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	<title>CryHavok.Org &#187; Geek</title>
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	<description>Inveniam viam aut faciam - I shall find a way or make one</description>
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		<title>Finding Duplicate Records in MySQL</title>
		<link>http://www.cryhavok.org/2008/06/finding-duplicate-records-in-mysql/</link>
		<comments>http://www.cryhavok.org/2008/06/finding-duplicate-records-in-mysql/#comments</comments>
		<pubDate>Wed, 18 Jun 2008 20:38:52 +0000</pubDate>
		<dc:creator>ikazuchi</dc:creator>
				<category><![CDATA[Geek]]></category>
		<category><![CDATA[database]]></category>
		<category><![CDATA[mysql]]></category>
		<category><![CDATA[sql]]></category>

		<guid isPermaLink="false">http://www.cryhavok.org/?p=35</guid>
		<description><![CDATA[Digging around today I found a query that will identify duplicate records in a MySQL database. SELECT id, count(*) as n FROM table_name GROUP BY id HAVING n > 1]]></description>
			<content:encoded><![CDATA[<p>Digging around today I found a query that will identify duplicate records in a MySQL database.</p>
<p><code><br />
SELECT id, count(*) as n<br />
FROM table_name<br />
GROUP BY id<br />
HAVING n > 1<br />
</code></p>]]></content:encoded>
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		<item>
		<title>Rek Stoneblade Character Background</title>
		<link>http://www.cryhavok.org/2008/05/rek-stoneblade-character-background/</link>
		<comments>http://www.cryhavok.org/2008/05/rek-stoneblade-character-background/#comments</comments>
		<pubDate>Mon, 05 May 2008 17:00:09 +0000</pubDate>
		<dc:creator>ikazuchi</dc:creator>
				<category><![CDATA[Geek]]></category>
		<category><![CDATA[characters]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[writing]]></category>

		<guid isPermaLink="false">http://www.cryhavok.org/?p=29</guid>
		<description><![CDATA[The skies above the Sword Plains were clear, letting the stars light the village Tzai. The last days of winter had gone to where seasons die and the spring brought frequent rains. Tonight though, the sky was clear and the stars shone brightly. Devos, the green moon, hung low and full in the sky, the [...]]]></description>
			<content:encoded><![CDATA[<p>The skies above the Sword Plains were clear, letting the stars light the village Tzai. The last days of winter had gone to where seasons die and the spring brought frequent rains. Tonight though, the sky was clear and the stars shone brightly. Devos, the green moon, hung low and full in the sky, the waning slivers of her celestial sisters having set hours ago.<br />
Tzai was a small village, by human standards, having fewer than a hundred residents. A barbaric village composed of dozens of yurts and three stone buildings. Dirt paths wound through the village and the smell of horses was thick on the air. A backwater village in the center of plains that no larger nation bothered to claim. To the caldashi though, the half-orcs who ranged the Sword Plains, it was the home of the <em>Gol</em>, their lord and champion, and the Sword Plains was their empire.<br />
North of Tzai, past the yurts, past the horse pens, beyond even the rice paddies and the fields of crops tended by the peasants, lies a circle of blue stones. The stones mark the boundary of <em>Gu Hash Kinnuth</em>, a sacred place which is home to the Monolith of Harmony and Enlightenment. The Monolith is a finger of granite that thrusts itself out of the flat plains as if the earth was reaching for the heavens. Three paces across and almost a dozen paces tall, the monolith is but one of more than a dozen such stone outcroppings like it across the Sword Plains. All are sacred to the caldashi, and tonight, like every night, the monolith burns with ghostly green flames.<br />
<span id="more-29"></span></p>
<hr />
&#8220;The <em>orzu mulkuth</em> is not a ritual to be undertaken lightly Rek,&#8221; Gorsk said, his voice raspy and strong. The shaman looked around the sweat tent at his fellow holy-men and then returned his gaze to the focus of the meeting. Around him, the other shamans muttered their agreement. The young caldashi warrior, Rek, sat cross-legged in the sweat tent and still his head brushed the low ceiling. Large even for a caldashi, thick, ropy muscle and bright tattoos covered Rek&#8217;s body and long black hair fell down his broad back. Rek leaned forward, almost pressing his forehead to ground before answering.</p>
<p>&#8220;I understand, <em>Ban-shu</em>,&#8221; Rek replied, using the shaman&#8217;s proper title. &#8220;Both my father and master Xioshan believes it is time for me to undertake this task. That my destiny lies at the end.&#8221;<br />
&#8220;And what of your family, and your duties here among our people?&#8221; the shaman asked, raising an eyebrow. Gorsk had been expecting Rek&#8217;s father to suggest such an idea, but not the clan&#8217;s gu-ron, master of ink and steel. Master Xioshan was old, even by the shaman&#8217;s reckoning, and wise in his years.<br />
&#8220;My wives will be well cared for by my brother-husband,&#8221; Rek answered, forehead still almost touching the dirt floor. &#8220;My father is still young, and should anything happen, he still has my older brothers.&#8221; Rek raised his head from the ground and stared the shaman in the eye. &#8220;Tzai is not my place now.&#8221;<br />
&#8220;We cannot keep you from undertaking the <em>orzu</em>, Rek, nor would we want to,&#8221; Gorsk said. &#8220;We only wish to make sure you know the consequences of your actions. If you still wish to undertake the <em>orzu</em>, present yourself at <em>Gu Hash Kinnuth</em> at dusk, three nights hence, and we shall ask the spirits to guide your first steps. Be prepared.&#8221; Once again, Rek bowed his head to the ground before answering.<br />
&#8220;As you say, <em>Ban-shu</em>.&#8221;</p>
<hr />The soft clink of chains and the shuffle of footsteps surrounded the Monolith of Harmony and Enlightenment. Rek grunted slightly as the chains tying him to the monolith were pulled taut and then locked. He had brought the chains, as any who attempted the <em>orzu mulkuth</em>. Before him, Lady Sun began to sink beneath the western horizon, painting the skies red and gold. Around him, the holy men prayed as they annointed his body with sacred oils and drew sacred symbols on him with blessed inks. Rek glanced to the left with his eyes, not moving his head for fear ruining shaman Kaluus&#8217;s work as he drew the symbol of truth around Rek&#8217;s right eye and glanced at Lei-Shai, kneeling in the grasses and watching with a concerned look on her face. Lei-Shai was Rek and Tanik&#8217;s oldest wife and she had been selected to watch over Rek as he went through the <em>orzu malkuth</em>.<br />
