Showing posts with label Idea. Show all posts
Showing posts with label Idea. Show all posts

Saturday, April 24, 2010

A Fearless Magical Inventory

http://www.starcitygames.com/magic/misc/15107_Feature_Article_Creating_a_Fearless_Magical_Inventory.html

"How do you make a Fearless Magical Inventory? Simple: make a list of the things you secretly know you are doing wrong in Magic. Be honest with yourself. Stop lying to yourself and face reality. Take your ego out of it and admit you don't do everything perfect, yet.

Make a conscious decision to stop pretending you are better than you really are. You are exactly as good as you are. No amount of fooling yourself will trick you into winning more. Make a list of every weakness in your game, no matter how much you may at times pretend its not. Post this list online. Show your friends. Put it up on your facebook. Put it somewhere public so that you can't lie to yourself any longer"

-- Patrick Chapin, Next Level Magic

  1. I don't actually push myself all the way at practice.
  2. I use my lack of stamina to play lazy defense, claiming "I'm resting" or something of that nature.
  3. I have a tough time balancing between putting every throw deep and every throw under.
  4. I rarely, if ever, pull the layout trigger on D.
  5. I give up too early on long throws, either to me or my man.
  6. I can't read the disc very well, especially over my shoulder.
  7. I can't bid going into the disc.
  8. I always back my man on defense so I can say to myself "Well, I didn't get scored on" even if my man getting open directly led to a score.
  9. I blame the mark getting broken for the reason why my man got open on the break side instead of just playing tighter on them.
  10. I couldn't break someone with a backhand to save my life
  11. I use the excuse "I'm not a captain" for a lot of things.
  12. I blame my receiver for dropping discs that are difficult to catch rather than assigning the blame to myself
  13. I have a tough time seeing what is going right or wrong on the field when I am doing anything but looking to see what is right or wrong.
  14. I think that just "putting in work" is good enough.
  15. I am not good enough at getting open for dumps, which often makes our offense stagnant.
  16. I don't know how to function as a cutter.
  17. I am not aggressive enough against a mark, so I don't move them around enough or get enough break opportunities.
  18. I need to be more vocal in every aspect.
  19. I use confusing hand signals when I handle, so people are unsure of whether or not to clear out or adjust their cut.
  20. I will drop almost a pass a game for no particular reason
  21. My backhand isn't SO bad that it is unusable.
  22. I make excuses where I just admit I am wrong so it is extremely difficult to argue with me
  23. I am slow and can't jump.
  24. I often close my eyes when I bid for a disc and don't catch it, and then blame it on thethrower for giving me a janky pass.
That's all I can think of.

Friday, April 9, 2010

Put this shit in motion ain't no rewindin me back

Pickup happened today, but I didn't go. I haven't liked pickup since I thought the forehand was a trick throw.

Today I went to class and cleaned my apartment -- pretty productive day.

The plan was for RA David, Thomas, Benjamin, and myself to do some track workouts whenever David and Tom got out of whatever obligations they like to obligate themselves to. RA David came over, watched me clean for a bit, and we headed to the turf where we found out that Tom locked himself out of his room.

The workout ended up being a 1/2 mile warmup with dynamic warmup after. Then you do five shuttles (5-10-5), 20-yard sprints, 40-yard sprints, 100-yard sprints, and then back down, as well as 1/4 mile laps inbetween. In the end it looks like this:

1/2 Mile
Shuttles (5)
1/4 mile
20-yard sprints (5)
1/4 mile
40-yard sprints (5)
1/4 mile
100-yard sprints (5)
1/4 mile
40-yard sprints (5)
1/4 mile
20-yard sprints (5)
1/4 mile
Shuttles (5)
1/4 mile.

It ends up being roughly 2.25 of distance running and 1 mile of sprinting. Pretty nice. We are thinking of adding pushups and situps in there someplace.

After the 100-yarders Tom showed up informing us that Ben was asleep in his room along with Tom's wallet. Such is life.

Has after was pretty hassy, no beans though. I ended up taking down some Grilled Chicken sandwiches and then some french fries.

Pushups, excruciator, bed.


Monday, March 15, 2010

I mean we're talking about practice.

I asked Sonny if I could come to Scam's practice and bring a friend while on Spring Break, which he allowed.

Practice was supposed to start at 5, which is when I showed up. About 6 were there when I got there, and everyone warmed up as they showed up, which involved running about a 1/4 mile lap and dynamic warm ups, with no static stretching. We got started around 515.

Squeege seemed to be coaching Scam, or at least just running this practice. Either way we started out with a sweet drill that had no disc work in it.

The drill was set up like a flat-Y, with two cones (nalgenes) about fifteen yards apart and then two more cones (discs) another fifteen yards on both sides, forming a flatish-Y.

Squeege then proceeds to talk about how there is almost no physical play in the college game, and that if you plan on playing club you best get used to it. He says that this drill is purely conceptual -- there is no "mock field" and it is just to learn how to play with a man on your shoulder.

The drill is a bit hard to explain through text, but I'll do my best. There are two lines, one being offense and the other being defense. The defense decides which side is the "force" side and lines up on that side of the first nalgene, and is allowed to be up to one step ahead of the offender if he feels there is a great speed mismatch. You "win" on offense by getting to the force side of the second nalgene and then busting to the "break" side. You "win" on defense by not allowing the offense to get to the force side of the second nalgene and making him go on the break side of the nalgene, and then both sprint to the "force" side. The actual winner is the person who gets to the end of the flat-Y first, whichever side you end up running on.

The drill looks like two people putting their weight into each other trying to gain an advantage until right before the second nalgene. The reason why the offense still goes to the force side of the Y when the lose is that since the defense is already on that side they have a head start to the cone. Likewise, when the offense wins, they go to the break side since they start on that side and will have a head-start to the break-cone.

The point of this drill, on defense, is to learn how to use your body to prevent where the offense can go -- to dictate to the offense rather than the other way around. On offense it is basically defense against the dark arts, to learn how to get around a defender who is bodying you.

This was a great drill for today, as it was very windy, and since the drill required zero discwork it can be done in any conditions. I went through the drill roughly 7-8 times and we did it for probably ten or fifteen minutes.

Next up was short 50/50. There are two lines similar to the long 50/50, and the thrower throws a short, low pass that requires one or both of the people to lay out. This is basically a layout drill.

This teaches you how to lay out at the earliest possible moment since if you don't, your opponent will. This drill is taxing on the designated thrower as it requires extremely difficult passes. The runners should run about five yards before the throw is made, and the throw should be placed so that it allows one of them to make a play.

After that Squeege had us huddle up and went into some layout mechanics. He said that most of the weight when you fall should be on your thighs and forearms, and a bit on your chest. He explained that laying out shouldn't hurt much as most of your momentum is going forward, so you slide on the ground instead of just falling onto it.

He also stressed the importance of trying to catch it with your thumb down and attacking it from above, and explained that it is important to not "corkscrew" when you lay out, as aside from it being taxing on your body, on very low throws you will often spin or hit the ground before you get the disc, making it much harder to grab.

This segued into a very basic layout drill. Everyone paired up, and one person got on their knees (lololol). The other person then throws them a disc from whatever angle the catcher feels comfortable, and the catcher then essentially falls in order to try to catch the disc. The focus of this drill was to learn how to fall on your forearms and thighs in a low-risk environment. We each did three sets of 5 "lay outs" and alternated with our partner after each set.

Next up was the layout circle. There are a few discs (3-5, number is mostly irrelevant) and everyone stands in a circle except for one person, who is in the middle. The object is for the people on the outside to throw a lay-out-D-able pass to someone else around the circle, and this continues for as long as the person in the middle wants to be there. As Squeege said "Stay too short, and you look like a pussy. Stay too long and you look like a hero, but you might get hurt". He made everyone stay until they got three lay out ds, and no one stayed longer. It took people anywhere from 3-5 minutes to get the requisite number of d's.

Then we did indian sprints for about half a mile, but I dropped out about 1/3 of the way through cause I died. That was the end of practice.

The post-practice huddle included encouraging people to do work-outs outside of practice, and emphasizing the importance of a deep, versatile bench. Sonny and Squeege stressed that if you have a question to ask, and even if some people seem unapproachable they still love talking disc.

I'm not sure if the lack of discwork on a windy day was planned, or if the layout drills on a soft-ground day was planned, but practice ran very smoothly. No one got water between drills, they just went to the next drill. No one talked while Squeege was talking (except Sonny sometimes but he doesn't count).

It was obvious that some members of the team were not friends (outside of the team) with others, but it did not affect practice at all. Practice had a upbeat, fun feel, with plenty of heckles (especially during the lay-out circle) and Squeege would routinely compliment anyone who showed good effort.

Squeege was very approachable, and did not discourage questions about anything. People messed up the "flat-Y" body-defense drill multiple times, and he just pulled them aside and explained it. He paid attention almost the entire time and got people amped up. He pulled many people aside and offered advice when they messed up.

Fuck conclusions.

Tuesday, January 19, 2010

Goal

We need goals. Specific, attainable, reasonable goals.

Don't look at me, though.

Saturday, January 31, 2009

Mixed Signals

What'd we have for the track workout Thursday? 13?

We had 6 for Snertz. Well, 8 showed up, but 2 weren't willing to do Snertz.

And we didn't do Snertz.
That's not saying I'm not the type of guy who doesn't enjoy Mini. Fuck, I love it. But switching plans like that last minute due to public outcry is not the type of consistancy we need. I would love for us to plan to play mini twice a week, but I'm really not a fan of last-minute switches like that. 


Regardless, it definitely got me amped to play. I fully plan on being the most hungover person alive on Sunday, but I also plan on being the most amped person alive for Mini during Sunday afternoon. There is a reason why the game starts at 6 -- So I can play mini and have plenty of time to rehydrate and unstink in time for the drunken festivites round 2. 


Mini went pretty well. David's team cleaned house until Ben showed up, then our team cleaned house until the end of the night when David's team decided to at least make an effort to throw before being stalled out and finished the night on top.

 Playing to -2 is crazy, You get two possessions to score if you're getting pulled to, although just scoring one then puts the pressure on the other team to score or lose. 

Hammers are too good and need to be outlawed. No wind = full-mini-field-hammers-from-Doober, and that just shouldn't be allowed.  It's hard enough to stop an upline cut as is, let alone having to worry about Thor dropping a hammer into the corner. 

Stall 5 seems a little short, but I'm not really sure if it's supposed to feel short. It makes it a lot tougher to win if you're getting pulled to, but I guess it balances out with the fact that you can literally huck the field whenever. Tiny enzones balance that out too.

I just read Star City's old Rizzo articles for an hour and a half instead of finishing this. /win

I might go to the gym today, but my calves are saying no.  I think I am going to  err on the side of caution, especially with me mad dropping the mad cash for indoor on Tuesday. Can't dissappoint my fans with a sub-par performance. It's also the TD's Maiden Voyage. 

Fuck conclusions.

Wednesday, December 24, 2008

Other twenty-one guys are doing

Randy Pausch's last lecture --

9 years old, first Football practice. Coach didn't bring any footballs to practice. A kid asks 

"Excuse me coach there aren't any footballs"
"Right. How many men are on a football field at a time"
"Eleven on a team, twenty-two"
"Alright and how many people are touching the football at any given time"
"One of them"
"Right so we're gonna work on what those other twenty-one guys are doing"


I think the idea translates pretty well.  It's gotta be pulled off perfectly, though. I'm not really willing to throw it out there this year, but next year it might work.

Thursday, December 18, 2008

Briefly

Quoted from "The Huddle" -- http://www.the-huddle.org/issues/13/real-time-space-for-real-time-results/

Some parts are bolded for emphasis.


I may show the defense on a chalkboard. for some, it is very useful to move off of the chalkboard and onto the field. I like to place people on the field (or a shortened field) and walk the entire team through each position, and explain what the contribution of each position is to the team-D concept.

After fielding questions (taking special care not to get into a flurry "What if?" questions) we run the defense against a 70%-speed offense. After 5-10 minutes of reps, we go 100% live. This is the usual time for things to degenerate, or objectives lost due to competitiveness, so it's very important to ensure that the reps are not rushed, and are re-focused with the team defense concept in mind. This is also a great time for people to experiment at different positions to get a feel for where their strengths lie in this particular team D.



Wait.... you're supposed to introduce a concept and then reinforce it on the field? I kind of thought we just introduce it and then let them run wild.


Never would have guessed.