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Seven- month Old Child 2. SHOULD HOUSES BE CLEANSED OF EVIL SPIRITS? CURSED OBJECTS AND POSSESSIONS 1. A Word About Incense 3. Cursed Objects and Demon Infestation 4. Cursed and Inanimate Objects 5. Synonyms of Destroy: annihilate, cream, decimate, demolish, desolate, devastate. Get Word of the Day daily email! Symbols of Hex Signs 3. Dolls in Toledo, Ohio 3. Baby - Seven Months Old 4. Satan In The Toy Store 5. Toys Having Either Occult Linkage, 6. Actions or Excessive Violence 7. CLEANING YOUR HOUSE OF DEMONIC OBJECTS 1. To Exorcise Inanimate Objects 2. Five Steps To Cleaning House. REFERENCES SCRIPTURES. Graven Image (Jesus' picture? He did not have white skin!)C - Num. Those who keep or own cursed objects (you are cursed). L - Deut. 1. 4: 7- 1. Unclean animals (something for you to think about). C - Deut. 2. 1: 2. Anyone hanged is accursed of God. C - Deut. 3. 2: 5,1. It's based of my other mod Destroy the Thieves Guild and provides a more peaceful. Use the Destroy the Thieves Guild Configuration power. Slim then leaves on his way to buy the cows' farm Patch of Heavens. Buy our Resident Evil T-Shirts, Resident Evil Girls Shirt, Resident Evil Hat, Resident Evil Hoodies, or other Resident Evil Merchandise available at Stylin Online now. Our Resident Evil Shirts and Resident Evil merchandise are. Have corrupted themselves. Have worshipped devils (demons). C - Josh. 6: 1. 8Those who keep or own cursed objects (are cursed). C - II Sam. 7: 2. Blessing of the Lord. L - Prov. 3: 3. 3Curse of the Lord on house of the wicked. L - Jer. 4. 8: 1. Deceitful worker of the Lord is cursed. C - Gal. 3: 1. 3Christ has redeemed us from the curse (must be applied). C - Col. 2: 1. 4- 1. Blotting out ordinances against us. L - II Tim. 4: 4. They will not endure sound doctrine. C - Rev. 1. 2: 1. Overcome by word of testimony. C - Rev. 2. 2: 3. No more curse in Heaven. TESTIMONIES Seven- month Old Child. Earline and I were working with a mother and her child who was seven- months old. As we were taking the mother through prayers for her sins, the child spoke and said, NO GENE NO. As you know, children of this age can not speak. What do you think spoke through the child - a demon? Marie Moody. Some friends of ours were ministers who went to Haiti. One time they brought us some carved figurines as a gift. These statutes caused us strife in the family. Our daughter, Marie, felt like there were eyes watching her as she walked across the room. The Lord finally got our attention and we destroyed the wood figures. The wood would not burn normally and finally I had to soak them in charcoal- lighter fluid. When they finally burned, a green flame came out and shot toward us. These dolls were probably made by Voodoo worshipers who blessed them so that they would be sold. After getting rid of the statutes, the strife left our family. What do you think the green flame was - a demon? Asian People. One of my favorite examples is that of the Buddha. Do you have a cute little Buddha sitting in your house? If so, you are cursed because you have a cursed object in your home. Another example is the family alter for worship of dead ancestors. This is spiritual idolatry and brings curses to the family. God took Pastor Jesse Duplantis to Heaven while he was alive. He saw many Asian children but few Asian adults. Apparently the Asian world is caught in a death trap of Asian religions and will go to Hell. Asia has half of the world population. The children are innocent if they die before the age of accountability and will go to Heaven. An Asian church was meeting in an Odd Fellow Lodge. This is Masonry, a false religion, and cursed the church. Who knows how much damage was done? SHOULD HOUSES BE CLEANSED OF EVIL SPIRITS? Books and objects identified with anything related to Satan's kingdom have been known to attract demons. Sinful activities on the part of former residents account for some houses needing to be cleansed. Many have told of hearing voices or sounds in their houses. Such manifestations are sometimes called poltergeist, a German word meaning knocking or noisy ghosts. What about the owls and frogs? These are classified among the creatures mentioned in Deut. They are types of demon spirits. The graven images of their gods you shall burn with fire, you shall not desire the silver or gold that is on them, nor take it for yourself, lest you be ensnared by it; for it is an abomination to the Lord your God. Neither shall you bring an abomination (an idol) into your house, lest you be ensnared by it; for it is an abomination to the Lord your God(Deut. Demons are definitely attracted to houses by objects and literature that pertain to false religions, cults, the occult and spiritism. All such materials should be burned or otherwise destroyed. Houses or buildings which are suspect of demon infestation should be cleansed by the authority of the name of Jesus. Those who live in such places should stand on the provisions of the blood of Jesus Christ. Some objects, particularly rings, bracelets, necklaces and other jewelry which has been given to a person by someone in witchcraft, will have curses and bring bondage with them. There is a