The shamans finished their work before the sun finished slipping beneath the horizon, and left along with the last rays of sunlight, leaving him alone with Lei-Shai and spirits the dwelled in <em>Gu Hash Kinnuth</em>.<br />
Chained to the monolith, Rek attempted to meditate. He was partially successfully, until the green moon rose into the eastern sky and the monolight began to burn.</p>
<hr />The visions lasted three days. He remembered occasionally drinking the water and rice pulp fed to him occasionally by Lei-Shai, but only as vague images, no more real that half-remembered dreams or nightmares. He remembered less of the visions, though he could feel a deep resevoir of determination and will that they had instilled upon him. The fragment he recalled was of the spirits of earth and wind whispering to him, urging him south and west, towards human lands. Why he did not know, but where the spirits sent him, there he would find destiny.</p>
<hr />It had been two weeks since Rek had left the cladani. Since then, he had killed two men and a halfling. The men had stolen and eaten his horse. The halfling had told them to. All seemed to be gripped with some form of insanity and Rek had figured justice had also been mercy to them. However, that did leave him walking for the next three days and the weather had gotten progressively worse and worse. By now, the rain created almost deafening cacophany as it came down and struck his jingasa and soaking his leather traveller&#8217;s jacket. Before him lay another town, its stone buildings dark shapes in the torrential rain. Rek glanced at the sign along the road and it took him a second to work through the unfamiliar words.<br />
<em>Trask&#8217;s Hinge</em><br />
&#8220;An odd name,&#8221; Rek rumbled to himself, &#8220;and probably full of odd people.&#8221; Nodding to himself, Rek entered the town, placing his hand on the hilt of Guulh no Shin Hu ur Tetsu, the Iron Claw of the Celestial Heavens. His father had given Rek the sword before he left Tzai on his shal-hu manak, destiny quest, and just by touching the hilt Rek could hear the faint whispers of spirits. He could not understand them, but their presence comforted him as he stepped up to what appeared to be the town&#8217;s inn. Warm firelight glowed from the windows and the noises of gathered people came from within. Rek opened the door and stepped inside.</p>]]></content:encoded>
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		<title>CthuluCarols</title>
		<link>http://www.cryhavok.org/2008/05/cthulucarols/</link>
		<comments>http://www.cryhavok.org/2008/05/cthulucarols/#comments</comments>
		<pubDate>Mon, 05 May 2008 16:29:11 +0000</pubDate>
		<dc:creator>ikazuchi</dc:creator>
				<category><![CDATA[Funny]]></category>
		<category><![CDATA[Geek]]></category>
		<category><![CDATA[cthulu]]></category>
		<category><![CDATA[holidays]]></category>
		<category><![CDATA[music]]></category>

		<guid isPermaLink="false">http://www.cryhavok.org/?p=27</guid>
		<description><![CDATA[Honestly, I really hate the &#8216;holidays&#8217;. One of the things I hate the most are the ceaseless repetitions of Christmas carols. Abominable to begin with, their unending iterations are the thing to drive men mad (and I do not mean crazy). A few years back I came across some carols a bit more tolerable. Read [...]]]></description>
			<content:encoded><![CDATA[<p>Honestly, I <strong>really</strong> hate the &#8216;holidays&#8217;. One of the things I hate the most are the ceaseless repetitions of Christmas carols. Abominable to begin with, their unending iterations are the thing to drive men mad (and I do not mean crazy).</p>
<p>A few years back I came across some carols a bit more tolerable. Read on for some amusing parodies of songs I&#8217;m sure you&#8217;ll hear dozens, if not scores, of times in the upcoming months.</p>
<p><span id="more-27"></span></p>
<h4>Rudolph the Red Nosed Cultist</h4>
<blockquote><p>Rudolph the Red Nosed Cultist<br />
had a few insanities<br />
and if you ever saw him<br />
he&#8217;ll be chanting with great glee<br />
Cthulhu fthagn Ia &#8211; aa<br />
He is sleeping &#8216;neath the foam<br />
as he stared out the window<br />
through the bars where he made his home<br />
Then one foggy moon streaked eve<br />
Cthulhu came to say<br />
Rudolph with your mind so brave<br />
won&#8217;t you be my eternal slave<br />
then all the other cultists<br />
join Rudolph the mighty high priest<br />
has joined Cthulhu in his lair.</p></blockquote>
<h4>Over the River and through the Woods</h4>
<blockquote><p>Over the River and through the Woods<br />
To the Plateau of Leng we go<br />
We hope that someday<br />
we can finally say<br />
that we saw the god on the slooo ope</p>
<p>Over the River and through the Woods<br />
To Kadath so cold we go<br />
Nightgaunts pull the sleigh<br />
to hurry their way<br />
past the Shantaks O, we hooo-ope</p>
<p>Over the River and through the Woods<br />
I fear that we&#8217;ve gone too far<br />
the Gods don&#8217;t condone<br />
a mortal at home<br />
farewell those who listened this far&#8230;&#8230;</p></blockquote>
<h4>The Carol of the Old Ones</h4>
<p><cite>lyrics by A.H. Leman to the tune of Carol of the Bells by M. Leontovich</cite></p>
<blockquote><p>Look to the sky way up on high<br />
There in the nigh stars now are right<br />
Eons have passed now then at last<br />
Whence They were penned They will descend</p>
<p>They will retun mankind will learn<br />
New kinds of fear once They are here<br />
As They reclaim all in Their name<br />
Watch only can powerless man</p>
<p>Ignorant fools mankind now rules<br />
Where They ruled then it&#8217;s Theirs again<br />
Madness will reign terror and pain<br />
Woes without ry scary scary scary Solstice<br />
Very very very scary Solstice</p>
<p>Up from the sea from underground<br />
Down from the sky They&#8217;re all around<br />
They will retun mankind will learn<br />
New kinds of fear when They are here</p>
<p>They will return</p>
<p><em>(followed by a glorious arrangement of four part harmonies.)</em></p></blockquote>
<h4>O Come All Ye Deep Ones</h4>
<p><cite>Lyrics by A.H. Leman to the tune of &#8220;O Come All Ye Faithful&#8221; by John Reading</cite></p>
<blockquote><p>O come all ye Deep Ones,<br />
Mi-Go, Ghouls and Nightgaunhts;<br />
Come foul Shub Niggurath and all Ancient Ones.<br />
Come Great Cthulhom the ocean.</p>
<p>CHORUS<br />
O come, let us abhor them,<br />
O come, let us abhor them,<br />
O come, let us abhor them,<br />
Scream, run and hide.</p>
<p>Their old dominion<br />
Mankind now rules blithely,<br />
Stars turning overhead to bring forth his doom.<br />
