Podcasts about friday two

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Latest podcast episodes about friday two

The Deadpod
Dead Show/podcast for 1/8/21

The Deadpod

Play Episode Listen Later Jan 8, 2021 79:14


 Hello Friends!  Hope this week's Deadpod provides a bit of a respite from the storms swirling around our heads... this week we get to hear the second set from the band's New Year Eve performance on December 31, 1982.  NYE is of course the one time of the year when everyone knew what was going to open the second set - and while you'll hear some decidedly 'un-grateful dead' like sound effects at the opening, Sugar Magnolia eventually comes through like ringing a bell, and the band, and Bobby, do an excellent job of celebrating the entrance of a new year. Jerry then goes into a fine 'Sugaree' in noticeably better voice :) 'Man Smart (Woman Smarter) comes next with a nice long guitar intro. Everyone offers some fine contributions here. This ends suddenly, but Jerry brings out 'Ship of Fools' and delivers it quite soulfully. After some searching, the band goes into 'Playin' then drifts into drums and sp;ace. Eventually they launch 'Not Fade Away' with a powerful Brent intro. This one had John Cipollina joining the band, although his contributions are a bit hard to pick out. Instead of turning into 'Goin' Down the Road Feelin' Bad' (which it seems Garcia is going into) he instead brings out 'Deal'. They finish the set with a great return to 'Sunshine Daydream' and after a nice jam at the end Bobby announces that they will return in a couple minutes - for the third set we'll hear next week.    Oakland Auditorium Oakland, CA 12/31/82 - Friday Two     Sugar Magnolia > Sugaree > Man Smart (Woman Smarter) ; Ship Of Fools ; Playing In The Band > Drums > Space > Not Fade Away ; Deal > Sunshine Daydream You can listen to this week's Deadpod here:  http://traffic.libsyn.com/deadshow/deadpod010821.mp3   Thank you for your kind support of the Deadpod!  "Though I would not caution all I still might warn a few Don't lend your hand to raise no flag Atop no ship of fools"    

12 Minute Halacha
Cheilek 2 Klal 2h Introduction to Hatmana

12 Minute Halacha

Play Episode Listen Later May 13, 2020 8:19


A whole perek dedicated to Hatmana on shabbos. Can't even do it on Friday? Two different concerns or one? Preview of some practical relevant questions See acast.com/privacy for privacy and opt-out information.

The Deadpod
Dead Show/podcast for 11/22/19

The Deadpod

Play Episode Listen Later Nov 22, 2019 107:19


Hey Now! Here's a great second set for your pee-Thanksgiving preparations.. from 11/2/84 at the Berkeley Community Theater, this was probably the highlight of the run, as the band turns in a solid performance highlighted by some great Garcia licks, some amazing Phil sounds and some excellent work from Bobby and Brent. The 'Help>Slip>Frank' is as always, a great opener, and the band revs it up during the jam in Slipknot! Bobby does a fine 'Sailor>Saint' here, and Brent adds a great deal of depth to Bobby's finale during 'Sailor'. Listen as well to Phil during that Saint for an example of his unmatched abilities. They move into a strong 'Wharf Rat' in the pre-drums slot then break out 'Gimme Some Lovin' for the fist time. They finish the Playin' in the Band they started on 10/28, then finish with strong versions of 'Bertha>Good Lovin'. They return for the last 'Casey Jones' until 1992..   Grateful Dead Berkeley Community Theater Berkeley, CA 11/2/84 - Friday Two     Help On The Way [3:07]> Slipknot! [7:30}> Franklin's Tower [11:43] ; Lost Sailor [7:00]> Saint Of Circumstance [6:43] ; Wharf Rat [11:01]> Space [0:29]> Gimme Some Lovin' [5:17]> Drums> Space [10:41]> Playing In the Band Reprise [7:45]> Bertha [6:37]> Good Lovin' [7:52] Encore     Casey Jones [5:19]   You can listen to this week's Deadpod here: http://traffic.libsyn.com/deadshow/deadpod112219.mp3     Be sure and pick us up Thanksgiving morning for a special holiday edition of the Deadpod!   Thanks for your kind support.

