Haven’t posted a FLICKR round in awhile.
Archive for October 2011
I am a 24 year old bouncer at a local club. I work with 7 other bouncers. I am rather a buff looking guy but I’m only 5’10. I am currently studying Kempo. I was just rewarded a purple belt last Monday. At the club, I have realized that I intimidate some people but not everyone. I don’t attempt to intimate anyone, I just do my job and try to tell you what you cannot or kick you out if told to by my boss. Sometimes, thugs come into the club “repping” their gang or acting ignorant and if I attempt to tell them something, most of them do it. Saturday night, one guy (blood gang) had been drinking quite a few beers and kept setting his beer on the pool table. I calmly told him the first time not to do it and he jerked the beer out of my hand when I went to take the beer off of the table. I let that situation go and continued doing my job. This time I saw him do it again, he stepped up to me (he was a tab bit taller). I believe his intention was to challenge me. So I told him that he had to leave the club. He told me that he’s not going anywhere. So, I grabbed him by the arm and told him that he had to leave. He pulled away and then his other arm began to swing as he was attempting to throw a punch. And I believe the alcohol in his system slowed down his body because I saw the punch coming and by that time I duck the punch and punched him in the rib with my left fist. I think I was supposed to get in trouble because I wasn’t supposed to punch him but I was forgiven by my boss. I am so nervous about really fighting someone because I don’t believe they would be that sluggish with swinging. When I go to the dojo, my sensei teaches me moves, but I don’t really get to see a REAL punch in the dojo. Me and my sensei never sparred. I am my sensei’s only student right now. As a purple belt, am I supposed to have been sparring and how can I know for sure that I will be able to see a punch coming?
1. Don’t ever touch someone or get in range to touch someone, to talk to them. If you are touching them, assume it is on, and you are either in the process of locking them with a joint manipulation or have broken something in their body anatomically, or are in the process of putting him to the ground or out, with the help of the other bouncers on your team.
2. Logically, that also means you should never allow someone in range to touch or hit you. Always put your hand out to hold them back and prevent them from moving forward. This is the non-aggressive, defense you use when talking and you don’t want people to get close enough to attack you pre-emptively without you seeing it. If they are really trying to charge forward and body rush you, force your hand under their chin/jaw and make it go left or right. This tends to make people unbalanced and unable to attack effectively.
3. If you want to see punches, have someone throw punches at you, and you just stand there and observe. Best used when the person attacking has 100% control and can stop his punch 1 centimeter from the target (your face, body, neck, etc). This allows you to “see” the speed and flow of hand strikes, so your brain can more quickly recognize and react. Second step, would of course be to move your body to block. I favor a segmented training, however, where a person first focuses on their observation skills without the distraction of controlling their body. Then moving to controlling their body now that they can recognize what a strike looks like.
4. Body evasion such as stepping out of the center line of a person’s attacking force, or going into grappling distance, will effectively negate an enemy’s hand strikes.
5. Next time you see them on Saturday, make sure you have a team of bouncers ready to arm lock both the leader’s hands and arms, then just drag him out using either carrying force or more subtle joint locks. This can be done with 1 person, if he is good, or 2 or 3 bouncers working together on one person, while others body block the gang guy’s friends until gang leader is out the door and barred from entry. If he tries anything to get in, that’s when it is time to call the police .Then if things get violent, you can go all out and you have a record with the police to attest to your actions.
That’s how a proper strategy is developed: to foresee all circumstances and plan for the worst, not the best scenario.
Personally, I don’t need to see a punch coming to be safe. All I have to do is to stay out of range or get too close to the target. Or pre-empt violence by escalating or de-escalating the emotions of the persons involved. It is very easy, once you know what to look for, to understand what can set people off or what can calm them down. For example, in your story alone you’ve mentioned 4 things that were precursors to someone getting violent. 1. You touched his beer. 2. You were telling him what to do and thus it started getting personal. 3. You touched his arm. 4. Alcohol ingested.
Those 4 things when added up, spells out “high potential for anti-social expressions of violence”. It doesn’t matter whether you are right or he is right, since from his perspective those 4 things are “triggers”. All I have to do is to figure out how many triggers are present and I’ll be able to see who will or will not blow up. Then you just observe his body language and his body will not lie once he gets to a certain point emotionally. EDIT: Most people require an excuse to use violence. Even if they take a day or two to come up with one and come back tomorrow with a gun or knife against you, they had to have that excuse first. Remove the excuse and you remove the fuel for their use of violence. Dealing with serial killers and other higher caliber enemies, is something best reserved for battle and war strategy. What is most likely to kill or injure a doorman or security guard is something a lot lower level in terms of threat potential. That is what they need to train to deal with.
P.S. http://www.nononsenseselfdefense.com has a good primer on these issues relating to interpersonal contact and behavior.
I thought this was an interesting look at the job from both an insider’s perspective as well as someone who only thinks of bouncing as a fighter’s role. The best bouncer is actually a good warrior and a greater diplomat.
Mirai Nikki had an interesting premise in the first episode but the format didn’t seem all that advanced. Until the second episode, where the plot complexity really started becoming richer and thriller/psyche like.
The different endings for each episode and innovative episode previews are also pluses in its favor.
Next up, tips for bouncing or doormen. Not to be confused with bouncing doormen.
The first episode is very entertaining. It remains to be seen whether they can pull the entire series off, however.
Of worthy note is the excellent choreography between music, visual graphics, and plot tension. Such elements are usually signs of a great series (using my intuitive judgment from previous experiences).
Toward the Terra
The Beginning was very interesting and held my interest for the first 5 episodes. Unfortunately, this series already suffers from certain plot inconsistencies and unfavorable dramatic tension. This series has been compared to Heroic Age, but in my view it is an insufficient comparison. There is nothing solid to grasp unto with my experiences in history or military strategy. I found the emphasis on psionics as being the bread and butter of one’s military strength to be interesting, especially when paired up with a more orthodox technological foe. But the primary difference is not one of artistic worth and skill, but maturity. Toward Terra is full of boyish and immature displays of emotion or foolishness. It is a great depiction of power without wisdom or control on the part of immature teenagers. This might be excusable in the beginning if they were going to mature the characters, but this series had two prologues. One is where the main character is portrayed and the other is where another character is portrayed. So they basically switched main characters within 5 episodes. Then another 5 episodes and they are back again. That only leaves them 14 more episodes to work with. That’s a very tight margin to tell any complex story line.
I rated Heroic Age 5/5 because the characters started as adults and were sufficiently mature enough to handle the responsibility of the epic problems in the plot. TT has mature and wise characters; they, however, are not the primary focus. If they spent 5 episodes portraying the amateurish and irresponsible antics of a teenager, they should have just shown him as his mature self with flashbacks. There is no story or artistic worth in devoting that much resources to the prologue. Except one little interesting thing: there was a lot of battles in the first prologue. It was obviously intended to excite the hearts of teenagers and shounen, to promise them an action filled ride and give them a first taste of it.
We’ll see how that promise ends up soon enough.
To Be Continued
It reminds me of those text based adventures where a lot of the atmosphere and mood is set by descriptions in text that are very consistent with the game mechanics. It becomes very easy to take the written description and apply it to the game play, raising the immersion. The graphics don’t look that good in the screenshots but the various descriptions make the world come alive. After all, a novel doesn’t have any graphics, beside the cover anyways, yet people still enjoy them.
The other part of the draw is that the tactical battle system is pretty fun. I set it to Torment/Hard just because it makes even normal trash fights interesting and challenging. In boss fights, however, Torment is just insane. If one doesn’t have the right composition, tactics, and character build, it becomes amazingly hard. The boss fight in the Wretch Warrens was such; I could only finish it on Normal or Hard.
The gameplay style is similar to tactical RPGs like Armored Princess or Fallout Tactics/Fallout 1-2. Go around and explore, do quests, talk to npcs, and learn about the world via codex entries. The world of Avadon was much more interesting and complex than I had expected. Normally, the politics and world building in fantasy games are… rather lackluster in logic or details. Generic orcs/trolls, with no original idea other than just a blatant clone of Tolkien. Avadon truly feels like a world with history. That concurrently makes the main player’s actions much more significant and interesting.
Much like Bastion, another interesting indie title, the dual gameplay of great story telling in the world building plus fun and challenging tactical fights, more than overcomes the limitation of 2d graphics.
A few things I have noted that weren’t mentioned by the instructor or noticed by others.
One, when stepping behind a person to lift up their arm and shoulder and throw them to the ground, one can conserve the momentum by using it as the force behind an elbow strike. Since we’re already stepping under their arm and reversing our facing, one might as well use that energy behind a strike. When the person reacts, this can be used to re grab the arm and then place the hand on the head/neck, step on their foot, and then throw them down. Or a simultaneous stomp to the side of the knee with an elbow in the kidneys/ribs, followed by the arm lock and another elbow to the back of the head. All kinds of combinations can result from aikido moves, that aren’t ever actually in aikido moves.