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What things turn a game into a world?

TL;DR
I created a laundry list of high-level tenets that drive the game design of specific genre I coined the World game based on Brad's famous quote. These aim to be applicable to any game that would scratch my old school MMO itch.
What tenets would you choose?
Preamble
The MMO community is, to some degree, divided by the different expectations and desires of its player base. Even an MMORPG can mean so many things to so many different people. I wanted to get to the root of what a good MMO is to me, and in the process, I found that the ambiguous label of MMO is likely getting in the way.
Passionate players across the board seem to complain about the same issues. Ease of difficulty. Cash shops. Single-player focus. Theme park design. Players of these games either leave the genre, ultimately disenchanted with the thin veil over Skinner box design, or they continue to search for something better, because they know it is possible. Maybe this is intentional. Developers piggy back on the MMO genre to hook the player-base before extracting as much as they can from the whales in their glorified casino.
So, here, I present the tenets of a specific game genre: the World genre. The focus on world over game is not a new idea. Brad McQuad famously said, “I want to make worlds, not games.” That focus can be seen right there in the name of Visionary Realms. And without the right language to describe what we are after, the community is continually bit by games that fit the abstract label but disappoint in the details.
The goal with these tenets isn’t to create a template so much as it is to create rough guidelines. In fact, these guidelines probably wouldn’t do a game designer much good in creating a solid design. But they should help in evaluating different options and validating an existing design. Certainly, none of the tenets get as specific as the theme or even the existence of combat. They should apply equally well to a game set in feudal Japan, The Sims Online, or the next zombie apocalypse.
Some tenets are broad, while others more specific. Some tenets are rigid, others more malleable. Some tenets are critical pillars of the genre, while others are less important. Tenets frequently conflict, creating tension.
A note on intuition
The tenets below are driven by the principle that they should be intuitive. The World genre is trying to capture something deeply human, buried in our brains because of the way we have interacted with ourselves, each other, society, and our planet over millennia of evolution. There is no right or wrong answer. When in doubt, we err on the side of realism.
A note on ownership
Establishing reasonably prescriptive tenets on the World and gameplay highlights the necessity of strong ownership and vision for this style of game. This is particularly true given that many of these tenets go explicitly against what makes a great game in general. For example, how many games would actually benefit from less player matchmaking? This also does not lend itself well to player-generated content, where those tenets can be easily violated.
The tenets of immersion
TENET 1 The player should be directly represented in the World
The World genre requires the player to form a direct relationship with the World, not with the character. This is a key difference between Eastern of Western RPGs (both of which I love) and so this may be controversial. The player should be able to insert themselves into their avatar. On the flip-side, it precludes certain mechanics, such as squad-based designs.
TENET 2 The World should be realistic in both form and function
That is, the World should minimize the need for suspension of disbelief. It should pull the player in naturally. I have always felt conflicted by WoW’s appearance. I absolutely loved the cell-shaded look of Wind Waker, but instinctually disliked the cartoon-like nature of WoW. This goes back to immersion. That doesn't mean the visuals have to be photorealistic. They just have to pull you in. It may be possible to get around this through the setting. For example, if the setting is a digital afterlife, you may be able to get away with a more abstract appearance.
TENET 3 The player and World should interface only through the player character
The player should only be able to influence the World through their character. And the World should only be able to influence the player through the character. This means, respectively, no cash shops and a first-person camera. It also means no GPS — unless, of course, the setting supports it. Taken to an extreme, this precludes voice chat, at least without something like racial voice filters.
TENET 4 The player should directly engage with the World around them
The key here is “direct”. No minimaps, no waypoints, no fast travel. Of course, these are not absolute deal-breakers. The key is that the player is able to establish a connection with the World around them. The player should, over the course of the game, develop a strong mental model of the World and its relation to their character.
The tenets of freedom
TENET 5 The player should not be assigned a story
The World itself can (and should!) have a story to tell. But the player character’s story should be their own. The player must have the freedom to make their own place within the World, eschewing the rails that a story provides. Side quests are lesser evils, but still evils. The more choice the better.
TENET 6 The player should be able to pursue multiple forms of progression
The choice should not just be in how to progress. It should be in which ways to progress. The most obvious example is crafting, but this can also include loot, skills, the economy, faction, or even — maybe most importantly — growing in strategy and skill.
TENET 7 The World should be demanding, but not prescriptive
This is an extension of the idea of a lack of story. If the game is too prescriptive, it becomes a job. A chore. To combat this phenomenon, the player needs significant choice at all times. This may, in fact, be the primary draw of the World genre: to provide an environment where players are purely driven by their own will. It is equally important to avoid visibly and overtly influencing the player’s decisions. The player’s incentives and motivating factors should be an organic part of the World. No daily XP boosts, for example. Alternate forms of progression can help here, because even once a player is motivated to progress, they have the choice of which dimension of progress to pursue.
TENET 8 The World should encourage downtime
The player should not feel compelled to move forward at all times. There should be joy simply in existing in the World, experience it moment to moment. Even better, progression itself can require downtime; this is related to the notion that players should be encouraged to play any game in the most fun way possible. This can be accomplished with world design, such as guard-protected cities or social taverns, or mechanics, such as fishing, firework shows, and waiting in queue for a boat. This is effectively the white space of gameplay. And it is all but lost in modern MMOs.
TENET 9 The World should be dangerous
Choice is meaningless without consequence. With real, negative consequence, comes danger. This not only gives weight to the player’s decisions, but also helps to establish the intricate give-and-take relationship between the World and the player. Looking at you, death penalty. If a World game is about finding your place within that world, then danger and risk makes this a meaningful pursuit. If that tension between risk and reward does not exist, even at the start of the journey, it undermines those goals. Note that this is different than challenge — and challenge itself is not enough.
TENET 10 Players should be encouraged to explore the World
This doesn't mean that players are constantly seeking some never-before-seen point of interest, but it does mean that players get out and move. In other words, the world provides resources across its footprint, and you must seek those out. Most forms of progression should require you to get out and explore. This also does not necessitate baubles scattered around the landscape to find.
The tenets of impact
TENET 11 The player’s actions should be worn like a badge
You should be a product of your choices. Your reputation, gear, and skills should tell a story about where you have been and what you have accomplished. Your spoken languages can tell a story of what cities you have spent the most time in. As you spend time in different climates, you may develop a natural acclimation to those environments. Imagine you walk into town and one of the NPC gnomes recognizes the scent of the nearby crystal caverns you have been exploring. This is interesting because it relates to life; the player’s accomplishments should come with artifacts. This also means that auction houses should be limited, as they create an artificial divide between adventure and outcome.
TENET 12 Players should have something unique to offer
The ways that a player can help others in their progression should be relatively unique to that player. As much as possible, they should tell a story about adventures undertaken; e.g., a proc from an item dropped by a famous mob. Of course, classes and class-specific skills are one way to accomplish this, but the more ways the better. For example, if one form of progression is fishing, then fish should be useful to others in many ways. A cooking skill is obvious. More creatively, certain kinds of fish could be used as powerful but low-level weapons. A butcher could extract gills or eyes to, in turn, be used as reagents for spells.
TENET 13 There should be no end game
Even the name “end game” is problematic for several reasons. It suggests a hard limit to progression. It suggests a hard divide in the way the World is experienced once the player reaches this limit. It also suggests that the focus is no longer on the World, but on the game — which is to say, the core promise of the genre is lost. This doesn’t mean to eliminate raids or AA points. It just means that those things should be included in the game proper. This tenet also implies that progression should be relatively limitless. Skyrim is an interesting example of this. One way to accomplish this is to create exponential progress; for example, having each level take 10% more experience than the last. Granted, this is a much harder problem than the simple discussion here suggests.
TENET 14 The player should leave a mark on the World itself
Can a World be meaningful if there is no way to make an impact on it? Of course, their character is one such mark. It is easy to imagine statues erected in town, or NPCs chatting about the first character to hit max level. But there should be a means for all characters to leave some lasting impact. Given that players can already say whatever they want in chat, breaking immersion, a simple example is the ability to leave a journal. These could even be curated. Other possibilities include geocaching, naming items, plaques that can be erected in various places throughout the world. Player-owned housing is perhaps the most obvious.
TENET 15 Power, fame, and fortune must be possible
A world game should be able to provide all three of these drivers. As with reality, these should not be the only reason to play. Fame is largely supported by communication; fortune by economy and loot. Power can be found even outside the game, in the player’s mind, as they grow in skill and strategy.
TENET 16 The player should have a home
Can you have a world without a home? Some place in the world should feel like your own. Where even the NPCs tend to be supportive of you: merchants give discounts and trainers more assistance. This could simply be your birthplace, your hometown.
The tenets of socialization
TENET 17 There must be no explicit matchmaking
Players must find each other. In fact, a World game should ideally employ the opposite of matchmaking: some players should have barriers preventing that connection. This makes it all the more meaningful when these seemingly unlikely relationships form. There are many ways to accomplish this, including separating players by distance or climate or language. Allowing certain players to engage in PvP is another.
TENET 18 There should be risk in trusting others
Trust can only exist when that trust can be violated. Otherwise there is no trust — just a cold, lack of consequence. By allowing negative consequences through socialization, we enable trust, and so enable more meaningful relationships. For example, a player might grief the group, log out at the wrong time, or simply lack the skill to effectively play their character. They might steal your loot.
TENET 19 Players must be able to communicate with language
The purpose of having a World is to allow the player to tell their own story within it. And what story is worth telling that doesn’t involve real connection with others? Connection with others requires communication. And not just any form of communication, but with language. This communication should extend throughout the game, as much as possible. That is, it should be limited to the tavern, but should naturally extend out to the dungeon as well.
TENET 20 Players should be able to help each other organically
Those that have the means to help should find themselves naturally in proximity to those that might need it. For example, have high-level dungeon entrances in low-level areas. Have new characters start out near big cities.
TENET 21 Cooperation should generally benefit progression
For example, a blacksmith could gather all of her own materials or rely on other players. In some cases, a blacksmith might actually require an enchanter to lend a hand in creating the best equipment. This is not a difficult tenet to design towards; it is more a warning against designing forms of progression that specifically do not lend themselves to cooperation. In many MMOs, solo combat is so fast-paced and rewarding that there is little incentive to try to find a group.
The tenets of the World itself
TENET 22 The World should be persistent
Things can change, but not so frequently that it harms the connection the player has with the World. This is one reason why Minecraft may not work as a World game, and perhaps one reason why the focus on player-generated content in EverQuest Next did not lend itself well to a fun experience.
TENET 23 The World should be shared
There should be no instancing. If you need to come up with elaborate lore and mechanics to facilitate this, then so be it. For example, say all of the top tier raid bosses are spirits that can only be summoned by rare relics. And the spirits can only be hurt by those that share a clan sash with the one who summoned them. Obviously this is terribly contrived. But it demonstrates that it is possible to work backwards from the need of a shared world.
TENET 24 The World should be big
You should move slowly compared to the size of the world. It should always feel as though there is somewhere new to explore.
TENET 25 The World should be open
Big by itself is not enough. Theoretically, you could create a massive, linear world — imagine Ant Hill: The MMO. But that is not sufficient for a World game. Exploration is critical, and so the specific layout of the space is important. For another example, imagine Destiny but with hundreds of expansions. The game would be large by any standard, but it would not be a World.
TENET 26 The World should be alive
To some degree, the World should be the main character. Day and night cycles are a simple start. Other possibilities include transient events or even changes to the landscape over time. The World should be full of surprises, unpredictable. You should come across enemies not normally found in the local climate. You should discover loot normally reserved for much tougher mobs. Emergent gameplay can help here as well. The more mechanics and attributes that can be projected naturally to some underlying physics, the greater the chance for interesting and unique interactions. In the same breath, the World should have history. The best example of this is Hollow Knight, a game that tells the history of the World through visual storytelling, environments, enemy design, dialog, secrets, and journals.
TENET 27 The World should be consistent
The World should carry an underlying consistency through it. The World should feel congruent. Variety, also important, must be tempered.
TENET 28 The World should be varied
Different places within the World should have an identity of their own, through climate or culture or environment. Different environments should encourage different play styles and behavior, even downtime.
TENET 29 The World should have landmarks
The World should be defined by the interesting places within it. More than that, the World should have locations that pull players together. Breath of the Wild does an amazing job with this, whereas it is one of the weaknesses of The Witcher III. In EverQuest, the camps themselves often serve this role — think Treants — showing how landmarks can emerge from gameplay rather than, say, visual interest.
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Tuesday, 26 January 2021

Tuesday, 26 January 2021
Live Updates
First Post:
https://www.reddit.com/wallstreetbets/comments/kuwg1e/i_have_a_discount_trading_bot_which_gives_out/
Background:
Bot Overview:
It's showing an opportunity that you may have missed otherwise, so you can decide for yourself if you want to pursue the discount of a stock for potential profits. Backtesting has not been done, do not YOLO your life savings into whatever stated risking it all. Rather use this as a side tool.
Key:

At Close of Monday

Batch 1:
Maybe:

Batch 2: Company | Current Price | Average Price
Call:
Potential Call:

At Open of Tuesday

Batch 1:

Maybe:

Batch 2: Company | Current Price | Average Price
Call:
Potential Call:

Batch 3:

Donation Link:
I have created a donation link (as many of you guys requested that I do) just as an addition to help support and motivate me to continue.
www.paypal.me/WallStreetTrader
Update:
Will update close it in an hour of this post.
Suggest tickers, I will add them to the database.
Adding batches
Close Batch 2 Added 10:03 pm Monday, 25 January 2021 (GMT-5) Time in New York, NY, USA
Close Batch 1 Added 8:26 am Tuesday, 26 January 2021 (GMT-5) Time in New York, NY, USA
Open Batch 2 Added 9:59 am Tuesday, 26 January 2021 (GMT-5) Time in New York, NY, USA
Open Batch 1 Added 10:06 am Tuesday, 26 January 2021 (GMT-5) Time in New York, NY, USA
More tickers added.
submitted by DumplingGoddessTe to WallStreetTrader [link] [comments]

Early 1970s California Vehicle Sabotage and Hitchhiker killings. Additional Zodiac information and San Francisco '73 slayer. Unsolved Murders.

