Sunday, September 30, 2007

Fwd: Roleplaying Tips Weekly #376: Gaming Mobs Better

Roleplaying Tips Weekly E-Zine Issue #376

Gaming Mobs Better
Quick Tips For Making Mobs More Interesting

_______________________________________________________
*******************************************************
Sponsored By Expeditious Retreat Press

http://www.xrpshop.citymax.com

Sent by Subscription Only with Compliments
From: Johnn Four, http://www.roleplayingtips.com

johnn@roleplayingtips.com

Contents:
--> A Brief Word From Johnn

--> This Week's Tips:
1. Make Individuals Interesting With On-The-Fly
Add-Ons
2. Craft A Leader For Each Unit
3. Use Hit Point Piles
4. Identify Minis With Stickers
5. Create Mob Challenges

--> Readers' Tips Of The Week:
1. Character Creation, or Assassination?
2. Structure Your Campaign And Adventures Like A
TV Series
3. Plan Your Group's Seating Arrangements
4. How To Get Your Players To Roleplay More:
Let Them GM

--> Subscribe/Unsubscribe/Switch/Submissions/RSS Info

Do you know a GM who doesn't subscribe? Please send them a
copy of the e-zine or suggest they drop by the site. Thanks!
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_______________________________________________________
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A Brief Word From Johnn

Thanks For The Contest Entries
============================================================
The 5 Room Dungeon Contest is over - thanks to everyone who
entered. I'll be contacting winners in the next week. Once
entries are edited and formatted, you will be able to
download them all for use in your campaigns. No estimated
delivery date for this, but stay tuned to this section of
the e-zine for an announcement.


Have a game-full week.

Cheers,

Johnn Four
johnn@roleplayingtips.com

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Gaming Mobs Better
Quick Tips For Making Mobs More Interesting

By Johnn Four

One of the daunting things my group faces in the current
part of our campaign, now that they've entered the villain's
lair, is the vast hordes of underlings, also known as
minions, flunkies, rank and file, or mobs.

The biggest challenge of mobs is they grind things down:
you, the players, the characters, and the game. They tend to
be faceless, so not exciting to GM or fight against. If
fought, they often require long battles. When it's the GM's
turn in combat, the mob takes a long time to work through
their actions and results.

I like mobs. Villains should make good use of their ability
to organize, mobilize, and dominate groups to do their evil
bidding. Mobs pose cheap challenges for PCs as obstacles, if
not direct opposition. Mobs can spring up quickly as a
result of PC actions to give your world realism. "Hey,
strangers just burned up the bar. Let's get 'em!"

Unless you've put in a lot of preparation, you've cloned
most of the mob's members from one or more designs or
templates. This creates repetition that turns initially
exciting encounters into tedious gameplay.

Pondering solutions for my own campaign's needs formed the
idea for this article. I had posted a request thread at
ENWorld, but it didn't bear the fruit I wanted, which was my
fault for providing a poorly worded question.

I've given it more thought this week, and following are a
few tips to help you make mobs fun and interesting when
unleashed in your games and mine.


1. Make Individuals Interesting With On-The-Fly Add-Ons
============================================================
Crafting unique NPCs within a mob could take a lot of
preparation time - time better spent planning other aspects
of your campaign. The solution is to create a list or table
of ideas to pull from while GMing so you can customize mob
members on-the-fly.

You don't need to do a lot of customization. Chances are
each member is about to be bypassed or mowed down.
Therefore, the goal is to pick a few individuals out from
the crowd as you GM and give them a single feature that sets
them apart.

Giving several mob members an identical feature brings us
back to our initial problem: boredom through repetition. To
fix this, create a few charts that provide different types
of customization. Save these charts so you can reuse them
for future mobs and NPC groups.

Just prior to the encounter, or as you GM it, roll or pick
from your lists and assign features to select members. A
great method is to wait until NPCs naturally stand out from
the crowd in some way. You leap upon those opportunities and
give those NPCs a cool aspect, ability, or feature. This
saves you time customizing NPCs that just get fireballed,
hit with artillery, or avoided somehow before they reveal
their uniqueness.

With on-the-fly customization, you don't want to add
something that would have made a huge impact on the mob
before the confrontation began. For example, if you give a
member a tank half-way through a fight, it doesn't make
sense. Why didn't the mob lead with the tank and use it for
protection. Where was the tank hiding at the start of the
battle? And so on.

Defeated mobs also means piles of loot. You don't want to
upset campaign balance by giving mob members treasure that
you know will soon fall into the hands of the PCs. The
unique aspects you give to select mob members need to be
cheap and part of a balanced meal for victorious characters.

Here are a few on-the-fly customisation ideas:

* Name: Assign a name or nickname to any NPC who stands out
in a mob as gameplay progresses. Keep a list of random names
handy just for this purpose. Be sure to reveal the name in
play, because an unknown name is useless.

o Have fellow mob members call the NPC by name
o Have the mob leader instruct the NPC by name
o The NPC declares his own name, perhaps as part of a
battle yell
o The NPC's name is stitched into his clothes, tabard,
or armour
o The NPC's name is tattooed, perhaps on his forearm
or knuckles


* Potions. In fantasy games, these are awesome NPC
customisation devices. They are one-shot add-ons with a
large range of possible effects. Once the potion is in the
belly of an enemy, the PCs won't get it as treasure.