resurgence of hex signs, and ancient geometric and mystical motifs which are being incorporated into designs for clothing, jewelry, decorative objects and china. In antique shops there are often selections of rings, pendants, pins and various kinds of jewelry which were originally designed to bring good luck and to act as a talisman to chase evil. Some of the most popular currently include: The Egyptian ankh (a cross with a loop at the top which was an ancient fertility symbol); the ancient witchcraft sign of the broken cross, popularly known as the peace symbol; Chais (consists of Hebrew characters spelling the word life); Polynesian tikkis, figures and other things; a wiggly tail which is called the Italian horn; protectors from the evil eye; a hand with the index and little fingers pointing up (a satanic witchcraft sign); and a great variety of crosses, clovers, stars, wishbones, lucky coins, mystic medals, horseshoes and other items. Another interesting thing is how many times in religious fetishes and statues there is a dangerous resident demon power. If it is necessary to do deliverance in a house, it is wise to clean the house spiritually afterward, to head off any trouble which might be caused by spirits remaining in the place. It is also important that personal regalia (or those handed down in the family) should be destroyed. Associated clothing should be burnt, and metal objects including swords defaced, or smashed and disposed of. Relatives are sometimes superstitious about disposing of these family relics, but they are cursed, and if retained will bring the judgment of God upon the household. Demons may try to prevent Masonic objects from being destroyed by hiding the means of destruction or preventing the objects from being destroyed such as preventing the objects from catching on fire. A Word About Incense (Excerpts)Believers must be careful about bringing incense into their homes. Most people are unaware that much of the incense sold in curio and novelty shops was manufactured by devotees of the Hare Krishna cult. Their wares are dedicated to this demon god of the Hindus and can cause much trouble. Cursed Objects and Demon Infestation (Excerpts)This is just a partial list of many objects that attract demons. It is recommended that two Christians, in agreement, led by The Holy Spirit, go through the dwelling to discern demonic objects that need to be destroyed. It is up to the owner what will be destroyed. A recommended book is Masonic And Occult Symbols Illustrated by Cathy Burns, Sharing, Mt. Carmel, PA. Crosses, pictures and objects may be godly or ungodly. For instance, there are ungodly crosses. Thou shalt not make unto thee any graven image, or any likeness of any thing that is in heaven above, or that is in the earth beneath, or that is in the water under the earth. This is a key verse to use in discernment. Cast demons out of houses; command demons to go by these names or associated with these objects: 1. Books and objects identified with anything related to Satan's Kingdom. Sinful activities of former residents left curses. Knocking or noisy ghosts (poltergeist) and apparitions. Owl and frog images. Witch's mask and fetishes used by witch doctors. Objects and literature that pertain to false religions, cults, the occult and spiritism. Graven images of gods (demons). Objects dedicated to demons (idols and artifacts). Ouija boards or other occult paraphernalia. Prayers and worship to demons bring curses on home. Mexican sun gods; idols, incense; Buddhas; hand carved objects from Africa or the Orient; anything connected with astrology, horoscopes, fortune telling, etc.; books or objects associated with witchcraft, good luck charms or cult religions (metaphysics, Christian Science, Jehovah's Witnesses, etc.); rock and roll records and tapes. Jewelry given to a person by someone in witchcraft, hex signs, ancient geometric and mystical motifs. Jewelry designed to bring good luck and act as talisman to chase evil. Egyptian ankh, broken cross (peace symbol), chais, Polynesian tikkis of gods, African jujus, Italian horn, protectors from the evil eye, hand with index and little fingers pointing up, clovers, stars, wishbones, lucky coins, mystic medals, horseshoes, religious fetishes and statues. Products with cryptic curses (hidden, secret, occult curses). Dolls used for witchcraft and magic; puppets, cult objects or representations. Common familiars include occult objects used in practice of occult arts; Rock . There is no way to come up with a complete list. Cursed and Inanimate Objects. If you have a cursed object, you become cursed by God! Remove cursed objects from your being and from your home; destroy by breaking, burning or at least throw them in the trash can. Do not keep the cursed silver or gold of the object. If the cursed object belongs to someone else and you can not throw it away, then anoint with oil and cast the demons out of it. Anoint your house with oil and cast out evil spirits from your house and possessions. You must clean your home and your body of cursed objects. Top 1. 0 Current Tabletop Role- playing Games. Gaming. John Grigsby. February 1. 