Beruflich Dokumente
Kultur Dokumente
& Blinds
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Links
This is a linked, bookmarked PDF. Go ahead
and just click on the items to the right to jump
to that section.
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What
You Can
Expect
From
All This
Mess
This is a game. Its you against the other players. There will
be winners and losers, but everyone is going to have to live
with what theyve done.
Some games have you move little metal dogs and racecars
across a board. Other games make you throw dice, or run
around, or make difficult strategic or diplomatic decisions.
This game has none of that. This game is all about telling
stories: stories about how normal people in normal
American towns end up killing each other.
Every player is going to tell his own story. Each story will
be a separate and unique tale of a murder in the suburbs.
The stories are told one scene at a time as everyone takes
turns. Every time your turn comes up, you tell a little more
of your main characters story, picking up where you left off,
describing another scene. The stories are not scripted, and
theres no right or wrong way to go about it. You are trying
to keep everyone else at the table entertained.
As you tell your story, youll try to include particularly
exciting moments (called Triggers). Once you work a
Trigger into your story, you get to play a simple, Memorystyle card game, the goal of which is to capture pairs. As
pairs are made, they are removed from play. Collecting
these pairs earns you points, and when the cards run out,
the player with the most points wins.
Successfully collecting pairs also allows you to mess with
the other players stories, making things trickier for their
characters, and generally heightening the tension. This leads
to even more exciting stories.
But its not all that cut and dry. There is another factor
at play: which card that cant be paired up? If at any time
youre able to guess what card is without its match, you
greatly increase your chances of winning. Guess wrong, and
youll lose the game. Theres a reason that odd card is called
The Downfall.
The fewer people you have at the table, the longer every
story gets, and generally the longer the game feels; but,
at most, you can expect an hour and a half s worth of
amusement. This isnt a hard and fast limit, so you might
want to set your TiVo.
Dont try this with less than three players, and dont get
involved with more than five.
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You may find as you are spinning your tale of woe that you dont want to win, and that you
actually want to see an awful and just fate befall your character. You are a murderer, after all.
You may even consider throwing the game so you lose.
Dont do it. Not because you should always try to win, but because itll screw up the game for
the other players. Play to win, keep narrating Triggers, and keep the story exciting. If you want
to change the rules at the very end so you get to describe an end that is right and good, thats
the time to do it. Not before. Murder is a crazy thing, and it makes us do crazy things.
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The housewives would never self-identify as
desperate, but only because desperation has so
thoroughly infused this world that it seeps out
from the Formica countertops like the sap of a
wounded tree. Someone drives through the town
at night and cleans up the roadkill; church parking
lots are crowded on most Sunday mornings;
lawns get mowed; the lovemaking gets done with
the lights off; but its all a thin veneer hiding a
province of distress and moribund humanity. The
wall still stands, but the plaster is crumbling, and
it wont take much to punch a hole right through.
If you arent sure how to start playing Pickets &
Blinds, or if this is your first time playing, give
Out the Ordinary a spin.
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This is trash-culture America teetering at the
yawning edge of destruction. The Gonzo Life is
made of sparks and bubbles and the thick haze of
someone smoking fermented banana peels they
imported from Croatia by way of Tallahassee.
The trailer park is on fire, and your wife is leaving
you for a birthday clown: shit has turned pearshaped. Imagine if the movie Pee-wees Big
Adventure was about a murder instead of a bike
theft and you might end up with the kind of
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Pickets & Blinds doesnt map too well to true
crime, but if youre really interested in telling a
story that you might see buried on page 8 of your
towns local paper, select A Dark Banality as
your Tone. This is the most realistic of the Tones.
It focuses on the minutiae of everyday life and
emphasizes how a mundane event can be sinister
as hell. It should be advised that sometimes
this Tone is a little harder for beginners to get,
but every player is different and will respond
differently to the material this Tone provides.
This should leave you with one odd card out. One
spare, lonely card that doesnt fit in The Town.
This card is called The Downfall, and you dont
want anything to do with it. DONT LOOK AT
IT. Try not to touch it too much and dont lend it
any money. The Downfall is a dangerous element.
It could be either very good or very bad for you.
For now, put it aside and try to forget about it.
When youre done your table should look
something like this:
Now that the cards are shuffled, deal them facedown in a grid five cards wide by five cards tall.