Here's the list I created for my D&D campaign:

1. Acid Arrow
2. Acid Breath
3. Balor Nimbus
4. Belker Claws
5. Bite of the Wererat
6. Bite of the Werewolf
7. Blink
8. Blur
9. Body of the Sun
10. Bull's Strength
11. Burning Hands
12. Charge of the Triceratops
13. Chill Touch
14. Color Spray
15. Darkness
16. Death Armor
17. Deeper Darkness
18. Displacement
19. Enlarge Person
20. Entropic Shield
21. Expeditious Retreat
22. Fangs of the Vampire King
23. Fly
24. Fog Cloud
25. Frost Breath
26. Gaseous Form
27. Ghoul Touch
28. Girallon's Blessing
29. Hamatula Barbs
30. Haste
31. Heroism
32. Invisibility
33. Levitate
34. Meld Into Stone
35. Mirror Image
36. Nauseating Breath
37. Obscuring Mist
38. Primal Form
39. Quillfire
40. Rage
41. Ring of Blades
42. Shocking Grasp
43. Shadow Phase
44. Silence
45. Snakebite
46. Sound Burst
47. Spider Climb
48. Thunderous Roar
49. True Strike
50. Wraithstrike

In picking those potions, even though some are expensive, I
opted for ones that had any of the following options:

o Creates effects I can do cool descriptions for, to make
the mob, NPC, and encounter interesting.

o Uses touch attacks, as the PCs have high armor classes
and touch attacks, this make them easier to hit.

o Provides the NPC concealment, so that PCs always have a
miss chance despite their attack modifiers

o Allows potentially interesting encounter situations, such
as an NPC who can hide in stone and leap out to attack
from time to time, or an NPC who can flee fast

I avoid potions that just supply a bonus to hit or
improved armour class, as those benefits are largely
invisible and not nearly as interesting as, say, a farmer
flying around stabbing with his pitchfork from the air.


* Low-charge items. Magic items with charges that are nearly
depleted give NPCs a couple of shots, and they don't leave
loose canons for the PCs to pick up after the battle. I can
also see interesting story possibilities where NPCs have
inherited items depleted by ancestors, or commanders who've
passed down old items in favour of new, fully charged ones.
Not that I'm afraid story will break out during mob scenes. :)


* Equipment. Special equipment is possible in all game
genres. Grenades, nets, caltrops, acid, flame throwers, jet
packs, and so on.


* Temporary buff. Spellcaster or other type of buffer in the
background. Before the confrontation, or perhaps during, a
caster lurks behind the scenes to give certain mob members
special abilities.

Perhaps all members drank the Kool-Aid at the meeting hall
before confronting the PCs, and the beverage was dosed with
a psychotic agent that makes imbibers stronger and crazier.
Maybe the beverage contained nanobots that infused mob
members with speed and agility.


* Personality trait. Create a list of traits to slap onto
mob members that emerge as significant or individuals while
on the field.

Here are 50 traits from my NPC Essentials book:

1. amoral
2. anarchist
3. angry
4. annoyed
5. apologetic
6. apprehensive
7. bad-tempered
8. bashful
9. blissful
10. blustering
11. bold
12. bookish
13. calm
14. carefree
15. careless
16. cautious
17. chatty
18. cheerful
19. cranky
20. curious
21. depraved
22. disoriented
23. drunkard
24. enraged
25. enthusiastic
26. envious
27. excited
28. fearful
29. filthy
30. foolhardy
31. grateful
32. gullible
33. helpful
34. indecisive
35. inspired
36. lecherous
37. messy
38. mocking
39. opinionated
40. playful
41. polite
42. racist
43. over-confident
44. sexist
45. smelly
46. timid
47. uninformed
48. vengeful
49. warmhearted
50. well-mannered


2. Craft A Leader For Each Unit
============================================================
Build a leader for each mob, or mob sub-unit. This creates
a special target for the PCs to pick out, gives the PCs more
tactical goals, and perhaps gives the mob new abilities or
increases the difficulty of the encounter.

Even better, the leader might create a roleplaying
opportunity or two before or during combat. Perhaps the
leader presses for peace to avoid a fight, he goads the PCs
on, or he tries some trick, such as stalling for time while
hidden or invisible mob members get into flanking positions.

If possible, clearly identify the leader, and do this early
on. Once the PCs know there's a leader type around, the
encounter will become much more interesting, and mob members
can take on support roles for the leader (i.e. block access
to leader, aid another actions on leader, supply leader with
ammo) which makes actions and tactics within the encounter
more interesting, even if the rest of the mob has identical
stats and equipment.

In addition, have the leader do leader-type things, such as
directing from the rear, trying tricks, seeking parley,
getting intel, issuing challenges. Even if the leader has
the same stats as other mob members, his presence and
actions will spruce up any mob encounter.


3. Use Hit Point Piles
============================================================
Here's a great idea from the Ars Ludi blog. Use hit point
piles to simplify wound tracking for mob members:

"Track the total damage done to similar creatures as one big
pile. Ignore which particular creature was hit. Just keep
adding up the damage, and when the total is enough to kill
one, the one that just got hit dies. Set the pile to zero
and start over again (excess damage is lost)."

Here's the full article:

http://arsludi.lamemage.com/index.php/75/d20-hit-point-piles/


4. Identifying Minis With Stickers
============================================================
A player in my group, Jeff, came up with this one last
session. I have pages of tiny stickers from the dollar
store. I've placed one sticker per miniature for a set that
I'll use for mob battles. You could use army men, beads,
cardboard tokens, or whatever. Each sticker is unique.

I've created an Excel sheet where each sticker is labelled
at the top of a column. As special effects (such as from
drinking a potion), special statuses (cursed, slowed,
whatever), and wounds are applied, I'll track them in the
spreadsheet. You could use paper just as easily.

This makes tracking each mob member much easier, especially
as miniatures move about the map and the scene gets chaotic.


5. Create Mob Challenges
============================================================
Not every mob encounter needs to be toe to toe dice mashing.
Try to come up with interesting encounter objectives that
require the PCs to think, strategise, or otherwise break out
of hack 'n slash mode.

Some examples:

* Capture the flag. The mob is just a barrier to the real
prize. While killing every member of the mob would result in
a victory, it's a slow and painful one, hopefully with a bit
of risk. With a specific objective, the PCs can focus just
on that and the encounter mercifully ends once the flag is
in the PCs' hands and they've escaped the howling horde.