Is it possible the Santa Rosa slasher is connected to numerous other vehicle related killings across California. From the late 60s to early 70s young women were killed in the California Bay Area, Valley, and Los Angeles areas. These murders all featured either a act of sabotage or an abduction after car trouble. This trend then stops. In 1972 Girls hitchhiking in California's Santa Rosa area were viciously murdered. In 1973 killings of teenage and college aged San Francisco girls took place in the span of 47 days. Could the Zodiac killings of the late 1960s and early 1970s have taught killers to not leave a pattern. Changing location and technique allowed for the killer to go uncaptured. Thoughts if these could be connected ? (Links Below)
Theories on the Santa Rosa Slasher ? Theories on the San Francisco killings ? Theories on the Zodiac and did the Zodiac ever travel into Oregon or Nevada ?
List of murders Below:
The Santa Rosa Hitchhiker Killer Summary: A series of at least seven murders in the North Bay, California area, the Santa Rosa Hitchhiker Murders occurred between 1972 and 1973. The female victims of these murders were all found nude in rural areas near steep embankments, or in creek beds along a roadside. Originally, it was thought that there were only seven victims in the case, who ranged in ages from 12 to approximately 23 years old. However, the FBI released a report in 1975 claiming that there were a series of fourteen connected homicides, which included the original seven Santa Rosa Hitchhiker murders. The cause of death for victims was typically asphyxiation due to being strangled with a cord of some nature. Many possible murder suspects were proposed, ranging from The Zodiac Killer to Ted Bundy, but no one was ever prosecuted, and the case has gone cold in Sonoma County.
Zodiac Killer Summary: https://www.biography.com/crime-figure/zodiac-killer Theories are vast. Highly unlikely but seems to fit a pattern of changing serial killer techniques. These change as others begin. None were captured. Did the Zodiac ever travel to Oregon ?
The San Francisco Murders of ‘73 Summary:The body of Rosa Vasquez (20) was discovered close to the Arguello boulevard entrance of the Golden Gate Park on May 29th 1973. She had been strangled and thrown from the nearby road. Twelve days later, a pregnant Yvonne Quilantang (15), from Delta Street was found strangled in a Bayview district vacant lot on June 12th 1973. She had been out to buy groceries. Nancy Patricia Gidley (24) was last seen alive on Thursday July 12th 1973 leaving the Rodeway Inn at 895 Geary Street, San Francisco. Her body was found on Sunday 15th July 1973, nude and strangled in the grounds of George Washington High School in the Richmond area, although it was believed she was murdered elsewhere. Finally, Angela Thomas (16), a resident of Belton, Texas, had traveled to San Francisco for a brief stay. After a day out in Hayward she visited friends in the Presidio district- but neither of her friends were at home and she was last seen walking away at 9.00 pm on Sunday July 1st 1973. She was found naked and smothered the following day in the grounds of Benjamin Franklin Junior High School.
Almost three years earlier Donna Ann Lass disappeared from the Sahara Tahoe Hotel on September 6th 1970 after finishing her shift as a nurse. A few months earlier in June she had moved to South Lake Tahoe, from San Francisco, where she had previously been employed as a nurse at the Letterman General Hospital in the Presidio, near the Paul Stine murder scene. Curiously Rosa Vasquez was also employed at the Letterman General Hospital as a keypunch operator.There is no evidence to suggest that any of these four victims were Zodiac crimes, although there is reason enough, to consider these four murders may have been committed by a single perpetrator, due to numerous similarities, within such a short time frame.
Some researchers believe that Lawrence Kane and the Zodiac Killer may be one and the same, trailing Donna Lass from San Francisco to South Lake Tahoe, having lived at 217 Eddy Street, close to Mason and Geary Streets in San Francisco at the time of the Paul Stine murder. Latterly, working near Donna Lass at the Sahara Tahoe Hotel, according to former law enforcement officer Harvey Hines. Is it possible he returned in 1973?. Two possible murders- that of Donna Lass and Rosa Vasquez from the same hospital, inside of three years seems unusual, albeit probably coincidental. Whoever the Zodiac Killer is, may never be known- but did he continue his reign of terror beyond the murder of Paul Stine on October 11th 1969?
Bonus Nevada, Oregon, and Montana story
Cheri Jo Bates Vehicle: Sabotaged (Ignition Coil Disabled) The murder of Cheri Jo Bates is an unsolved murder that occurred in Riverside, California on October 30, 1966. Bates, an 18-year-old college freshman, was stabbed and slashed to death on the grounds of Riverside City College.
In November, 1967, Multiple Van Nuys area women were approached by a man following them and flashing their lights. similar to the
In the Fall of 1968, on Telegraph Avenue in Berkeley, two young women were walking when a man pulled alongside them and asked if they needed a ride. Cheri Jo Bates similar SABOTAGE Survived
David Arthur Faraday, 17, and Betty Lou Jensen, 16: shot and killed on December 20, 1968, on Lake Herman Road, within the city limits of Benicia. (Zodiac Killing)
Rose Tashman Vehicle: Tire went flat On May 18th 1969, Rose Tashman (aged 19) was driving from a friend’s home in Van Nuys to her home in Hollywood when she had gotten a flat tire near the Highway Avenue off ramp within the greater Los Angeles, California area.
Michael Renault Mageau, 19, and Darlene Elizabeth Ferrin, 22: shot on July 4, 1969, in the parking lot of Blue Rock Springs Park in Vallejo. While Mageau survived the attack, Ferrin was pronounced dead on arrival at Kaiser Foundation Hospital. (Zodiac Killing)
Bryan Calvin Hartnell, 20, and Cecelia Ann Shepard, 22: stabbed on September 27, 1969, at Lake Berryessa in Napa County. Hartnell survived eight stab wounds to the back, but Shepard died as a result of her injuries on September 29, 1969. (Zodiac Killing)
Paul Lee Stine, 29: shot and killed on October 11, 1969, in the Presidio Heights neighborhood in San Francisco. (Zodiac Killing)
Cindy Lee Mellin Vehicle: Tire was flat in parking lot. Not flat when parked Cindy was abducted on January 20, 1970.After work that evening. Cindy walked to her car in the parking lot, apparently to find she had a flat tire. Cindy’s father admitted that his daughter would not have been able to tend to a flat tire, so a theory that an unidentified man approached Cindy under the guise of helping her makes sense. Ventura, California
Joy Hungerford Vehicle: Headlights Went Out January, 1970 Redwood City
Kathleen Johns Vehicle: Signalled with lights to pull over, then sabotaged. On March 20, 1970, a man driving behind her started flashing his headlights. Johns pulled over for the man. He walked up to her car and said that her rear wheel was loose and wobbling and that he’d tighten it for her. Modesto, California area. (Survived)
Donna Lass (Nevada) Vehicle: Found Untouched A Stateline casino nurse, Donna Lass, 25, disappeared after work on September 6, 1970. Her car was found parked at her apartment with no signs of a struggle. She may have been a victim of the infamous Zodiac Killer, a serial killer who claimed 37 murder victims (seven of whom who were confirmed by investigators) during the 1960s and 1970s.
Vicki Miner Abduction method: Unclear On November 14, 1970 Vicki Miner’s badly decomposed body was found in a vacant field near Malvern Avenue and Dale Street. Police determined that she had been bludgeoned to death. A student at Buena Park High School, Miner was last seen alive as she left for school at about 9:30 on the morning of Oct. 30. Her parents reported her missing later that day when she didn’t show up at school.
Robin Graham Vehicle: Ran out of Gas On November 15, 1970 Robin Ann Graham, an 18 year old college student, ran out of gas on a Los Angeles area freeway near the Santa Monica off ramp.
Maureen Louise Sterling and Yvonne Lisa Weber Abduction method: Hitchhiking On February 4, 1972 both 12-year-old Herbert Slater Middle School students disappeared around 9 pm. after visiting the Redwood Empire Ice Arena. They were last seen hitchhiking on Guerneville Road, northwest of Santa Rosa.
Kim Wendy Allen Abduction method: Hitchhiking On March 4, 1972 Kim Wendy Allen, 19, was given a ride by two men on March 4, 1972 from her job at Larkspur Natural Foods to San Rafael. They last saw her at approximately 5:20 pm hitchhiking to school near the Bell Avenue entrance to Highway 101, northbound, carrying a large wooden soy barrel with red Chinese characters on it. Her body was found the following day down an embankment in a creek bed 20 feet off Enterprise Road in Santa Rosa.
Ernestine Terello Vehicle: Tire was punctured On April 20, 1972, a woman named Ernestine Terello pulled over for a flat tire near the Ventura freeway in Agoura.
Lori Lee Kursa, Abduction method: Hitch-hiking On November 11, 1972 after disappearing while they shopped at a U-Save and was last seen on November 20 or 21 in Santa Rosa while visiting friends, having deliberately run away She was a frequent hitchhiker and habitual runaway. The 13 year old girls' frozen remains were located on December 14, 1972, in a ravine approximately 50 feet off Calistoga Road, northeast of Rincon Valley in Santa Rosa.
Rosa Vasquez Abduction Method: Unclear On May 29th 1973, the body of Rosa Vasquez, 20, was found strangled near the Arguello Boulevard entrance at Golden Gate Park in San Francisco. The victim had been thrown seven feet off the roadway into some shrubs.
Yvonne Quilantang Abduction Method: Unclear Quilantang aged 15, from Delta Street was found strangled in a Bayview district vacant lot on June 12th 1973. She had been out to buy groceries.
Angela Thomas Abduction Method: Unclear Angela, 16, was found July 2, 1973, smothered on the playground of Benjamin Franklin Junior High School in Daly City. She had last been seen the previous evening at the Presidio of San Francisco.
Nancy Patricia Gidley Abduction Method: Unclear Nancy was a 24-year-old radiographer. She was found strangled behind the George Washington High School gymnasium on 15 July 1973. She was last seen at a Rodeway Inn motel on July 12, 1973.
Carolyn Nadine Davis Abduction method: Hitchhiking Carolyn, 14, ran away from her home outside Anderson in Shasta County on 6 February 1973, but disappeared 15 July 1973 after being dropped off by her grandmother at the Garberville Post Office. She was last seen hitchhiking that afternoon near the Highway 101 ramp in Garberville. Her body was discovered on 31 July 1973 about three feet from where the remains of Sterling and Weber had been recovered seven months earlier. Carolyn died of strychnine poisoning 10–14 days before her body was discovered. It could not be determined if she had been raped.
Nancy Feusi Abduction Method: Unclear Nancy, 22, disappeared after going dancing at a club in the Sacramento area on July 22, 1973. A fisherman discovered the body in a remote area off Pleasant Grove Road. The woman was clad only in a miniskirt and bikini-type briefs. A blouse was found nearby.
Laura A. O'Dell Abduction method: Unclear Laura, 21, was found in bushes behind the boathouse at Stow Lake in Golden Gate Park, San Francisco. She was last seen on 4 November 1973, three days before her body was discovered.
Theresa Walsh Abduction method: Hitch-hiking On December 22, 1973 Theresa Diane Smith Walsh, 23, was last seen on December 22, 1973, at Zuma Beach in Malibu, intent on hitchhiking to Garberville and joining her family for Christmas. Her partially submerged body was found six days later by kayakers in Mark West Creek. She had been hogtied with clothesline rope, sexually assaulted, strangled and had been dead approximately one week when her body was discovered.
Brenda Kaye Merchant Abduction method: Unclear Brenda, 19, was found stabbed to death at her home February 1, 1974, in Marysville. The killer left a bloody fingerprint on the screen door when he fled.
Donna M. Braun Abduction method: Unclear On September 29, 1974, the strangled body of, 14, was found in the Salinas River near Monterey.
Mona Jean Gallegos Vehicle: Ran out of gas On June 19,1975, Mona Jean Gallegos, a 19 year old Covina girl, was returning home from a friend’s house in Alhambra at about 1am when she ran out of gas near Santa Anita Avenue on the San Bernardino Freeway.
Eileen Hynson Abduction method: Unclear Eileen Francis Hynson’s disappearance on June 1, 1976, from Napa, California. Hynson left the residence she shared with her father and brother to attend a wedding in Solano County. She never arrived and her suitcase was left at home.
Unidentified Remains On July 2, 1979, the skeletal remains of a young white female were found in a ravine off Calistoga Road approximately 100 yards from where the body of Lori Lee Kursa had been recovered seven years earlier. One expert consulted by authorities determined that the victim was likely killed between 1972 and 1974 and was about 19 years old.The victim had been hogtied and her arm fractured around the time of her murder.
Larry Peyton and Beverly Allan (Oregon) On the evening of November 26, 1960, Larry Ralph Peyton and his girlfriend, Beverly Ann Allan disappeared after having made plans to shop at the Lloyd Center in Portland, Oregon, United States. The following day, November 27, Peyton's Ford coupe was found in Forest Park, with his mutilated body inside. Allan was missing from the scene, though her purse and coat were still inside the car. A widespread manhunt ensued over the following two months. In January 1961, a highway crew 30 miles outside Portland discovered Allan's partially-nude body in a ravine, and it was determined she had been raped and strangled to death.
Lloyd Duane Bogle and Patti Kalitzke (Montana) On Jan. 3, 1956, three young boys walking west of Great Falls, in an area now known as Wadsworth Park, discovered the body of 18-year-old airman Lloyd Duane Bogle lying next to a car. Bogle's hands were tied behind his back using his own belt, and he'd been shot through the head. The car's ignition switch was still engaged, and its headlights were still on. The body of Bogle's 16-year-old girlfriend, Patti Kalitzke, was found the next day northwest of the city. Like Bogle, Kalitzke was shot through the head. She showed no signs of sexual assault.
More Information: http://www.santarosahitchhikermurders.com/suspects.php
https://www.sfweekly.com/news/yesterdays-crimes-the-santa-rosa-hitchhiker-murders/
https://zodiackillersite.com/viewtopic.php?f=34&t=86http://truecrimeguy.com/californias-good-samaritan-ruse/
https://en.wikipedia.org/wiki/Murders_of_Larry_Peyton_and_Beverly_Allan
https://www.zodiacciphers.com/zodiac-news/the-san-francisco-1973-murders
Boston Hitchhiker Killers: (unrelated but interesting to read) https://www.thecrimson.com/article/1973/2/14/the-hitchhike-murders-pbbebllen-reichb-was/
submitted by FogHawk99 to UnsolvedMurders [link] [comments]