This grid will henceforth be referred to as The
Town, so get used to that name.
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A trail mix made from all the other Tones.
The potential exists here for all flavors of play.
Expect surprises. Play it fast and loose. This is the
potpourri, baby: take a big sniff.
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Your Character
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Youre going to be telling a story that focuses
all its attention on a single character and the
events that led to him slaying another person.
Your inclination might be to know as much
about this character as you can before you get
started. You might think this would be a good
way to prepare or ready yourself for play.
Dont do it.
At this point its best to only come up with
the generalities. The real meat of who your
character is and how he acts will come out
as youre playing. That stuff is best when it
develops organically. You really need to know
only a bare minimum of information about
your character before you start storytelling.
For now, just look over the list of questions
to the right and answer them in your head.
You dont even need to write them down or
commit them to memory (although knowing
your characters name would be good). Just use
them to conjure a mental image of who your
character is, and where he is in his life.
If you still feel like you would be more
comfortable undertaking this endeavor with
a clearer vision of your guy, then try to
picture what your main character looks like
when hes doing some routine task in his
everyday life: taking out the trash, or ordering
a pizza. If you can see in your head what your
character looks like when he thinks no one is
looking back, youve got a really firm grip on a
lot of the subtleties of his personality. Return
to this mental image just before you start your
narration each turn, and use it as a touchstone
to keep you grounded.
Where
This All
Goes Down
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Narrating
Now is when you start the actual process of telling your characters story. You sit at the table and
narrate a movie the other players watch in their minds, a movie you make up as you go. Just describe
one scene per turn, and you dont concern yourself with what the next scene will be until your turn
comes up again. In fact, the less you know about where your story is going, the more open
to possibilities and diversions you will be, and the more exciting your story will be for it.
Think about your character, consider the Lead you have to work with, and just start making up a
story. Its not as hard as it sounds. Begin by describing a location, and then mention which characters
are present and what they are doing. From there you should start trying to work in your Lead and
move the scene toward an exciting end.
Every scene should ratchet up the tension. We all know a murder is coming, but we dont know who,
or how, or why. Answering those questions is a slow burn over the course of the whole game, with
many little flare-ups along the way.
Each scene ends with a jolt. These shake-ups are called Triggers, and they serve a very important
role in the game.
The Triggers:
Triggers
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There are only two exceptions
to the Trigger It and Get
Out rule: When the events
of one Trigger carry over
into the start of another
turn, and/or when the events
of a Trigger set up the scene
you are about to tell. Things
like fights can make for
fun scenes, and they only
get going when the Trigger
happens. Dont blow a cool
scene just because youve
earned a chance to Go to
Town. Keep things tight,
but have some fun with it.
Triggers are all about making
the events you want to see
happen.
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If any important or noteworthy crimes are committed. Noteworthy is a
question of relevanceplagiarism would mean a lot more in a story about
a college professor than in a story about stock-car drivers, and should then
count as a Trigger.
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If your character becomes involved in a conflict or altercation (verbal or physical).
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If anyone in your story is hurt, wounded, or suffers an accident.
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If anyone in your story engages in or witnesses an explicitly sexual act.
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If you ever introduce into your story a character that first appeared in another
players story. This Trigger only counts the very first time that character shows
up, and not at every repeat appearance..
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When the victim of your story is finally dead.
Going to Town
After youve successfully worked a Trigger into
your story and wrapped up your turns narration,
its time to Go to Town. If you work into your
turns narration more than one Trigger you still
only get to Go to Town once.
For example:
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When you Go to Town you face a decision.
Do you want to try to make a pair or do you
want to attempt to guess The Downfall? You can
only do one of the two when you Go to Town,
so choose wisely.
Making Pairs:
Pick up one of the face-down cards in Town and
look at it. Dont show the card to any of the other
players; keep it to yourself just like a magic trick.
If this card matches any of the face-up cards in
Town, slap it down on top of its partner and
put both cards in front of you. Congratulations:
youve made a pair.
For example:
If you just so happen to flip over one card and its a pair with another face-up card in Town, go ahead
and take that pair. Youve just succeeded through either dumb luck or careful planning. Take your pair
and finish your turn.
If you make a pair with the first card you look at (the one you keep secret) youre done in Town.
