wiping out your development budget.

Despite the insanity, it is Hideo Kojima who gets the future the best - which is why Metal Gear Solid 4 was telling the story of private military contractors the same time that Blackwater was being prosecuted in the Iraqi court of public opinion. It amazes me that no one pointed out reviewing the game the prognosticative powers necessary to achieve this feat. And no other great designer, sans Warren Spector, appears to have the confidence to do so.

Which is a shame because while the 20th century was about what we could be as people, the 21st century will be about what a person is (vanilla, polygendered, cybernetic, simulated). I want to explore those stories through the avenue of games. And I don't yet see the games there to do so.

Thursday, 13 May 2010

Typical Valve one-upmanship

As soon as they hear I'm giving something away for free, they do too...

(Who wants to play Portal again anyways?)

Wednesday, 12 May 2010

Steam Guest passes

I've got 3 Shattered Horizon guest passes available if anyone wants to hit me up with their Steam ID in the comments...

[Edit: All given away.]

Monday, 10 May 2010

Meet the Handbag: Pyro Secondary Weapon Unlock

Brought to you by the leading fashion houses Un-Nerf QQ and W+M1, the handbag replaces the secondary weapon (shotgun or flaregun) in a style to complement your primary weapon and make your Pyro the close combat champion (s)he once was.

+25% Flamethrower damage
+50 health with Backburner equipped
Increase the afterburn of your primary weapon to 10 seconds

Nearby burning enemies heal the Pyro as per the Medigun, up to 150% of his health.

[Edit: Amended since Valve mostly unnerfed the changes shortly after this was written].

Saturday, 8 May 2010

A Heated Debate Over Balance: Part One (Rebalancing)

I have this bitter, metallic taste in my mouth, like I've just bitten down on my tongue after being slapped in the face... or drinking meths.

I'm angry. They've nerfed the Pyro and now expect me to be happy with this buff?

Let me back up a bit.

For those of you not aware, there has been some light and fury about the recent changes to the Pyro class in Team Fortress 2. Valve has chosen to decrease the direct damage and after burn effects (damage over time) effects of their primary weapon - the Flamethrower - in return for improving the effects and frequency of use of its alternate fire - which allows you to push enemy players and reflect projectiles using a puff of air (Some irrate players now want the class to be called the Aero). This was released in a patch to the game about a week ago, without comment as to why, as part of a number of changes in this constantly evolving game.

Team Fortress 2 is perhaps unique in commercial games - outside of the MMORPG genre - in that it has received constant tweaks since release in game balance. This isn't just a matter of releasing new content (multiplayer maps), but significant changes to the overall balance of classes - and with the class updates - significant changes to the way some classes play. It is a bold experiment, permitted by the digital distribution technology Steam, and a pioneering glimpse at a way some games can continue to be relevent years after release.

Team Fortress 2 is not the first game to receive a dedicated following - Starcraft, Super Street Fighter 2 Turbo, and Valve's own Counterstrike are the first three examples that spring to mind. What two of these games - Starcraft and Street Fighter - have in common is longevity has been maintained through the incredible balance between the moving parts in the system.

Unfortunately balance isn't something you can just design in: it is very much a matter of incredible luck as it is about deliberate design. If you consider all of the computer games ever made, there is only an extremely limited number which are still being played more than 15 years on from their inception (this holds less true now with change with the recent trend in retrogaming). And it is entirely possible that game designers may not even understand what it is that made their game successful. See this analysis on some of the micro issues in Starcraft 2 to get a feel for the level of accidental design detail that contributes towards game balance.

But there are some principles of game design that hold true when it comes to balance - worth reiterating here:

1. Always balance upwards

The most powerful character in a game is probably almost the most fun - especially when you are playing that character and your opponent isn't. As a result, you should use this as a yard stick for where you buff your other choices up to. But be careful not to overshoot when improving them, because:

2. It is much harder to scale down and take away than to scale up and add

Much like cooking, it is much harder to take away ingredients to a game than it is to add them. Particuarly once a game is released, human nature is ingrained against removing functionality and decreasing ability. Programmers have written code, art assets have been designed, people have played with the ability at a particular level. There is nothing like the cry of nerf to rally the forums. But if you are going to take away functionality, be sure to:

3. Change one variable rather than scaling across the board

If you think about balancing a game by playing it, you are really conducting a series of experiments and seeing the results. And science works best when you can vary one value and leave the other variables as fixed as possible. So if you have a character which does three things too well, leave two of them at the level that is overpowered, and reduce the third and then see if that leaves the character balanced against the other choices. Of course, this is easiest when you:

4. Keep your variables independent

The Mutalisk in Starcraft was incredibly hard to balance because it uses the same attack to attack both air and ground units. During testing and post-release patching, if it was too effective against air units, reducing the attack strength would make it ineffective against ground units. And vice versa. Creating two separate attacks would have allowed the game designers to better balance this unit - at the cost of increased art and animation assets required to do so.