Drowning In Pheromones On A Greyhound Bus

Ramtidings, dear friends! It is I, your dutiful lord and master, the eternal GM. My sabbatical proved most fruitful, having figured out some depth mechanics for 3 dimensional combat in my pet project, Blood & Thunder, a maritime piracy RPG that has been both a joy and a nerve-wracking nightmare to create. If you want to see what's going on with that, you can swing by patreon.com/BlackFlagPrintingPress to take a look or support my endeavors. But I digress, because I did not come here today to talk about Blood & Thunder, no. I came here with something else in mind, good friends, for while I have been writing my bread and butter, you have gone without your beard and butter, and this is unacceptable! And so, I have trawled the depths of my memory to bring you yet another TAAAAAALE FROM THE TABLETOP, lovingly subtitled A Prologue Into Poverty.
Life is not an easy thing. There was a time when life was very difficult for me. I had far less than most, and I went without frequently, my entire life loaded into a backpack of bare necessities. Joys were few and times were hard, but I made the best of it. I traveled the countryside, mostly alone, making friends where I could amongst the other forgotten souls who haunt the streets of the United States. I met a good number of people, many of them listless drifters in their own right, who became fast friends. We would hang out for a time, but like all drifters, we would eventually part ways, called to different places to do different things. I had just come from North Carolina. I had been in Asheville, playing bluegrass to make money with friends who eventually proved dishonest, and so I parted ways with them. While in Asheville, I had met a girl, also on the road like myself, and I developed a massive crush on her. Fortune would have it that our time together was short lived, as she disappeared on a freighter down the train tracks, and I layed curled up in a bush sick as a dog for the next 3 days.
You can't get a ride from a freighter with 8 people without getting pulled off by johnny law. Our group had fractured, and myself and one other soul continued on our own, until we parted ways in Atlanta. Now, on my own, clueless and green, I wandered aimlessly, until a friend of mine at the time reached out to me by way of the internet. He had work for me, back in California, if I could just make it there. What's 3000 miles? I've got this. I walked out of Atlanta, hitched a series of rides to Arkansas, and then caught a freighter myself, all the way back to the west coast while UP did the driving. I laid on the back of that train for 3 days until I finally ran out of water and decided to get off. I was in Los Angeles. After a bit of panhandling, I got a bus into the central valley, and my friend came and scooped me up. I worked on my friends farm for a bit, building green houses and stacking money until the time came for me to once again depart. During that time, my crush from North Carolina had found me on Facebook. We got to talking.
She told me she had gone back home to Wisconsin and was working in some greasy spoon trying to save up money to afford a bus. She'd been back for awhile now, but wasn't making any headway. Her vices were getting the best of her, and she couldn't seem to get ahead. I told her she needed to knock that shit off and clean up her act. After a long enough time talking, however, things started to get flirty and dirty.
I wanted to see her, and it's actually amazing what a guy will do for love. You're how far away? Piece of cake. Hold my beer. With the work season coming to a close, I took my pay and my leave of my old friend, and he dropped me off in Modesto at the Greyhound. On the way out, he loaded me up with gifts for my travels - a new backpack, socks, a sleeping bag, some snacks for the ride... and naturally, he gave me a gift that I always treasure. He gave me a set of RPG dice. I gave my boy a hug, wished him well in his endeavors, and promised I'd be back in the fall to help him with the harvest and gathering firewood. So I went on my merry way.
I absolutely despise Greyhounds. Have you ever been on one? It's miserable. There's no room to stretch out unless you sit in the back, right by the toilet. Some asshole is always blaring garbage mumble rap on his phone all day long. It doesn't matter who you are - at the end of the trip you exude the pungent aroma of a neckbeard. This didn't bother me too much - personal hygiene suffers when you have no way to bathe regularly, so I was used to being dirty, and my friends from the road were usually very dirty people in their own right at the time, so I could handle a certain degree of grossness... within limits. I did shower at my friend's farm before I boarded that bus, though, and was feeling rather spiffy - clean body, clean clothes. Life was good and I was on my way to see my woman.
I did my best to zone out. I tried to sleep as much as I could and ignore the general atmosphere of the bus, but that was no longer an option after a layover in Las Vegas. We boarded the bus once more after an almost 24 hour delay on our schedules, and finally got moving again. I sat in the back near the toilet, as I was no stranger to this game and wanted that bench seat, and foul smells at the time didn't bother me much... or so I thought. With the bus filling up and the seats reducing to slim pickings, it dawned on me that my coveted back seat bench was going to get shared. Then, I saw him... the Busbeard.
I'm usually a pretty nice person, but I did not want my coveted backseat benchseat getting taken up, let alone by this massive lardass that now lumbered towards me. I did everything in my power to seem as big and hostile as I could. This was all in vain, however, as some people cannot read social cues. I stared at him, dripping hostility, mentally repeating sit somewhere else like it was a Zen mantra. However, nobody wanted him to sit by them either, and so, he made his way, closer and closer, as he asked people if seats were taken until he got to me at the back. He shifted to sit into the seat, angling his ass in the general direction of my face. The smell of soggy feces-laden underwear wafted up as he slid his bulk onto the bench.
Did I mention that personal hygiene suffers on a greyhound bus ride, especially when you've been riding for days? I've taken my fair share of Greyhounds, and it's unlikely that this new arrival had been riding for awhile. He was eastbound, like the rest of us, and we were in Las Vegas. His point of origin was... not very far east. I had only been on the bus for approximately a day so far, minus the extended layover time of course, so I was getting a ittle sweaty myself, but this guy smelled as if he not only lived on this bus, but was born in the blue poop goop of the latrine. It was a question worthy of debate as to whether this man had actually employed the use of a speed stick in his life. His patchy jowels jiggled at me as he said, hi.
I responded with a gruff and monotone hello, and then turned my attentions to the window, watching the bus depot workers loading up suitcases beneath. My fate was sealed. This man was to be my travel companion all the way to Denver. I decided then that maybe it would be best to ignore him. I plugged in my phone, booted up an emulator I had downloaded, and started to play some Pokemon to whittle away the hours. It didn't take long, however, before I could feel his olfactory looming become physical looming as he examined the screen upon which I played from over my shoulder.
Busbeard: Pokemon? I fucking love Pokemon! I didn't know you could play it on a phone. How are you doing that?
His heavy respirations were like an infusion of green spearmint and halitosis.
GM: Emulators.
I went back to my game, trying to angle myself away from him in such a way that he couldn't lean over my shoulder and watch me as I trained my team, but I was effectively sandwiched between him and the wall, forced to sit straight as he leaned over and watched me play. I debated then, what I ought to do. Playing Pokemon would make the time fly, but I would be crushed between the window and a sweaty fat man. Not playing Pokemon would save me the physical agony of being squished, but I would be painfully bored for seemingly endless miles, and he may use it as an opportunity to interact further. A decision needed to be made.
I shut the emulator off and put away my phone, turning my attention back out the window as the bus pulled out of the Las Vegas terminal and began down the freeway. It was not long after we had pulled out of the station, however, when that wheezing, rasping voice chirped up again.
Busbeard: So where are you going?
I ignored him, focusing on the casinos towering in the distance of the skyline, pretending as if I hadn't heard the question, or as if it weren't addressed at me. With insistance, he repeated his question at my turned back again, searching for a response within my stony exterior. I mumbled, the Midwest, and he questioningly grunted, and asked me to repeat myself. I guess we're doing this.
GM: I'm going to the Midwest.
Busbeard: Where in the Midwest?
GM: Wisconsin.
Busbeard: I've never been to Wisconsin before, but I know they got really good cheese! Hyuk hyuk... Is that why you're going there?
Judging by his smell, he must have been an excessively avid connosieur of fine Wisconsinite cheese. However, cheese was the last thing on my mind at the time.I was enamored with my lady love.
GM: I'm going to see an old friend.
Busbeard: Oh, that's cool... who is it?
The odds of this man knowing the person who I was on my way to visit were astronomically low. Your odds of getting struck by lightning, winning the lottery, and becoming president in the same day were probably higher than this cretin knowing the one specific person whom I was going to go visit in some backwater Wisconsin town. Still, I humored him, and in the same flat voice, answered his question, and told him I was on my way to see my sweetheart.
This caught Busbeard's attention. For a grown man in his mid 30s, he let out a loud "oooooooo" like a middle schooler would when he finds out his friend has a crush. I contemplated execution methods and the subjective severity of their barbarism as he excitedly asked me where she was from.
GM: Wisconsin.
Busbeard: Yeah... but, where in Wiconsin?
GM: Fuck off, dude. I'm not going to tell you the town where she lives.
Busbeard: Heh! I'd be terrified of telling a superior male like me where my girlfriend lives, too. A little kid like you wouldn't stand a chance next to a man like me. Her panties would hit the floor from one whiff of my pheromones. It happens all the time, bro, I swear. I could have any woman on this bus. They just can't resist me. They can sense my manhood, I know it.
I shouldn't stir the pot. All common sense tells me that I should just stop myself while I'm ahead, but sometimes... sometimes I just can't help myself. I've always been a pretty reserved and self-contained person for the most part, and I just want to be left alone 90% of the time to do my thing. Apparently, that's a lot to ask, because every now and then, somebody comes and invades my personal space with their protruding belly, bad breath, and self-aggrandizement, and then I find it really hard to resist my inclination to fuck with them. I know, I know, it's wrong of me to do that, but I'm human, damnit, and something good was cooking in the kitchen. What's the harm in dipping a spoon into this self-important concoction of body odor and bravado?
GM: Any woman, huh? Tell ya what, Busbeard, I just got paid, and you seem really confident in the power of your, ahhhhh, pheromones, so... how about a wager.
I laid out the terms of my devil's bargain. With a wager of 100 dollars, I would pick a lady on the bus at the next break. Busbeard would then have to seduce her. He MUST "present" his pheromones to her, naturally. If he recovered her phone number, or anything in excess thereof, like a kiss or a consensual toilet stall consummation, it would suffice to meet my criteria and loose my grasp from the freshly printed Franklin in my wallet. He agreed enthusiastically to my terms, insisting I was going to loose and he was going to get his dick sucked in a Greyhound portajohn "blumpkin style".
We rode along in silence for the next hour or so. The sun was high in the sky when we made our next stop at some gas station in Utah, and everyone filed off the bus to stretch their legs and get their snacks. I wandered around, huffing down my smoke, chatting it up with people and making friends, seeing just who they were, asking them questions - where they were going, who they were going there with. I got to talking with one guy and his girlfriend.
The guy, who we will call Sarge, was built like a brick shithouse and was a former infantry man who served 2 tours of duty in the middle east. He was traveling with his wife, a young and pretty little thing who we will call Alexandra. They were on their way back to the east coast to stay with family. Alexandra's mom was getting old and had asked them to move in to help take care of her. They were on their way out there to steward her aging mother's estate. I remarked that that was awfully kind of them, and sincerely wished them the best on taking care of Alexandra's aging mom. I told them a little bit about myself, as well... that I was effectively living on the road, playing life by ear, and on the way to see a loved one of mine for a bit before the wind blew me somewhere else.
Eventually, the bus driver gave everyone a 5 minute warning before departure, and we all filed on board. I moved back to my seat and waited for Busbeard to arrive. He came back, cradling piles of gas station sandwiches, bags of chips, and a couple of sodas in his massive paws. He sat down beside me with a loud "oof" and offered me a drink, saying that it's the least he could do before he took my money. I took that beverage. It was both cold and delicious.
GM: Well, Busbeard, I've done my rounds, and I've come to a decision.
Busbeard: Who is it? She better be hot. I swear to God, if you make me waste my time on some dried up roastie, I'm gonna be so fucking pissed at you dude.
GM: Why would I do that dude? Naturally, I only want the best for you. No, she's very pretty. You see that girl over there, in the aisle seat? That's the one. Make your move whenever you're ready.
I pointed out Alexandra to him. I already knew this was going to end very poorly. There was no way in Hell that Alexandra would express any interest in this disgusting lardass whatsoever when she had a stable and solid man like Sarge, and Sarge wasn't about to take guff from anyone. Add on to it that Sarge was easily the size of, if not bigger than, the prodigious Busbeard himself. Sarge was also trained to kill and hardened by years of combat in the graveyard of empires. I can fight - I've fought a lot - and I would not want to square up against him under any circumstances. Busbeard was going to get the snot beat out of him and pay me 100 dollars for that privilege.
The bus took off and I listened to the disgusting sounds of Busbeard inhaling the equivalent of 5 pounds of gas station food. I was only halfway through my soda, when Busbeard emitted a satisfied belch that rumbled the seats, and the feeding frenzy had ended in an effervesence of curdling bile and preservatives just as fast as it had begun. He then started to pump himself up for the task at hand. He started to sweat with excitement and latent cardiac arrest as he prepared his pheromonal aura about himself, and then with a gruff, alright, let's do this, he stood up from his seat and waddled down the aisle, his greasy belly bumping into everybody who had chosen an aisle seat.
He approached Alexandra. They were near the front end of the bus, and so I couldn't hear a word that they were saying. I watched Busbeard as he extended an arm and held on to the overhead luggage rack, exposing the damp miasma of corn-syrup infused armpit sweat to his unsuspecting victim. His pheromones were beginning to work their magic over the unsuspecting Alexandra who would soon be enraptured by its juicy spell. I waited, leaning forward intently, when a loud shout broke the silence.
Sarge: BACK THE FUCK UP.
Alexandra started to shout, too, yelling "get the fuck away from me!"
The driver turned back and yelled for everyone to sit down and shut the hell up or he would pull the bus over.
Sarge: Please do! I'm gonna beat this fucking lardass into the pavement! Saying shit like that to my wife? Who the fuck do you think you are?
The bus driver repeated his warning, and Busbeard began to shout his protests, insisting upon his innocence.
Busbeard: B-but, I was put up to it! It was that guy, in the back seat! He said---
He pointed back at me. I yelled back, I don't fucking know that guy.
The bus driver meant his threat, and pulled the bus over. We were on a long and empty stretch on the I-15 somewhere in rural Utah. The last town I had seen was about 20 miles back. It was late spring, and it was getting hot outside that afternoon. The bus driver got out of his seat, walked up to Busbeard, and told him to get the Hell off of his bus. Busbeard kept protesting, when Sarge moved past his wife, and started forcing Busbeard towards the front door.
I've heard the threat of getting kicked off maybe a thousand times on a Greyhound, but I had never seen it play out before. Busbeard was thrown off the bus. Sarge did not join him outside and pummel him into the asphalt, regrettably, as I would have loved to have watched it. Busbeard kept pleading with the bus driver as the driver shut the door on him, sealing him out on the shoulder of a lonely stretch of highway. I breathed a sigh of relief, and stretched out my legs. It was another 15 miles before we saw signs of civilization. A part of me felt bad for Busbeard, but the other part of me said, "if I can walk 20 miles in a day with 60 lbs of shit on my back, he can do an unencumbered 15 and be fine."
The ride continued on in sweet, reclined silence for me until we reached Denver, werein there was another changeover, and this bus was much, much more desolate. The rest of the Greyhound voyage passed without incident, and I spent my time flirting with my lady love and training some Pokemons. At long last, I finally arrived in Wisconsin. She came to pick me up at the bus station, and when we approached each other, we made out like long lost lovers for a good 5 minutes before we finally caught our breath enough to say hello. I got in her car, and spent maybe a week or so with her, before it was time to take my leave. I couldn't live there forever, and so, as fast as I had drifted into her life, once again, it was time for me to disappear. We said goodbye, and she dropped me off at a lonely interstate overpass on the edge of town. I put my thumb out to catch a ride to Anywhere But Here USA.
I planned my next move, and I figured that there were some friends of hers and mine that lived not too far away in the Dakotas, and maybe I would pay them a visit next. I was in the neighborhood, and figured that I might as well say hello. I reached out to them online, and then made my way west again. They were excited for me to come see them. It was only a day into the voyage when I received a message from Janet. It said, "wait for me, I'm catching up." She had packed her backpack again, and was coming after me, hot on my tail. I told her we could meet up at our mutual friend's house.
I dialed ahead to our friends, who we shall call Sarah and Queenie. Sarah used to travel together with Janet for many months before she stabilized, and then settled down. Queenie was one of my friends from North Carolina. He was a loveable chucklefuck of a drifter, missing a few teeth, wore a skirt, and spoke in the most haggard voice you could imagine. Still... he insisted on being called Queenie. He had settled down with Sarah after they hooked up, and they were living at Sarah's house. He was on thin ice there, however, and she was threatening to kick him out.
I arrived at Sarah's and Queenie's, and spent the next few days waiting for Janet to come up on my heels. During that time, Queenie and I played a lot of Magic (he had just gotten into it), and I remembered the dice that my friend in California had given me that were laying unusued in my backpack. I asked him if he had ever played tabletop RPG's before, to which he answered no. I told him that, maybe next time I see him and I'm in a better spot, we could run a game. Eventually Janet caught up, and we prepared to leave Sarah's for good towards our own new horizons. Queenie, however, had finally broken through the thin ice upon which he skated, and was getting thrown out. On the day of our departure, we asked him if he wanted to join us in our travels so he wouldn't have to go it alone.
Thus we began from Sarah's house out into the unknown once again, a cheerful trio, and true to my word, I began to teach not only Queenie, but Janet as well, the joys of tabletop RPGs.
As I'm sure you can surmise, dear friends, that this is not the end of our story, but only the beginning of another chapter. Is Busbeard still alive? What does the future hold for Ramtide's love life? How do a gaggle of vagabond drifters play tabetop games without a table? Some of these questions will be answered, my dear friends, in our next installment of TAAAAAALES FROM THE TABLETOP.
A shoutout to my lovely patrons, Tatoferret and Sillibits. You guys are wonderful. Thank you for believing in the dream.
submitted by Ramtide to talesofneckbeards [link] [comments]

Early 1970s California Vehicle Sabotage and Hitchhiker killings. Santa Rosa Slasher, Zodiac , San Francisco '73 killer. Unsolved murders. Connections ?