You dont get to turn another card over. Dont be greedy.
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The other way your turn can end is by Passing. You can Pass at any time
during your narration, even if you havent described a Trigger. There is no real
benefit to Passing. It wont win you the game. Sometimes, however, you get
stuck and need to take a minute to think about where your characters story is
going, and Passing can help with that. Passing is just like it sounds: a way out
of of the spotlight with no reward.
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Once your turn is over and youre ready to move on the other players at the
table table briefly discuss successful they believe you were at including your
Lead.
The other players will award you between 1 and 3 points for how well you
incorporated your Lead into your turns narration. 1 point should be awarded
if the Lead was included in passing, a casual mention, or a quick cameo for
the sake of inclusion. Theres nothing wrong with this approach, and when
it comes to some of the weirder results its probably for the best. 2 points
should be awarded if the storyteller included the element in a way that was
important to the story, or if the element was smoothly integrated into its
surroundings, like it always belonged there. 3 points should be awarded
rarely and only in cases where the inclusion of the element is so seamless you
cant imagine the story having been told in any other way. It is very possible
in some games that no one will merit a 3-pointer, and thats just fine. They
should be hard to get.
Dont hem and haw over the deliberating; come to a conclusion as quickly
as you can. If theres a dispute that looks like its going to take longer than
a minute to work out, then award the player a single point and move on.
Dont waste valuable play time on petty arguments, or passive-aggressive
maneuvering.
Once points have been awarded your turn is over. The next player sitting to
the right then begins their turn.
When It Is Not
Your Turn
Even when it is not your turn, there are
ways you can participate and interact with
the other players. The most important,
though, is to listen carefully.
Listening to the other players stories is
more than just a polite thing to do; its
useful to you as a player. First of all, youll
learn more from listening to other people
play this game with you than you will
from any dumb book. Secondly, it affords
you opportunities to make good use of
those pairs youve been collecting.
See, up until this point those pairs arent
really doing much for you. In fact, they
arent even earning you points. In order for
this whole sad pageant to even be worth
anything youll have to turn those pairs
into Complications.
Complications
A Complication is just what it sounds like
a monkey wrench thrown into another players
plans. You get to take over their story for a
moment and describe how things go wrong.
Its as much about challenging the player to
tell a more difficult story as it is about adding
adversity to that characters life. Complications
should be obstacles, frustrating turns of events,
difficult situations, and uncomfortable surprises
for everyone involved.
The point of Complications is not, however, to
screw the other players (although there is a little
bit of gotcha involved in the spirit of the act),
but rather to keep everyone thinking on their
feet, and to keep the stories interesting. Adding
a Complication is a delicate procedure.
While another player is narrating his story, pick
up one of your pairs, hold it aloft and declare
that you are adding a Complication. Go ahead
and interrupt the storytelling. Be rude about it
and announce what youre doing so everyone at
the table knows. Its important that you make
this act public. Complications are big deals, and
usually pretty exciting events.
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Setting
These stories happen in the American suburbs, but thats a lot of
territory. Start by setting the scene. Describe the sights and sounds
and smells (Thats right, even the smells. Smells are super evocative;
aint you never read Proust, motherfucker?). These details are easy to
forget about when youre all caught up in the heat of the moment
with a homicide on your mind. You want to tell the exciting stuff
and not mess around with the little details like place and time. Dont
fall into this trap!
Setting details really help the other players visualize your story. You
may know that the scene you are about to describe takes place in the
sorting room of a post office, but until you say so, no one else does.
You have to let people in the door, show them around your scene.
Rich descriptions make for powerful scenes.
The opposite is also a problem. Dont get bogged down with overly
detailed description. This will bore your friends and waste their
time. Get across the broad strokes and then only detail the relevant
or really interesting elements.
Change locations when you can. Try not to spend more than two
consecutive turns with your character in the same place. Moving
the action around helps stir up story possibilities and introduce
new ideas.
Characters
After youve created a sense of place for your scene, tell us who is present. The point of the game is
to ultimately tell the story of your particular character, so he should probably figure into all of your
scenes (he doesnt have to, but drifting away from this is some advanced technique shitgo for it if
you feel like your P&B kung fu has proven strong).