* Warning. In my campaign, the PCs are crawling a dungeon
that's organized. As soon as a warning bell is sounded in an
area, tougher foes and reinforcements arrive or plan ahead
for ambushes and whatnot.

You might have members of a mob opt to flee (out of terror
or with purpose) to give warning to their allies and other
nearby PC foes. Try to make the PCs aware of this threat so
they have a new encounter complication to wrangle.

* Focus on one PC. Focusing firepower is a good tactic most
of the time anyway, but if a mob concentrates its frenetic
anger on one PC, the nature of the encounter changes. This
makes things a bit more interesting for the PCs, especially
the player of the targeted character.

* Mob needs to capture the PC's flag. Whatever or whoever
has whipped the mob into a frenzy, they've also managed
to direct the group to achieve a specific objective.

A villain will gladly discard the lives within a mob if but
a single member returns with an item that gave the PCs
power, for example. Maybe the mob has been convinced the
cleric is the source of all evil and their instruction is to
return with the cleric's holy symbol - and corpse, if
possible. With the holy symbol gone, the villain can then
unleash his zombie units or worry less about holy spells for
awhile.

_______________________________________________________
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Readers' Tips Of The Week

Have some GM advice you'd like to share? E-mail it to
johnn@roleplayingtips.com - thanks!


1. Character Creation, or Assassination?
From: Ryan McHargue
============================================================
A lot has been written on character creation, but it all
seems to overlook one important part of a character...the
player.

I have found there are three parts to how a character is
played. First, you have the character sheet/traits and such
that has been developed pre-game. Second, you have the GM
and other players and how they imagine and react to the
player/character. Third is the player, and how they can
actually play the character out. There really are four
areas, but the energy of the initial introduction is not
something we as players and GMs have any control over.

In my experience, each player only has a certain range of
playable traits. For example, the guy in the group who can't
seem to not tell a joke. He is going to always have a form
of humor when playing his character, whereas the guy who
sits there pondering, plotting, planning, and generally not
talking until he lays out his master plan isn't going to be
able to play a fast-talking swindler.

We all drift towards a certain set of default traits, and
when gaming, these become our character. Some players have a
wider range than others, but all of us have a range. Think
back through all your characters, and pick out the common
traits. I am that guy who has trouble not telling a joke, or
beating up the stuttering NPC just for taking too much time
spitting it out. I tend to be more impulsive and don't fully
think out my plans. I'm just impatient. I also like to be in
charge and will end up bullying my way into a leadership
role, usually with some hilarious consequences. These are
the traits that I as a player will always play to some
degree.

Once you have listed your common traits you will want to
incorporate them into your new character. If you are like me
and play an impulsive bully that tells jokes, then you would
want use these traits to work best for the character type
you are playing. You don't have to play a prideful rogue
every time; you can also play an intelligent guy who has
a hard time in social situations and uses humor to cope
with his nervousness. The impulsiveness and bullying could
be that he is impatient and a perfectionist, so he tends to
take projects over because he thinks he can do them better.

You can use any reasons to explain your traits, and no
matter what the reason for the trait, you will play it. So,
it is best to plan for it rather than hating your new dark
assassin who has a hatred of the human race, when you just
want to laugh and tell jokes.

I also mentioned the group you play with has a part in how
your character turns out. As one of my fellow players has
found out, this has a large impact on the character. He has
had two or three characters with above average intelligence
but, because of some group jokes about his character being
stupid, the character became thought of as stupid, and this
didn't just effect that character, it also influenced the
next couple characters after until the joke dissipated. The
group will have a reaction partially based on you as a
player and on what they know of your character.

A note on backgrounds, it is best to keep your shared
background down to a small summary or interesting paragraph
that gives the other players a good idea of how you want the
character thought of. I like to put down a single sentence
that describes my character. I have found my group is more
interested in how you play the character then the huge back
story you spent days writing.

In summary, you can only play what you know how to play, so
craft your character within your range of playability. Game
On!


2. Structure Your Campaign And Adventures Like A TV Series
From: Isengart The Fiendish
============================================================
I once ran a Star-Trek, The Next Generation type campaign
where I based single adventures on the structure of the TV
shows so the group could play them in just one evening.

This worked out pretty well, and the players were astonished
and pleased that a single adventure had not been broken
apart by having to play it over two evenings (where there's
always the risk it would have never been completed or that
some of the players couldn't show up and would never have
the chance to complete the adventure).

They also said it did work out rather nicely, but only with
a setting like this with the players being part of the same
organisation, where there was somebody in the position of
telling them what to do. Otherwise, the players would have
been arguing why and if they would go for the adventure
hook, making it impossible to finish the one adventure on
one single evening.

To give it a time-fitting structure, I looked carefully at a
few of the TV shows, analysing carefully and then
structuring an adventure that was following the TV shows'
schemes.

I also made up the structure of the characters' organisation
in advance, and gave players handouts of what they should
know before the game-evening, so they would already know how
this organisation would work (as we normally would learn
that from watching the series episodes).


3. Plan Your Group's Seating Arrangements
From: Stephanie Justice
============================================================
Sometimes our group cannot stay focused: the people who
bother each other yet sit next to each other all the time,
the person who talks constantly to their partner, the person
who is not involved as often.

My tip is to assign seating arrangements. People who are
partners, separate them away from each other. People who do
not get involved often, put them to the right or left of the
GM. People who bother each other, or talk, are separated.

Seating assignments work very well, and have worked in all
the groups that have had a hard time focusing. I just did
this in my last group and I was amazed how well it works.

Going Right from the GM:

Seat 1: Guy who doesn't get involved
Seat 2: Responsible Guy
Seat 3: Partner Dude
Seat 4: Guy who likes to get into it with another guy
Seat 5: Focused Guy
Seat 6: Partner Gal - yet is focused too
Seat 7: Guy who likes to bother "Guy who likes to get into
it with another guy"

Now we get at least 2 more hours out of gaming. With seating
arrangements, we actually got Guy who doesn't get involved
to actually come out of his shell and give up some great
ideas that really helped the group.