Is it possible the Santa Rosa slasher is connected to numerous other vehicle related killings across California. From the late 60s to early 70s young women were killed in the California Bay Area, Valley, and Los Angeles areas. These murders all featured either a act of sabotage or an abduction after car trouble. This trend then stops. In 1972 Girls hitchhiking in California's Santa Rosa area were viciously murdered. In 1973 killings of teenage and college aged San Francisco girls took place in the span of 47 days. Could the Zodiac killings of the late 1960s and early 1970s have taught killers to not leave a pattern. Changing location and technique allowed for the killer to go uncaptured. Thoughts if these could be connected ? (Links Below)
*reuploaded with new information
Theories on the Santa Rosa Slasher ?
Theories on the San Francisco killings ?
Theories on the Zodiac and did the Zodiac ever travel into Oregon or Nevada ?
List of murders Below:
The Santa Rosa Hitchhiker Killer
Summary: A series of at least seven murders in the North Bay, California area, the Santa Rosa Hitchhiker Murders occurred between 1972 and 1973. The female victims of these murders were all found nude in rural areas near steep embankments, or in creek beds along a roadside. Originally, it was thought that there were only seven victims in the case, who ranged in ages from 12 to approximately 23 years old. However, the FBI released a report in 1975 claiming that there were a series of fourteen connected homicides, which included the original seven Santa Rosa Hitchhiker murders. The cause of death for victims was typically asphyxiation due to being strangled with a cord of some nature. Many possible murder suspects were proposed, ranging from The Zodiac Killer to Ted Bundy, but no one was ever prosecuted, and the case has gone cold in Sonoma County.
Zodiac Killer:
Summary: https://www.biography.com/crime-figure/zodiac-killer
Theories are vast. Highly unlikely but seems to fit a pattern of changing serial killer techniques. These change as others begin. None were captured. Did the Zodiac ever travel to Oregon ?
The San Francisco Murders of ‘73
Summary: The body of Rosa Vasquez (20) was discovered close to the Arguello boulevard entrance of the Golden Gate Park on May 29th 1973. She had been strangled and thrown from the nearby road. Twelve days later, a pregnant Yvonne Quilantang (15), from Delta Street was found strangled in a Bayview district vacant lot on June 12th 1973. She had been out to buy groceries. Nancy Patricia Gidley (24) was last seen alive on Thursday July 12th 1973 leaving the Rode-way Inn at 895 Geary Street, San Francisco. Her body was found on Sunday 15th July 1973, nude and strangled in the grounds of George Washington High School in the Richmond area, although it was believed she was murdered elsewhere. Finally, Angela Thomas (16), a resident of Belton, Texas, had traveled to San Francisco for a brief stay. After a day out in Hayward she visited friends in the Presidio district- but neither of her friends were at home and she was last seen walking away at 9.00 pm on Sunday July 1st 1973. She was found naked and smothered the following day in the grounds of Benjamin Franklin Junior High School.
Almost three years earlier Donna Ann Lass disappeared from the Sahara Tahoe Hotel on September 6th 1970 after finishing her shift as a nurse. A few months earlier in June she had moved to South Lake Tahoe, from San Francisco, where she had previously been employed as a nurse at the Letterman General Hospital in the Presidio, near the Paul Stine murder scene. Curiously Rosa Vasquez was also employed at the Letterman General Hospital as a keypunch operator. There is no evidence to suggest that any of these four victims were Zodiac crimes, although there is reason enough, to consider these four murders may have been committed by a single perpetrator, due to numerous similarities, within such a short time frame.
Some researchers believe that Lawrence Kane and the Zodiac Killer may be one and the same, trailing Donna Lass from San Francisco to South Lake Tahoe, having lived at 217 Eddy Street, close to Mason and Geary Streets in San Francisco at the time of the Paul Stine murder. Latterly, working near Donna Lass at the Sahara Tahoe Hotel, according to former law enforcement officer Harvey Hines. Is it possible he returned in 1973?. Two possible murders- that of Donna Lass and Rosa Vasquez from the same hospital, inside of three years seems unusual, albeit probably coincidental. Whoever the Zodiac Killer is, may never be known- but did he continue his reign of terror beyond the murder of Paul Stine on October 11th 1969?
Bonus Nevada, Oregon, and Montana story
Cheri Jo Bates
Vehicle: Sabotaged (Ignition Coil Disabled)
The murder of Cheri Jo Bates is an unsolved murder that occurred in Riverside, California on October 30, 1966. Bates, an 18-year-old college freshman, was stabbed and slashed to death on the grounds of Riverside City College.
In November, 1967, Multiple Van Nuys area women were approached by a man following them and flashing their lights. similar to the
In the Fall of 1968, on Telegraph Avenue in Berkeley, two young women were walking when a man pulled alongside them and asked if they needed a ride. Cheri Jo Bates similar SABOTAGE Survived
David Arthur Faraday, 17, and Betty Lou Jensen, 16: shot and killed on December 20, 1968, on Lake Herman Road, within the city limits of Benicia. (Zodiac Killing)
Rose Tashman
Vehicle: Tire went flat
On May 18th 1969, Rose Tashman (aged 19) was driving from a friend’s home in Van Nuys to her home in Hollywood when she had gotten a flat tire near the Highway Avenue off ramp within the greater Los Angeles, California area.
Michael Renault Mageau, 19, and Darlene Elizabeth Ferrin, 22: shot on July 4, 1969, in the parking lot of Blue Rock Springs Park in Vallejo. While Mageau survived the attack, Ferrin was pronounced dead on arrival at Kaiser Foundation Hospital. (Zodiac Killing)
Bryan Calvin Hartnell, 20, and Cecelia Ann Shepard, 22: stabbed on September 27, 1969, at Lake Berryessa in Napa County. Hartnell survived eight stab wounds to the back, but Shepard died as a result of her injuries on September 29, 1969. (Zodiac Killing)
Paul Lee Stine, 29: shot and killed on October 11, 1969, in the Presidio Heights neighborhood in San Francisco. (Zodiac Killing)
Cindy Lee Mellin
Vehicle: Tire was flat in parking lot. Not flat when parked
Cindy was abducted on January 20, 1970.After work that evening. Cindy walked to her car in the parking lot, apparently to find she had a flat tire. Cindy’s father admitted that his daughter would not have been able to tend to a flat tire, so a theory that an unidentified man approached Cindy under the guise of helping her makes sense. Ventura, California
Joy Hungerford
Vehicle: Headlights Went Out
January, 1970 Redwood City
Kathleen Johns
Vehicle: Signalled with lights to pull over, then sabotaged.
On March 20, 1970, a man driving behind her started flashing his headlights. Johns pulled over for the man. He walked up to her car and said that her rear wheel was loose and wobbling and that he’d tighten it for her. Modesto, California area. (Survived)
Donna Lass (Nevada)
Vehicle: Found Untouched
A Stateline casino nurse, Donna Lass, 25, disappeared after work on September 6, 1970. Her car was found parked at her apartment with no signs of a struggle. She may have been a victim of the infamous Zodiac Killer, a serial killer who claimed 37 murder victims (seven of whom who were confirmed by investigators) during the 1960s and 1970s.
Vicki Miner
Abduction method: Unclear
On November 14, 1970 Vicki Miner’s badly decomposed body was found in a vacant field near Malvern Avenue and Dale Street. Police determined that she had been bludgeoned to death. A student at Buena Park High School, Miner was last seen alive as she left for school at about 9:30 on the morning of Oct. 30. Her parents reported her missing later that day when she didn’t show up at school.
Robin Graham
Vehicle: Ran out of Gas
On November 15, 1970 Robin Ann Graham, an 18 year old college student, ran out of gas on a Los Angeles area freeway near the Santa Monica off ramp.
Maureen Louise Sterling and Yvonne Lisa Weber
Abduction method: Hitchhiking
On February 4, 1972 both 12-year-old Herbert Slater Middle School students disappeared around 9 pm. after visiting the Redwood Empire Ice Arena. They were last seen hitchhiking on Guerneville Road, northwest of Santa Rosa.
Kim Wendy Allen
Abduction method: Hitchhiking
On March 4, 1972 Kim Wendy Allen, 19, was given a ride by two men on March 4, 1972 from her job at Larkspur Natural Foods to San Rafael. They last saw her at approximately 5:20 pm hitchhiking to school near the Bell Avenue entrance to Highway 101, northbound, carrying a large wooden soy barrel with red Chinese characters on it. Her body was found the following day down an embankment in a creek bed 20 feet off Enterprise Road in Santa Rosa.
Ernestine Terello
Vehicle: Tire was punctured
On April 20, 1972, a woman named Ernestine Terello pulled over for a flat tire near the Ventura freeway in Agoura.
Lori Lee Kursa,
Abduction method: Hitch-hiking
On November 11, 1972 after disappearing while they shopped at a U-Save and was last seen on November 20 or 21 in Santa Rosa while visiting friends, having deliberately run away She was a frequent hitchhiker and habitual runaway. The 13 year old girls' frozen remains were located on December 14, 1972, in a ravine approximately 50 feet off Calistoga Road, northeast of Rincon Valley in Santa Rosa.
Rosa Vasquez
Abduction Method: Unclear
On May 29th 1973, the body of Rosa Vasquez, 20, was found strangled near the Arguello Boulevard entrance at Golden Gate Park in San Francisco. The victim had been thrown seven feet off the roadway into some shrubs.
Yvonne Quilantang
Abduction Method: Unclear
Quilantang aged 15, from Delta Street was found strangled in a Bayview district vacant lot on June 12th 1973. She had been out to buy groceries.
Angela Thomas
Abduction Method: Unclear
Angela, 16, was found July 2, 1973, smothered on the playground of Benjamin Franklin Junior High School in Daly City. She had last been seen the previous evening at the Presidio of San Francisco.
Nancy Patricia Gidley
Abduction Method: Unclear
Nancy was a 24-year-old radiographer. She was found strangled behind the George Washington High School gymnasium on 15 July 1973. She was last seen at a Rodeway Inn motel on July 12, 1973.
Carolyn Nadine Davis
Abduction method: Hitchhiking
Carolyn, 14, ran away from her home outside Anderson in Shasta County on 6 February 1973, but disappeared 15 July 1973 after being dropped off by her grandmother at the Garberville Post Office. She was last seen hitchhiking that afternoon near the Highway 101 ramp in Garberville.
Her body was discovered on 31 July 1973 about three feet from where the remains of Sterling and Weber had been recovered seven months earlier. Carolyn died of strychnine poisoning 10–14 days before her body was discovered. It could not be determined if she had been raped.
Nancy Feusi
Abduction Method: Unclear
Nancy, 22, disappeared after going dancing at a club in the Sacramento area on July 22, 1973. A fisherman discovered the body in a remote area off Pleasant Grove Road. The woman was clad only in a miniskirt and bikini-type briefs. A blouse was found nearby.
Laura A. O'Dell
Abduction method: Unclear
Laura, 21, was found in bushes behind the boathouse at Stow Lake in Golden Gate Park, San Francisco. She was last seen on 4 November 1973, three days before her body was discovered.
Theresa Walsh
Abduction method: Hitch-hiking
On December 22, 1973 Theresa Diane Smith Walsh, 23, was last seen on December 22, 1973, at Zuma Beach in Malibu, intent on hitchhiking to Garberville and joining her family for Christmas. Her partially submerged body was found six days later by kayakers in Mark West Creek. She had been hogtied with clothesline rope, sexually assaulted, strangled and had been dead approximately one week when her body was discovered.
Brenda Kaye Merchant
Abduction method: Unclear
Brenda, 19, was found stabbed to death at her home February 1, 1974, in Marysville. The killer left a bloody fingerprint on the screen door when he fled.
Donna M. Braun
Abduction method: Unclear
On September 29, 1974, the strangled body of, 14, was found in the Salinas River near Monterey.
Mona Jean Gallegos
Vehicle: Ran out of gas
On June 19,1975, Mona Jean Gallegos, a 19 year old Covina girl, was returning home from a friend’s house in Alhambra at about 1am when she ran out of gas near Santa Anita Avenue on the San Bernardino Freeway.
Eileen Hynson
Abduction method: Unclear
Eileen Francis Hynson’s disappearance on June 1, 1976, from Napa, California. Hynson left the residence she shared with her father and brother to attend a wedding in Solano County. She never arrived and her suitcase was left at home.
Unidentified Remains
On July 2, 1979, the skeletal remains of a young white female were found in a ravine off Calistoga Road approximately 100 yards from where the body of Lori Lee Kursa had been recovered seven years earlier. One expert consulted by authorities determined that the victim was likely killed between 1972 and 1974 and was about 19 years old. The victim had been hogtied and her arm fractured around the time of her murder.
Larry Peyton and Beverly Allan (Oregon)
On the evening of November 26, 1960, Larry Ralph Peyton and his girlfriend, Beverly Ann Allan disappeared after having made plans to shop at the Lloyd Center in Portland, Oregon, United States. The following day, November 27, Peyton's Ford coupe was found in Forest Park, with his mutilated body inside. Allan was missing from the scene, though her purse and coat were still inside the car. A widespread manhunt ensued over the following two months. In January 1961, a highway crew 30 miles outside Portland discovered Allan's partially-nude body in a ravine, and it was determined she had been raped and strangled to death.
Lloyd Duane Bogle and Patti Kalitzke (Montana)
On Jan. 3, 1956, three young boys walking west of Great Falls, in an area now known as Wadsworth Park, discovered the body of 18-year-old airman Lloyd Duane Bogle lying next to a car. Bogle's hands were tied behind his back using his own belt, and he'd been shot through the head. The car's ignition switch was still engaged, and its headlights were still on. The body of Bogle's 16-year-old girlfriend, Patti Kalitzke, was found the next day northwest of the city. Like Bogle, Kalitzke was shot through the head. She showed no signs of sexual assault.
More Information:
http://www.santarosahitchhikermurders.com/suspects.php
https://www.sfweekly.com/news/yesterdays-crimes-the-santa-rosa-hitchhiker-murders/
https://zodiackillersite.com/viewtopic.php?f=34&t=86http://truecrimeguy.com/californias-good-samaritan-ruse/
https://en.wikipedia.org/wiki/Murders_of_Larry_Peyton_and_Beverly_Allan
https://www.zodiacciphers.com/zodiac-news/the-san-francisco-1973-murders
Boston Hitchhiker Killers: (unrelated but interesting to read)
https://www.thecrimson.com/article/1973/2/14/the-hitchhike-murders-pbbebllen-reichb-was/
submitted by FogHorn650 to UnresolvedMysteries [link] [comments]

How do you want to do this? A Discussion on Selective Rule Enforcement and the application of the "Rule of Cool"

Hello folks,
For my research analysis and writing class my professor let me pick any topic I want. (her mistake) So for my final term paper I chose to come up with a method of determining a guide to the use of the "rule of cool." I got a A on the paper so I figured I'd share it with you fine folks as well. It is rather lengthy so I've included the abstract first. The 8 tips for dungeon masters is near the end (third session), the first and second parts deal more with the philosophical and ethics of games. So, if situational ethics and a discussion on the Mechanics, Dynamics, and Aesthetics of Play are of use for you, be my guess.
I am a relatively new DM so I spent a long time researching and trying to absorb what would make me a "good DM". With that cavate please keep in mind I know next to nothing compared to a vast majority of the DMs here. I can think of no place better to have this paper peer-reviewed, picked apart and "rebutalled" to death than here. If you feel offended, challenged, or angry reading this... Please understand I am a moron borrowing the works and words of far smarter people. If you feel that "this is the WAY" again... I am a moron... so ... with out further ado.