We learn about your character by seeing how he interacts with others. A varied cast of others makes
your story captivating. Establish some other characters, then build relationships and tear them
apart. Give your character a supporting cast to work with. Stories about just one character arent just
boring. Theyre really hard to tell in this game. Build yourself a couple of other leading roles to make
your story really sing.
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Action
Voice
If your character speaks in a scene, feel free to either
speak as him or just explain the jist of what he
sayswhatever makes you more comfortable. Some
folks like to take this opportunity to do a little playacting. If thats your thing, you go ahead and get to
it, and dont let nobody stop you.
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So we have just one little problem and it has to do with making trouble for
your character. Now trust me on this, cause Im a professional, but theres
this really unfortunate thing that can happen to people with the very best
of intentions when playing this game. You see, you may read all this this,
and get yourself plenty excited to play, and then as your telling your story
you think up this really cool obstacle for your character to deal with, some
terrible torment for them. Awesome, right?
Actually, no.
So heres the rub: If you come up with YOUR OWN adversity for your
character, and then you describe how you overcome it, its really unsatisfying.
The whole Complication thing is about problem solving. The fun of the
activity comes from you thinking your way out of an unforeseen difficulty.
When you make up your own problems, they arent nearly as hard as ones
other people invent for you. Deep in your brain meats (even if you dont
realize it), you know a solution before you can even get around to describing
the problem. Its actually really good you can do this; its the same kind of
instinctual process that keeps you from trying to cuddle with wild animals
or dance with speeding trains. It just sucks for storytelling.
So let other players create adversity for you. Look forward to them playing
pairs against you and creating Complications, because itll make your story
so much richer and more fun. But dont try to do it to yourself. Shooting
yourself in the foot, believe it or not, actually just shoots you in the foot.
Pacing
It can be hard to determine when
you should be wrapping up your
story while you are improvising.
Fortunately there is a handy visual
reference for this: The Town.
As cards are paired and removed
from Town, the game starts drawing
to a close. Sure, you could count out
how many turns you think there
are left till the game ends, but just
keeping a casual eye on the Town
and whats going on there should
give you a good gauge to pace your
story with. You dont want the game
to end before you actually manage to
kill someone.
Murder, Finally
Ultimately, in every story, someone
is going to die, and you are going
to have to describe it. This is the big
moment, perhaps even the point of
your story (though not necessarily),
so give it its due. Theres no need
to be overly graphic. Murder is an
uncomfortable thing, and it should
give people the heebie-jeebies a
little, but dont forget this is a game,
and weve come to this table to
entertain each other. Dont try to
creep everyone else out. It makes you
look bad, and its weak storytelling. If
youve been doing a good job all along
of building emotional weight with
your narration, a sparse explanation
of the final deed should suffice.
Points
The
Game
Ends
Epilogue
Once youve done all your math and figured
out who won and who lost theres just one
thing left to do: narrate the epilogue.
Every player gets to narrate an epilogue. An
epilogue is just a short scene or description of
what happens after the events of the game. It
could sum up many years or just show a single
short scene. Epilogues can take place in the
minutes after the last scene described or any
time after that, even decades later, when the
characters are old and shriveled.
If the game had a winner, start with him.
Remember that the winners epilogue reveals
that his character got away with the murder,
and is generally unburdened by it. Continue
going around the table to the winners right.
If the game didnt have any winners, just pick
someone to start.
Losers epilogues have to describe how
their murderers suffer for their crime. The
specific nature of the punishment should be
customized to the character and their actions.
As much as we all love murder ballads, stories
of comeuppance are sometimes even more
satisfying.
Dedication
My greatest thanks to everyone who
helped by playtesting this game; to
the city of Morristown, NJ, where
90% of this was written; to the staff
of the Glen Ridge Starbucks, for
helping provide inspiration and
giving me more free drinks than I
deserve; to Kate, for keeping me in
line; to Kristin, for keeping me sane;
to Cindy Passanante, for giving name
to this beast; to Caitlin, for her work
as an unpaid hand model; and to
Chris Mcleod, with whom I learned
about the strangeness of the suburbs
and the joy of storytelling.
Colophon
Headings were set in Gloucester
Extra Condensed, a typeface based
on a design created in 1896 by
Bertram G. Goodhue. Subheadings
have been set in Gill Sans, a font
designed by Eric Gill in 1928 for
the London & North Eastern Railway. The body of of the document
was set in the ever-reliable Adobe
Caslon, a typeface thats been around
forever and has been used just about
everywhere.