4. How To Get Your Players To Roleplay More: Let Them GM
From: Crazy Nedri
============================================================
This is a common topic that has plagued GMs ages. When my
campaign got a little ragged, one of my players (one who
wasn't roleplaying) stumbled along a very good way all on
his own.

The method is simple: don't be the GM. I know what you're
thinking: "That's what I'm here for." and "That's all I want
to do!"

Let me explain. Most of us think it is pretty boring to GM a
group that only hacks and slashes everything they see. Well,
let them see that too. My one PC went camping and I wasn't
there to run the game, so he took matters into his own hands
and ran the game himself. He came back realizing that,
without an interesting party, he wasn't enjoying himself.
So, now he has become a roleplayer and an active member of
the party.

On a side note, if you are in the game that your player
runs, take one of your NPCs to roleplay to help show your
players how to roleplay a character. Also, when you take
over GMing again, the players will get more of the NPC's
personality.

_______________________________________________________
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_______________________________________________________
*******************************************************

That's it for this week's issue.

Have more fun at every game!

Johnn Four

_______________________________________________________
*******************************************************

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Thursday, September 27, 2007

[GSP] Groundspeak Weekly Notification

This is an automated message from Groundspeak LoBot Mailer

Hello from Groundspeak! This is your weekly geocaching.com update from
Groundspeak for 9/20/2007 to 9/27/2007

--------------
In This Issue
--------------

I. Geocaching in the News (3 Articles)
II. Upcoming "Mega" Events (1 Event)
III. Upcoming Events (11 Events)
IV. Recently Published Geocaches (32 Caches)


---------------------------------------
I. Geocaching in the News (3 Articles)
---------------------------------------

1. Geocaching catching on in Somerset County
Publication: Daily American (Somerset, PA)
Posted: Sunday, September 23, 2007
http://www.dailyamerican.com/articles/2007/09/22/news/news472.txt

2. High-tech scavenger hunting
Publication: Canoe.ca (Toronto, Ontario)
Posted: Monday, September 24, 2007
http://travel.canoe.ca/Travel/TipsTrends/Trends/2007/07/26/4370594-cp.html

3. Neighbourhoods offer local exercise
Publication: Edmonton Journal (Edmonton, Alberta)
Posted: Monday, September 24, 2007
http://www.canada.com/edmontonjournal/news/cityplus/story.html?id=0d0bfa8d-54d2-4179-847e-9126bd9a370a&k=90316


-------------------------------------
II. Upcoming "Mega" Events (1 Event)
-------------------------------------

1. Midwest GeoBash 2008 (Mega-Event Cache) (GC154HT)
Location: Indiana, United States (440.1mi E (708.2km E))
Date: 8/7/2008 by Midwest Geobash

http://www.geocaching.com/seek/cache_details.aspx?guid=7caee4b0-27d9-4e6b-8fcf-2abc49452d8f

---------------------------------
III. Upcoming Events (11 Events)
---------------------------------


1. Breakfast at the Moose (Event Cache) (GCRYM1)
Location: Nebraska, United States (116.9mi W (188.2km W))
Date: 9/29/2007 by McGator

http://www.geocaching.com/seek/cache_details.aspx?guid=f0e939fe-5f8f-4bac-b817-ce2f88a2c9f7

2. Geocaching 101 - Wickiup Hill (Event Cache) (GC14VKP)
Location: Iowa, United States (108.5mi E (174.7km E))
Date: 9/29/2007 by IowaGeocachersOrg

http://www.geocaching.com/seek/cache_details.aspx?guid=efd392e2-a215-4ea3-9446-bf35401eddf7

3. Weiner Roast (Event Cache) (GC154N1)
Location: Iowa, United States (169.3mi E (272.5km E))
Date: 9/29/2007 by oldtimer1

http://www.geocaching.com/seek/cache_details.aspx?guid=fcf2a48c-25d6-4985-a51a-406b90eb3709

4. GeocoinFest Multi Event (MOKAN) (Event Cache) (GC14YQG)
Location: Kansas, United States (196.9mi S (316.8km S))
Date: 10/6/2007 by larry739

http://www.geocaching.com/seek/cache_details.aspx?guid=84d26ab1-9b95-4044-97ae-4c94dcf5d637

5. Manning's Geocaching Adventure (Event Cache) (GC162X3)
Location: Iowa, United States (70.4mi W (113.3km W))
Date: 10/7/2007 by The NVG

http://www.geocaching.com/seek/cache_details.aspx?guid=851b2457-58a6-4903-b2d3-499706f93a17

6. Geocache the Bluffs (Event Cache) (GC12Z19)
Location: Iowa, United States (113.3mi W (182.3km W))
Date: 10/12/2007 by Spothors

http://www.geocaching.com/seek/cache_details.aspx?guid=b00f7b52-abf5-4529-b0f6-b2b0b4cdaed3

7. Central Iowa Geo Breakfast for October (Event Cache) (GC15TE4)
Location: Iowa, United States (13mi W (21km W))
Date: 10/13/2007 by Team Gamsci

http://www.geocaching.com/seek/cache_details.aspx?guid=df0d8a77-d877-491a-95bd-a24870b45446

8. Newton Hills Fall Event '07 (Event Cache) (GC15VNY)
Location: South Dakota, United States (182.3mi NW (293.3km NW))
Date: 10/13/2007 by EasternSDGeocaching

http://www.geocaching.com/seek/cache_details.aspx?guid=cef426b9-b9dd-4976-a02b-842d49481cb9

9. 1st Annual Night At The Pizza Ranch (Event Cache) (GC1563E)
Location: Iowa, United States (152.6mi NW (245.6km NW))
Date: 10/20/2007 by tacoboy

http://www.geocaching.com/seek/cache_details.aspx?guid=c2b2b39c-edb8-4b4f-bb48-4da20146efe6