Abstract:

The choice to be a stringent rule-follower without leniency using fanatical legalism in a game can be a source of contention between someone acting as a referee and/or “Game Master” and players of a game. Likewise, to approach games with a sense of fanatical antinomianism, or to completely ignore the rules and simply let players do whatever they want, tends to offer no challenge, and or reason to play that specific game. Using ethical theory frameworks such as situational ethics, natural law, and utilitarianism this paper seeks find the philosophical principles of what moments are acceptable and actually beneficial to bend the rules of a game. As such, it is important to define games, briefly discuss why games are played, and roles rules have on games. The game Dungeons and Dragons 5th edition will be used as the principal example. With “rule for rules” established, seven tips on how to implement it this rule using advice and guidance from some of the most well known “Dungeon Masters” in the modern era will be provided.
Much of this paper relies on the works of Joseph Fletcher, Sheila Murphy; Benard Suits, Robin Hunicke, Marc LeBlanc, and Robert Zubek for the ethical and philosophical discussions around games. For the practical advice, it relies primarily on the works of Matthew Mercer, Brennan Lee Mulligan, Benjamin Scott, Patrick Tracy, Kelly Mclaughlin and Monty Martin.
Players are your friends, or at the very least your fellow human beings. As such, seek out what is best for them. Games are about many things but principally about enjoyment. It’s okay if the player does not get exactly what they want, so long as they still had enjoyment. How it happens is up to the players, the one running the game, and whether the rules were used to enhance the experience or not. It’s possible to find that balance by asking these questions in order: “How will this decision affect: the final enjoyment of all at the table? the narrative? the rules in the future?”

**“Once upon a time, around a table…”

A man behind a cardboard screen sits across from a woman wearing a funny hat. He is frantically reading through the pages of the various books at his disposal. He finds the reference he is looking for, but it is not clear. “It is technically against the rules, it is barely within the realm of possibility, but the idea is so creative…” the man murmurs to himself. Exasperated, the man smiles a crooked grin and explains, “Well you can certainly try… give me an acrobatics check.” The woman throws a piece of plastic resin on to the table. The dice reads, “18.” The man sighs and then laments, “fine… how do you want to do this?” The table erupts in cheers, as high-fives are given from the others around the table. The woman adjusts her hat, as she gleefully explains how her character will use the momentum of several falling barrels to move across the map in a single turn without having to use all her character’s movement.
As a “Dungeon Master” (DM) for the tabletop role playing game, Dungeons and Dragons (D&D), I can say without a doubt that many DMs have encountered extremely similar events as the one described above. The choice to be a stringent rule-follower without leniency can be a source of much resentment between the DM and the players around the table. Likewise, to completely ignore the rules and simply let players do whatever they want offers no challenge, no reason to play. In terms of D&D rule enforcement, as is with many events in life, the choice of always being either a “Harsh Disciplinarian” or the lenient, “Laissez Faire Guide” is a false dichotomy. Instead, seeking balance between the two choices based first on the overall needs of the players, second on the needs of the story, and third on requirements and rules of the game should be the norm.

Session 1: What is the Relationship between, Players, Games and Rules?

The 19th century philosopher and founder of modern cultural history, John Hughes once wrote, “Play is older than culture, for culture, however inadvertently defined, always presupposes human society and animals have not waited for man to teach them their playing.” 1 Why do humans play? Is it instinctual? Bernard Suits was a Distinguished Emeritus Professor of Philosophy for the University of Waterloo and his essays are in part responsible for the field of philosophy of games in the late 20th century. In his book, “The Grasshopper: Games, Life and Utopia,” Suits’ book uses Aesop’s fable about the grasshopper to argue that play is what we would do in a perfect civilization. He believed that in a world devoid of work, humans would still seek out challenges through play, suggesting that it is human nature to challenge ourselves.2 But is that the only reason someone plays a game?
One YouTuber opined that “In a practical sense, games facilitate systemic thinking by getting us to view abstractions, but also engender creativity by getting us to play.”3 If true, these are essential tools for humanity to function as an intelligent race. This makes sense from an evolutionary level as to why humanity would develop play, but is there more to it than “games encourage outside the box thinking?”
The landmark paper titled, “MDA: A formal approach to game design and game research” is one of the earliest attempts to formalize the field of video game design theory and it is fundamental to how modern game designers look at these systems. It serves to define the importance of mechanic, dynamics, and aesthetics of play and is instrumental to helping understand what players will expect out of a game. We will discuss more about dynamics and mechanics later, but first let us focus on aesthetics.
Aesthetics of Play Defined
Term Definition Examples
Sense Pleasure Enjoyment derived from how it stimulates the senses The visuals of a game, sound, and music, feel of the dice, etc.
Fantasy Enjoyment derived from the ability to step into a role that cannot be experienced in real life Playing a game as a magic wielding sorcerer or rocks in the far flung reaches of outer space
Narrative Enjoyment derived from game as drama, it is about the stories and experience gained Heavily story driven games such as Last of Us, Dungeons and Dragons, Final Fantasy
Challenge Enjoyment derived from overcoming an arbitrary obstacle Platformers like Mario, or even drinking games like beer pong, or corn hole; social games like charades, etc.
Fellowship Enjoyment from working cooperatively as a group to accomplish a goal Team based or social games such as Among Us, the card game Spades; save the world mode on Fortnite
Competition Enjoyment from showing dominance Chess or Go, Battle royal games such as Fortnite or PubG or Call of Duty; Fallguys; darts Poker; Uno, Killer bunnies or Magic the Gathering;
Discovery Enjoyment from uncovering the new or discovering news ways to play a game. These can range from searching to find things to choose your own adventure Minecraft; Zelda Breath of the Wild; simple matching games; the board game Betrayal at the House on the Hill; or games like Fable; Dragon Age Inquisition; or Mass effect
Expression Enjoyment from showing an aspect of one’s self; or games that allow full customization of characters Creation games like Minecraft; role play games like fallout 4; world of warcraft or Fortnite
Submission (aka Abnegation) Enjoyment from being able to “turn of the brain; and tune out the world” or what is also known as zone out factor. Bejeweled; candy crush; the lever-pull games at casinos, solitaire, etc.
(Source: Portnow & Floyd, October 2012)5
Aesthetics are things like sense pleasure, fantasy, the narrative of the story, challenge, fellowship, discovery, expression, and something called submission.4 There is an additional aesthetic that most game designers also consider when designing games termed as “competition”.5 These are all reasons people play games and it is important to keep all these in mind when acting as a DM.
The table above works to define these terms more appropriately and makes it easier to reference later. The reasons a player may want to play a game vary and change over time. If a DM can understand their players’ goals (i.e., what the player hopes to get out of the game) the DM will be able to understand why someone might want to perform a certain action, play a game, or want to ignore a certain rule in the first place.
On that note, what are rules in games? Think about it… Games are weird… well I should say the act of playing a game… is weird. Suits once wrote in his article, for the “Philosophy of Science Association Journal,” "To play a game is to engage in activity directed towards bringing about a specific state of affairs, using only means permitted by rules, where the rules prohibit more efficient [means] in favor of less efficient means, and where such rules are accepted just because they make possible such activity."6 In other words, to play a game we create rules that prevent us from achieving a goal through the easiest means available. Instead, we make something more difficult and we play a game. For instance, in basketball, it would be far easier to simply carry the ball all the way to the basket instead of dribbling it.
In D&D, there is a similar activity to dribbling. It is called a “dice roll.” It is something that players must make to see if they succeed or fail at a task. The player rolls a 20-sided die and tries to get above a certain score to succeed. Players can roll normal, with advantage, or with disadvantage. Rolling with advantage allows the player to roll the D-20 (the 20-sided die) twice and use the higher number. Rolling with disadvantage also has the player roll the D-20 twice, but they must take the lower number rolled instead. It introduces a chance of randomness, and players will find any excuse they can to avoid having to make a roll with "disadvantage." In his book, The Grasshopper, Suits argues that we do this because it is the act of overcoming that limitation that we find enjoyment. By taking on these restrictions and accepting these limitations, we take on what he coins as a "lusory attitude" which allows us to play the game as it is meant to be played.
Suits would argue that by not playing the game according to the rules as written, the player would have only achieved a “quasi-victory” not really worthy of achievement. He also goes on to say that even the act of “failing to win the game by virtue of losing it implies an achievement, in the sense that the activity in question -- playing the game -- has been successfully, even though not victoriously, complete.”7 So, according to Suits, it’s better to follow the rules of the game and loose than to not follow the rules and win. It’s important to point out that the aesthetics of play had not yet been defined and Suits’ work mainly focused on the “challenge” aspect of play. This is where many sports and game philosophers begin to find fault with Suits. In the “Journal of Philosophy of Sport,” a rebuttal of Suits’ work by David Myers asks, “What if the goal of the player isn't to follow the rules or even play the game?”8 For instance, what happens if the player is motivated by competition and doesn’t care about rules so long as “they win?” While an extreme example, this paradox isn’t out of the realm of possibility. Therefore, focusing on just the challenge aesthetic of game play and simply playing the game “rules as written” can lead to a disconnect between what the player desires and the game itself.
Jesper Juul, an Associate Professor in the School of Design at the Royal Danish Academy of Fine Arts, wrote in his textbook on video game design, “Rules specify limitations and affordances. They prohibit players from performing actions such as making jewelry out of dice, but they also add meaning to the allowed actions, and this affords players meaningful actions that were not otherwise available; rules give games structure”9 Basically, without rules we cannot even have play. However, if the player ignores the rules that player won’t be able to enjoy the full experience of the game, because the rules both afford the opportunity to enjoy the game and provide the obstacles in the first place.
How the rules affect actual game play is where Mechanics and Dynamics come into play. (See, I told you we would get back to it eventually.) Mechanics are the rules and systems that govern chance to create the game we experience. Dynamics are how those rules come together to govern the strategies of that game. In D&D, an example of mechanics is how a player would have to roll a 20-sided dice to see if an action would succeed. Dynamics are the actions the player takes to manipulate the situation and give themselves advantage in the roll. Some examples of this are using a spell caster’s familiar, flanking an enemy in combat, using the bend luck trait, or lucky feat. This is akin to how the rules of poker dictate that bluffing is allowed (mechanics); but how the bluffing player conceals their tells and bets is entirely up to that player (dynamics).
What happens when the player’s desired aesthetics and the mechanics don’t allow for the dynamics the player wants to use? This is where it falls on the DM to determine if the game can handle a little rule bending. In the Dungeon Master Guide’s introduction, it states “The D&D rules help you and the other players have a good time, but the rules aren’t in charge. You’re the DM, and you are in charge of the game…” However! It goes on to say, “The success of a D&D game hinges on your ability to entertain the other players at the game table.” What is a good way to approach this? Is it THE DM IS ALWAYS RIGHT, able to enforce their will on the players whenever it suits their need? Should the DM strictly enforce the rules and narrative of their planned story without the need to appease the players’ wants and desires?... well… The DM COULD do it, but it won’t be long before their players stop showing to game sessions. Just like the rules, without players, there is no game. Or as one notable professional DM and YouTuber once put it:
“The game you weave belongs to the players as much as yourself… so make sure to humor them every once in awhile by giving them a chance to be extraordinary" - Patrick "the Goddam DM" Tracy 10

Session 2: The Ethics of a Dungeon Master

So how does someone seek a balance between the rules and the players? Enter situational ethics. Situational ethics, first proposed by philosopher and first professor of ethics at Harvard Medical School, Joseph Fletcher,** is an attempt to seek a middle ground between two ethical schools of thought: Legalism and Antinomianism. In legalism, morality must come from a strict set of rules that must be obeyed at all times and cannot be deviated from or broken for any reason. Antinomianism, on the other hand, is the idea that there should be no rules, you should be able to do what you want, whenever you want (lawless society). 11
In D&D terms, "Fanatical Legalism" would be similar to what many DMs would characterize as "Lawful Stupid," where a certain player's character enforces harsh judgement without ever showing mercy to those who would break the law regardless of the circumstances… even to the detriment of the party… or that small band of orphans who were stealing food out of desperation…
Likewise, in D&D terms, "Fanatical Antinomianism" would be similar to what DMs would characterize as "Chaotic Stupid," where a player's character completely ignores consequences an action would bring and simply act according to their whims… even when it's an obvious trap… that has a 100 percent chance to damage not only your character, but the other players as well.
Fletcher's work states that the morally right thing to do depends on the situation and can change throughout the situation, but at the same time, there is a universal “moral law” on which to base our actions that he called "Agape" love. Derived from the Greek word of similar pronunciation, Fletcher sought to define Agape as a means to show love for your fellow human. In his book titled “Situational Ethics,” Fletcher states, "All laws, rules, principles, ideals and norms, are only contingent, only valid if they happen to serve love."12 Or to put it a different way, a desire to see your fellow human be happy is and should be the goal. It is not really a feeling, but an attitude to do what is best for others.
In terms of the D&D alignment chart, this would be easiest to define as whether someone is "Good" or "Evil." Whereas a “good character” is someone who acts for the betterment of others regardless of personal motivations, conversely an “evil character” acts out of their own self-interests regardless of how this action would affect others. Those that follow the concept of Agape would be “good characters.” Those that do not, would be evil.
This is where the so-called “Rule of Cool” comes into play. Mathew Mercer, an extremely acclaimed DM, comedian, and writer of D&D’s “Explorer’s Guide to Wild Mount,” and host of the show “Critical Roll,” defines the Rule of Cool as a trope in the D&D community that is “the willing suspension of disbelief for the sake of a cool moment.”13 It’s used in moments where the use of an certain object or action would be nearly impossible according to the mechanics of the game, but because it is a “cool dynamic,” the DM allows it. But what is “cool?” Is it a player that is normally too nervous to speak up being able to do something unique on time despite it being against the rules? Is it a player that has spent considerable time perfecting a skill and being able to perform a truly “epic task” (such as the jumping across barrels to effectively triple their movement distance)? Is it succeeding in persuading the main villain to befriend the party through a series of increasingly complex but successful rolls?
In all these situations listed above, there is a common theme that ties all the principles of what this paper is trying to address together in a simple phrase. As a DM, before making a ruling ask, "How will this decision affect the final enjoyment of all at the table?" Now a DM cannot give the players everything they want. Doing so cheapens the truly extraordinary moments. Finding the right balance can be difficult. That is why the flow chart above is suggested when trying to figure out whether it is a good time to “Remember the Rule of Cool.”
https://i.redd.it/f362ghdjlqf61.png