Inspired by
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The short fiction of Raymond
Carver, John Cheever, James Salter
and Wells Tower
Abandoned Cars by Tim Lane
Ice Haven by Daniel Clowes
Fiasco by Jason Morningstar
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Cards shown in examples are the
Sentinals deck by Theory 11
The Catalog
6)(
Snacks + Sn
Snak
Snakes
akes
es
19
Seasons
19
oolb
oo
lbox
oxx
In Your T
Toolbox
19
20
Mome
ment
ntss
Tender Mo
Moments
21
Notable Quotables
21
Pota
tabl
bles
es
Potent Po
Potables
21
21
Fas
ashi
hion
on
Mens Fashion
21
& 0 %' /
Advice
22
22
Colors
22
Transportation
22
Bird
rdss (Birds
(Bir
(B
irds
ds A
Are
ren
ntt An
Anim
imal
als)
s)
Animalss & Bi
Birds
Arent
Animals)
22
Ladies Style
23
Con
ondi
diti
tion
onss
Weatherr C
Conditions
23
23
Hig
H
igh
h
Gettingg High
23
* %' ) ' % 6 ( 7
. Unsavoryy Things
Thing
Thi
ngss Happening
Happ
Ha
ppen
enin
ingg (Complications)
(Com
(C
ompl
plic
icat
atio
ions
ns))
24
25
/ The Congregation
ngre
ng
rega
gati
tion
on
26
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. Barbecued eel
At what point does it stop being a big knife and start being
a small sword?
A fire-engine red, powder-coated crowbar
% The copperhead
The leftover tamales from Thursday night
You start hoping for flats when you buy a tire iron like that
A 20-pound sledgehammer
The maids master key to all the hotel rooms
Half a reel of 80-lb test fishing line
. They spent 15 grand on a home security system
Spaghetti and beef from a can with an imitation ItalianAmerican family on the label
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% Death by cop
Jimi died with a mouth fulla puke, Elvis was on the crapper.
You deserve even worse
Smoke inhalation
Broke his leg in the woods; didnt find him till spring
Tetanus
The boner pills were just too much for his heart to take
Toxic Shock Syndrome
I mean, look at him, its obvious that Hulkamania went wild
all over him
When the RV caught fire, he was locked in the
chemical toilet
The large-format printer fell over while he was loading the
ink cartridge
Bad clams
An allergic reaction theyll never figure out
Slipped and fell off the roof
. Crib death
.Hed never changed a tire before and hell never get the chance
to try again
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% Tracing the scars with her finger, she told him it would be $50
Rex sleeps at the foot of the bed. I kick a blanket onto him on
the cold nights
He kisses his hand and touches the mezuzah nailed to the
door jamb
Nostalgic recollections: the smell of tomato leaves, of
raspberries picked from gardens grown wild, and of dirt
His arms in a ring around his boyfriends waist like a
floatation device
The first time youve seen her naked, skinny-dipping
in the reservoir
The moment that song clicks on the pool hall jukebox
.The hour after the party ends when no one is ready to go home
area, waiting
5 Rain water
/ The guys in the garage switched the Dr. Pepper out of the
vending machine for cans of Miller Lite
If you could just be honestly happy for me, for just once in
your life.
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You can rub ashes and herbs into that wound to fight
the infection
When renting cars in the middle of the night at Toledo
international airport, dont request anything Japanese
If you put your hand in the puppet you damn well better tell
us a few jokes
Retail theft is a $36 billion industry and you sure aint good
at much else
Every time God closes a door, he also locks all the windows
and torches the place
. You start questioning the wisdom of the lord and you better
hope you can find some answers on your own
5 If you wear sandals rocks dont get caught under your feet,
but you do look like an a-hole
/ Mistakes are always made in the last few minutes
Bloody-knuckles red
The blue white light of a 2 a.m. rerun reflected in the glass
of an empty iguana tank..