10. Last Hoorah - 2007 (Event Cache) (GC15PA6)
Location: Iowa, United States (96.2mi NE (154.9km NE))
Date: 10/20/2007 by Muffkin42 X 2

http://www.geocaching.com/seek/cache_details.aspx?guid=32f45112-de0e-4c4f-8e1e-2f64da9d46c6

11. Tailgate At The Grudge (Event Cache) (GC15W3F)
Location: Iowa, United States (116.6mi E (187.7km E))
Date: 10/21/2007 by madkaw

http://www.geocaching.com/seek/cache_details.aspx?guid=8d7f55af-7994-43c3-bcb3-a992b5046064


---------------------------------------------
IV. Recently Published Geocaches (32 Caches)
---------------------------------------------

1. Captain Underpants (Traditional Cache) (GC165BX)
Location: Iowa, United States (4.4mi E (7.1km E))
Date: 9/23/2007 by runewell

http://www.geocaching.com/seek/cache_details.aspx?guid=265a039a-6bc7-4c08-941d-f697ce41689b

2. Dr. Diaper (Unknown Cache) (GC165BC)
Location: Iowa, United States (4.5mi SE (7.2km SE))
Date: 9/23/2007 by runewell

http://www.geocaching.com/seek/cache_details.aspx?guid=25482918-91a4-496d-98b6-acfdde1ed0b6

3. Harold Hutchins (Traditional Cache) (GC165BV)
Location: Iowa, United States (4.6mi SE (7.5km SE))
Date: 9/23/2007 by runewell

http://www.geocaching.com/seek/cache_details.aspx?guid=14d0a0e1-1433-4822-9154-1f0ec1baf4bb

4. Kellemy (Traditional Cache) (GC167DY)
Location: Iowa, United States (32mi N (51.6km N))
Date: 9/25/2007 by tjdevine77

http://www.geocaching.com/seek/cache_details.aspx?guid=200a7776-af0b-4b85-aaaf-5fb4fcfa903e

5. K ville connection (Traditional Cache) (GC165E2)
Location: Iowa, United States (38.8mi SE (62.5km SE))
Date: 9/23/2007 by 67yardbird

http://www.geocaching.com/seek/cache_details.aspx?guid=314beb4d-2c1f-47c7-a6b6-5044a81772b2

6. How the Mormans saw it! (Traditional Cache) (GC1668Z)
Location: Iowa, United States (51.1mi SW (82.2km SW))
Date: 9/23/2007 by lpman

http://www.geocaching.com/seek/cache_details.aspx?guid=76153cfc-930b-40a4-9a3d-4dcb25982694

7. 5 Ton Limit (Multi-cache) (GC16273)
Location: Iowa, United States (53.4mi NE (86km NE))
Date: 9/19/2007 by Summitt Dweller

http://www.geocaching.com/seek/cache_details.aspx?guid=ba024222-3c12-474e-a334-f4c7bb20c491

8. Remember Memorials (Traditional Cache) (GC1604M)
Location: Iowa, United States (53.6mi NE (86.2km NE))
Date: 9/16/2007 by Merlyn of Camelot

http://www.geocaching.com/seek/cache_details.aspx?guid=1e52ea9c-0ca6-46f8-9ae2-47fdcf220ead

9. Upper West Side Basement? (Traditional Cache) (GC1626X)
Location: Iowa, United States (55.1mi NE (88.7km NE))
Date: 9/19/2007 by Summitt Dweller

http://www.geocaching.com/seek/cache_details.aspx?guid=3da8ae5a-3161-4f24-93bc-3b34697bd8dc

10. HNS Logger (Traditional Cache) (GC1626K)
Location: Iowa, United States (55.4mi NE (89.1km NE))
Date: 9/19/2007 by Summitt Dweller

http://www.geocaching.com/seek/cache_details.aspx?guid=5de72a7c-fc36-4903-9cc2-1778adf4b795

11. Case Separator (Traditional Cache) (GC166RW)
Location: Iowa, United States (61.8mi E (99.4km E))
Date: 9/24/2007 by ssbn598

http://www.geocaching.com/seek/cache_details.aspx?guid=ccf97f1f-adcc-4cf0-9226-45b9e183bc7c

12. Bitternut Hickory (Traditional Cache) (GC166T5)
Location: Iowa, United States (61.8mi E (99.5km E))
Date: 9/24/2007 by ssbn598

http://www.geocaching.com/seek/cache_details.aspx?guid=8d90ac70-0c80-45a8-bfad-54f35d1b2c31

13. Dorothy Clark Trail (Traditional Cache) (GC166T1)
Location: Iowa, United States (61.9mi E (99.6km E))
Date: 9/24/2007 by ssbn598

http://www.geocaching.com/seek/cache_details.aspx?guid=cd55b72e-c219-41b4-af52-718d6cc2df21

14. Coal Creek Friends Meeting House (Traditional Cache) (GC166T6)
Location: Iowa, United States (61.9mi E (99.6km E))
Date: 9/24/2007 by ssbn598

http://www.geocaching.com/seek/cache_details.aspx?guid=2fe310df-6b02-451d-8bee-ddd3111c1fb6

15. Mars and venus on gods little acre (Traditional Cache) (GC164T9)
Location: Iowa, United States (67mi SE (107.8km SE))
Date: 9/22/2007 by 67yardbird

http://www.geocaching.com/seek/cache_details.aspx?guid=38b4ef49-6c7b-4adf-86f9-dc8e867e7143

16. Bell Park Micro (Traditional Cache) (GC162TJ)
Location: Iowa, United States (79mi SE (127.2km SE))
Date: 9/20/2007 by kadlaw

http://www.geocaching.com/seek/cache_details.aspx?guid=871b70aa-b9ba-4932-a6ce-09c68aec406c