Session 3: “Well… You can Certainly Try”- Some Famous DM

Finally, we can discuss how the desire to make the most enjoyable experience for everyone at the table plays out using real-world examples and advice from some of the most well-known DMs in the business. Using the concept of Situational Ethics’ Agape, we can see how to work in the rule of cool using eight tips for Dungeon Masters.
Tip 1: It is advised to know your audience.
Not everything is as it seems, so be sure to pay attention to your players and look at them when you are describing the situation. Make note of how they react when tones or themes change. Remember those reasons people play games mentioned earlier? This is where those come into play. Additionally, while not something outright suggested, it is nevertheless important to take team dynamics into account.
The book “Four lenses unfolded” describes how various personality types can interact and work to solve problems. In it, the book describes four primary temperaments: Green (analytical), Blue (empathetic), Orange (adventurous), and Gold (goal oriented). Unlike most other personality tests, four lenses theory suggests that while we have a dominant personality at any given moment, other aspects of these personalities can manifest as well. Being able to draw on these aspects at will is the mark of a “mature” individual.14 As a DM/referee, coach, or manager, being able to do this and adapt to the needs of the players will take player engagement to the next level.
Tip 2: Establishing and Managing Expectations Early and Often, Works to Prevent Disappointment and Confusions
Mercer once put it this way, “Establish early on in your campaign how much of a level of crazy you're willing to allow. This allows for players to better understand what to try for and what not to try for.”15 Whether you are a teacher, referee, coach, parent, supervisor, or mentor, establishing expectations with those involved mitigates problems before they arise.
One of the main tools DM’s have for this is that is recommended by Mercer, as well as nearly every DM in existence on the internet, is the “Session Zero.” Session Zero is a term used to describe a session where no play occurs but instead rules that will be used and rules that will be ignored or bent is established. It also serves to establish a theme the players can expect from any campaign. Using the first chapter of the DMs guide will help considerably in establishing this. Additionally, one of the best guides for this is laid out by the DM YouTubers known as “the Dungeon Dudes” in their video titled, “How to Run a Session Zero for Dungeons and Dragons 5e.”16 But always keep Agape in mind throughout this process. In this step, it means actively listening to the players. The DM may want a gritty, tough, realistic, and challenging campaign. But if the players want a high fantasy power trip, some adjustments are going to need to be made to the campaign. Listening to players and changing the plans accordingly is not easy. It requires A LOT of humility and ego suppression. Especially when the DM has already designed how the game is going to go… which leads us to the next tip.
Tip 3: It is important to develop a healthy relationship with failure.
Celebrated author Orson Wells once wrote; “If you want a happy ending, that of course, is dependent of where you stop your story.”17 This applies to both the players and DM. There will be times when the DM is tempted to ignore the rules because the consequences seem dire. The player fails an athletics check trying to use a dynamic that had a high-risk, high-reward moment. Now the player’s character is doomed to fall several hundred feet down a ravine to what is likely certain doom in lava. But this isn’t the end. That player’s character is most likely dead, but their death could result in a moment of drama and tension for the players. It’s the very real chance of failure that encourages players to think critically about a situation and experience excitement and tension. Brennon Lee Mulligan, the DM of the D&D streaming show, “Dimension 20,” put it this way… “if you are not allowing for failure, you are essentially just telling a story,” and thus never actually playing a game (make-believe as Suits would put it). 18
Another thing to consider is that through failure, we can often find comedy as well as ways to encourage players to think critically and find new escapes, 19 at least according to the mind behind the “Replaying the Curse of Strahd” videos, Benjamin (Puffin Forest) Scott. Lastly, Mercer strongly advises that if a DM allows too many “rule of cool moments” to happen in succession, the weight of the moments and consistency of the game will be lost. 20
Players that are afraid to fail will not try. Mercer explains that “Most role play games are designed to forge a heroic story (showing feats of legend) so let the players try! Let them fail, and occasionally succeed!” This is where his catch phrase “you can certainly try” comes from. 21
Tip 4: Whenever Possible, Avoid Taking Things Personally
In his lecture on not talking things personally, soccer referee and public speaker, Frederik Imbo, explained there are two sides of a coin to keep in mind when trying not to take things personally: “It is not about you,” and “it is about you.” 22 Look at the other person’s intentions not just yours. With that in mind, it is okay to give yourself empathy and speak up. When someone seems upset with you, ask what are they hoping to get out of this releasing of emotions? Additionally, ensure that your pride isn’t preventing you from making the correct call. Yes I am talking about Ego again; it is that important! It is the DM’s world, but it is the players’ game. Without both, the world and the game, you do not have D&D.
D&D has a weird paradox of being both a story and a game. It has both a narrative as its core premise, but it is, in fact, also a multi-player game. Without at least two people you cannot really have much fun. DMs should make sure that everyone at the table enjoys themselves.
Tip 5: Mechanics are important precisely because they are a means of delivering impactful story moments.
Remember that rule of cool concept? Extraordinary moments don’t happen often, and this is by design of the mechanics of the game. Humans remember the novel and unique way more often than the mundane. Mundane things tend to blend into the background. It’s the unexpected moments that highlight the more impactful story moments, especially if that moment is tied to strong emotions.23
With that in mind, Mulligan suggests looking at where the players are putting their resources before deciding how to rule on a situation. Have they invested experience points/levels into a specific skill that is relevant to this situation instead of just something they can use in combat? If so, reward them for wanting to do something that is a part of the world you are creating together. 24
Tip 6: Discourage metagaming but allow it whenever possible.
Look for any and every excuse you can to give advantage on an arcana check by setting the DC low (10 or higher). If the player succeeds, they can use what they know… they are going to anyway, but at least then they can talk about it with the other players.
According to the DM guide Chapter 8, metagame thinking means “thinking about the game as a game,” Examples would be thinking “the DM wouldn’t throw such a powerful monster at us so early in the game, so we will surely be saved and not have to take this fight seriously,” or “the DM spent A LOT of time describing that door… maybe we should search it again!” 25
The problem with metagaming isn’t really about what advantage the players are getting in the game. The problem is that manipulation of the dynamics, when used to extremes, can spoil the plot line of the cumulative story being told. This can lessen the drama and tension elements resulting in decreased enjoyment of those involved. Additionally, it can create a dynamic where the DM is constantly having to escalate encounters to challenge the player, encouraging a potentially toxic “DM vs player” mentality.
For instance, how would a street orphan barbarian with no formal education and a wisdom of …let’s say very low…be able to know that liches phylactery is the source of their power. The solution here depends on why the players are playing this specific game. Is it the narrative of the story? Is it discovery? If these aren’t anywhere close to the reasons these players came to the game table in the first place, the narrative is not going to take as much of a factor into decisions. Metagaming in this instance isn’t going to be much of a problem.
Tip 7: Keep in mind, the ending is “A” destination, but the story is about how you get there.
A DM may hold off the extra cool moments for the final parts of the game, keeping their players in complete darkness and grit the entire way. However, without at least some levity along the way, some “water for the weary travelers,” as Mercer put it, they may not make it to the end.26 So, do not be afraid to relax the rules from time to time to give them those cool moments, but do so sparingly lest the destination lose its luster as well. Always keep in mind it’s about the enjoyment of crafting and playing in the world together that makes this, or really any game, fun.
Tip 8: When all else fails… take a break and have the Tarrasque attack the party.
When all else fails, roll two D-20s out of players’ views… fake a worried expression… role a D-100 (also out of player’s view) look over the score concerned as you pour through your notes… then explain sorrowfully… “I’m sorry… The Tarrasque has risen and has attacked the party. Everyone roll initiative.” This is actual advice from the DM manual. It is right under “faking illness and running away.”27 The point is this: never be afraid to pause or call a game when it’s over or needed.
Maybe something incredibly uncomfortable for a player has happened. Maybe the DM has reached the end of what they were able to prepare for that session. Perhaps everyone is hungry or needs a bathroom break. Maybe the entire table has gotten to a point where no one can agree on anything and team dynamics are breaking down. That game world will always be there… but your friends won’t. Cherish that moment and make as many good moments as possible. Additionally, taking breaks both in-game and in the real world allow for quiet moments. These allow for the greater moments to shine through and the players will enjoy their experience more.
https://i.redd.it/1ncu361zlqf61.png
The graphic above serves to summarize the eight tips above and show their relationship with the narrative, enjoyment, and the rules when put in the context of situational ethics. From this graph, the relationship between the eight tips and how they play into the narrative, enjoyment, and rules of the game can be seen. Each of the tips can influence many parts of the game but they are intended to primarily influence the aspect of the game they are adjacent to. “Knowing the players” should influence the narrative and what kind of enjoyment the players receive. What mechanics are used to enable the game is causally related to how the rules are used and so on. Please note that Agape is at the center as, with every decision a DM makes, considering what is best for the players should be central to the experience of any game.
The Epic Conclusion
Through crafting a game-world together with your players, a DM has the potential to tap into one of the greatest traditions humanity has: camaraderie with friends. At the end of the day, these players are your friends, or at the very least your fellow human beings. As such, you should want what is best for them. Through trials, hardships, and drama, we get to put the punctuation on the moments of excitement, joy, happiness, and bliss. It is okay if the player does not get exactly what they want, so long as they still had enjoyment. This is because getting everything we expect is sometimes boring. However, always keep in mind that at the end of the day, games are about having fun. How that happens is up to the players, the DM, and whether the rules were used to enhance the experience or not. It’s possible to find that balance by asking these questions in order: “How will this decision affect: the final enjoyment of all at the table? the narrative? the rules in the future?”
1 Huizinga, Johan . "Homo Ludens". Routledge & Kegan Paul Ltd. (1980), pp. 1., accessed January 19, 2021. http://art.yale.edu/file_columns/0000/1474/ homoludens_johan_huizinga_routledge_1949.pdf
2 Suits, Bernard, “The Grasshopper: Games, Life and Utopia,” Broadview Press. Ed. 3. (November 29, 2005): 54–55. Accessed December 31, 2020. https://www.goodreads.com/book/show/803547.The_Grasshopper
3 The Game Overanalyzer, The Aesthetics of Play | Why We Play Games, and the Search for Truth and Beauty in Game Design. The Game Overanalyzer. (January 11, 2020), accessed 6 January 2021. Video 18:44. https://youtu.be/lONsZwjVDzg
4 Hunicke, Robin, Marc LeBlanc, and Robert Zubek. "MDA: A formal approach to game design and game research." Proceedings of the AAAI Workshop on Challenges in Game AI, vol. 4, no. 1, p. 1722. (2004). Accessed January 11, 2020 https://www.aaai.org/Papers/Workshops/2004/WS-04-04/WS04-04-001.pdf
5 Portnow, James; Floyd, Daniel; Aesthetics of Play- Redefining Genres in Gaming. Extra Credits; (October 17, 2012), Video 9:13. Accessed December 30, 2020. https://www.youtube.com/watch?v=uepAJ-rqJKA&list=PL3N9QD4_yI-BlnwWUL8hhjpKgqRul3xAa&index=11
6 Suits, Bernard. “Discussion: Games and Paradox.” Chicago University Press. Philosophy of Science Association Journal, Vol 36, no. 3 (September 1, 1969). pg 316–.321. Accessed December 30, 2020. https://www.jstor.org/stable/186226
7 Suits, Bernard. “Discussion: Games and Paradox (1969)
8 Myers, David. “Game as Paradox: A Rebuttal of Suits.” Journal of the philosophy of Sport 39, no. 1 (May 1, 2012). Accessed December 30, 2020. https://search-ebscohost-com.ezproxy2.apus.edu/login.aspx?direct=true&AuthType=ip&db=s3h&AN=87342252&site=ehost-live&scope=site.
9 Juul, Jesper. "Half-Real: Video Games between Real Rules and Fictional Worlds", MIT Press, (Aug 19, 2011) pp.57-59
10 Tracy, Patrick. DM Tips: The Rule of Cool. Fantasy Bango. (October 20, 2017). Accessed December 30, 2020. Video 2:23 https://www.youtube.com/watch?v=x8aAIFalx6s
11 Fletcher, Joseph F. Situation Ethics: The New Morality. Westminster John Knox Press, (1997). Page 17-26 (accessed January 20, 2021) http://bit.ly/Googlescholar_SItuational_Ethics
**Please note that just because Fletcher’s Situational Ethics is used prominently, this is not an endorsement of all his views. Fletcher’s work has been used to justify terrible atrocities, such as eugenics, this should serve to point out that any philosophy taken to extremes can lead to terrible outcomes
12 Fletcher, Joseph F. Situation Ethics: The New Morality. (1997)
13 Mercer, Matthew. The Rule of Cool! (Game Master Tips). Geek & Sundry. (February 16, 2016). Accessed December 30, 2020. Video. 5:52 https://youtu.be/fWZDuFIYkf0
14 Bryce, Nathan K., “Four Lenses Unfolded: A Deeper Understanding of Temperament Values,” Insight; (January 29, 2002,).
15 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016).
16 McLaughlin, Kelly; Martin, Monty. "How to Run a Session Zero for Dungeons and Dragons 5e". Dungeon Dudes. (September 3, 2020), Accessed 12 30, 2020. Video. https://youtu.be/2MA-z5Ai-bQ
17 Wells, Orson, "The Big Brass Ring." Santa Teresa Press (1987, January 1) 1-148
18 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) | Adventuring Academy Season 2 | Ep. 16 |” Adventuring Academy. Dimension (2020, December 28). Accessed December 30, 2020. Video 1:24:18 https://www.youtube.com/watch?v=4IbVxEKpipo
19 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
20 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)..
21 Mercer, Matthew. The Rule of Cool! (Game Master Tips). (2016)
22 Imbo, Frederik, "How not to take things personally? | Frederik Imbo | TEDxMechelen" TEDx Talks; (March 4, 2020) accessed 10 Jan 2021, video 17:36 https://www.youtube.com/watch?v=LnJwH_PZXnM&t=381s
23 Kensinger, Elizabeth. Remembering the Details: Effects of Emotion. US National Library of Medicine National Institutes of Health. (May 4, 2009) Accessed 2021, January 30 https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2676782/
24 Mulligan, Brennan; Scott, Benjamin. “Animating Your Table (with Benjamin Scott) (2020)
25 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014) accessed 29 January 2021 https://www.dndbeyond.com/sources/dmg/running-the-game#MetagameThinking
26 Mulligan, Brennan; Mercer, Matthew. Building Your Own Campaign Setting (with Matthew Mercer) | Adventuring Academy. Dimension 20. (2019, April 3) Accessed December 30, 2020. Video 57:01 https://www.youtube.com/watch?v=sig8X_kojco&t=2867s
27 Mearls, Mike, and Jeremy Crawford. "Dungeons Master's guide". Renton, WA: Wizards of the Coast. (2014)-accessed 20 January 2021. https://www.dndbeyond.com/sources/dmg
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The Fall were a group from Manchester founded by the enigmatic Mark E. Smith in 1976, after seeing the Sex Pistols at the Lesser Free Trade Hall. The group would go on to influence many bands over it's 40+ years of existence, such as Pavement and LCD Soundsystem. (Click link for write up on band)