Dave And Gary's Podcast
Niisii Lore: A Brief Introduction To Niisii

Dave And Gary's Podcast

Play Episode Listen Later Jul 31, 2018 30:22


Introduction Oh hi. You must be here to learn about our world of Niisii. Awesome. Unlike many campaign settings who’s history and design were created by a small group of designers, Niisii is a shared world where the future, and the past, is constantly being created by those that play in it. So when I say our world I do mean our world. Whether you were directed here because you play in one of the many games that are run in this campaign setting, you are listening to this on the Dave & Gary podcast, or you have stumbled across this some other way, consider this a primer to the lands of Niisii. This will not be an exhaustive overview of the world and its history but it will hopefully get you comfortable enough with the world so that you can play with us or follow along with the podcast games. In this short introduction I will try to cover: The origins of the campaign setting Games Played In The World What the average character would know about the world including The Ages, or history, of Niisii And finally, for those interested, some of the design choices made for the world (but don’t worry, I’ll give you a bit of warning before we get to the dry stuff). That’s a lot to cover so let’s get started. Origins The world of Niisii is one of constant growth and change. It was first designed around the end of 2011 by Randy at the request from a group of friends that wanted to start a campaign. Many had not played RPGs for years, and a few were novices to this style of gaming. So we talked a little about what kind of game and world they wanted. They all wanted to play a fantasy, D&D like game but didn’t want something very heavy or expensive to get into. So I came up with a very light and simple system to use. Furthermore, they wanted was a world were their lifestyle choices were the norm and not the exception. Many of these players were members of sexual minorities and participated in alternative relationship models. Finally, there was some discussion about some of the players being able to tell their own stories if they got brave enough. With those three requests Niisii was designed (originally called Niise). The world was designed from the ground up to support multiple storytellers and to be one with a bent towards more mature and developed themes. Sadly that group didn’t last long. So Niisii got put on the shelf to be forgotten. Flashforward a few years. In the fall of 2014 my wife started to try her hand at DMing. D&D 5e had just been released and we were involved with a local game shop running adventure league games. We met some awesome new people and soon a new gaming group was formed. We all quickly found that we wanted to play games that weren’t so … scripted. Adventure League is great for some people, but not us. We all wanted to play homebrew. As the most experienced DM I stupidly opened my mouth and said I would run the game. They said great, how about that Friday? Two days to come up with a game and a world… sure, no problem. So I did what every DM does; I stole. I went to the last world I had worked on, Niisii, and pulled it off the shelf. These were different players with different styles so I toned down some of the mature themes. There were also mostly players in their 20’s who hadn’t been around in the early days of D&D so I reached way back in my early days of RPGing and pulled a touch of Sci-Fi into the world. That choice would be, and continues to be, the primary catalyst for change in the world of Niisii to this day. That was 2014 and Niisii has grown from a small world with a single DM to a massive world with almost a dozen different DMs and several times that number of players. We each add our own spin on the world. The history of the world reflects the desires, demands or passions of different people to have the world reflect their own vision. With so many voices and colors in the mix, Niisii could have been… it should have been… just an unwieldy mess, but it isn’t. It should have collapsed a dozen times, but it didn’t. It works! And it works because no one person owns this world. Not the first DM nor the latest DM. We all share, we all work to make room for each other’s voices and we all do it because we love this game and we love the people we play it with. With that being said there needs to be a warning here. This homebrew world isn’t for everyone. Our style of play isn’t for everyone. For every person who has found a home in Niisii, there are two that didn’t. Role-playing games, as a hobby, represent a huge range of styles, interests and options. No one can tell you that are playing them wrong or that what you want to see in your stories has ‘no place’ in gaming. If the group you are playing in doesn’t fit your style, that’s cool. Don’t knock one group for playing different than you do; just find, or even make, a different group. Niisii can be dark one game, light hearted another, slapstick the next. It can get confusing, mistakes will happen (and they’ll have to be ret-con’d), rules are bent (or broken), change will always happen and the story always comes first. Furthermore, our group isn’t one for the shy, quiet, unassuming or easily offended. The bold and daring thrive here. If these things aren’t for you then no problem. We actually see that as a positive. Honestly. Because we have been