They will  return here, greedy and malevolent.</p>
<p>CHORUS</p></blockquote>
<h4>Great Old Ones Are Coming to Town</h4>
<p>You&#8217;d better watch out; you better go hide.<br />
And Elder Sign&#8217;s needed for this Yuletide<br />
Great Old Ones are comin to town.nd shaking it twice.<br />
They&#8217;re going to hit you, naughty or nice.<br />
Great Old Ones are coming to town.</p>
<p>They&#8217;re bringing ugly Shuggoths,<br />
And horrid Deep Ones too,<br />
Shub Niggurath is waking up<br />
And so is Cthulhu</p>
<p>So you better watch out, you&#8217;d better go &#8216;way,<br />
Before the big guy comes up from R&#8217;lyeh.<br />
Great Old Ones are coming to town.</p>
<h4>The Solstice Song</h4>
<p>Victims roasting on an open fire,<br />
Deep Ones ripping off your nose,<br />
Mindless chanting &#8217;round the funeral pyre<br />
And folks strung up by their toes.<br />
Ev&#8217;rybody knows how festive open wounds can be;<br />
You&#8217;ll go crazy at the sight.<br />
Tiny tots with their eyeballs aglow<br />
Will find it hard to sleep tonight.<br />
They know Cthulhu&#8217;s on his way;<br />
The beast is rising from the depths of dark R&#8217;lyeh.<br />
And ev&#8217;ry mother&#8217;s child is gonna cry<br />
And beg for mercy and pray quickly to die.<br />
And so I&#8217;m offering this simple phrase<br />
To kids from one to ninety two;<br />
Although its been said many times, many ways,<br />
&#8220;Barra na zu absu.&#8221;</p>
<h4>Azathoth</h4>
<p><cite>sung to Jingle Bells</cite>Azathoth<br />
Azathoth<br />
Azathoth, the King<br />
Center of the Universe,<br />
Insanity he brings,   Hey!</p>
<p>Azathoth<br />
Azathoth<br />
Azathoth, the King<br />
Center of the Universe<br />
Insanity he brings</p>
<p>Writhing round the place<br />
Insane pipers pipe<br />
Takes up lots of space<br />
The stars are getting ripe</p>
<p>R&#8217;Lyeh soon may rise<br />
Nyarlathotep plots<br />
Earth will be the prize<br />
We&#8217;ll all lose our spots,  Ohhh</p>
<p>Azathoth<br />
Azathoth<br />
Azathoth, the King<br />
Center of the Universe<br />
IN &#8211; SANITY HEEEE   BRIIIIIIIINGS!!!!!!!!!</p>]]></content:encoded>
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		</item>
		<item>
		<title>Site Genres</title>
		<link>http://www.cryhavok.org/2008/05/site-genres/</link>
		<comments>http://www.cryhavok.org/2008/05/site-genres/#comments</comments>
		<pubDate>Sun, 04 May 2008 23:08:08 +0000</pubDate>
		<dc:creator>ikazuchi</dc:creator>
				<category><![CDATA[Geek]]></category>
		<category><![CDATA[site genres]]></category>
		<category><![CDATA[web design]]></category>

		<guid isPermaLink="false">http://www.cryhavok.org/?p=18</guid>
		<description><![CDATA[Recently, I was talking with some coworkers of mine and I was explaining my opinion that there are really only three main genres of sites that I can think of. Entertainment Reference Application Entertainment Entertainment sites encompass not only games and jokes, but also a majority of blogs and also news sites. The purpose of [...]]]></description>
			<content:encoded><![CDATA[<p>Recently, I was talking with some coworkers of mine and I was explaining my opinion that there are really only three main genres of sites that I can think of.</p>
<ol>
<li>Entertainment</li>
<li>Reference</li>
<li>Application</li>
</ol>
<p><span id="more-18"></span></p>
<h2>Entertainment</h2>
<p>Entertainment sites encompass not only games and jokes, but also a majority of blogs and also news sites. The purpose of these sites are to bring in users and give them news or entertainment that brings them back to keep up with the site. Users often browse these sites for interesting bits of information or interaction and return to them to see if there are updates to the sites content. The main key to the popularity for these sites is new and interesting content, be they blog posts, video games, comic strips, or news articles. Boring content is ignored as are infrequently updated sites (though the latter can be compensated to a degree with exceptional content and RSS/Atom feeds).</p>
<h2>Reference</h2>
<p>Reference sites, while not only include sites like dictionaries and Wikipedia, but also include search engine. The main purpose for a reference site is be a repository on information on a facet of information. Users are more likely to search than browse on these sites and almost exclusively come to them only when they are looking for specific information. Unlike entertainment sites, they do not think of these sites as places to go to just to see what&#8217;s new. A reference site&#8217;s claim to repeat usage is current, accurate information that is easy to find that covers as much of the site&#8217;s region of specialty.</p>
<h2>Applications</h2>
<p>Applications are sites whose purpose is to give users tools for their lives or jobs. The suite of tools from 37 Signals, GMail, or flickr. The key to these site&#8217;s popularity is the niche they fill (i.e. does anyone actually <em>need</em> this functionality) and the interface to said functionality (i.e. I want to use this, but can I figure out how).</p>
<h2>What I&#8217;m Missing</h2>
<p>There are sites have different segments that fall into different genres, as well as some sites that could be considered crossovers, such as some (usually technical) blogs that can be mined for reference information but also cover news in their sphere of interest to keep users coming back.</p>
<p>The one type of site that confuses me is social networking sites. Are they Entertainment or Application or, like the blogs referenced above, are they a fusion of the two?</p>
<h2>Why it matters</h2>
<p>If you understand ahead of time the type of site you are trying to be <em>before</em> you put it together and keep in mind the what brings a user to that type of site as well as what the normal usage habits for that type of site are (i.e. how the user will expect to interact with it), you can build your site to make use of those preconceptions and usage patterns to make the experience more enjoyable for its eventual users. Sites that try to lump in bits of each genre or expect users to interact with their reference site like an entertainment site will confuse and alienate the user.</p>
<p>This is the failure I feel of the current organization I work for in that instead of focusing on their sites as reference sites and rolling out an integrated entertainment site for news and updates, they are expecting users to view their site as in entertainment site which pretty much all research says is not how the site is viewed or used. In turn, it makes it harder for the user to find information they want and also makes it much more difficult for the organization to communication news and information to the user.</p>]]></content:encoded>