The Fall was founded by one Mark E. Smith back in 1976, after seeing the Sex Pistols at the Lesser Free Trade Hall (The same gig attended by Ian Curtis and Peter Hook of Joy Division, Morrissey of the Smiths, and Tony Wilson, who founded the highly influential indie label Factory Records. Basically, Mark was at one of the more important gigs of the past 50 years, as this gig inspired all of those previously mentioned to either start bands or get involved in the punk scene, and changing the course of British indie music.). Over their 40+ years of operation, the band had Mark E. Smith at its helm as the sole constant member throughout it's existence. The band would become known for its classic assortment of records, with the tight musicianship by members such as guitarist Craig Scanlon and drummer Karl Burns (shown in the beginning of this clip from MTV's Cutting Edge) and Mark's esoteric lyricism, the witty, while often-times volatile and difficult, personality of Mark E. Smith, and the constant changing lineup of its members as a result of Mark's volatility. They would also remain to be the favorite band of legendary DJ John Peel, with the band holding the record of the most Peel sessions by a band, which is 24 sessions. The Fall would ultimately come to an end with the untimely death of Mark E. Smith in 2018 due to kidney and lung cancer.
The Fall are a significant band in the history of Post Punk, with a wide catalog of music to listen to released throughout the different eras of the band. I have decided to make a write-up going through the many eras of the Fall, while giving some recommendations from each era to start you off.
(1976 - early 1979 - Early Beginnings: The Martin Bramah Era)
during these years, the Fall were just getting their start with their sound. Their early material leans more towards the punk side of the sword rather than the post punk of their later years, but the embryo of the Fall's sound is clearly present. This can possibly be attributed to the guitar style of Martin Bramah in their early releases, which has a high pitched and trebly sound to the guitars. Their first recorded released came on a live album on the last day of operation for the Electric Circus, then they released their debut EP Bingo Master's Breakout then a single called It's The New Thing all in 1978. They finally released their debut album Live at the Witch Trials in March 1979 before Martin Bramah left in April 1979 due to increasing tensions with Mark E. Smith. He would then go on to found a band by the name of Blue Orchids with another former Fall member Una Baines, who he was dating at the time. Martin would prove to not be the only member to leave because of Mark's controlling demeanor in the band's future.
Here's some tracks to introduce you to this era's punky edge:
Last Orders
Bingo Master's Breakout EP (The entire EP's good to check out)
It's The New Thing
Rebellious Jukebox
Futures and Pasts
Mother-Sister
(mid 1979 - 1982 - The First Golden era: the Marc Riley Era)
I'm calling this the Marc Riley era because, even though Marc Riley was a part of the Bramah era, after Martin Bramah left, Riley would become the main guitarist instead of his previous role as bassist. This would open the door for members like Craig Scanlon to join on rhythm guitar and Steve Hanley on bass. This would end up transforming the sound of the band into the post-punk sound most people are familiar with the band. After releasing Rowche Rumble and the album Dragnet in 1979, the band would end up releasing a string of classic singles in 1980, such as Fiery Jack, How I Wrote Elastic Man, and probably their most well-known song, Totally Wired, as well as releasing the great album Grotesque (After the Gramme). 1981 would also prove to be a good year, with the release of the single Lie Dream of a Casino Soul and the 10-inch EP Slates. The band would end up travelling to Iceland for a string of gigs, which would lead to the recording of some songs for probably their best album Hex Enduction Hour, with tracks like Hip Priest and The Classical displaying the Fall's power in full force. The band would also released the album Room To Live and the single Look, Know. However, this year would prove to be the last with Marc Riley on lead guitar. After learning of their chart success in New Zealand (which was about 300 copies sold to get in the top 20), the band travelled there to play a few gigs in Australia and New Zealand. While there, increasing tensions between Smith and Riley came to a head in Australia when Riley punched Smith in the face for slapping the band for dancing to the Clash (yes, really). There is even a television interview where Mark's black eye is visible (even with heavy makeup). This tour would end up being released as a live album by the legendary New Zealand label Flying Nun Records as the album Fall in a Hole in 1983 (Which Smith would eventually threaten legal action for and forced Flying Nun to pay all of the revenue from the record, effectively almost killing Flying Nun in its infancy). Marc would end up being sacked by the end of the year. This left a hole to be filled for the lead guitar role, and that would be filled after a trip to America.
Here's some tracks to check out to introduce you to the classic Fall sound:
Rowche Rumble
How I Wrote Elastic Man
Totally Wired
New Face in Hell
Prole Art Threat
Lie Dream of a Casino Soul
Hip Priest
The Classical (N-Word Warning)
Iceland
Winter
Marquis Cha-Cha
(1983 - 1989 - The Second Golden era: The Brix Smith Era)
The band would soldier on without Marc Riley into 1983, with Craig Scanlon taking his place on lead guitar. This period would lead to the release of singles like The Man Whose Head Expanded and the Kicker Conspiracy EP. During the Fall's first American tour without Marc Riley, Mark E Smith was introduced to Brix Smith after a gig in Chicago in April. Within three months, Brix would move to England and end up marrying Mark. She would eventually join the band in September of that year and would first appear on their album Perverted by Language, albeit with minimal involvement and only appearing on one track. Her introduction to the band would end up bringing a pop sensibility to the band, as she would eventually become a major songwriting contributor along with Mark and she would try and push the Fall into a more commercially viable direction.
This period would lead to some of the band's most critically acclaimed,as well as their most commerically successful, material. early singles like C.R.E.E.P and Oh! Brother in 1984 display the early shift into the pop sphere for the band. The band would also release the album The Wonderful and Frightening World Of in 1984. By 1985, the band were starting to hit their stride in the commercial sphere, with singles like Cruiser's Creek and Couldn't Get Ahead appearing in the singles charts and the great album This Nation's Saving Grace receiving critical acclaim and decent sales. The band would continue to release increasingly pop-oriented records between 1986-1987, with singles like Mr. Pharmacist, Hit the North and Hey! Luciani reaching the lower ends of the charts, There's a Ghost In My House giving the band their highest singles chart peak, and the album Bend Sinister reaching the Top 40. However, 1988 would prove to be a banner year for the band, with the album The Frenz Experiment reaching the top 20, and the single of the Kinks song Victoria also reaching the top 40. However, this era would eventually come to an end in 1989, when Mark E Smith and Brix Smith ended up divorcing and Brix left the band. Her last record in this era would prove to be the album I am Kurious Oranj, a collaboration with the Michael Clark dance group. However, the trajectory that Brix set the band upon would let their success continue into the 90s, With the band eventually reaching their peak in commercial popularity. However, not all good things are meant to last.
Here's some songs to check out to introduce you to this era's pop-leaning sound:
The Man Whose Head Expanded
Kicker Conspiracy
Eat Y'self Fitter
C.R.E.E.P
2 X 4
Cruiser's Creek
No Bulbs
Spoilt Victorian Child
My New House
I am Damo Suzuki
Shoulder Pads #1
Mr. Pharmacist
Hey! Luciani
There's a Ghost in my House
Hit The North
Victoria
Big New Prinz
Dead Beat Descendant
(1990 - 1994 - The Peak, followed by the Fall: The Major Label years)
After Brix left the band, Martin Bramah was brought back into the fold to fill in her place, and would be featured on the album Extricate, which led to songs like Telephone Thing, which shows influence from the Madchester scene of that time period, which included the Stone Roses and the Happy Mondays, and the love song Bill is Dead, which possibly reflects upon his divorce the previous year. However, Martin Bramah would not be staying for long, as he would end up being kicked out of the band that same year for having a relationship with the keyboardist. This album marked the period when the band would be featured on a major label, with the band being signed to Fontana. The Fall would continue on to have success during this period, with the aforementioned Extricate reaching the top 40, albums like Shift-Work and Code: Selfish reaching the top 30, and singles like White Lightning and Free Range reaching in the single charts, with Free Range being the bands last top 40 single. Their commercial peak would come with the album The Infotainment Scan, which contained a cover of Lost in Music by Sister Sledge, giving the Fall their first and only top 10 hit album. Mark would also be featured on a top 20 single, which was I Want You by the Inspiral Carpets. However, Mark E. Smith's speed and alcohol addiction, which persisted over the previous decade, started to take its toll. The bands fortunes started to dwindle with the album Middle Class Revolt, Which only reach number 48 in the charts, a far cry from their previous Top 10 success. With this album, the Fall would begin to go downhill, both in their commercial performance and their critical stature.
Here's some songs to check out from this banner period for the Fall:
Telephone Thing
I'm Frank
Bill is Dead
Edinburgh Man
Free Range
Lost in Music
Hey! Student
15 Ways
(1995-1998 - The Low Point: The Brownies Years)
By this point, Mark E. Smith begins to go downhill with the previously mentioned drug and alcohol addiction, and its effect on the music shows. Brix Smith returns around this time period and would come back on the album Cerebral Caustic. Even with her involvement in the band, the album got middling reviews and performed worse than Middle Class Revolt. Smith would also dismiss the long time guitarist Craig Scanlon, who had co-written 120 songs with Smith over the previous 16 years. Smith would later say that he regretted this decision. By the time of The Light User Syndrome, Brix had enough of Mark E. Smith's degrading state and behavior due to alcohol abuse, and would leave on the tour supporting this album. This period would be wrought with increasing tensions in the band and financial troubles, which ultimately came to a head on the US tour supporting the album Levitate at an infamous gig at the New York venue Brownies in April of 1998. Smith ended up appearing drunk at the gig, and did everything in his power to make it hard for the band to play. It came to a head when drummer Karl Burns, who returned to the band when Middle Class Revolt was made, ended up shoving Smith for messing with his drum kit. Burns and long-time/essential bassist Steve Hanley would end up leaving the band and never returning. After this gig, the next few years are marked with the band remaining a low profile for the most part, where would eventually return to form by 2003.
Here's some tracks to check out (if you want to) from this era:
Don't Call me Darling
Rainmaster
D.I.Y Meat
The Chiselers
Powder Keg
Masquerade
(1998 - 2002 - Touch Sensitive: The Long Lull)
During this period of the Fall, the band was just starting to be put back together by Mark after the debacle that was the Brownies gig. The band was able to achieve some form of critical favor with their album The Marshall Suite in 1999, with Touch Sensitive being a particular standout on the album and being featured in a Volkswagen commercial. The band would then release their album The Unutterable, which also started to gain the critic's favor back. The next album Are You Are Missing Winner, however, didn't do the band any favors, as it was recorded when the band was tight on funds. It was considered a misstep by the Fall after the acclaim that the last album received. However, this would ultimately lead to the start of a new era of the fall that would effectively renew their relevance as a band in the public's eye.
Here's some tracks to check out from this transitional period of the bands history:
Touch Sensitive
W.B
Sons of Temperance
Dr. Bucks Letter
Bourgeois Town
(2003 - 2009 - A return to grace: The Third Golden Age)
This era of the fall proved to be a rebirthing of the band's relevance and quality, with Mark writing some of the best material the band had in years. This era starts with the album The Real New Fall LP (Formerly Country on the Click) in 2003, which provided the band with some late era classics, such as Mountain Energei and Theme From Sparta F.C. Around this period, the DJ John Peel, who was one of the band's biggest supporters from the beginning, died of a heart attack, but not before the Fall could release one more Peel session a couple months before his death. The Fall would then release Fall Heads Roll in 2005, which also provided the band with another late-era classic in the form of Blindness. The band would also release albums like Reformation Post TLC and Imperial Wax Solvent within the same period. Imperial Wax Solvent would end up being the first Fall album in 15 years to reach the top 40. This would lead into the final era of the Fall leading up to Mark E. Smith's untimely death.
Here's some tracks to check out from this era:
Mountain Energei
Theme From Sparta F.C.
Blindness
Clasp Hands
Fall Sound
Latchkey Kid
Is This New
Strange Town
(2010 - 2018 - The Witching Hour: The Domino and Cherry Red/final years)
In 2010, the Fall would release Your Future Our Clutter on Domino Records, the same label that releases records by the Arctic Monkeys and Franz Ferdinand, Two bands heavily influenced by the Fall. Mark E. Smith would also end up recording vocals for Glitter Freeze on the Gorillaz album Plastic Beach, which was released in 2010. The band would eventually move to Cherry Red records, which would remain the label of the band until its dissolution. On Cherry Red, the Fall would release album such as Ersatz GB, Re-Mit, Sub-Lingual Tablet, and New Facts Emerge. The latter album would prove to be the band's last record. Over this period, Mark began to develop significant health problems, and would eventually be diagnosed with terminal lung and kidney cancer. This is probably due to the fact that Mark E. Smith was a heavy smoker for most of his life, and his previous problems with drugs and alcohol didn't help either. Mark would perform his final gig with the Fall in November of 2017, and would eventually succumb to his illnesses on January 24th, 2018. Mark E. Smith would leave behind a long history of innovation, wit, and volatility and large catalog of great music for others to be inspired by.
Here's some tracks to check out from the final era of the Fall:
Bury Pts. 2 + 4
Nate Will Not Return
Loadstones
Fibre Book Troll
New Facts Emerge
(Final Remarks)
So that's my write-up for the Fall. I discovered this band about 3-4 years ago and I have fallen in love with them ever since, and I just felt like that they deserved some attention. I wrote this post for anyone who may be interested in checking out the band and giving them a place to start from no matter the era. May Mark E. Smith rest in peace, for he wrote "Northern white crap that talks back" and dug repetition.
P.S: For any fans of the fall, what is your favorite album/song by the fall and why?
If you want to, you can come check out my subreddit Collectionhauls, where I've been posting vinyl finds I've had at the flea market, and have been posting music to check out since March. If you want, you can come post something from your collections to show to others. Anyway, goodbye and I hope you enjoyed my post and possibly enjoy the Fall even more.
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Early 1970s California Vehicle Sabotage and Hitchhiker killings. Additional Zodiac information and San Francisco '73 slayer. Unsolved Murders.