5. Statistics and mathematical analysis is incredibly important

If you consider playing as a series of experiments, then the other tools of scientific analysis: statistics and mathematical modelling are obviously critical to get an understanding of how the game works. Unangband balances its monsters by modelling a simulation of 10 rounds of combat and seeing how much damage the monster inflicts. This model is as simple as taking the highest of (chance of attack * damage inflicted * 'typical player resistance * 10) of each attack the monster is capable of but works remarkably effectively. And I don't have to get this exactly right because Unangband, like many games:

6. Provide plenty of resets

A reset is a way of either player recovering from a situation by using up an exhaustable resource. Guilty Gear has an incredible cast of characters with bizarre attacks but also has a number of ways of recovering from the effects and traps of any of these attacks. The resets act as a negative feedback mechanism to dampen the risk of any positive feedback interactions between abilities getting out of control. I've written more about resets and traps in my series on designing a magic system.

7. Intuition and fun are the most important mechanism for balance

Balancing a game is like finding the most effective pay out on an almost infinitely long multi-armed slot machine. You have so many variables to consider that a complete mathematical analysis of most games is impossible. Luckily there is one computer capable of solving these kinds of problems, and that's the one between your ears. But experience is a requirement here. You need to play lots of other games - especially games with depth to them - to appreciate how to balance your own.

8. Ignore (almost) all player feedback when it comes to 'too powerful' abilities

There are an incredible number of people who are prepared to label an ability in a game as being too powerful or cheap, without understanding the ramifications of that ability at high level play. So as a rule you should ignore them. The exceptions are those players who are at the top of their game. You are then permitted to listen respectfully, and then ignore their feedback unless there is other evidence to back up their anecdotes.

9. Your players will figure out the numbers so make the maths available to them

One of the most useful things the phenomenon of crowd sourcing has produced are endless wikis for games of detailled statistics of in game play. If your game becomes popular, the players will figure out the numbers, so you should make them available. Surprisingly, this happens infrequently outside of the strategy game genre - where tables of numbers are a typical characteristic of in game documentation.

So how do the above principles help when it comes to discussing the Pyro changes that Valve have made?

The Pyro class was one of the earliest to receive a class update from Valve - only the Medic preceeded it. But balancing the Pyro was immediately problematic. Within a few weeks of the class update, the new primary weapon the Backburner got its first nerf. Previously it had provided +50 health (and glorious were the days on the servers when the Pyro update came out). Then Valve added back some of the damage drop off that they had removed with the Pyro update to the Pyro's flamethrower.

Since then, the other updates have added various ways of putting out the Pyro's afterburn effect: the Sniper's Jarate, the Pyro's airpuff, the Heavy's sandvich, the Spy's dead ringer (although the cloaked spy can be immediately set on fire again). These have been both thematic improvements and Valve providing a number of reset options to the afterburn effect.

Discussion on the Pyro prior to the most recent changes on the forums has revolved around 2 main areas of contention: the Pyro still being underpowered, and the criticism of the W+M1 still of play of so-called noobs - those people who play a Pyro by running forward with the flamethrowing and not otherwise thinking. Neither of these suggest serious balance issues, and the criticism of 'cheapness' can especially be ignored.

Valve themselves have acknowledged issues with the Pyro at 'high-level' play. But Valve's statements to this effect have been contradictory in the past and may not necessarily point to the heart of the problem - they initially stated that the Pyro was intended for close combat, but the flamethrower has always had weak close in damage - now doubly so.

So is there any balance problems for the Pyro that we can establish empirically without anecdotal evidence or hersay? Looking at the information made available by Valve and third parties, I can see at least one imbalance, and one paradox, worth discussing further.

Firstly the choice between the Flamethrower and Backburner is heavily skewed in favour of the flamethrower. In fact, no other class has such a split between primary weapons (It is worth stressing that all the statistics on the main page are from players who only have both choices available). And how to rebalance? Balance up, of course. This suggests the backburner may need to be improved against the flamethrower some how.

More interestingly, the choice between Shotgun and Flaregun is almost a perfect split. So Valve's buff to allow the Flaregun to do minicrits against opponents on fire has been received well, which we'll use here as a proxy for the two choices being balanced against each other.

Finally the melee weapon selection is biased heavily against the default axe, and towards the Axtinguisher. With the Homewrecker, there is the possibility of novelty or bragging rights factor that may influence the frequency it appears in the short term. Again, we should balance the default Fireaxe up if there is a balance problem - but we don't have the statistics to suggest that this is the case.

From checking the preferred weapons we can see that no other class favours one weapon choice any less for the primary and melee weapons - the Soldier's Equalizer is a straight upgrade to the Pickaxe and so there is no reason to ever not use it if it is available. So we have a clear imbalance between some of the choices that the Pyro has available. This does not necessarily mean that there is not a situational advantage to the weapons which are least selected, but the situation advantage must occur rarely. As always, the suggestion is to balance the unfavoured choices up so that they become more preferred. But this is not itself an indication of whether the Pyro is a balanced class, and so we do not have evidence yet that the class has been nerfed.

Looking at the class distribution choices, the Pyro falls towards the bottom of the range of those chosen. But interestingly, despite being relatively unpopular, the flamethrower damage percentage of total damage inflicted is the second highest behind the grenade launcher. And it has the second average longest range of any weapon (including the Sniper Rifle) except for the minigun. But we know that the flamethrower damage output is incredibly low. There is definitely a paradox here, and one caused by the aggregation of flamethrower damage, and afterburn damage in the same statistics.