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		<title>Thinking Differently: A Story</title>
		<link>http://www.cryhavok.org/2008/05/thinking-differently-an-story/</link>
		<comments>http://www.cryhavok.org/2008/05/thinking-differently-an-story/#comments</comments>
		<pubDate>Sun, 04 May 2008 23:03:15 +0000</pubDate>
		<dc:creator>ikazuchi</dc:creator>
				<category><![CDATA[Geek]]></category>
		<category><![CDATA[science]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[thinking]]></category>

		<guid isPermaLink="false">http://www.cryhavok.org/?p=17</guid>
		<description><![CDATA[Another story that I have no idea of the origin, but it exemplifies my love of thinking outside the box (to use an exhausted cliché). Some time ago I received a call from a colleague. He was about to give a student a zero for his answer to a physics question, while the student claimed [...]]]></description>
			<content:encoded><![CDATA[<p>Another story that I have no idea of the origin, but it exemplifies my love of thinking outside the box (to use an exhausted cliché).</p>
<p><span id="more-17"></span></p>
<p>Some time ago I received a call from a colleague. He was about to give a student a zero for his answer to a physics question, while the student claimed a perfect score. The instructor and the student agreed to an impartial arbiter, and I was selected.</p>
<p>I read the examination question: &#8220;SHOW HOW IT IS POSSIBLE TO DETERMINE THE HEIGHT OF A TALL BUILDING WITH THE AID OF A BAROMETER.&#8221;</p>
<p>The student had answered, &#8220;Take the barometer to the top of the building, attach a long rope to it, lower it to the street, and then bring it up, measuring the length of the rope. The length of the rope is the height of the building.&#8221; The student really had a strong case for full credit since he had really answered the question completely and correctly! On the other hand, if full credit were given, it could well contribute to a high grade in his physics course and to certify competence in physics, but the answer did not confirm this.</p>
<p>I suggested that the student have another try. I gave the student six minutes to answer the question with the warning that the answer should show some knowledge of physics. At the end of five minutes, he had not written anything. I asked if he wished to give up, but he said he had many answers to this problem; he was just thinking of the best one. I excused myself for interrupting him and asked him to please go on.</p>
<p>In the next minute, he dashed off his answer which read: &#8220;Take the barometer to the top of the building and lean over the edge of the roof. Drop the barometer, timing its fall with a stopwatch. Then, using the formula x=0.5*a*t^^2, calculate the height of the building.&#8221; At this point, I asked my colleague if he would give up. He conceded,and gave the student almost full credit.</p>
<p>While leaving my colleague&#8221;s office, I recalled that the student had said that he had other answers to the problem, so I asked him what they were.</p>
<p>&#8220;Well,&#8221; said the student, &#8220;there are many ways of getting the height of a tall building with the aid of a barometer. For example, you could take the barometer out on a sunny day and measure the height of the barometer, the length of its shadow, and the length of the shadow of the building,and by the use of simple proportion, determine the height of the building.&#8221;</p>
<p>&#8220;Fine,&#8221; I said, &#8220;and others?&#8221;</p>
<p>&#8220;Yes,&#8221; said the student, &#8220;there is a very basic measurement method you will like. In this method, you take the barometer and begin to walk up the stairs. As you climb the stairs, you mark off the length of the barometer along the wall. You then count the number of marks, and this will give you the height of the building in barometer units.&#8221;</p>
<p>&#8220;A very direct method.&#8221;</p>
<p>&#8220;Of course. If you want a more sophisticated method, you can tie the barometer to the end of a string, swing it as a pendulum, and determine the value of g at the street level and at the top of the building. From the difference between the two values of g, the height of the building,in principle, can be calculated.&#8221;</p>
<p>&#8220;On this same tact, you could take the barometer to the top of the building, attach a long rope to it, lower it to just above the street, and then swing it as a pendulum. You could then calculate the height of the building by the period of the precession.&#8221;</p>
<p>&#8220;Finally,&#8221; he concluded, &#8220;there are many other ways of solving the problem. Probably the best,&#8221; he said, &#8220;is to take the barometer to the basement and knock on the superintendent&#8221;s door. When the superintendent answers, you speak to him as follows: &#8221;Mr. Superintendent, here is a fine barometer. If you will tell me the height of the building, I will give you this barometer.&#8221;</p>
<p>At this point, I asked the student if he really did not know the conventional answer to this question. He admitted that he did, but said that he was fed up with high school and college instructors trying to teach him how to think.</p>
<p>The student was Neils Bohr.</p>]]></content:encoded>
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		<title>Werewolf: A Mind Game</title>
		<link>http://www.cryhavok.org/2008/05/werewolf-a-mind-game/</link>
		<comments>http://www.cryhavok.org/2008/05/werewolf-a-mind-game/#comments</comments>
		<pubDate>Sun, 04 May 2008 22:59:57 +0000</pubDate>
		<dc:creator>ikazuchi</dc:creator>
				<category><![CDATA[Geek]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[rules]]></category>
		<category><![CDATA[werewolf]]></category>

		<guid isPermaLink="false">http://www.cryhavok.org/?p=16</guid>
		<description><![CDATA[Reposted here for posterity (and my own convenience) from this site. Werewolf A Mind Game also called &#8220;Mafia&#8221; Werewolf is a simple game for a large group of people (seven or more.) It requires no equipment besides some bits of paper; you can play it just sitting in a circle. I&#8217;d call it a party game, [...]]]></description>
			<content:encoded><![CDATA[<p>Reposted here for posterity (and my own convenience) from <a href="http://www.eblong.com/zarf/werewolf.html">this site</a>.</p>
<p><span id="more-16"></span></p>
<h1>Werewolf</h1>
<h3>A Mind Game</h3>
<h4>also called &#8220;Mafia&#8221;</h4>
<p>Werewolf is a simple game for a large group of people (seven or more.) It requires no equipment besides some bits of paper; you can play it just sitting in a circle. I&#8217;d call it a party game, except that it&#8217;s a game of accusations, lying, bluffing, second-guessing, assassination, and mob hysteria.I really like it. But then I go to some strange parties.</p>