Is it possible the Santa Rosa slasher is connected to numerous other vehicle related killings across California. From the late 60s to early 70s young women were killed in the California Bay Area, Valley, and Los Angeles areas. These murders all featured either a act of sabotage or an abduction after car trouble. This trend then stops. In 1972 Girls hitchhiking in California's Santa Rosa area were viciously murdered. In 1973 killings of teenage and college aged San Francisco girls took place in the span of 47 days. Could the Zodiac killings of the late 1960s and early 1970s have taught killers to not leave a pattern. Changing location and technique allowed for the killer to go uncaptured. Thoughts if these could be connected ? (Links Below)
Theories on the Santa Rosa Slasher ?
Theories on the San Francisco killings ?
Theories on the Zodiac and did the Zodiac ever travel into Oregon or Nevada ?
List of murders Below:
The Santa Rosa Hitchhiker Killer
Summary: A series of at least seven murders in the North Bay, California area, the Santa Rosa Hitchhiker Murders occurred between 1972 and 1973. The female victims of these murders were all found nude in rural areas near steep embankments, or in creek beds along a roadside. Originally, it was thought that there were only seven victims in the case, who ranged in ages from 12 to approximately 23 years old. However, the FBI released a report in 1975 claiming that there were a series of fourteen connected homicides, which included the original seven Santa Rosa Hitchhiker murders. The cause of death for victims was typically asphyxiation due to being strangled with a cord of some nature. Many possible murder suspects were proposed, ranging from The Zodiac Killer to Ted Bundy, but no one was ever prosecuted, and the case has gone cold in Sonoma County.
Zodiac Killer]
Summary: https://www.biography.com/crime-figure/zodiac-killer
Theories are vast. Highly unlikely but seems to fit a pattern of changing serial killer techniques. These change as others begin. None were captured. Did the Zodiac ever travel to Oregon ?
The San Francisco Murders of ‘73
Summary: The body of Rosa Vasquez (20) was discovered close to the Arguello boulevard entrance of the Golden Gate Park on May 29th 1973. She had been strangled and thrown from the nearby road. Twelve days later, a pregnant Yvonne Quilantang (15), from Delta Street was found strangled in a Bayview district vacant lot on June 12th 1973. She had been out to buy groceries. Nancy Patricia Gidley (24) was last seen alive on Thursday July 12th 1973 leaving the Rodeway Inn at 895 Geary Street, San Francisco. Her body was found on Sunday 15th July 1973, nude and strangled in the grounds of George Washington High School in the Richmond area, although it was believed she was murdered elsewhere. Finally, Angela Thomas (16), a resident of Belton, Texas, had traveled to San Francisco for a brief stay. After a day out in Hayward she visited friends in the Presidio district- but neither of her friends were at home and she was last seen walking away at 9.00 pm on Sunday July 1st 1973. She was found naked and smothered the following day in the grounds of Benjamin Franklin Junior High School.
Almost three years earlier Donna Ann Lass disappeared from the Sahara Tahoe Hotel on September 6th 1970 after finishing her shift as a nurse. A few months earlier in June she had moved to South Lake Tahoe, from San Francisco, where she had previously been employed as a nurse at the Letterman General Hospital in the Presidio, near the Paul Stine murder scene. Curiously Rosa Vasquez was also employed at the Letterman General Hospital as a keypunch operator. There is no evidence to suggest that any of these four victims were Zodiac crimes, although there is reason enough, to consider these four murders may have been committed by a single perpetrator, due to numerous similarities, within such a short time frame.
Some researchers believe that Lawrence Kane and the Zodiac Killer may be one and the same, trailing Donna Lass from San Francisco to South Lake Tahoe, having lived at 217 Eddy Street, close to Mason and Geary Streets in San Francisco at the time of the Paul Stine murder. Latterly, working near Donna Lass at the Sahara Tahoe Hotel, according to former law enforcement officer Harvey Hines. Is it possible he returned in 1973?. Two possible murders- that of Donna Lass and Rosa Vasquez from the same hospital, inside of three years seems unusual, albeit probably coincidental. Whoever the Zodiac Killer is, may never be known- but did he continue his reign of terror beyond the murder of Paul Stine on October 11th 1969?
- Bonus Oregon and Montana murders Lovers lane Murder's (at end)
Cheri Jo Bates
Vehicle: Sabotaged (Ignition Coil Disabled)
The murder of Cheri Jo Bates is an unsolved murder that occurred in Riverside, California on October 30, 1966. Bates, an 18-year-old college freshman, was stabbed and slashed to death on the grounds of Riverside City College.
In November, 1967, Multiple Van Nuys area women were approached by a man following them and flashing their lights. similar to the
In the Fall of 1968, on Telegraph Avenue in Berkeley, two young women were walking when a man pulled alongside them and asked if they needed a ride. Cheri Jo Bates similar SABOTAGE Survived
David Arthur Faraday, 17, and Betty Lou Jensen, 16: shot and killed on December 20, 1968, on Lake Herman Road, within the city limits of Benicia. (Zodiac Killing)
Rose Tashman
Vehicle: Tire went flat
On May 18th 1969, Rose Tashman (aged 19) was driving from a friend’s home in Van Nuys to her home in Hollywood when she had gotten a flat tire near the Highway Avenue off ramp within the greater Los Angeles, California area.
Michael Renault Mageau, 19, and Darlene Elizabeth Ferrin, 22: shot on July 4, 1969, in the parking lot of Blue Rock Springs Park in Vallejo. While Mageau survived the attack, Ferrin was pronounced dead on arrival at Kaiser Foundation Hospital. (Zodiac Killing)
Bryan Calvin Hartnell, 20, and Cecelia Ann Shepard, 22: stabbed on September 27, 1969, at Lake Berryessa in Napa County. Hartnell survived eight stab wounds to the back, but Shepard died as a result of her injuries on September 29, 1969. (Zodiac Killing)
Paul Lee Stine, 29: shot and killed on October 11, 1969, in the Presidio Heights neighborhood in San Francisco. (Zodiac Killing)
Cindy Lee Mellin
Vehicle: Tire was flat in parking lot. Not flat when parked
Cindy was abducted on January 20, 1970.After work that evening. Cindy walked to her car in the parking lot, apparently to find she had a flat tire. Cindy’s father admitted that his daughter would not have been able to tend to a flat tire, so a theory that an unidentified man approached Cindy under the guise of helping her makes sense. Ventura, California
Joy Hungerford
Vehicle: Headlights Went Out
January, 1970 Redwood City
Kathleen Johns
Vehicle: Signalled with lights to pull over, then sabotaged.
On March 20, 1970, a man driving behind her started flashing his headlights. Johns pulled over for the man. He walked up to her car and said that her rear wheel was loose and wobbling and that he’d tighten it for her. Modesto, California area. (Survived)
Donna Lass (Nevada)
Vehicle: Found Untouched
A Stateline casino nurse, Donna Lass, 25, disappeared after work on September 6, 1970. Her car was found parked at her apartment with no signs of a struggle. She may have been a victim of the infamous Zodiac Killer, a serial killer who claimed 37 murder victims (seven of whom who were confirmed by investigators) during the 1960s and 1970s.
Vicki Miner
Abduction method: Unclear
On November 14, 1970 Vicki Miner’s badly decomposed body was found in a vacant field near Malvern Avenue and Dale Street. Police determined that she had been bludgeoned to death. A student at Buena Park High School, Miner was last seen alive as she left for school at about 9:30 on the morning of Oct. 30. Her parents reported her missing later that day when she didn’t show up at school.
Robin Graham
Vehicle: Ran out of Gas
On November 15, 1970 Robin Ann Graham, an 18 year old college student, ran out of gas on a Los Angeles area freeway near the Santa Monica off ramp.
Maureen Louise Sterling and Yvonne Lisa Weber
Abduction method: Hitchhiking
On February 4, 1972 both 12-year-old Herbert Slater Middle School students disappeared around 9 pm. after visiting the Redwood Empire Ice Arena. They were last seen hitchhiking on Guerneville Road, northwest of Santa Rosa.
Kim Wendy Allen
Abduction method: Hitchhiking
On March 4, 1972 Kim Wendy Allen, 19, was given a ride by two men on March 4, 1972 from her job at Larkspur Natural Foods to San Rafael. They last saw her at approximately 5:20 pm hitchhiking to school near the Bell Avenue entrance to Highway 101, northbound, carrying a large wooden soy barrel with red Chinese characters on it. Her body was found the following day down an embankment in a creek bed 20 feet off Enterprise Road in Santa Rosa.
Ernestine Terello
Vehicle: Tire was punctured
On April 20, 1972, a woman named Ernestine Terello pulled over for a flat tire near the Ventura freeway in Agoura.
Lori Lee Kursa,
Abduction method: Hitch-hiking
On November 11, 1972 after disappearing while they shopped at a U-Save and was last seen on November 20 or 21 in Santa Rosa while visiting friends, having deliberately run away She was a frequent hitchhiker and habitual runaway. The 13 year old girls' frozen remains were located on December 14, 1972, in a ravine approximately 50 feet off Calistoga Road, northeast of Rincon Valley in Santa Rosa.
Rosa Vasquez
Abduction Method: Unclear
On May 29th 1973, the body of Rosa Vasquez, 20, was found strangled near the Arguello Boulevard entrance at Golden Gate Park in San Francisco. The victim had been thrown seven feet off the roadway into some shrubs.
Yvonne Quilantang
Abduction Method: Unclear
Quilantang aged 15, from Delta Street was found strangled in a Bayview district vacant lot on June 12th 1973. She had been out to buy groceries.
Angela Thomas
Abduction Method: Unclear
Angela, 16, was found July 2, 1973, smothered on the playground of Benjamin Franklin Junior High School in Daly City. She had last been seen the previous evening at the Presidio of San Francisco.
Nancy Patricia Gidley
Abduction Method: Unclear
Nancy was a 24-year-old radiographer. She was found strangled behind the George Washington High School gymnasium on 15 July 1973. She was last seen at a Rodeway Inn motel on July 12, 1973.
Carolyn Nadine Davis
Abduction method: Hitchhiking
Carolyn, 14, ran away from her home outside Anderson in Shasta County on 6 February 1973, but disappeared 15 July 1973 after being dropped off by her grandmother at the Garberville Post Office. She was last seen hitchhiking that afternoon near the Highway 101 ramp in Garberville.
Her body was discovered on 31 July 1973 about three feet from where the remains of Sterling and Weber had been recovered seven months earlier. Carolyn died of strychnine poisoning 10–14 days before her body was discovered. It could not be determined if she had been raped.
Nancy Feusi
Abduction Method: Unclear
Nancy, 22, disappeared after going dancing at a club in the Sacramento area on July 22, 1973. A fisherman discovered the body in a remote area off Pleasant Grove Road. The woman was clad only in a miniskirt and bikini-type briefs. A blouse was found nearby.
Laura A. O'Dell
Abduction method: Unclear
Laura, 21, was found in bushes behind the boathouse at Stow Lake in Golden Gate Park, San Francisco. She was last seen on 4 November 1973, three days before her body was discovered.
Theresa Walsh
Abduction method: Hitch-hiking
On December 22, 1973 Theresa Diane Smith Walsh, 23, was last seen on December 22, 1973, at Zuma Beach in Malibu, intent on hitchhiking to Garberville and joining her family for Christmas. Her partially submerged body was found six days later by kayakers in Mark West Creek. She had been hogtied with clothesline rope, sexually assaulted, strangled and had been dead approximately one week when her body was discovered.
Brenda Kaye Merchant
Abduction method: Unclear
Brenda, 19, was found stabbed to death at her home February 1, 1974, in Marysville. The killer left a bloody fingerprint on the screen door when he fled.
Donna M. Braun
Abduction method: Unclear
On September 29, 1974, the strangled body of, 14, was found in the Salinas River near Monterey.
Mona Jean Gallegos
Vehicle: Ran out of gas
On June 19,1975, Mona Jean Gallegos, a 19 year old Covina girl, was returning home from a friend’s house in Alhambra at about 1am when she ran out of gas near Santa Anita Avenue on the San Bernardino Freeway.
Eileen Hynson
Abduction method: Unclear
Eileen Francis Hynson’s disappearance on June 1, 1976, from Napa, California. Hynson left the residence she shared with her father and brother to attend a wedding in Solano County. She never arrived and her suitcase was left at home.
Unidentified Remains
On July 2, 1979, the skeletal remains of a young white female were found in a ravine off Calistoga Road approximately 100 yards from where the body of Lori Lee Kursa had been recovered seven years earlier. One expert consulted by authorities determined that the victim was likely killed between 1972 and 1974 and was about 19 years old.The victim had been hogtied and her arm fractured around the time of her murder.
Larry Peyton and Beverly Allan (Oregon)
On the evening of November 26, 1960, Larry Ralph Peyton and his girlfriend, Beverly Ann Allan disappeared after having made plans to shop at the Lloyd Center in Portland, Oregon, United States. The following day, November 27, Peyton's Ford coupe was found in Forest Park, with his mutilated body inside. Allan was missing from the scene, though her purse and coat were still inside the car. A widespread manhunt ensued over the following two months. In January 1961, a highway crew 30 miles outside Portland discovered Allan's partially-nude body in a ravine, and it was determined she had been raped and strangled to death.
Lloyd Duane Bogle and Patti Kalitzke (Montana)
On Jan. 3, 1956, three young boys walking west of Great Falls, in an area now known as Wadsworth Park, discovered the body of 18-year-old airman Lloyd Duane Bogle lying next to a car. Bogle's hands were tied behind his back using his own belt, and he'd been shot through the head. The car's ignition switch was still engaged, and its headlights were still on. The body of Bogle's 16-year-old girlfriend, Patti Kalitzke, was found the next day northwest of the city. Like Bogle, Kalitzke was shot through the head. She showed no signs of sexual assault.

More Information:
http://www.santarosahitchhikermurders.com/suspects.php
https://www.sfweekly.com/news/yesterdays-crimes-the-santa-rosa-hitchhiker-murders/
https://zodiackillersite.com/viewtopic.php?f=34&t=86http://truecrimeguy.com/californias-good-samaritan-ruse/
https://en.wikipedia.org/wiki/Murders_of_Larry_Peyton_and_Beverly_Allan
https://www.zodiacciphers.com/zodiac-news/the-san-francisco-1973-murders
Boston Hitchhiker Killers: (unrelated but interesting to read)
https://www.thecrimson.com/article/1973/2/14/the-hitchhike-murders-pbbebllen-reichb-was/
submitted by FogHorn650 to SanFranciscoSecrets [link] [comments]

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