17. Good Turn Daily Micro (Traditional Cache) (GC1636V)
Location: Iowa, United States (80.4mi SE (129.5km SE))
Date: 9/20/2007 by houseofboys

http://www.geocaching.com/seek/cache_details.aspx?guid=eb01a038-a62c-4c9a-bf41-ad0020646f15

18. Central Park Micro (Traditional Cache) (GC1636M)
Location: Iowa, United States (80.5mi SE (129.5km SE))
Date: 9/20/2007 by GoldenGecko

http://www.geocaching.com/seek/cache_details.aspx?guid=e890af7e-6008-4b91-83ee-a37d6d855434

19. MAD LIBS (Traditional Cache) (GC163XM)
Location: Iowa, United States (91.3mi NE (147km NE))
Date: 9/21/2007 by Iowa Tom

http://www.geocaching.com/seek/cache_details.aspx?guid=2a78fb32-a991-4a03-8d20-5f1ce190cd61

20. Three (Traditional Cache) (GC1659Z)
Location: Iowa, United States (94mi NE (151.2km NE))
Date: 9/23/2007 by joestephkids

http://www.geocaching.com/seek/cache_details.aspx?guid=c21ceedc-bec3-4f8e-8733-3e6afe08d92e

21. Happihy (Traditional Cache) (GC1659C)
Location: Iowa, United States (94mi NE (151.3km NE))
Date: 9/23/2007 by joestephkids

http://www.geocaching.com/seek/cache_details.aspx?guid=25573ec8-d74b-4fb6-a6c2-1012ec628bb3

22. Leprechaun Lore (Unknown Cache) (GC1631C)
Location: Iowa, United States (94.1mi NE (151.5km NE))
Date: 9/20/2007 by I.M.Agine

http://www.geocaching.com/seek/cache_details.aspx?guid=65bf269d-7d6b-4994-9e87-4debd3dad45a

23. Leprechaun Lore #2 (Traditional Cache) (GC167YT)
Location: Iowa, United States (94.2mi NE (151.6km NE))
Date: 9/26/2007 by I.M.Agine

http://www.geocaching.com/seek/cache_details.aspx?guid=97b367dd-b82b-4a0e-aee5-4c562de9f2d5

24. Taillow (Traditional Cache) (GC16593)
Location: Iowa, United States (94.6mi NE (152.3km NE))
Date: 9/23/2007 by joestephkids

http://www.geocaching.com/seek/cache_details.aspx?guid=a7afd401-a72f-4b00-9c45-ddba0fc319b6

25. Togepi (Traditional Cache) (GC1658Q)
Location: Iowa, United States (95mi NE (152.9km NE))
Date: 9/23/2007 by joestephkids

http://www.geocaching.com/seek/cache_details.aspx?guid=8fa79053-336c-4a26-945f-ce1cd1fa30bd

26. Pichu (Traditional Cache) (GC1658F)
Location: Iowa, United States (95.2mi NE (153.3km NE))
Date: 9/23/2007 by joestephkids

http://www.geocaching.com/seek/cache_details.aspx?guid=90f7cbbc-69c6-4c2b-bbe7-abea0514664c

27. Wedgeee (Traditional Cache) (GC165JN)
Location: Iowa, United States (95.5mi NE (153.7km NE))
Date: 9/23/2007 by joestephkids

http://www.geocaching.com/seek/cache_details.aspx?guid=149f0bcb-75ba-45ac-b656-9921841c0ea4

28. Piplup (Traditional Cache) (GC165M3)
Location: Iowa, United States (95.9mi NE (154.4km NE))
Date: 9/23/2007 by joestephkids

http://www.geocaching.com/seek/cache_details.aspx?guid=b0f94546-3fde-4e5f-9f2e-81f4e2d0e355

29. Isaac's Puzzle (Unknown Cache) (GCTQHB)
Location: Iowa, United States (96.1mi NE (154.6km NE))
Date: 9/22/2007 by Iowa Tom

http://www.geocaching.com/seek/cache_details.aspx?guid=b5ce2bee-9fe4-4453-b49e-53c1a96fdab5

30. In The Middle Of No Where (Traditional Cache) (GC165K7)
Location: Iowa, United States (96.3mi NE (154.9km NE))
Date: 9/23/2007 by joestephkids

http://www.geocaching.com/seek/cache_details.aspx?guid=6afb3abd-12f6-4be6-9876-7d15d9e3a622

31. Manaphy (Traditional Cache) (GC165KT)
Location: Iowa, United States (96.3mi NE (154.9km NE))
Date: 9/23/2007 by joestephkids

http://www.geocaching.com/seek/cache_details.aspx?guid=4b68e865-724f-407e-acc5-7c93c55d2f90

32. Snorlax (Unknown Cache) (GC1657Z)
Location: Iowa, United States (96.4mi NE (155.1km NE))
Date: 9/23/2007 by joestephkids

http://www.geocaching.com/seek/cache_details.aspx?guid=9c8b3855-c78e-48db-b603-59d48e29b4c2

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Fwd: Inside Valley Ranch for Wednesday Sep 26, 2007




Inside Valley Ranch

Owens' smile should have opponents frowning

12:48 AM CDT on Wednesday, September 26, 2007


• E-mail

Terrell Owens is as happy as he has been in a couple of years, when it comes to playing football.

It shows in his performance.

That's bad news for the rest of the NFL because a happy T.O. is usually a productive T.O.

Last season, T.O. put up gaudy numbers but didn't dominate games. This year, he's being the difference-maker Jerry Jones thought he could be when he signed him to a three-year, $25 million contract before last season.

Give Wade Phillips, Jason Garrett, Ray Sherman and Tony Romo equal credit.

We all know T.O. can be temperamental and petulant, so there's no need to bait him the way Bill Parcells did by refusing to call him by his name. T.O. operates much better when he thinks the people in authority like and respect him.

Phillips has given him the respect he craves all season, and T.O. has responded with terrific performances each of the first three games.