<hr />
<ul>
<li><a href="http://www.eblong.com/zarf/werewolf.html#rules">The Rules</a>
<ul>
<li><a href="http://www.eblong.com/zarf/werewolf.html#setup">Setting Up</a></li>
<li><a href="http://www.eblong.com/zarf/werewolf.html#daynight">The Game: Night and Day</a></li>
<li><a href="http://www.eblong.com/zarf/werewolf.html#winning">Winning</a></li>
<li><a href="http://www.eblong.com/zarf/werewolf.html#clarification">In Case It&#8217;s Not Totally Clear</a></li>
<li><a href="http://www.eblong.com/zarf/werewolf.html#technotes">Technical Notes</a></li>
</ul>
</li>
<li><a href="http://www.eblong.com/zarf/werewolf.html#variations">Possible Variations</a></li>
<li><a href="http://www.eblong.com/zarf/werewolf.html#history">History</a></li>
<li><a href="http://www.eblong.com/zarf/werewolf.html#commercial">Commercial Editions of Werewolf</a></li>
</ul>
<h2><a name="rules">The Rules</a></h2>
<h3><a name="setup">Setting Up</a></h3>
<p>Assemble a group of players. An odd number is best, although not absolutely mandatory. There should be at least seven players; nine or eleven is better.Make up a set of cards, one for each player, with a role written on each one:</p>
<ul>
<li>One &#8220;Moderator&#8221;</li>
<li>Two &#8220;Werewolf&#8221;</li>
<li>One &#8220;Villager (Seer)&#8221;</li>
<li>All the rest &#8220;Villager&#8221;</li>
</ul>
<p>Shuffle the cards and hand them out, face down. Each player should look at his card, but must <em>keep it secret.</em> Only the moderator reveals his card and shows himself to be the moderator.(Alternatively, the group can choose a moderator in advance; the moderator then takes the &#8220;Moderator&#8221; card, shuffles the rest, and hands them out face-down.)</p>
<p>Two players are now secretly werewolves. They are trying to slaughter everyone in the village. Everyone else is an innocent human villager; but one of the villagers secretly has the Second Sight, and can detect the taint of lycanthropy.</p>
<h3><a name="daynight">The Game: Night and Day</a></h3>
<p>The game proceeds in alternating night and day phases. We begin with Night.<strong>At Night,</strong> the moderator tells all the players &#8220;Close your eyes.&#8221; Everyone should.</p>
<p>The moderator says &#8220;Werewolves, open your eyes.&#8221; The two werewolves do so, and look around to recognize each other. The moderator should also note who the werewolves are.</p>
<p>The moderator says &#8220;Werewolves, pick someone to kill.&#8221; The two werewolves silently agree on one villager to tear limb from limb. (It is critical that they remain silent. The other players are sitting there with their eyes closed, and the werewolves don&#8217;t want to give themselves away. Sign language is appropriate, or just pointing, nodding, raising eyebrows, and so on.)</p>
<p>When the werewolves have agreed on a victim, and the moderator understands who they picked, the moderator says &#8220;Werewolves, close your eyes.&#8221;</p>
<p>The moderator says &#8220;Seer, open your eyes. Seer, pick someone to ask about.&#8221; The seer opens his eyes and silently points at another player. (Again, it is critical that this be entirely silent &#8212; because the seer doesn&#8217;t want to reveal his identity to the werewolves.)</p>
<p>The moderator silently signs thumbs-up if the seer pointed at a werewolf, and thumbs-down if the seer pointed at an innocent villager. The moderator then says &#8220;Seer, close your eyes.&#8221;</p>
<p>The moderator says &#8220;Everybody open your eyes; it&#8217;s daytime. And <em>you</em> have been torn apart by werewolves.&#8221; He indicates the person that the werewolves chose. That person is immediately dead and out of the game. He reveals his card, showing what he was, and leaves it face-up.</p>
<p><strong>Now it is Day.</strong> Daytime is very simple; all the living players gather in the village and lynch somebody. The mob wants bloody justice.</p>
<p>As soon as a majority of players vote for a particular player to die, the moderator says &#8220;Ok, you&#8217;re dead.&#8221; That player then reveals his card, and the rest of the players find out whether they&#8217;ve lynched a human, a werewolf, or (oops!) the seer.</p>
<p><em>There are no restrictions on speech.</em> Any living player can say anything he wants &#8212; truth, misdirection, nonsense, or bareface lie.</p>
<p>Contrariwise, <em>dead players may not speak at all.</em> As soon as the sun comes up and the moderator indicates that someone is dead, he may not speak for the rest of the game. No dying soliloquies allowed. Similarly, as soon as a majority vote indicates that a player has been lynched, he is dead. If he wants to protest his innocence or reveal some information (like the seer&#8217;s visions), he has to do it <em>before</em> the vote goes through.</p>
<p>No player may reveal his card, to anyone, except when he is killed. All you can do is talk.</p>
<p>Once a player is lynched, night falls and the cycle repeats. Everyone closes their eyes, the werewolves (or werewolf) secretly select someone to kill, the seer (if alive) secretly learns another player&#8217;s status; then the sun rises, one player is found dead, and the remaining players begin to discuss another lynching. Repeat until one side wins.</p>
<h3><a name="winning">Winning</a></h3>
<p>The humans win if they kill both werewolves.The werewolves win if they kill enough villagers so that the numbers are even. (Two werewolves and two humans, or one werewolf and one human.) At that point they can rise up and slaughter the villagers openly.</p>
<h3><a name="clarification">In Case It&#8217;s Not Totally Clear</a></h3>
<p>The villagers are trying to figure out who&#8217;s a werewolf; the werewolves are pretending to be villagers, and trying to throw suspicion on real villagers.The seer is trying to throw suspicion on any werewolves he discovers, but without revealing himself to be the seer (because if he does, the werewolves will almost certainly kill him that night, since he&#8217;s the greatest threat to werewolf national security.) Of course the seer <em>can</em> reveal himself at any time, if he thinks it&#8217;s worthwhile to tell the other players what he&#8217;s learned. Also of course, a werewolf can claim to be the seer and &#8220;reveal&#8221; anything he wants.</p>
<p>The only information the villagers have is what other players say &#8212; and who dies. Accusing someone of being a werewolf is suspicious. Not accusing anyone is also suspicious. Agreeing with another player a lot is suspicious, and therefore so is pretending not to agree with another player. Never voting to kill a particular player is very suspicious for both of them &#8212; unless it&#8217;s the seer who knows that player is innocent.</p>