5, 2. History of role-playing games; Japanese role-playing game. With the advent of print on demand and PDF publishing. WFRP v3 - Download as PDF File (.pdf), Text File (.txt) or read online. Pymapper is a map making utility used for role-playing games. The tile images are provided by the user and can be any. There is also game support for the Paizo Pathfinder and Dungeons & Dragons 3.5 and 5th Edition rulesets. Warhammer Fantasy Roleplay Core Set. Ancient Odysseys: Treasure. Can download a free PDF of the Core Rulebook. There are two rulesets: Core Rules emulates Basic/Expert D&D, & Advanced Edition companion emulates AD&D. I’ve been a role- playing gamer for more than 3. I’ve been to more conventions and play days than I care to remember. I’ve seen the best and the worst of the gaming industry. I’ve been there for the highs and the lows. This list is compiled based solely upon my observations, nothing more. If anyone can provide real- world data to disprove what is here, then you’re a bigger geek than me. Hundreds of years in the future, the Earth undergoes a dramatic change. Intersections of ley lines (lines of magic energy that crisscross the globe) tear Rifts in space- time, opening a passage to other places, times, and dimensions. Through these portals come dimensional beings or D- Bees. With the appearance of the Rifts also comes magical power, and magic and technology often collide in the world of Rifts. It is not unusual to see an elf armed with an automatic weapon, or a wizard facing an army of robots. Rifts is a world where anything can happen, and typically does. Purchase includes PDF copy in a ZIP file which also contains A Mess of. MechWarrior (RPG) T-shirts! Kickstarter Awards Arrive for BattleTech Video Game; My Favorite Technical. It's a very rules-light, free-form system. This PDF needs a circle of acetate or clear plastic pinned to it. Japan has become the cyberpunk society that science- fiction has always portrayed it as being. South America suffers a plague of vampires. Here are the basic rulesets for Blade & Scrolls roleplaying game. The rules has been adapted for pen & paper roleplay as well as tabletop adventuring. Character Creation Choose you race: This reflect which humanoid creature.Atlantis has risen from the waves once more. Europe is again a vast wilderness opposed by an empire of gargoyles. Africa has returned to nature, making it once more a wild and dark continent. China is overrun by demons. In North America, the Coalition States are the primary power. Australia has been flooded by a great inland sea, and with the return of magic, the Aborigines have enjoyed a resurgence. Even the depths of the ocean are no haven in Rifts, as the Lord of the Deep battles the Whale Singers and the New Navy for the fate of the planet. So with all this great setting and story, why is Rifts #1. Simply put, it’s all in the mechanics. Most people will be quick to tell you that while Rifts is a great setting with wonderful backstory and the potential for years of play, the mechanics quickly kill the enjoyment. Each supplement that is released features more powerful options than the previous one, and many of the more attractive role- playing options are left behind by the ever- present advance. Coupled with the fact that the rules are inconsistent even within their own setting, the whole can make it difficult to enjoy. Imagine playing a modern- day human with no magical powers or supernatural abilities while your buddy plays a dragon. That’s the kind of disparity that is seen in Rifts games. The World of Darkness is White Wolf Publishing’s role- playing game of supernatural horror. It takes place in a universe where vampires, werewolves, and other icons of horror exist simultaneously and interact with one another (often violently). The primary books in the collection are the World of Darkness core rules, Vampire: the Requiem, Werewolf: the Forsaken, and Mage: the Ascension. There are also a number of other books that have been made available, including settings that take place in other periods of history. So, horror role- playing, rich backstory – why is it only #9? There are two reasons. First, the original role- playing game was quickly overshadowed by the live- action variant called Mind’s Eye Theater. Secondly, in late 2. White Wolf stopped publishing books for the line, ending the setting in an event called The Time of Judgement. Some campaigns continue, but by and large, the role- playing game is seen less and less often these days, and even the live- action game is starting to become scare outside of conventions. Mutants & Masterminds is a breakthrough super- hero role- playing game from Green Ronin Publishing. Based off the wildly successful d. System from Wizards of the Coast, Mutants & Masterminds has since grown into its own and fills its niche beautifully. It has transformed from a variant of d. The system is flexible enough to allow you to play any kind of character imaginable, from an everyday beat cop to a paragon with world- shaking abilities. Moreover, it is well- balanced such that characters of an equal power level are more or less on equal terms, even if one has godlike abilities and the other is largely skill- based with a few gadgets thrown in. And more recently, Green