Garrett has told T.O. that he's important to the offense and that he's going to get him the ball on the move as much as possible. T.O. appreciates the fact that Garrett is trying to get him the ball with regularity and putting him in position to succeed, so when he doesn't get the ball he's not complaining.

T.O. understands, it's only a matter of time – not a conspiracy to make him look bad.

That's also why Sherman, the receivers coach, is important. He has coached some of the game's best, from Randy Moss to Cris Carter to Jerry Rice.

T.O. respects his knowledge, and his approach. Sherman is an old-school coach who doesn't mince words. He is direct, and T.O. appreciates that because there is no miscommunication.

Then there's Romo, who says he's interested only in throwing the ball to whoever is open. Fortunately for Romo, that's usually T.O.

More important, T.O. knows Romo wants to get him the ball just as Drew Bledsoe wanted Terry Glenn to get the ball last season. T.O. trusts Romo and respects his ability.

That's why their relationship works.

COWBOYS Q&A

Q. What do you think the chances are of Terry Glenn returning this season? Do you think his career is over?

Kelvin Payne, Arkansas

TAYLOR: I don't think Terry will return this season. He will try as hard as he can, but he had a serious injury. I think he'll return next year, but if he has to have microfracture surgery in the off-season, then there's a good chance he has played his last game.

• • •

Q. "Winning takes precedence over everything else." That is exactly what is wrong with professional sports. Poor behavior has no precedence in professional sports.

John V. Vallala, Dallas

TAYLOR: In an ideal society, you're exactly right. But we live in the real world – not the world we would like it to be. Let's not act as if this is only the case in football. No matter what your business, top producers get more chances than average producers.

• • •

Q. It looks to me like the Cowboys have enough weapons to win every game after Chicago and before New England. How come we didn't save Newman until New England, because there are only two people on the team with a chance to slow Moss down, Newman and Williams? And since Williams would have to break at least one of Moss' legs, I propose we make sure Newman is healthy. Your thoughts?

TAYLOR: I like your sense of humor, but it's too hard to win games in the NFL to hold people out once they're healthy. Besides, you wouldn't want Newman's first game to be against Moss and Tom Brady. Dallas is doing a smart job by working him in slowly, having him play only in nickel situations.

• • •

Q. Roy Williams has preformed relatively well thus far, but where are the big licks? Any chance he's not 100 percent, or has he just not had the right opportunity yet?

Thad Bartholow, Dallas

TAYLOR: He's as healthy as any player can be after three games. He hasn't had an opportunity to deliver any big-time blows. I, however, would be more concerned about Roy having a bigger ratio between good plays and poor plays. The missed tackle that led to a huge gain and Chicago's only touchdown was bad, but he also contributed a fumble recovery and an interception.

• • •

Q. If Flozell Adams doesn't learn to count or get his head out of his behind, he's going to cost them a game or games before the year is over. What do you think?

MikeTanco

TAYLOR: No doubt, it's maddening. Sometimes, though, you have to accept it as part of the overall package. For example, Charles Haley used to get one or two false starts seemingly every game because he tried to get such a good jump off the snap. Flozell doesn't have the quickest feet, so he occasionally tries to get an edge by getting off the ball first. Three penalties, though, is obviously unacceptable. Flozell was good against Miami's Jason Taylor but obviously struggled against the Bears.

• • •

Q. If the Cowboys' offense continues to click the way it has during the first three games, how hard will it be for Jerry Jones to keep potential suitors with head coaching vacancies away from Jason Garrett?

Charles Bankhead

TAYLOR: It will be extremely difficult, but that's the price for having quality assistant coaches. It's no different from the early '90s when Norv Turner, Dave Wannstedt and Butch Davis all became head coaches. We're still pretty early in the season; a lot can happen.

• • •

Q. The "statement" win over the Bears was nice, but I'm more worried about the Rams game this week. The Cowboys will be going against a team that is better than its 0-3 record, has more offensive talent than anyone they have faced yet and is desperate. Coming off a big, emotional win and playing a good team that has its back to the wall is a dangerous combination. Beating Chicago shows that Dallas now "belongs" in the NFC; beating the Rams will show that they are a serious contender for a title. What do you think?

Dib Oglesby, Goochland, Va.

TAYLOR: You make a good point. The Cowboys are good whether they lose to the Rams or not. What that game will do is tell you about the Cowboys' maturity. A mature team will take care of business and beat a depleted St. Louis club. This team has a lot of veterans and has not had a lot of success over the last few years. The Cowboys will be ready to play. They're still hungry. They haven't won enough to take success for granted.

• • •

Q. Do you consider Bobby Carpenter a bust? Yes, he is a contributor. Yes, he has had to learn multiple positions. But yes, he was chosen in the first round.

James Williams

TAYLOR: I can't argue with any of your points. I wouldn't say he's a bust just yet, but he's walking down that street. I look for whether guys are difference-makers in whatever role they have. Thus far, he has not been a difference-maker.

• • •

Q. Roy Williams is the biggest weakness on the defense. Some players flame out quickly, and I think Roy is one of them.

F.B. Rhea III, King of Prussia, Pa.

TAYLOR: I think you're being harsh. Obviously, he struggles in coverage. That's no secret, but let's not act as if he doesn't do some things well. As I mentioned earlier, he makes some plays; he just needs to give up fewer of them. But he's not going anywhere, so it's up to the Cowboys to figure out how to get the most from his talent while limiting his flaws.

• • •

Q. I realize it was only one game, but I am already tired of the schemes talk by the coaches and players. It all comes down to if you can beat the man in front of you. The Boys only have two players defensively that can do that: Ware and Newman.

John T. Gold, Salt Lake City

TAYLOR: I understand your frustration, but it's simply not true. The scheme does matter. Great players can play in any scheme. But there are only a handful of great players. The rest of the players play best in a scheme that enhances their talents. Now, if you can't play, then the scheme doesn't matter.