<h3><a name="technotes">Technical Notes</a></h3>
<p>When everyone closes their eyes at night, it is best for people to also start humming, tapping the table, rocking back and forth, or some such noise. This will cover up any accidental sounds that are made by the werewolves, the seer, or the moderator.The moderator should stick to the script to avoid mistakes or clues. If he says &#8220;Open your eyes, werewolves&#8221; instead of &#8220;Werewolves, open your eyes,&#8221; a player may misconstrue the command before the last word.</p>
<p>The moderator should be careful to always talk towards the center of the group. If (for example) he turns to face the seer when he says &#8220;Seer, select someone,&#8221; the werewolves may detect the change in acoustics.</p>
<p>It is really important that dead players not speak, and the moderator not speak outside his official capacity &#8212; even to correct a blatant misstatement about a matter of record. (I&#8217;ve seen a game where one player &#8212; a werewolf &#8212; recited the history of the game up to that point: &#8220;X was murdered, then we lynched Y, then Z was murdered&#8230;&#8221; And he swapped two names, a night-murder and a day-lynching, to confuse matters. It would be unfair for a dead player to say &#8220;Hey, that&#8217;s not right, I was lynched!&#8221;)</p>
<p>There are several reasons to have an odd number of players (including the moderator): There will be an odd number of living players during each day, which prevents tie votes on lynchings; and the game will always end with a lynching. If there are an even number of players, you can get ties, and the game will end with a nighttime murder &#8212; which is anticlimactic, because everyone knows when the sun goes down that the game will end at dawn. (Because the werewolves are certain to kill a human and win.)</p>
<p>But more importantly, the humans&#8217; chances are significantly weaker when there are an even number of players (including the moderator.) (See <a href="http://www.eblong.com/zarf/werewolf-stats.html">statistics</a>.) This is probably because an even game always ends with a nighttime murder, and an extra murder is always to the advantage of the wolves; whereas an extra daytime lynching could help either side.</p>
<p>This game can produce a lot of shouting (during the day) and a lot of humming (at night.) Don&#8217;t play where the neighbors will complain. (&#8220;Don&#8217;t mind us, we&#8217;re just deciding who to kill!&#8221;)</p>
<p>My cards are cheesy cartoons (smiley faces, smiley faces with fangs, and a smiley face with a third eye.) Some of my friends have made decks out of selected Magic cards, X-Files cards, and other card games with neat art.</p>
<p>Danny Novo has contributed a <a href="http://www.eblong.com/zarf/pic/werewolf-cards-novo-1.1.pdf">PDF file of Werewolf cards</a>, after my cheesy cartoon idea.</p>
<p>I have done some <a href="http://www.eblong.com/zarf/werewolf-stats.html">statistical simulations</a> of the game, mostly to figure out when to add a third werewolf. (Seventeen players looks right.)</p>
<p> </p>
<hr />
<h3><a name="variations">Possible Variations</a></h3>
<ul>
<li>When the seer secretly points to a player at night, the moderator says <em>out loud</em> &#8221;Yes, that&#8217;s a werewolf&#8221; or &#8220;No, that&#8217;s not a werewolf.&#8221; (Avoid &#8220;he&#8221; and &#8220;she&#8221;!) The other players still don&#8217;t know who was pointing or who was pointed at, but they do know what the answer was. If it was &#8220;yes&#8221;, the werewolves know the pressure is on&#8230;</li>
<li>Don&#8217;t use a &#8220;Moderator&#8221; card; instead, put in one more &#8220;Villager&#8221; card. Then have an extra Day phase at the beginning, where the lynched player becomes the moderator. Advantage: Everyone gets to introduce themselves and start casting suspicion around, based on <em>no</em> information whatsoever. (Since it&#8217;s before the first night, not even the werewolves know who each other are!) Disadvantage: It&#8217;s possible for the moderator to be a werewolf or seer, which starts one side off with a handicap.</li>
<li>Instead of passing out cards randomly, choose a moderator first, and then let the moderator decide who will be what. The moderator passes out cards as he pleases. (This might be fun if the group has played a lot of games together (not necessarily Werewolf) and know what it&#8217;s like for different people to team up. If the group is new to Werewolf, I wouldn&#8217;t recommend this variation.)</li>
<li>Instead of everyone making noise at night, everyone is as quiet as possible, and they listen for the sounds of pointing. (I feel this pollutes the pure brain-ness of the game. You should cast suspicion on each others&#8217; arguments, not on whether they can sign silently. But some people do play this way.)</li>
<li>If there are a whole lot of players &#8212; say, seventeen &#8212; it might be better to add a third werewolf. I have not experimented with this, so I don&#8217;t know. Of course at that point it&#8217;s also possible to split into two separate games.</li>
<li>If the number of players is even, you can give the villagers an advantage by granting the seer a free inquiry, letting the werewolves recognize each other, and then starting with a day-phase. (Or, equivalently, start with a night but don&#8217;t let the werewolves attack that first night.) This keeps the parity normal. It&#8217;s hard to quantify the advantage of a free inquiry, since it&#8217;s entirely psychological, but at least you don&#8217;t have an entirely information-free first day.</li>
<li>If the number of players is small, or even, perhaps improve the villagers&#8217; chances by giving one of them wolfsbane? The villager with wolfsbane cannot be killed by wolves; if he is picked, the moderator announces &#8220;It&#8217;s dawn&#8230; nobody was killed last night.&#8221; Of course, the herb is no protection from lynching. Disadvantage: this screws up the parity, so some games won&#8217;t end with a lynching. (This is a very speculative variant, and needs a lot of playtesting before it can be recommended.)</li>
<li>A variant from Princeton: one villager has wolfsbane, but he <em>chooses</em> which doorstep to sprinkle every night. (He can choose himself.) If he picks the same person the wolves pick, that person doesn&#8217;t die. If he picks a wolf, nothing happens. Disadvantages: again, this screws up the parity. Also, if the last two players are a wolf and the wolfsbane-owner, the game is a stalemate. (Hm &#8212; that&#8217;s the result that was described to me, but it doesn&#8217;t necessarily follow. You could say that since the wolf-team has equal numbers, they win by daytime massacre, and the herb doesn&#8217;t help.)</li>
<li>&#8220;Dark City&#8221;: At night, the werewolves get to swap two villager cards (thus possibly changing the identity of the seer). Ideally, when a villager dies, it should not be revealed whether or not he was the seer.</li>
<li>&#8220;Cupid&#8221;: One villager is also the Cupid. At the <em>start</em> of the game, he secretly indicates two others players. These players are now a pair of Lovers. (The moderator taps the Lovers on the shoulder, and has them open their eyes and see each other. So the Lovers know who each other are, and the Cupid knows who they are &#8212; but <em>none</em> of them know (initially) whether the Lovers are human, wolves, or one of each.) Now: if one Lover dies (day or night), the other dies immediately of a broken heart. Furthermore: if the Lovers are the only two people left alive, <em>even if one is a human and one is a wolf</em>, they both <em>win</em>. (&#8220;Ours is a forbidden love.&#8221; &#8212; Willow)</li>
<li>Adam Cadre came up with a version that avoids the closed eyes, the humming and tapping, etc; the only hidden behavior is writing. All players write on a notecard at night. The moderator collects the cards and works out the results. Villagers write &#8220;sleep&#8221;. The wolves can write a list of names of people to kill, in order of preference; if there is no consensus, one particular wolf (the alpha wolf) gets his wish. The moderator writes seer results on the seer&#8217;s card before returning the cards. This scheme eliminates wolf conferring, but it may work better for some groups &#8212; it eliminates the risk (and temptation) of peeking.</li>
<li>A friend has reported another name for the game: &#8220;Seduction&#8221;, where two seducers try to deflower all the virgins before they&#8217;re caught, with a gossip peeking. Every day the virgins go out and&#8230; arrange a tryst with one of their number? Send someone to a brothel? Ok, it doesn&#8217;t make a whole lot of sense.</li>
<li>Jake Eakle describes a live-action version. Everyone has a sheet of paper on his dorm-room door; wolves choose their targets by drawing a red X on the door at night. (Actual night!) Other symbols get used for seer probes, etc.</li>
<li>A version called &#8220;Thing&#8221; (as in, &#8220;who goes there?&#8221;). In this, the villagers don&#8217;t lynch &#8212; they choose someone to <em>test,</em> and the subject is only killed if he is a genuine wolf. And after a successful detection, the villagers get another go; the day only ends after a test comes up innocent. (The first one&#8217;s free, so there at least two tests per day.) What&#8217;s the catch? At night, the werewolves pick a villager to <em>convert.</em> Their victim starts playing for the wolf team immediately, although he won&#8217;t find out who infected him until &#8220;werewolves, open your eyes&#8221; the next night. I am told that the play dynamics are wildly different, since you&#8217;re looking for <em>changes</em> in behavior, not hidden conspiracies.</li>
<li>I am told that a children&#8217;s psychiatric facility has gotten its kids playing a &#8220;fox/henhouse&#8221; variant of the game. They use a one-shot vigilante role (on the villager team, can kill a werewolf at night once per game).</li>
<li>Other variants are noted below, with links to groups that play that variant.</li>
</ul>
<h3><a name="history">History</a></h3>
<p>I did not invent this game; Dimitry Davidoff did, in 1986. I learned it much later, at the 1997 <a href="http://www.puzzlers.org/">National Puzzlers&#8217; League</a> convention, under the name &#8220;Mafia.&#8221; (Two Mafia gangsters, one Knight Commandant, and everyone else innocent citizens.) I think werewolves are niftier, so I changed it.Dimitry Davidoff had a <a href="http://members.theglobe.com/mafia%5frules/">web page</a> up on which he describes the origin of the game. The site is no longer available, but <a href="http://web.archive.org/web/19990302082118/http://members.theglobe.com/mafia_rules/">a copy can be found on archive.org</a>. His rules are well off the current average, though. The players may lynch any number of people during the day, and lynched players do not reveal their identity. The villagers can only find out if they&#8217;ve won by ending the day and seeing if there are any killers left. There&#8217;s no communicating at night, and there is no moderator or Seer.</p>
<p>More about the origin of the game, from its creator:</p>
<blockquote><p>i was studying at psychology department of moscow university. i was doing two years at once (roughly junior and senior years &#8211; yep, was a crazy time =) and teaching ap psychology class for high schoolers (translating it to american realities). my course paper was about time as the primary psychological (human) construct. so in my class, i was playing with different notions of time &#8211; why we want spent time as we spend it? is there a time we spent we rather wouldn&#8217;t (this would be a definition of a psychological symptom incedentally). anyway, i was trying to find an activity for students &#8211; so it would produce a biggest time spending with the smallest input (and i wouldn&#8217;t have to prepare for classes that much =). i was trying to find something that would structure time not by means of outside organization (being in class) or preparation (for example, previous common knowledge as a topic). first i was asking couple of students to make a secret agreement in a hall (about topic they want to discuss), then return to the classroom for others to guess it. and while watching this discussion, i suddenly realised (eureka kinda moment) &#8211; that WHO is in agreement is the biggest secret of all.my students become the first players. then of course student parties in my dormitory &#8211; biggest one in moscow &#8211; housing thousands of students from different departments. it quickly spread to other departments and dormitories &#8211; likely over next summer, through student summer camps. i [have] tried to keep a track of mafia since then &#8211; treating it as a natural experiment of a meme spreading. i guess due to its nature (no real prerequists to the game besides being a human &#8211; that was the idea of course), the game was spreading pretty fast in russia. in all possible discourses, from bandits and prisons (i have a firsthand accounts) to goverment meetings. and students of course were providing the main drive. i went to a few meetings with students in the us (mit media lab was one of the venues, btw) &#8211; and its the same pattern everywhere.</p>
<p>anyway, few things extra from the top of my head: <br />
     1. the whole approach (there are few other games i&#8217;ve created at that time) is grown out of lev vygotskiy (founder of the soviet psychological school in &#8217;20s) and alan turing&#8217;s test. <br />
     2. the &#8216;moral&#8217; aspect of the game is/was important too &#8211; errors of first and second type are unintuitive concept in psychology. to force players in accepting errors was one of my primary concerns. there were some psychological disputes on that topic, i was trying to solve <br />
     3. in &#8217;89-&#8217;90 i was teaching psychology 101 for international students (mostly from socialist countries then), some of them probably become first seeds in spreading mafia outside russia. <br />
     4. i am still finding new things about mafia all the time, it is surprisingly euristic.</p>
<p>&#8211; Dimitry Davidoff (from email, September 2005)</p></blockquote>
<p>Kristofers Sevcenko reports: &#8220;The Latvian national TV used to run a (IIRC) weekly TV show called &#8216;The Parliament vs. The Mafia&#8217; ca.1990-95, which went by basically the same rules as described on your page. Please note, that I was around 12 at that time, so I don&#8217;t really remember all the details very clearly, but here&#8217;s how I remember it. It was played by celebrities and intellectuals and was rather popular. I think there were 12 players. Not sure how many gangsters were there, but one of them was a Godfather, who was the one who actually made the decision of whom to kill off during nightime. The &#8216;Seer/Knight Commandant&#8217; was called an Investigator. Not very sure, but there might have been two Investigators. Also, the persons whom the players decide to &#8216;lynch&#8217; during the day, got a minute to say their last words and try to convince the other players to let them live, after which all the players actually voted, with an equal vote meaning the person would be spared (I think).&#8221;Steven Clays reports: &#8220;We (= a Belgian group of 2500 ecologists between 8-25) learned the game from Slovenian people in July &#8217;96.&#8221; Hm.</p>
<p>If you have any more information about the early history of the game, please send me a note. That&#8217;s <code><a href="mailto:erkyrath@eblong.com">erkyrath@eblong.com</a></code>.</p>
<p> </p>
<h3><a name="commercial">Commercial Editions of Werewolf</a></h3>
<p>I know of three:</p>
<ul>
<li><a href="http://lesloupsgarous.free.fr/index.htm">Les Loups-Garou de Thiercelieux</a> &#8211; a French publication by Philippes des Pallières and Hervé Marly of Lui-Même Games. Has a number of additional character cards, including the &#8220;Cupid&#8221; described above. Published in English as &#8220;The Werewolves of Millers Hollow&#8221;.</li>
<li><a href="http://www.davincigames.com/page_eng.cfm?sez=01&amp;gioco=lit">Lupus in Tabula</a>, from <a href="http://www.davincigames.com/page_eng.cfm?sez=01&amp;gioco=lit">daVinci Games</a>. Also has a bunch of character cards. (That page has rule translations into a bunch of languages, including Esperanto&#8230;)</li>
<li><a href="http://www.wunderland.com/LooneyLabs/Werewolf/Index.html">Are You A Werewolf?</a> &#8211; published by <a href="http://www.looneylabs.com/">Looney Labs</a>. Just werewolf, villager, seer, and moderator cards; rules basically as described on this page. (Looney Labs events tend to degenerate into Werewolf late at night. Friday night at Origins 2002, we had four games running with <em>52</em> people total&#8230;)</li>
</ul>
<p>And I might as well give my opinion about this sort of thing:I did not invent this game, so I have no right to permit or forbid people from publishing commercial versions of it, or otherwise making money off of it. As far as I&#8217;m concerned, it&#8217;s folk culture, as much as hopscotch or chess. (Even if it was invented in 1986 (see below). Folk work fast. The word gets around.)</p>
<p>On the other hand &#8212; if you publish a version which is called &#8220;Werewolf&#8221;, as opposed to &#8220;Mafia&#8221; or some other theme, it would be cool if you noted my name. I don&#8217;t insist. I&#8217;m just asking. Because I <em>am</em> the sole inventor of the idea of having this game be about werewolves&#8230; and while that gives me no rights of ownership, it does mean that the chain of causality flows back through me.</p>
<p>It&#8217;s kind of a weird feeling, actually. I am your memetic lycanthropic Eve!</p>
<p>Heh.</p>]]></content:encoded>
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		<description><![CDATA[&#60;directory /var/www/X&#62;   RewriteEngine On   RewriteCond %{HTTPS} off   RewriteRule (.*) https://%{HTTP_HOST}%{REQUEST_URI} &#60;/directory&#62;]]></description>
			<content:encoded><![CDATA[<p><code>&lt;directory /var/www/X&gt;<br />
  RewriteEngine On<br />
  RewriteCond %{HTTPS} off<br />
  RewriteRule (.*) <a href="https://%" rel="nofollow">https://%</a>{HTTP_HOST}%{REQUEST_URI}<br />
&lt;/directory&gt;<br />
</code></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Reloading Process</title>
		<link>http://www.cryhavok.org/2008/05/reloading-process/</link>
		<comments>http://www.cryhavok.org/2008/05/reloading-process/#comments</comments>
		<pubDate>Fri, 02 May 2008 14:43:42 +0000</pubDate>
		<dc:creator>ikazuchi</dc:creator>
				<category><![CDATA[Geek]]></category>
		<category><![CDATA[error]]></category>
		<category><![CDATA[wordpress]]></category>

		<guid isPermaLink="false">http://www.cryhavok.org/?p=3</guid>
		<description><![CDATA[Gah&#8230; So in the process of upgrading WordPress I completely obliterated something to the point that I cannnot upgrade my database properly. So now I find myself in the unenviable position of having installed the latest version of WordPress and having to go through the old database that I have archived off in SQL and [...]]]></description>
			<content:encoded><![CDATA[<p><img class="size-medium wp-image-4 alignright" style="float: right;" title="OSX Beachball" src="http://www.cryhavok.org/wp-content/uploads/2008/05/beachball.png" alt="Please wait..." width="150" height="150" />Gah&#8230;</p>
<p>So in the process of upgrading WordPress I completely obliterated <em>something</em> to the point that I cannnot upgrade my database properly. So now I find myself in the unenviable position of having installed the latest version of WordPress and having to go through the old database that I have archived off in SQL and rebuild all of my posts.</p>
<p>Woo-hoo. Go me.<a href="http://www.cryhavok.org/wp-content/uploads/2008/05/beachball.png"></a></p>]]></content:encoded>
			<wfw:commentRss>http://www.cryhavok.org/2008/05/reloading-process/feed/</wfw:commentRss>
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