And this is the main problem with the publically available statistics. There's not enough detail to have a viable discussion about the Pyro 'nerf'. In fact, the statistics Valve releases aggregate all the weapon statistics together, so it is not even possible to say which weapon choice does more damage (You can see this from the Sniper SMG - actually the Jarate - being the fourth highest source of damage, and the Fireaxe - actually the Axtinguisher - having such a high critical rate). It is not clear from the statistics page but this appears to be a limitation of the way TF2 collects stats.

Without Valve coming out and providing more detailled information about the decision making in making the Pyro changes, the outrage of the forums will continue to boil and players will continue to come up with suggested buffs and nerfs without a deeper understanding of the process that went into making these decisions. Mathematical modelling of the Pyro damage drop off isn't enough to explain the paradox of the flamethrower having the second highest percentage damage output.

So my request is not to buff the Pyro back - it's to improve the communication process and statistics collection. That way we can have a much more useful discussion about the changes to one of my favourite classes.

For the record though: I'd like to see the Pyro back to what they were on the release day of their class update... just for a week, or as a mod. But my biggest problem isn't a Pyro's damage output, it is their longevity. They need something to survive a few seconds longer: perhaps the Backburner should trade increased protection against bullets for increased knockback (allowing an onrushing Pyro to be pushed back by a Heavy's gun) and the Homewrecker should reduce knockback when wielded.

For those of you interested in a more indepth discussion of balance in games, I recommend David Sirlin's excellent four part guide on game balance, as well as his website in general.

I've also written a follow up part two to this article.


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Thursday, May 5, 2011

We have a problem in my grade one classroom.

Kids love them. They love watching them, squishing them, letting them run all over their hands ...the sad thing is they love them more than math, more than writing, more than reading and more than listening to anything I have to say. This morning I had this conversation with one of these Ant lovers.

Little girl: There's ants marching all over our classroom!

Me: I wish they'd march somewhere else.

Little girl: Yeah, like Newfoundland.

Lastly, I named this post Thorax because I wanted some sort of ant related term. Looks like I actually remember something from elementary other than the bat jokes I put on my grade three animal project.

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Balancing Leading for Me and Leading for the Organization

Every leader needs to balance the tension of “leading for me and leading for the organization.”

I balance it everyday.

Here’s what I mean.

I’m sometimes going to lead for me. My preferences. My tastes. My individual style is going to be reflected in the church. That’s part of leadership.

I’m certain leadership of the people looked different under Moses than under Joshua. (Joshua apparently didn’t have a stick. 🙂 )

If my leadership is effective at all it will have an impact on the church. At the same time, I have to be very careful as I lead, and with the structures we implement, and the vision I cast, that I’m not being egocentric. We have a bigger vision at stake. Hopefully the church lasts much longer than me.

I know the church is going to resemble me. It is going to reflect my leadership.

But the church doesn’t need to look like me. It should look like Jesus.

Do you see the difference?

This is a tension for every organization. Christian or not. Non-profit or for profit.

Consider Apple. Apple resembles Steve Jobs. It should. He built the company. He’s a mastermind behind it all. But it didn’t need to look like Steve Jobs. It needed to look like Apple. Imagine what would happen now if it had only been built around Steve Jobs. Apple looks like Apple. That’s a good thing if you like Apple products.

I see too many planters and pastors shaping the culture to look like them. It’s dangerous. It’s not sustainable. And, frankly, I don’t think it’s Biblical. When they leave the church will likely struggle with an identity crisis.

Here are some ways I attempt to balance this tension:

  • If the decision has long-term implications I include multiple voices.
  • I try not to always have an answer to every problem.
  • I surround myself with really smart people. And, give them authority to question my judgment.
  • I step back often to observe a bigger picture.
  • I’m trying to shape paradigms of good leadership more than specifics of structure.
  • I try not to micromanage.
  • I empower people to make decisions without my stamp of approval.

People want to follow a vision that is bigger than today. They want progress. And, granted, to accomplish that, people want and need a leader. I believe God even allowed things to be set up that way. The tension is to not use that felt need of people as an opportunity to build my own kingdom.

Here’s a very practical example of how that is currently playing out in our church. Our church governing structure needs some tweaking. The current system, with a monthly business meeting on a Wednesday night, where major decisions eventually have to be made, attended overwhelmingly by seniors — who by the way are among the most faithful members of our church — is not sustainable long-term. The younger generation of people are not buying into that system. They don’t care about the business of church as much as the mission of church. In 10 years, unless we make changes, the room will be much smaller and it will be difficult to get anything done effectively with our current structure. That’s not being cruel. It’s being realistic.

In recommending that we need changes, I have suggested a team that is cross representative of the church, made up of laypeople in the church. I’ve offered resources and other church models for them to consider. But, then I’ve tried to get out of the way, as much as possible. I’ve even suggested, should anyone think this is personal to me, that they make changes effective the day I leave office as pastor. (I’m not anticipating they will do this but I’m that serious about not shaping a church to look like me.)

The bottom line in this illustration is that I’m in a church that’s 105 years old. That is over twice my age. I hope this local church body survives long after I’m gone (unless of course Jesus returns.)

That will be easier if I’m not the identity of this church – Jesus is.

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6 thoughts on “Balancing Leading for Me and Leading for the Organization

  1. Thanks Ron for the post.

    I think that each leader, intentionnally or not,.impacts deeply the vision of the church he is in charge with.
    but if your consider that the church existed before you and will survive after you leave, you may consider your influence as really limited.
    and christians (actually the Church) should be aware that they need to grow because the leader can't do everything.
    When christians don't take their place it is difficult for the leader to realise that his voice is not the only one.

    thank you again Ron.

  2. Great post Ron, and a helpful reminder. I'm think now about how this plays out in the differences between small churches and larger ones. Small churches tend to gravitate to one voice (the only pastor), but larger churches may struggle with each particular ministry listening only to their pastor. The hard work in both instances is to create a multitude of voices that can give good, fresh perspective to lead holistically.

    • Good thoughts. And, I agree, there is a difference in size of churches, but both must look like Jesus — not our leaders. Thank you
      Twitter: Ronedmondson


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Made of Win Monday: People Who Can Laugh At Themselves

Photo by Mark Evans

In general, I'm pretty easy to get along with. I'm not high maintenance, I don't anger easily, and I'm a live-and-let-live kind of person. But one thing I can't handle is someone who can't laugh or make fun of himself (or herself.) If you take yourself too seriously, we probably wouldn't make great friends. Because the more serious you take yourself, the more it's going to stir up my sarcastic side.

So when I see an actor who I've always liked being self-deprecating, it gives me the happys. If you've hung around here long enough, you know I'm a Dawson's Creek fan from way back. And though I've always been Team Pacey, I always had a soft spot for Dawson too.

And now James Van Der Beek is playing himself on the new TV show Don't Trust the B In Apartment 23  (how freaking long is that title?). But anyway, here is James reenacting a Dawson moment. Pretty funny. And James, this self-deprecating side only makes me like you more.

Original Video- More videos at TinyPic

And just for old time's sake, here's the infamous ugly cry from Dawson...

So do you have any people in your life who take themselves too seriously? Can you laugh at yourself? Am I the only one who had this as a "must have" quality in a husband and/or friend?


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I write romantic suspense and warm, family relationship type novels, often with a touch of humor. Many of my books have featured animals as key players--dogs, cats, llamas, cockatiels, horses...even our son's pet albino corn snake, Sssssid, who appeared in my first Superromance back in 1999.

Animals have been a big part of my life since I was a child. How about you? I hope you'll become a "blog follower" here (see the right-hand column for a place to click) and will come back often. So...let's talk about our pets!

Monday, March 7, 2011

Should You Become a Vet Tech?

by Tina Marconi
It’s a good profession if you like animals, or more specifically, if you enjoy working with animals; however, that’s not all being a vet tech involves. When you choose to become a veterinary technician, you should remember that like any job, it has its pros and cons; and when you weigh the advantages against the disadvantages and see which side comes out on top, you know whether you should become a vet tech or switch to some other career.
Vet techs don’t have to attend years of school like a veterinarian – in fact, you can start working and earning enough to support yourself as early as two years after high school. You can choose to earn either a two-year associate’s degree or a four-year bachelor’s degree, after which you must appear for and pass the Veterinary Technician National Exam which allows you to qualify for a license to practice in your state. However, it is better to opt for a two-year degree program, find work as a vet tech, gain a few years of experience, and then go back to school for another two years to become a veterinary technologist. This opens up more opportunities, allows you to earn a higher salary, enhances your skills and repertoire, and lets you climb up the professional ladder.
Nature of the job
As a vet tech, you will be dealing hands-on with animals. Your primary job is to assist a veterinarian in all aspects of their practice, so you’ll be taking care of sick animals, liaising with their owners, advising in their care and diet, assisting vets with surgeries, and even treating minor injuries and suturing up small wounds. You must have a way with animals if you’re to taste any kind of success at this job, and you must be prepared to work with even the most aggressive ones and know how to calm them down and get them to accept your touch. On the downside, you could end up with vets who push you to the limit and dump work on you, you could be forced to deal with unpleasant pet owners who make unreasonable demands on your time, you could be bitten, scratched and injured in other ways by the animals, and you could get too attached to your patients and feel a deep sense of loss when you lose them or have to put them to sleep.
Perhaps this is the biggest disadvantage of being a vet tech – salaries are very low, and even the best in the business can make only around $35,000 a year. You could go higher if you specialize in one particular aspect of animal care and if you work in research or in private industries in any other capacity. However, with further education, you could become a veterinary technologist and earn much more by working in biomedical, wildlife and diagnostic facilities, and in drug and food manufacturing units. This will remove you from direct contact with animals, so if you’re in the job for the proximity to pets, you’re better off as a vet technician than a vet technologist.
Work hours
As in any medical field, the hours are long and erratic, and you could be called in to help with sick animals at any time of the day or night, and even when you’re off duty. You would be spending lots of time on your feet, so you must be physically fit and strong enough to help restrain larger animals. Vet techs must work hard, but there’s an innate satisfaction to the job because the animals you treat and care for respond with affection and trust.
Prospects for advancement
Join the National Association of Veterinary Technicians for more career options, networking with fellow vet techs, and opportunities in continuing education. You could choose to move into research and development options in the field of veterinary science if you want to make more money, and if you’re employed in a private practice where there is a shortage of vets, you could take on more responsibility and enhance your skills. With further education, you could become a veterinary technologist and move into a laboratory or factory setting where you would be responsible for diagnostic procedures and quality control.
This guest post is contributed by Tina Marconi, she writes on the topic of online vet tech . She welcomes your comments at her email id: tinamarconi85[@]gmail[.]com.

Howdy!  If you are reading this on Facebook, come on over to The All Creatures Great and Small Blog, where it originated.  You can ask questions or comment on the post, and then page through previous posts--where a variety of writers have blogged about their pets!  http://roxannerustand.blogspot.com

  1. when will you update again your blog? can you do a post about Veterinary Technician Salary? thanks!

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Monday, December 31, 2012

2012 Favorites

Happy last day of 2012!

1. Graduating from the University of Florida College of Journalism and Communications

2. Pinterest

3. New Orleans

4. Navy Blazer

5. Adopting our Cocker Spaniel, Missy, from the SPCA

Have a wonderful New Years Eve!

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RPM Billing provides excellent billing services and consistently creates significant improvements in revenue and AR performance for our clients.  If you're tired of wondering how much money is being left on the table, or when you'll finally hear from your billing service, then it's time for a change. Let us help you get paid the right amount, on time, from now on. Please contact us at 775-501-9820 or jon@rpmbilling.com for a free analysis of your Accounts Receivable, Revenue Processes, Insurance Contracting, and more.

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RPM Billing provides excellent medical billing services nationwide from offices in Las Vegas and Reno, Nevada. We deliver industry-leading bottom-line results and great customer service for our clients and their patients. We do medical billing, mental health billing, practice management, revenue optimization, insurance contracting, and more. RPM Billing has decades of experience providing medical billing services for numerous types of hospitals and physician specialties, including mental health, and all types of billing systems and software. Our team is dedicated, results-oriented, committed to ethics, and always working with a genuinely positive approach. We use processes that are proven and consistent, communication that is proactive and positive, and teamwork with our clients at all times. This allows our clients to focus on taking care of patients while avoiding the complications of healthcare billing, knowing that they’ve got an excellent and active resource on their team.


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Tuesday, July 12, 2011

Clinton: Assad has lost legitimacy

Bloomberg reports:
A mob attack on the U.S. embassy in Damascus pushed Secretary of State Hillary Clinton to say Syrian President Bashar al-Assad has lost legitimacy, a pronouncement the Obama administration had been reluctant to make in four months of anti-regime protests.
“From our perspective, he has lost legitimacy. He has failed to deliver on the promises he’s made. He has sought and accepted aid from the Iranians” on how to suppress his own people, Clinton said today in Washington in a joint news conference with European Union foreign policy chief, Catherine Ashton.
“President Assad is not indispensable and we have absolutely nothing invested in him remaining in power,” Clinton said.

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RT @Woman_Seriously: #WIN Tickets with @Run_Riot to #Woman #SRSLY on Fri 27th https://t.co/cHaZSWdAGK #Competition #freetickets #london #th…
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CINEMAATTIC at Hackney Picturehouse

At a glance
Add to calendar
Time 19:30
Date 07/04/17
Price £6
  • Produced by Cinema Attic London
  • Price £6
  • Get ready for precious minimalist love stories, jet black comedy, and tales on the Basque conflict…
  • Bring along interest in Spanish histories and film making
  • See you at Hackney Picturehouse

In every culture, but in Spanish even more dramatically, relevant things happen around the table.

Well it’s just a table, an inanimate simple piece of furniture. Not really, come see how most of our daily routines and exceptional news are received at a table. A relationship stuck in stupid arguments, families pretending to be happy, a woman facing her husband’s assassin, academic dismissals, first dates… We present six small beautiful stories around a table.

These are all award winning shorts and you’ll understand why. They were praised in Cannes, Seminci, Toronto… In the case of NORTE it was one of the two Spanish Shortfilms selected to compete at Clermont-Ferrand Short Filmfestival.

“Mañana” is well know to be one of most recurrent words used for Spaniards. In MAÑANA NO ES OTRO DIA one of our favourite directors wonders how hard it is for young couples to last today. Master of framing misunderstandings between couples, David Martin de los Santos comfortably digs into conflict in relationships like no other. The limits of solidarity and individualism in modern times full of economic uncertainty. Young folks trying to make a relationship work while everything is fucked up around them. The lack of social security, economic stability and the dark future prospects deeply influence thousands of couples today.

At Christmas time, with all that excessive amount of food and booze…everyone’s smiling, we are all a happy family aren’t we? Esta noche es Nochebuena y mañana Navidad…says a famous Spanish Christmas carol. In …Y MAÑANA NAVIDAD – …and tomorrow Christmas day- we take you back to one of those Christmas Eve Dinners, a well respected happy family celebrating the joy of being together…

Óscar Bernàcer is the golden boy of Spanish film industry. Variety magazine coined him as one of the ten rising stars in Spanish cinema. APOLO 81 -winner at CORTOGENIA 2016- is Bernacer's latest portray of romantic comedies today. A game begins in a bar. Both players have their cards and the setting is the board. Love is a losing game right, yet we keep playing over and over...

The Basque conflict remains fresh and stirs in Spanish society. A table separates a woman and a young guy. A terrorist and his direct victim’s wife are in the same room. Many films tried to frame the role of nationalist clandestine organisation ETA and victims associations in the Basque conflict. NORTE is a subtle and reflexive approach to thorny issues of violence and conflict, the changing nature of Spanish and Basque societies, of ETA and the long lasting Basque conflict.


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Thursday, April 5, 2012

So this week I know I mentioned is

 I signed up for the 5k and 10, Than I realized that this weekend I have to do 12 miles so I'll just warm up for .5 and cool down for .6 and I can race in the 13.1 Half marathon also! :) 3 virtual races within a  week! Never in a million years did I think I would even think to do that, or be able to!

I did my 10k Sunday, the first day of the jelly bean.  Tuesday did my 5k and Saturday Ill be doing the half. I kept it simple and low today I did .5 warm up and .5 cool down and a 2mile run. I never really do 2 miles ,but I need to save all my running for Saturday...Which will be my longest run to date!

My lil love and I went to McD's where my cousin had a lil get together n some cupcakes for her sons Bday
And also had foam decorating Eggs for Easter!

Than we went to my Aunt and uncles house after for some pony rides!

This pic taken right after the Horse bucked with me on it! AH! Yup such a cowgirl...NOT but I do LOVE my cowgirl boots (should have worn them today to give a real cowgirl look) so I'd say I'm a "country" girl....but For sure not a pro with the horseback riding lol, although I'd love to look real fancy with my boots and riding really fast and roping cows but one can only dream!
  And Finished the day playing with the Easter bunny!

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Costa Brava Running + Wellness Retreat

September 11 – 17, 2017

Luxury Hotels | Guided Runs | Lifestyle Coaching | Wellness Workshops | Gourmet Spanish Tapas

September 11 - 17, 2017

Join us for an amazing week of wellness, wisdom (and wine!) as we run along the Mediterranean coast.

Each day run at a comfortable pace through gorgeous seaside villages and gentle rolling paths and coastal trails. Let clarity and inner wisdom rise to the surface as you run in rhythm with yourself and your surroundings. Each step a step into the future, metaphorically and literally.

Enjoy the company of other like-minded women while sipping wine at sunset and connecting about the journey of life. Invite this trip to be a magical journey of transformation. Release to the sea that which no longer serves you and invite in to your life all your dreams that are yet to be.

Improve your health and wellness while running village to village in Catalonia, Spain

What's Included:

Natural Running Form Clinics

Discover how simple modifications to your running posture and technique can make running feel easier, more comfortable and improve your overall efficiency.

Wellness Workshops

Discover how running can ease anxiety, manage stress, support good sleep, better cognition (problem-solving) and a calmer demeanor.

Daily Guided Runs

Enjoy daily guided runs (ranging from 6 to 9 miles per day) on a mix of surfaces, from dirt pathways to doubletrack trails to beaches, always in the company of your locally based Catalan guide, Pablo, and retreat leader, Heather. Most days you can choose between longer or shorter run options, depending on how you feel.

Gourmet Spanish Tapas

Just as important as great running is great food! Lucky for us, this region of Spain is home to some of the world's top restaurants and innovative chefs. We'll enjoy some of the freshest, most delicious tapas, seafood and wine you've ever tasted, much of it locally grown and prepared by local families.

Support and Camaraderie

Relax into the flow of this running retreat knowing you have the support of your guides, retreat leader and fellow runners. Running means a lot to you; here you'll connect with like-minded runners and forge lasting friendships.

Costa Brava Running + Wellness Retreat Itinerary

September 11 -17, 2017
Girona - Arab Baths

Day 1   |   Girona

Our program begins at 1:00 p.m., when we gather at Nord 1901 Hotel in the historic city of Girona for an official Retreat Opening Meet and Greet. After introductions and a retreat orientation, we’ll meet our local guide, Pablo, for a 90-minute running tour of Girona’s most historic neighborhoods and viewpoints from ancient walls and towers. Then we return to the hotel, where you have plenty of time to check in and freshen up before we visit one of Girona’s gourmet restaurants for dinner. Overnight at Nord 1901 Hotel, Girona.

Day 2   |  Calella de Palafrugell

After breakfast at the hotel, we take a short drive outside the city to Les Gavarres forest, where we will begin today’s run. Before long, we arrive at the coast and continue our run north to the fishing village of Palafrugell. You’ll have the afternoon free to relax before the first wellness workshop entitled “Running as Medicine” with Heather at the hotel, and then dinner. Tonight we stay at Hotel San Roc, a family run boutique hotel overlooking the Mediterranean.

Day 3  |   Pals

After enjoying a delicious breakfast overlooking the sea, we’ll enjoy a 10-mile run along the coast line. Then we head inland to the medieval town of Pals, ending our run with an opportunity to enjoy locally made paella, Catalonia’s signature seasoned rice dish, followed by some free time to explore Pal’s boutiques and artisans. After a short drive to Begur, we check into our rooms at El Convent, a converted medieval castle, where we’re spending the night. After some free time to settle in, we’ll have the second Wellness Workshop (“Running as Stress Management”) with Heather, followed by dinner in the hotel’s renowned restaurant.

Day 4  |  Cadeques

After breakfast at El Convent, we drive one hour to the nearby town of Roses, situated on the edge of the Parc Natural de Cap de Creus. This wild region of Costa Brava features numerous hidden coves and cliffs, forming a rugged yet beautiful landscape shaped by the elements. Today we run a relatively easy seven miles ending our run in beautiful Cadeques. Here you’ll have the entire afternoon free to explore the village, the our third Wellness Workshop (Running as Empowerment”), before dinner at a local family run restaurant. Overnight at Playa del Sol in Cadeques.

Day 5   |   Cap de Creus Natural Park

This morning we start with a Wellness Workshop before we take a short drive out to the Cap de Creus lighthouse, where we will begin today’s 7-mile run. Along the way the practice the Power Posture and natural running form on the uphill sections, at the end of which we’ll be roundly rewarded for our hard work. Today’s loop run finishes back at our hotel, followed by free time for shopping and our fourth and final wellness workshop (“Running as Meditation”) relaxing before another outstanding dinner at a family run restaurant in  Cadeques. Overnight at Playa del Sol in Cadeques.

Day 6   |   Pere de Rodes Monastery

After breakfast at the hotel, we start our final run of the retreat, a rewarding climb along a ridge overlooking the port town of Port de la Selva, situated on the north cape of Cap de Creus. Now a fishing and tourism destination, Port de la Selva has been inhabited for over a millennium, and is home to numerous archaeological remains. Our run finishes at the imposing 11-century monastery called Pere de Rodes, where we’ll enjoy lunch before embarking on the 1.5-hour drive back to Girona. Over dinner tonight, we’ll officially close the retreat and make the most of our final night of the program. Overnight at Nord 1901 Hotel, Girona.

Day 7   |  Girona + Travel Day

Enjoy breakfast at your leisure at the Hotel Nord 1901, and then you’re free to either explore Girona on your own or begin your return travels to Barcelona and then home. Our hotel is close to the Girona train station and we can help coordinate a taxi to the train station (additional cost) in time for your flight from the Barcelona International Airport.

Transform your Running and Well Being

facilitated by Retreat Leader, Heather Lee, MSW

Step away from the busyness of life and create space for reflection, introspection and inspiration. Where have you been? Where are you now, and where are you going? What dreams and adventures do you want to manifest in this second half of life? Invite yourself to dream boldly.

WORKSHOP I:  Running as Medicine. Tired of feeling frazzled, rushed and exhausted? Packing on weight despite running regularly? Learn how your body changes at midlife and how running can help re-balance many of the emotional and metabolic changes affecting you right now. Then start carving out time and space in your life for running and other vitally important self-care practices like sleep, relaxation, nourishing meals and regular exercise.

WORKSHOP II: Running as Stress Management. Is your PMS out of control? Anxiety of the rise? Do you wake in the middle of the night worrying about your kids, parents, work or spouse? Discover how running can ease anxiety more effectively than medication and how to use running as a powerful (and cost-effective!) tool for managing stress, better sleep, better cognition (problem-solving) and a calmer demeanor, come what may.

WORKSHOP III: Running as Empowerment.  Does pursing a dream or goal feel incredibly overwhelming right now? Whether you aspire to run a longer race, get a promotion, start a new business, move to another country or change your relationship status, this workshop is your opportunity to chart your path to success. We’ll use the Life Mapping tool to design a custom plan for achieving your goals on your timeline. This plan includes the vital role you running plays in helping you stay the course and follow your plan through to the end.

WORKSHOP IV: Running as Meditation.  Mindfulness is the glue that holds together your healthy new habits, your stress management practices and the pursuit of new goals and dreams. Learn how to make your daily run your opportunity to check in with yourself and notice what’s happening on a deeper level. Using mantras, intentions and affirmations, you’ll recognize areas of resistance to change, bust through blocks and increase your confidence in the process.

About Your Retreat Leader, Heather Lee

Women’s Mind/Body Wellness and Longevity Lifestyling Coach

Heather is a highly engaging and inspirational Women’s Mind/Body Wellness and Longevity Lifestyling Coach. She has spent the last 25 years developing and facilitating dynamic and transformational retreats designed exclusively for women’s lives and life transitions.

Her programs have been presented at such acclaimed wellness resorts as the Golden Door, Lake Austin Spa and Hualalai Four Seasons. Heather is a  masters-level mental health professional with advanced training in mind/body medicine from the Harvard Mind/Body Medical Institute and is the past Director of the Mind/Body Medicine and Women’s Health Education programs at The University of Virginia Medical Center.

Her forthcoming book: Run. A Way With Your Problems, inspires women in using running as “lifestyle medicine” for balancing emotional well being. When Heather isn’t leading retreats she is trail running in her home in Colorado and maximizing her midlife mojo.

About Costa Brava

Costa Brava, Spain is located in the northeast of the Iberian Peninsula, covering the coastal towns and villages of the beautiful province of Girona in Catalonia. It is home to some of the most delightful towns, villages and beaches in Spain along this 300 km stretch of the Mediterranean Sea.

Backing into the Pyrenees along the French border, Costa Brava is a diverse region of extraordinary natural beauty and has a very deep artistic and historical heritage. Its natural beauty giving inspiration to famous artists such as Salvador Dali, Joan Miro and Pablo Picasso.

Most of the indigenous population speaks Catalan regularly and the entire population understands and speaks perfect Castilian. The gastronomy of the Costa Brava is rich and varied, featuring locally grown and harvested ingredients such as fish and seafood with fresh vegetables, olives, olive oil rice and pasta.

In keeping with its geographical diversity, there are numerous microclimates in Costa Brava, depending on the altitude and proximity to the sea. In general, the area enjoys a mild temperate and Mediterranean-type climate, characterized by hot, dry summers and mild winters.

What People Say:

“The guides were great, accommodations were fantastic and trails were perfect. The workshops were well done… Elinor has a great gift for sharing her experience and wisdom. By not tying my runs to definitive or quantitative markers like the number of miles run or the time per mile, I can enjoy more the spiritual aspect of my running. Letting go of “the admin side” allows me to be more present or mindful with each run. I have a renewed love for my running practice.”

Sharyn C., Edgewater, MD

GO!!!! You won’t find a better run retreat with such outstanding trails, accommodations, meals and staff.”

Mindi P., Annapolis MD

“I highly recommend the trip. Run Wild Retreats + Wellness offers a unique experience of learning more about running, exploring the great outdoors and embracing travel and adventure in a way I have not experienced before. Everything about the trip was well planned, organized and considerate to each runner’s needs. It was a trip of a lifetime and I would encourage anyone to take a leap of faith and register for a retreat. I went alone and came away with lasting friendships and memories.”

Tracy C., Scottsdale, AZ

“I highly recommend the retreats! They are great way to energize your running and help with motivation. I heard several people mention how they usually run by themselves and they were surprised by how much fun it was to run in a group. I loved the energy of running in this group and it motivated me to run more.”

Kathy B., Calgary AB

“Heather is dynamic, creative and energetic. She seeks out and provided the most innovative approaches to help her clients achieve their goals. She truly inspires women to get excited about their health.”

Jen, University of Virginia Women’s Health Coordinator

“Working with Heather helped my get through a really rough time after my divorce. She not only gave me skills for managing the hard emotions, she gave me hope for creating the life I really want.”

Joanne, coaching client

Your 7-Day, 6-Night Retreat Includes:

September 11 - 17, 2017

• Six nights’ accommodation in luxury boutique hotels (double occupancy rooms)
• Daily breakfasts
• Gourmet dinners
• Gourmet Paella lunch in Pals
• Daily guided runs
• Ground transportation/ luggage handling between hotels
• Wellness workshops with Heather Lee
• Two group life coaching sessions with Heather Lee
• Trail snacks/energy food and drinks

• Run Wild Retreats gifts

Retreat Package: $3,800

**Registration closes July 15.

Life Coaching Bonus

heather lee running wellness retreatEach participant in the Costa Brava Running + Wellness Retreat will also two group Mind/Body Wellness coaching sessions with Heather A. Lee. MSW, past Director of the Mind/Body Medicine and Women’s Health Education programs at The University of Virginia Medical Center. These pre- and post-retreat coaching sessions will support and enhance the skills and goals developed during the retreat. Heather’s coaching provides clients powerful support, inspiration and education for developing a life built by choice not chance.

In the Media

Space is Limited to 12 People. Reserve Your Spot Today

Frequently Asked Questions

What is the cancellation policy?

~ Early booking deposits are refundable less a $500 cancellation fee if done so more than 90 days before the retreat start date.
~ The balance is due on all booking by June 1, 2017
~ After June 1, full payment is required to secure your booking.
~ After June 1, there are no refunds (though you may transfer your booking to another person).

To learn more about our booking policies, click here.

Is trail running experience necessary?

You can do this retreat even if you’ve never run trails before. We do recommend basic running fitness, such as the ability to run at least 6 miles on the road. You may run at your pace and most days, you can choose to run shorter or longer, as it suits your fitness level.

What are the accommodations like?

All the hotels in this itinerary are luxury boutique hotels, many of which are family owned and operated. Our local travel agency has carefully chosen each lodging partner based on their reliability, reputation and dedication to providing exceptional guest experiences.

The rooms are double occupancy (two beds) with en suite bathrooms. Due to the small nature of the boutique hotels, private rooms are not available.

What are the meals like?

This region of Catalonia is known for its world-class cuisine. We will be dining at some of Costa Brava’s best restaurants, many of which are family operated. This region is known for its seafood and locally grown ingredients, so be prepared for a true gastronomic adventure. Vegetarians and those with special dietary needs can be accommodated at most locations. If you have any special dietary needs, let us know in the retreat participant intake form.

How should I plan my travel?

I recommend flying to Barcelona and taking the train to Girona on or before September 10, and spending the night in Barcelona or Girona. The retreat begins at 1:00 p.m. on September 11th.

Book your return flight on or after the afternoon of September 18th. There is direct bus service from Girona to the Barcelona airport. Learn more here.

To get to Girona, you may take the Barcelona Airport Train C2 to Estacio Sants, where you change trains. There are numerous trains travelling from Estacio Sants to Girona – approximately three every hour. On average the journey lasts about 1 hour 20 minutes and costs 10 Euros. Check the RENFE Website for the train times.

(If you are arriving into Terminal 1 (T1) you will not be able to walk straight to the train station, as it is 4 km away. You will need to take a shuttle bus from outside the terminal.)

Have a question? Ask here:

Spain in September Sneak Peek

Join retreat leader Heather Lee and Run Wild Retreats + Wellness CEO for an interactive Q&A call about the Costa Brava Running + Wellness Retreat coming up September 11-17, 2017.

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