Ronin has partnered with DC Comics to bring forth the DC Universe role- playing game, powered by Mutants & Masterminds. The reason it sits at #8 is simply because there isn’t a lot of love for super- hero games these days. In the early years of role- playing, there were a great many super- hero game systems, but these days, Mutants & Masterminds pretty much stands alone in the field. It is a great game, just suffering from a lot of competition and a lack of interest. Traveller is a classic science- fiction role- playing game, and by classic, I mean that it was there at the beginning. Many of us veterans can recall our first experience with Traveller, and in many cases, it meant suffering a character that perished during the creation phase. Yes, Traveller was unique among its peers in that character creation was half the fun and that there was a significant risk of a character dying before ever making it to the table! Traveller is one of the few systems that evolved, but never really died. It changed form, adapted, and the timeline advanced, but the setting itself remained what it always had been. And now, more recently, the classic Traveller is back, thanks to Mongoose Publishing! The newest ruleset harkens back to the old days, when character creation was something that took a while. The sudden death aspect has been removed (though you can reinsert it if you wish) and a few things have been streamlined, but this is the Traveller that I grew up on. But why is it only #7? The same reason that Mutants & Masterminds is so low on the list. It suffers from a lot of competition and the science- fiction genre is low on the interest scale right now. But this game is generating a lot of good press, particularly among role- playing veterans, so look for it to undergo a resurgence. Call of Cthulhu is based on the works of H. P. Lovecraft, an author of the 1. The original game, produced by Chaosium, was set in the 1. Many times, they would face minor beings from other worlds or dimensions, or the occasional group of human cultists, but just as often, their foe would be a creature from beyond space and time, too powerful for them to ever truly defeat. Call of Cthulhu is very much a game of settling for winning the battle, but not the war. If there’s no chance of success, then why play? Well that’s the fun of it, you see. It’s not about defeating the darkness, it’s about surviving it and overcoming the odds. It has been jokingly said that the longest- lived characters in Call of Cthulhu have the highest movement rates, and there is some truth to that. Knowing when to turn and run can be every bit as valuable as an ancient incantation. And remember, you don’t have to outrun the monster; you only have to outrun the slowest member of your party. I have witnessed groups maiming each other’s characters to avoid being devoured. I place Call of Cthulhu at #6 because it still remains a staple at gaming conventions. It is by no means the most popular role- playing game out there (it takes a special kind of player to adapt to the style of gaming it entails), but it maintains a loyal following and is still supported by it’s company today. Some of you are looking quizzical now, asking what the heck is Hackmaster? Well to answer that, we have to go back to the year 1. Jolly Blackburn drew a cartoon strip in the pages of Shadis magazine. This strip was a peek into the lives of a group of role- players that called themselves the Knights of the Dinner Table, and their game of choice was Hackmaster, a fictional game stylized after Advanced Dungeons & Dragons, but with humorously tongue- in- cheek elements. Flash- forward now to 2. Open Game License in effect and the d. Kenzer & Company, formed in 1. Wizards of the Coast to produce a parody of Advanced Dungeons & Dragons 1st edition called, appropriately enough, Hackmaster. The game was an immediate success among fans of the comic strip. While it is recognizable for its source material, it has also developed its own feel and is imminently enjoyable for fans of the old Advanced Dungeons & Dragons from which it is derived. The mechanics are familiar enough to appeal to veterans, but the world and setting are unique enough to stand on their own. GURPS, published by Steve Jackson Games, stands for Generic Universal Role- Playing System. It was groundbreaking in that it was one of the first role- playing games to introduce a single mechanic that allowed players to play in any genre, from fantasy to horror. The Basic Rules explained the mechanics of the system, while numerous wordbooks offered details for adapting the existing rules to nearly any setting you could imagine! By 2. 00. 5, over 1. Stone Age adventuring to the far future of Traveller. Today, GURPS is in its 4th edition and the rules, while remaining fundamentally the same as they were in the 1st edition, have been streamlined and simplified. GURPS 4th edition was released in 2. For my money, GURPS is all about realism. Certainly, it can be played as a very heroic, action- oriented game, but at its heart, it is all about realism. Firefights in GURPS tend to be deadly, and you won’t find many rules for disregarding inconveniences like the laws of physics. Whether you’re seeking a set of guidelines that will keep your players on the straight- and- narrow or a game that lets you mix genres at will, GURPS won’t let you down, and thus earns a solid 4th place on our pick list. A newcomer to the gaming scene, Savage Worlds debuted in 2. Like GURPS, it is intended to be a multi- genre system that is billed as “Fast, Furious, Fun!” In fact, every aspect of the mechanics seems to be aimed towards that mantra. 