• • •

Q. Do you see Jacques Reeves successfully filling in for Newman for any length of time?

Peter Pratt, Pittsford, N.Y.

TAYLOR: Yes. What you have to realize is that Reeves is not nearly as good as Newman, so we can't possibly hold him to the same standard. Here's how I judge Reeves: Is he the reason the defense struggled? If not, then he played OK. Teams are going to attack him and complete some passes on him, but as long as he isn't the reason the defense is getting torched on a particular Sunday, then he's doing his job.



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MouseFest 2007 Newsletter Issue #1



 
 

Sent to you by Thomas via Google Reader:

 
 

via MouseFest 2007 on 9/21/07

The MouseFest 2007 2nd newsletter has been mailed and is online!


In this issue: Update from the MouseFest Chairman as well as Land and Cruise news and information. The feature article is: "What is MouseFest and Why do I Participate".

 
 

Things you can do from here:

 
 

Epcot Celebrates 25 Years A Chat with Adam Roth



 
 

Sent to you by Thomas via Google Reader:

 
 

via Deb's Digest by All Ears on 9/26/07

This is the 3rd in a series of blogs on Epcot's 25th Anniversary. Epcot Turns 25! Journey to Imagination Postcards . Less than a week from now, Epcot will be buzzing with all the excitement! Yes, the Food and Wine Festival begins this weekend, but also Epcot turns 25 on Monday, October 1st and there is a very special 2 day event called Celebration 25. I had the pleasure recently to chat with Adam Roth, one of the co-founders of Celebration 25, an event designed to celebrate 25 years of Epcot. Adam is a 16 year old high school junior who lives in the Orlando area. Adam wasn't even born when Epcot opened. However, there is an Epcot connection with his family. Adam's father was a reporter who covered Epcot's opening and still has a pre-opening Epcot press kit! Adam recalled for me one of his early visits to Horizons and also talked about the Journey Into Imagination attraction, especially how much he enjoyed the Image Works. In fact, his website (Dreamfinder Forever) started as a campaign to bring back Figment's buddy the Dreamfinder. When asked what makes Disney special, Adam explained: "I'm a passholder for many of the local parks. When I look and try to compare...I can't honestly go to Universal or Sea World every weekend, but for some reason, I can go back to Disney every weekend! With Disney, I don't get bored. It's always something new for me - something new to find and to do" Celebration 25 was actually the idea of Jenn Waitt who started a discussion on the WDWMagic message boards. She wanted to organize something to pay tribute to the 25th anniversary of Epcot. Adam offered space on his website, Dreamfinder Forever, and that was the start. As more people registered, Jenn and Adam were busy adding more folks to their team. "It's amazing to think that 8 months have passed since we started this and we are over 1,000 people past what we imagined," Adam explained. The Celebration 25 team is comprised of many folks. "Jenn - came up with the idea; Jason is in charge of the IllumiNations dessert party; John Corigliano is doing several history walks; Lou Mongello is an official sponsor and has provided name tags and lanyards in addition to lots of support; Jeff Pepper another sponsor is providing the printed schedule; and there are many partner websites too." One would think Adam had lots of experience planning events, but this is the first time he's ever done anything like this. It's amazing especially when you consider that he is also keeping up with his high school AP classes and preparing for a school trip to France at the end of October. "What about your folks?", I inquired, "What do they think of all this?" "They're amazed!", Adam said excitedly. "I first told them about it 8 months ago, that I was going to miss school on October 1st. After I explained they said 'that's fine'. As it started to grow, they said, 'We're not missing this!" Initial plans for the event were very small with hopes to get 200 persons signed up. The IllumiNations dessert party was the first thing the group officially organized. That was the foot in the door at Epcot. Scott Powers wrote about Celebration 25 in the Orlando Sentinel and then things really took off. All along, it's been very important to Adam that Epcot officials be aware of the group's activities. He didn't want any issues during the event. Working closely with Epcot cast members, space has even been provided near Epcot's Kennel Club for the Celebration 25 registration tables. All registered attendees will receive a lanyard/nametag and IllumiNations dessert party attendees will have a separate identifier. And if this isn't enough, Adam made it clear to me how important having a charity associated with the event was to him and the team. Lou Mongello's Dream Team fundraiser for Make a Wish will be the charity associated with Celebration 25. All proceeds from the Celebration 25 DVD and Scrapbook and any extra from the IllumiNations dessert party will go to the Dream Team fundraiser. "Now we can do something for the community and not just Epcot." Adam isn't sure if all 50 states are represented in the registered attendees, but he does know that there is a large group coming from the United Kingdom. There is also a couple getting married on October 1st and rather than head off to their honeymoon, they are coming to the Celebration 25 activities and the dessert party. According to Adam, and most of this has also been reported in the Orlando Sentinel, Epcot will have several special displays/activities to celebrate 25 years! The Epcot Gallery in Innoventions West opens October 1st for guests and promises to be a step back through the years of Epcot's history. While it is unclear how long the gallery will be open, it sounds like through the end of this year. There will be 2 sessions with Marty Sklar. All Celebration 25 registered IllumiNations dessert party attendees will have a ticket to one of the two sessions. Disney is also planning special 25th Anniversary merchandise including t-shirts and pins. IllumiNations will have a special "tag" after the regular show which will be a one time only tribute that's 5 minutes long. Adam shared that there will be additional fireworks, lasers, music from Epcot's past (Tapestry of Nations) and possibly Spaceship Earth used as a canvas. And....when it's all said and done, Adam wants "to remember this as something I had a part in. I think that everyone who has been involved and everyone who has signed up has made this event so strong... I"m proud to be involved. This is one of those times we can say to Disney; this does mean something to us! I know that our presence has reminded them in a friendly way, that we do care." I, and many others, will be in Epcot Sunday and Monday to be part of all the excitement! See you there!

 
 

Things you can do from here: