Revision as of 04:45, 6 October 2005 edit69.175.132.53 (talk)No edit summary← Previous edit | Revision as of 08:36, 7 October 2005 edit undoDavenbelle (talk | contribs)3,206 edits Blood and RosesNext edit → | ||
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] was a trading game, along the lines of ]. The Blood side played with ] for the counters, atrocities on a large scale: individual ]s and ]s didn't count, there had to have been a large number of people wiped out. ]s, ]s, that sort of thing. The Roses side played with ]. ], ]s, stellar works of ], helpful ]s. ''Monuments to the soul's magnificence,'' they were called in the game. There were sidebar buttons, so that if you didn't know what '']'' was, or the ], or the ], or '']'', or the ], or '']'', you could double-click and get an illustrated rundown, in two choices: R for ], PON for ], ], and ]. That was the thing about ], said ]: it had lots of all three. | |||
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You rolled the virtual dice and either a Rose or a Blood item would pop up. If it was a Blood item, the Rose player had a chance to stop the atrocity from happening, but he had to put up a Rose item in exchange. The atrocity would then vanish from history, or at least the history recorded on the screen. The Blood player could acquire a Rose item, but only by handing over an atrocity, thus leaving himself with less ] and the Rose player with more. If he was a skillful player he could attack the Rose side by means of the atrocities in his possession, ] the human achievement, and transfer it to his side of the board. The player who managed to retain the most human achievements by Time's Up was the winner. With points off, naturally, for achievements destroyed through his own ] and ] and ]ous play. | |||
''The New York Times'' — Editorial | |||
The exchange rates — one '']'' equalled ], one ] equalled the '']'' plus three ] — were suggested, but there was room for haggling. To do this you needed to know the numbers — the total number of ]s for the atrocities, the latest ] price for the artworks; or, if the artworks had been stolen, the amount paid out by the ]. It was a wicked game. | |||
Friday, ], ] | |||
The treatment of the ] has fundamentally changed in recent years. The ] that people with ] or psychiatric diseases can thrive with proper therapy and ] has led doctors to abandon huge ] and to let patients live with or near their ] and get care in their ]. ] is used only in certain cases, with ]. | |||
"]," says Snowman, making his way through the dripping wet vegetation. "'']'' ]. ]s. '']''. ]'s music. ], complete works. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]." | |||
But these reforms have bypassed ], says a report by ], a ]-based group that studies the treatment of the mentally disabled. The group convincingly documents, with heartbreaking photos and video, practices that it calls "]." | |||
There must have been more. There were more. | |||
Turkey's psychiatric system, the group found, makes widespread and indiscriminate use of unmodified electric shock therapy - ] that is administered without ]s or anesthesia. Such therapy is frightening, painful, and dangerous. Electroshock therapy can be useful against some mental diseases, but Turkey uses it on nearly a third of its patients with acute mental disorders, including ]. The group quoted the director of the ] center at one hospital as saying the therapy is effective only without anesthesia because patients need to feel "]." | |||
''The ]'', says a voice in his year. ''The ]. ]. ]. ]. ]. The ]. The ]. The ]. Ditto the ]. Ditto the ]. ]. ]. The ]. ]. ]. The ]. The ]. ]. ]. The ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. | |||
Turkey should immediately ban unmodified electric shock therapy and limit the use of modified therapy to cases in which it is medically indicated. It should never be used as a first resort, and never on children. | |||
"Stop it," says Snowman. | |||
It will be more difficult to reform Turkey's practice of warehousing retarded or mentally ill children. Investigators found giant buildings - supposedly rehabilitation centers - filled with children confined to their cribs or living in total inactivity. When children begin the self-destructive behaviors that are a product of such boredom and ], staff members tape plastic bottles over their hands so the children cannot use them. The staff in one institution told investigators that children who cannot feed themselves are left to ] to ]. | |||
''Sorry, honey. Only trying to help.'' | |||
How can such ] thrive in a modern country? One reason is that these institutions are virtually hidden. In addition, Turkey lacks a widespread culture of ], and its citizens do not often challenge the practices of a state that has at times given them good reasons for ]. | |||
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Some in Turkey's establishment have complained that the report was released just before Turkey was to begin formal talks to move toward joining the ]. But the talks are an opportunity for European mental health experts to work with Turkey on meeting deadlines for progress. | |||
<p align=right>— From ], by ] | |||
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== ] == | |||
I have placed his character assassination page to deletion. ] 22:19, 1 October 2005 (UTC) | |||
:Why is it not listed here? ] ] 22:55, 1 October 2005 (UTC) | |||
: It was moved to ]. — ] 04:12, 2 October 2005 (UTC) | |||
== Warungs == | |||
Hi. Could you specify what you mean by "peak a few"? Maybe I'm misunderstanding something. --] ] ] 06:37, 3 October 2005 (UTC) | |||
:Thanks for the clarifications. --] ] ] 06:48, 3 October 2005 (UTC) | |||
== "Gaming the system" == | |||
My belief is that Karl Meier is baiting users into violating the 3RR. While it's certainly the fault of the users who violate 3RR, Karl uses his 3 reverts a day more than any user I've ever seen, carefully making sure to stay within his 3 revert limit. Perhaps "gaming the system" was not the correct phrasing. But he's pushing the limits of civility, certainly. <font color="red">]</font><font color="green">]</font> <font color="blue">]</font> 04:31, 5 October 2005 (UTC) | |||
You are very welcome. It was sad that the template had to be locked to protect it from that vandal, dispite our efforts there, but there was obviously noting else that could be done about it.. Anyway thanks for your comments regarding my "gaming the system". I find it stange that I have to listen to such accusations, just because I am protecting an article from the absurd edits of the sockpuppets and open proxies of a user, that has already been blocked by the ArbCom. I'd expect that my efforts would be more appriciated. But, it doesn't matter much though... Anyway, I am not here to spam your talkpage with election propaganda, but I thought I might bring this to your attention: ]. With what we have just been through with Cool Cat in mind, I think he's just right on the money. -- ] 09:12, 5 October 2005 (UTC) | |||
==Coolcat final decision reached== | |||
The arbitration committee has reacheda final decision in the ] case. ] 23:27, 5 October 2005 (UTC) |
Revision as of 08:36, 7 October 2005
Blood and Roses was a trading game, along the lines of Monopoly. The Blood side played with human atrocities for the counters, atrocities on a large scale: individual rapes and murders didn't count, there had to have been a large number of people wiped out. Massacres, genocides, that sort of thing. The Roses side played with human achievements. Artworks, scientific breakthroughs, stellar works of architecture, helpful inventions. Monuments to the soul's magnificence, they were called in the game. There were sidebar buttons, so that if you didn't know what Crime and Punishment was, or the Theory of Relativity, or the Trail of Tears, or Madame Bovary, or the Hundred Years' War, or The Flight into Egypt, you could double-click and get an illustrated rundown, in two choices: R for children, PON for Profanity, Obscenity, and Nudity. That was the thing about history, said Crake: it had lots of all three. You rolled the virtual dice and either a Rose or a Blood item would pop up. If it was a Blood item, the Rose player had a chance to stop the atrocity from happening, but he had to put up a Rose item in exchange. The atrocity would then vanish from history, or at least the history recorded on the screen. The Blood player could acquire a Rose item, but only by handing over an atrocity, thus leaving himself with less ammunition and the Rose player with more. If he was a skillful player he could attack the Rose side by means of the atrocities in his possession, loot the human achievement, and transfer it to his side of the board. The player who managed to retain the most human achievements by Time's Up was the winner. With points off, naturally, for achievements destroyed through his own error and folly and cretinous play. The exchange rates — one Mona Lisa equalled Bergen-Belsen, one Armenian genocide equalled the Ninth Symphony plus three Great Pyramids — were suggested, but there was room for haggling. To do this you needed to know the numbers — the total number of corpses for the atrocities, the latest open-market price for the artworks; or, if the artworks had been stolen, the amount paid out by the insurance policy. It was a wicked game.
There must have been more. There were more. The sack of Troy, says a voice in his year. The destruction of Carthage. The Vikings. The Crusades. Ghenghis Kahn. Attila the Hun. The massacre of the Cathars. The which burnings. The destruction of the Aztec. Ditto the Maya. Ditto the Inca. The Inquisition. Vlad the Impaler. The massacre of the Huguenots. Cromwell in Ireland. The French Revolution. The Napoleonic Wars. The Irish Famine. Slavery in the American South. King Leopold in the Congo. The Russian Revolution. Stalin. Hitler. Hiroshima. Mao. Pol Pot. Idi Amin. Sri Lanka. East Timor. Saddam Hussein. "Stop it," says Snowman. Sorry, honey. Only trying to help. — From Oryx and Crake, by Margaret Atwood
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