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You probably need a Force- related aspect to be a Jedi in a Star Wars game, for example, because not all the characters in Star Wars have access to using the Force. All this adds up to FAE having a tighter focus on aspects than Core tends to have. Another consequence of aspect + setting- driven competence in FAE is that gradations of competence aren. Sometimes, circumstances demand that you be sneaky; nothing else will do. Which brings up the issue of short skill lists vs. Short skill lists are a fascinating topic for another post . If you specifically want to use approaches for your game, and you want a list that. While those may be distinct from skills as well, they. MLB New York Yankees Accessories Pins And Patches. Savor the adrenaline of gameday with officially licensed New York Yankees Embroidered Patches from the ultimate sports store. Show your New York Yankee devotion with authentic Yankees Patches featuring Yankees Iron On Patch, New York Commemorative and Stick- On Patch. 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Program Director: Joseph Robertson, BS, DDSDepartment of Periodontology & Dental Hygiene. Dental Hygiene Program. Martin Luther King Jr. Boulevard. Detroit, MI 4. Program Director: Kathi Ray Shepherd, BS, MSSchool of Dentistry. Dental Hygiene Program. N. University. Ann Arbor, MI 4. Program Director: Janet Kinney, RDH MSDental Hygiene Program. W. Outer Drive. Detroit, MI 4. Program Director: Sheree Duff, MSA, BS. Coaching Basketball - My Dream!: Blueprint for How to Build a Program. Not sure why I am writing this blog tonight, but I am. I could be giving you some great stuff from the St. San Diego replay that I am watching, but instead I am writing this. Below are some great pointers that I have picked up over the years on building a high school program. I can't begin to name all of the coaches who have given me great advice over the years. Starting a new youth sports club. The number one reason why people start a new program is to give kids a chance to play who would otherwise. Incorporating a nonprofit youth sports organization can be an inexpensive. Start by appointing an exploratory. Stress these qualities of your program. How to start your own community leadership program using your expertise from playing basketball. Start Your Own Community Leadership Program. How Young Can Basketball Players Start Strength Training? A proper youth training program should. How to Start Your Own Sports Team. Start a blog or a web site and make sure everyone is on the same. The one who has given me the most however, is the guy to the right here, Coach Todd Fergot from La. Crosse Central High School. Coach Fergot gave me my first assistant job and I also worked for him in his summer program for three years. He's taught me more about the game than anyone. A lot of these ideas come from him and a vast variety of other coaches as well. No matter what program you take over, if you follow these 9 steps below you are going to turn it around. Anyway, without further adieu, here is the blueprint to building a high school basketball program. It starts with creating the culture. When you inherit a program it's important to put your stamp on it immediately. What do you want to be known for? I think some cornerstones of the culture have to be toughness, integrity, selflessness, and hard work. These are four things that are evident in all the great coaches I have visited with. At the beginning of taking over a program that may mean you will have to cut some talented players who don't buy into those things. If you don't take culture over talent it will result in a poisoning of you program from the top down. If you take hard working, blue collar guys who buy in over the superstar the younger players will notice and buy in. Your team will also win more games because they will be a cohesive, hard working group. The youth program is the foundation. Coach Fergot, and any other good coach, will tell you that the youth program is the foundation for a great program. Great programs have extensive youth programs that emphasize the important things: fundamental skill development, team first attitude, hard work, toughness, defense, and the same offense as the varsity. Many times it's tricky to get youth coaches to run the same system as the varsity, worry less about wins and more about development, and teach more than just the game, but when you get coaches who do you are in great shape. Everyone knows you need talent to win, and some programs attract great talent, but it doesn't hurt to grow as much as you can in your back yard either. Emphasis on fundamentals, especially defense, passing/ball sureness, and shooting. And while I do agree with that comment, shooting is the most important skill in the game. If you can't shoot it makes winning very, very hard. If it were up to me, every team from elementary to high school would shoot 2. Along with that every player should come up playing all man to man (as long as that is your defense) and learning how to help, help the helper, recover, pressure the ball, defend off the ball etc. If you can get players coming onto your varsity with this defensive knowledge you are going to win games! Also an underrated ability is the ability to pass, receive, and secure the basketball. We spent a lot of time in La. Crosse working on this skill and I don't think coaches spend enough time on it. Summer improvement is where it starts and ends. From the minute you get there, summer workouts have to be a priority for all players. This is where you get better and win games. Teams that are fundamentally sound rarely lose games because of Xs and Os. You do have to make it competitive and fun however. I also think playing as a group in the summer benefits teams because they come into the year cohesive and ready to go. If you lack talent you'd better be able to play together. Create tradition, emphasize tradition. Anytime you take over a program you need to start your tradition and carry on the traditions of old. Players need to be reminded where they came from and know the great players of the past in your school. Tradition breeds pride and pride breeds hard work. You need to make your players feel like playing for your school is an honor. They are merely holding a great torch and not the program. Get your logo out there. One great thing our head coach did this year was to give every custodian in our program a shirt. When I was at Bagley my baby was the the Future Flyers program where every elementary kid got a shirt and a special spot to sit at games. Give away as much stuff as you can, especially to your younger players, parents, community members. Whether you are small town or big city, the more people that wear your gear the more you name is out there, which is a good thing. Have the right system for you and run it at every level, elementary to varsity. I can't stress this enough. Whether you are a 2- 3 zone and flex team or a motion and man team, every level below you needs to run the same thing. You can't put a value on having players who show up knowing the basics of what you are trying to do. When you do that you cut down on teaching time and can do so much more. Running your system at every level is non- negotiable. You must have the best coaching staff, and use them the correct way. Having the . I have been around a lot of assistant coaches who were not outstanding with Xs and Os or game strategy but were invaluable to the program. What is the key to a great staff? The following five things: 1. No matter how . They HAVE TO run what you want run, how you want run it.- This doesn't mean they are yes men by any means. The best staffs argue like hell behind closed doors but once they are in front of the kids everyone is on the same page. Even if they buy in, it doesn't matter if they are telling others that you are doing it wrong. I had an assistant in Iowa who would routinely tell the parents . Guys have to work hard and be willing to scout, stay late, work in the summers, etc. If they care more about themselves than their players they need to go. Have to have guys at the lower levels who are willing to sacrifice wins for getting players ready to play at the varsity level. You also have to use your coaches in the right way. Every coach has a strong point, so put them in position to be successful. Some coaches are great with Xs and Os, put them up with you. Also pair coaches that are a little bit different at your younger levels. My first year at Central I was a freshmen assistant. The guy I was the assistant under was great at motivation, getting guys to work hard, discipline, etc. I had a little bit better grasp of Xs and Os so we were a great compliment. Either way coaches have to be put in the right spots to be successful. Must have patience with common sense. Rome wasn't built in a day, or a year, and neither is a basketball program. As long as you are laying the foundation with a solid youth program, everyone running the same stuff, and having the right culture you are going to turn the corner. You can't bail out too early unless there are things in place that won't let you do one of those three things well, it's why I left my position at South Tama. We had a situation where we could not accomplish any of the three. I was not allowed a say in the youth program, could not cut any players from the team - buy in or not, and the lower coaches refused to run our stuff (and I could not fire them). So we were set up to fail in the long term. If you can have those three however, any program can be turned around with enough time. In closing, none of this is Earth shattering, but it's all true. There is no magic formula outside of hard work and no compromises. If you follow the blueprint above turning around any program is possible. Did I miss something, if so leave some feedback, I would love to hear other great ideas! |
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