Its wheatgrass juice. Its supposed to look like that
She presses on your closed eyes till everything is purple
and green
The weak green of a teenagers dye-job rebellion
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%As far as bus rides go, that one was only ok
Yo, let Jeremy paint your skateboard up with that witchy
shit he does
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Mom threw up
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.The Spanish guys from the old folks home doing ecstasy
and fishing off the bridge
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% Stolen clothes never fit right
Big hair and white lingerie
Im looking for something in an open-toed boot, maybe
putty colored
There are old plastic milk jugs full of dead batteries in the
basement of every library
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Its floral print the same way an old womans couch might be
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3 rails of Viagra and cocaine on the rim of the bathroom sink
High tide
The girls are breaking out their skirts and wishing they hadnt
Lips and fingers all stained silver from huffing spray paint,
you aint fooling no one saying its makeup
Scrape out the resin, were not done yet
The kind of light misty rain thats just shit for driving in
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The branch breaks and crashes through the living room like
an uninvited party guest
They have a hideout in the old rail yard, in the rusted hulk
of a dining car
They all have the same tattoo, but its location and what
it looks like are a secret
They go out in the night and videotape people sleeping
through their windows
They ride bikes around town and scream fight songs of
their own design
. They have no leader, they are rudderless in the storm
5 They made a batch of prison liquor, but everyone is too
chickenshit to try it
/ They talk a big game, but they would shit their pants if they
had to prove themselves
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% Shot himself in the foot to get out of the army, but they got
better medicines than he expected
% You can wash and wash, but that grease aint coming off
Cappuccino farts
Deafened from all the gunfire, and a lifetime with your head
under the hoods of cars
4 shots and a little white stick you piss on later and BOOM,
youre pregnant
They cant file a missing persons report till youve been gone 24
hours, so weve got a while
Report the thing stolen and hope insurance covers it, because this
is where we parked
No one ever picked you for the Sadie Hawkins dance
. Call the janitor, tell him to bring the sawdust and a bucket
/ The prints all came out a little too pink, and the text
was garbled
/ This town just aint been the same since the guy with all those
dogs moved in
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'09&7
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These two kids steal steaks from the FoodKing and grill
it over a garbage fire behind the mall
The kind of gigantic store where at 4 a.m. you can buy baby
food, guns, and a $5.00 pair of pants
The guy who works nights at the pawn shop has a plastic arm;
they say it was abandoned by a customer
Its the kind of doctors office that makes up for its bad
location with a throng of angry Catholics on the front steps
The presence of a corpse does not a grave make
.In the woods there is a clearing full of ferns and an old
wooden ladder and makeshift camp
5 Stuck in line at Balloon-A-Palooza party rentals
Spending the night in the drunk tank will sort you out
. This wood shop has taken more fingers than the Board of Ed
would like to admit
5 In an empty lot: a dirt mound from an incomplete
construction project, where the cops hold target practice
/ Ill never know how I got on their mailing list, but the Sunny
Side Up tanning parlor keeps sending me coupons
Its easy to get turned around in the parking deck when every
level looks the same
The sales office with a scenic view of the back parking lot
$75 covers weeknight rental of the Rec center, but you have
to provide your own security
Stopping by the DMV after work only to realize they close
early on Tuesdays
5Youve been in a movie theater with the lights on. Its like
walking a tightrope: never look down
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'09&7
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Jamie spent his early years watching VHS tapes and thinking
about wolves
A story as old as time: the tranny factory worker with a heart
of coal
Shes ugly, and her mother was ugly before that, and you have
to come to terms with it if you want to sleep here
. David Braver - Retired police officer, hosts a college radio callin show at 2 a.m.
/ Bill Devou - A recluse with a beard and lot of old cars rusting
on his lawn, acquitted for the kidnapping and rape of Laura
Gainsbourgh
She knew the age of consent in all the neighboring states and
hitchhiked accordingly
I think the mailman is drunk again
Once Mr. Werlings wife died he would take long walks at
night carrying a flashlight he never used
She lost a tit to cancer, and now she stuffs her bra
with rage and loathing
Ive only ever seen that guy in sweatpants and gang colors
Roberto Fuentes - illegal Honduran immigrant,
city bus driver
Clifford Quealy - registered sex offender, baseball
statistician
.George Saltzman - used car salesman, Dennis Hopper
look-alike
5Marge Destiny Breslin - prostitute, mother of 3
/Orson Ely - airport baggage handler, alcoholic, keeps a buck
knife in his Timberlands. Having trouble putting three tours
in Afghanistan behind him
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