able to help someone find the game they want to play in. We love seeing people play the games they want to play. So enough of reality and warnings, let’s get into the make-believe. The Games People Play Our primary game system, for the primary stories, is Dungeons and Dragons 5th edition. But it isn’t the only system in use by our gaming group. Aside from the standard fantasy game that we play, there is also the story of a world hidden to most humans and elves and dwarves. A world of sentient mice. That story is being told using the Savage Worlds system and the Burrows & Badgers system. And tomorrow we may find another system we want to try, and then it may be incorporated as well. The styles of games played in the world vary by location and DM. From the combat focused to the intrigue driven to morality plays, from light-hearted and positive to the dark and mature, the games run in Niisii span a wide range. What The Average Character Knows About The World… In No Particular Order. The sun rises in the east and sets in the west. Gravity is just slightly greater than the Earth standard. There is a single moon. The days are 24 hours long. There is 360 days in a year. There are four months, Plant, Tend, Harvest and Rest, of 120 days each. Cows and horses are rare. But there are more gods than you can shake a stick at (and do they like mettle). The current year is 2172. The greatest Empire on the planet is the Hythain Empire in the north. It is bound by the lands of Xora and the Shimmering Shores in the north, the Sister Islands in the west, the Rud Coast in the South and the Gateway Islands in the East. The largest city in the world, Bondment, is its capital but that city, and its empire, has seen better days. Most of the common gods are from the Hythain Pantheon. And the most commonly used calendar is the Hythain Reckoning Calendar (HRC). The next greatest empire was the Stone Empire, centered around the Tiber Isles in the south, but it too has seen better days. Magic is not as common today as it was in the past because of an event called the Upheaval. From 1459 to 2166 HRC the vast majority of gods were banished from the world. In their absence, magic, as it was known, became highly unstable. It took decades of research during the early part of the Upheaval to find new forms of magic that were not so chaotic. But by that time the damage had been done, arcane magic had developed a superstition to it that last to this day in smaller parts of the world. Religion had a similar superstition during the Upheaval but is now experiencing a revival. When the gods were banished they took all clerical powers with them. For over 700 years the healing powers of the gods that people had relied on for Ages had abandoned them. So much knowledge was lost during the wars and strife of the Upheaval that most believed gods granting powers to their followers were just a myth. In 2166 we first saw the trickster god Wit returned in Xora, and then a follower of Uxie in the Gateway Islands began to show divine ability. Soon gods, old gods, new gods and some that had changed, began to make themselves known throughout the world. This has sparked a golden age of belief. But enough about that, let’s talk about the people of the world. By and far humans are the most common race in Niisii. They are on every landmass and have a great diversity of cultures. Elves, dwarves and orcs are the next most common races. And within these people there are multiple species. Some of these are familiar to role-players as they are found in D&D 5e’s player’s handbook and some are custom to the world of Niisii. Those that are custom are original creations or borrowed from other worlds. In each case they tend to be rare. Examples include the River Elves in the Land of the Keats, the Gully dwarves of the Gateway Islands, and the Scro lords of the Orc. There are many races in the world known collectively as The Little Folk.These include Gnomes, Halflings and Kenders. They are most commonly found in the western half of the world but they can be found in coastal cities anywhere. Kenders are a special race in Niisii and they require a bit more explanation. They are a race of people without a homeland. As a people, they believe in an extreme form of sharing which for other races borders on thievery. They are the smallest race of people and are seen as a nuisance. They are frequently mocked, beat or even enslaved. As such, the Kender have learned cultural ways to defend themselves. They are extremely hard workers, talk very fast and tend to play the clown out of necessity. They are also the only race that cannot bred with other races; there are no half-Kenders. There is a lot more about Kenders but that will get you started. Next are those that come from a mix of racial backgrounds. Half-Orcs, Dragonborn, Half-Elves, and others. These people are much more rare in Niisii than perhaps in other fantasy worlds. And in many parts of the world these people are viewed with open hostility. Finally there are the rarest of the rare. Races that make up far less than one percent of the PCs and NPCs. These include the Drow, Gnolls, Tabaxi, Tieflings and Aasimar. The sizing of the races tend to run: Orcs a head taller than humans, Humans a head taller than elves, Elves are a head taller than dwarves, Dwarves a head taller than Gnomes and Halflings, Gnomes and Halflings a head taller than Kender. These are of course general guidelines. Of all the races, tieflings and aasimar might be the most important to the story of Niisii. They are the rarest of all PC races and we have homebrew rules in place to determine if a player can even play one! Aasimar and tiefling never give birth (they are sterile) and are born from other races (which can be a huge surprise to the parents). They are driven with two main passions; a hatred for the other and an insatiable wanderlust to find ‘home’. No tiefling or aasimar has ever been recorded to find this ‘home’ but many have been lost as they tried. But to understand all of this you need to know some world history. What The Average Person Knows About The History Of Niisii “Those religious types tell us that the world is old. A hundred thousand years or more.” “My mentor once said that we were living ‘the Broken Age’ but now that the gods are listening to us I’m sure they will fix everything.” “I heard a cleric once say that long ago there were only Tieflings and Aasimar but I don’t know much about that. I know that I’m not descended from any freaks.” What A Scholar Knows Of The History Of Niisii Our world operates according to a plan. From the smallest mouse to the greatest beast, all things follow the plan of the Creator, the Ohm, the One that is many, the God of the Gods. This plan is beyond the understanding of everyone. Even the mysterious order known as the Keepers have just the beginning of an idea about the plan (although they may say otherwise). What we do know is that the world must go through a number of Ages for this Divine plan to come to fruition. History starts before the first age. During this ‘Zeroth Age’, the Wild Time, it is said that the Ohm created two siblings, Nii and Sii. Nii, the brother, shaped the lands while Sii, the sister, shaped the waters. Once their works was done they asked the Ohm to allow them to people the world. The Ohm said it was of the Plan and the siblings did as the Plan dictated. Two peoples, the Tiefling and the Aasimar were birthed from the siblings. While no one can ever know the exact times, most scholars agree that this happen about -150 000 HRC. For 50 000 years the two people lived and loved as one. They learned to tame the great Hoora, they learned to write and they learned the secrets of agriculture. Things changed with the First Age. The Keepers call this the Age of Ancient Rule. It was a time of the greatest empires the world has ever, or may ever, know. Every landmass, every waterway, every city was under one of these two great governments. It was a time of learning and development. But while this growth was happening, something else was going on that no one noticed. The divine siblings, Nii and Sii were growing apart. And as they grew apart, so too did their children. They grew cold and distant from each other. Sometime around -40 000 HRC the separation went from cold to hot. With magic and technology not since seen in the world, the two Empires waged terrible war. When the two peoples finally agreed to a cease-fire, for no peace was ever signed, less than a thousand people inhabited the planet. Those survivors were driven out of the homeland of the Sibling gods and that land was buried under the Great Western Desert. The Ohm called the Siblings from the planet, broke the survivors into new tribes with new ways and new forms. These tribes, or races, the Ohm sent to forge across the face of a broken world. From -40 000 HRC to -15 000 HRC, the Great Change, or the Second Age, each of these new races continued to change and evolve. The Tall Folk left via the land, the Small Folk took to the oceans. For tens of thousands of years the races spread, changed, evolved and began to re-people the plant. Around -15 000 HRC, the progress of people across the planet began to slow. This age is known as the Birth of Divinity. From what little is known from that time, it seems to be at the request of a handful of new beings; gods. For it seemed the Ohm had felt that the mortals had been punished enough and were in need of guidance. For the Ohm created a family of gods to guide the peoples of the world. This was time of slow, inner growth. Each people developed a sense of identity. This age end when one people began to form a new Empire, the Hythainian Empire. In -15 000 HRC a human who would come to be known as Emperor Hythain the First founded the empire that bares his name still. The Age of Man started when this new, Second Empire, began. The Hythain Calendar was put into place by a later ruler, Empress Treish The Builder, who left her mark on history by creating and adopting her calendar to commemorate a war victory. This was also during the Second Empire. This Second Empire ended in 1459 with the beginning of the great dark age known as the Upheaval. Records became confusing, facts broke down, and much knowledge from this time and before has become lost. The Keepers calculate the Second Age should have lasted for centuries beyond the current year but something happened to spark the Upheaval. That spark broke the plan of the Ohm and put the world on a path it never should have gone. Today we live in a non-Age; The Uncertainty. This Age started in 2166 and no scholar knows why it began and what its ramifications are. What’s Really Going On There are two types of people in gaming. Those that love to know what is going on behind the scenes and those that want to learn the mysteries for themselves via games or stories. If you are the later, a person who hates spoilers, then stop here. Oh, and this is also the warning that dry stuff lies ahead. You’ve been warned. Are you still here? Good. Let’s clue you into the full story. For the most part the Ages of Niisii occured as the Keepers believe. They are wrong on the dates, they are missing major parts of the history and they have drawn all the wrong conclusions but for they most part they have general gist of things right enough. But what they can’t know, and the Ohm never expected, was other life in the universe. The Ohm made Niisii to fit their plans. The Ohm put it far from others in the Prime Material Plane. The Ohm seeded it with the best ideas from other worlds and they sheltered it. But while the Ohm were hard at work, other worlds were advancing in ways they could not have predicted. In the late part of the 29th century on Earth a great disease sweep over the various worlds that the humans had populated. All people were wiped out except those still resided on Earth. The best technology raced to keep this seed population stable. What was discovered was that the disease was genetic; a fault in the most fundamental structure of our genetic code. No medicine could stop the mutations and death it caused, no technology could edit the fault out of the species. Hundreds of ideas were tried; nothing was too crazy. A group of three companies developed a plan to save the species. They would guide the breeding and development of a select population of individuals through a process that would, at its conclusion, result with a new species of human. This species would have the genetic fault worked out of them. The process was very risky and the slightest interference could ruin the result of thousands of year experiment. But the A.I. in charge said it would work, the bio-mathematics checked, and it was the only hope people had. So the population was screened and those the A.I. thought that would be the best candidates to recreate the better human were sent to the isolation zone: the whole of Australia. And thus the experiment began. But there was a complication. The owners of the three companies who discovered the technology also learned that neither they, nor their families, fit the required genetic profiles to be included in the experiment. So while the official experiment was starting on Earth, they siphoned resources from the project to fund a secret, secondary project. This project would use a similar A.I. but would not be based on Earth. This A.I. would guide the adaption of the test subjects’ genetic code while aboard an interstellar craft. The A.I. would find a suitable planet in deep space, far from the Terran Systems, for the new group of humans to rule. The families of the three corporations would become like gods. At this point in human history, the species had the ability travel vast distance but the human form was still limited. Fortunately, other technologies existed that allowed for the storage of person as information. This information could later be reconstituted into a physical form using material found in-situ. A small collection of people would be kept awake during the journey to assist the A.I. These generational workers lived their lives in service to a plan they would never see come to an end. They lived, bred and died according to the plan of the A.I. For you see, the A.I. was constantly looking for a world for the humans to inhabit. There was incredible technology aboard the ship that could reshape a world as needed, but it was resource intensive to make use of them. The A.I. was designed to be very patient and frugal with its resources, but the lives of the human servants were cheap to it, very cheap. Furthermore, this physical crew was never designed to take part in the new world. The humans that were to be part of the plan, were stored digitally and were constantly being modified to make them suitable to candidate worlds as this worlds were discovered by the AI. And if a world didn’t pan out, or would require too many resources to modify, then the digital changes would be rolled back and the process would start again with the next world. These changes included new memories, new forms and new knowledge. If a world was found that already had intelligent life on it, the A.I. was designed to make sure its flock would not only adapt, but thrive in that environment. This worked surprisingly well until two accidents happened at the same time. The first, was that the A.I. encountered something that caused a glitch; the second, was that one human servant was there to see it happen. The glitch in the A.I. came when the probes the ship had been sending out encountered something they could not understand. On one world, in a distant system that the ship almost didn’t probe, it received data that didn’t make sense. It had seen worlds with strange technology. Worlds with unusual cultures. But this world broke the laws of physics. The A.I. was designed to handle such oddities. It would study it remotely, learn what it could and move on. But this world was so odd that the guiding intelligence needed time to reprogram itself. During that time, one man saw what was happening and instantly knew how to use it to his advantage. On a ship completely automated and scheduled, right down to when the human servants ate or mated, one had plenty of time to read and consume media. This man knew magic when he saw it. So while the A.I. was in a vulnerable state, he reprogrammed a change of plans; the ship slowly turned towards this new system. It would take hundreds of years to reach, but during that time the machine would learn all it could about this strange place, begin to put in place the mechanisms it needed to modify the planet, and get the passageners ready for their new life. And the rogue human servant? Well… if the technology existed to turn a digital human into a physical one, made from found raw materials, it could easily work the other way around. Minutes before his physical death, the rogue human was digitized to start the special modifications he had programmed all of his life. He would rule in this new world. He learned from the A.I. probing of the world that it was called Niisii. The first major campaign of Niisii was the story of a group of adventures that were, unknown to them, from this interstellar ship. The human rogue, who became known simply as the Merchant, broke not only the ship’s A.I beyond recovery, he also broke the careful and loving plans of the Ohm. The world is now suffering for it. There are satellites in orbit of Niisii that the inhabitants will never know about. The A.I. orbits the system trying to follow its last, poorly written program. Whenever one of the original, digitized passengers dies on Niisii, it begins the process of interfering with the world to see that, through genetic selection and physical modification of the resources on Niisii, that person is reborn. The process tries to help them retain memories of their most recent life but it usually just causes confusion at best. Most players in Niisii do not play a character that has its origins in these digitized interlopers, but there are a few recurring characters that you might notice campaign to campaign. To make matters worse, these enhanced visitors to Niisii were modified by the A.I. to have unusual powers. The most surprising one is the ability to kill the Gods that the Ohm created. After this was discovered, the Ohm removed the gods from the world for their own reasons and returned them likewise. So there you have it. History, the smallest taste of back story, and hopefully enough information to feel like you can follow along with a podcast or sit in as a new player. Welcome to our world. Welcome to Niisii. A Couple Of Notes About The Tools We Use And Our Style Of Gaming This section is for those of you who are coming to play with us. We are a rather large gaming group. Our ‘main game’ can have over a dozen players and a couple of DMs going simultaneously during our bi-weekly group games. But this is not the only way we play. Our gaming group is a network of players and DMs. There are many campaigns going on at the same time. Some meet weekly, some bi-weekly, some less frequently. Some of these campaigns have a large number of players, others only have three or four players. There’s many different styles and sizes of games that have formed from our primary group. Over the years we have build beautiful maps and elaborately designed scenario documents. But we don’t do that anymore. We use simple, easily accessible tools and wikis. As DMs we love a beautiful map, and as players they make us feel special. But not everyone can afford software that can cost hundreds of dollars or the countless hours it takes to first develop the skill, and then to actual produce, lovely hand drawn maps. We would rather make it cheap and easy for people to tell the story they want to tell. To us, the story is the most important thing. And this spawns another ‘feature’ of our games. For the sake of the story we make we make frequent use of ‘Rule Zero’. Some players don’t like this. They like to ‘win’ a scenario, or they enjoy the process of maximizing the potential of their characters. And we understand this and try to cater to those desires. But at the end of the day, the story comes first. Rules are important but nowhere near as important as getting together with friends and making an interesting story. And THAT spawns another aspect of our gaming style. We believe in making stories together. For thousands of years humans have gathered in a circle and told stories. For us, this game is one way we connect to that tradition. So while the DM will often have notes about things that might come in a session, our games are more improv than plan. This means that those who are more active in a game tend to have more influence in the way the story unfolds. For better or worse, the careful, slow planner and the quiet audience member style of player can often get upset in large group play. To combat these we strongly promote running spin-off groups where a slower style of play is possible. We have run games with more than a dozen players at the table. It is a chaotic madhouse that moves at a thousand miles an hour and is a massive amounts of fun… as long as no one gets hurt that the moment they wanted to give a big speech passed by ten minutes ago while they were thinking on it. There is nothing wrong with that style of play; it just simply doesn’t normally work in one of our large group sessions. And finally we are an adult group. We have zero problems with open sexuality, alcohol and deep, complex storylines that are not explained to death Hollywood style. We have had players get upset by a beer at the table, a magical item used as sexual device in a slapstick manner (don’t worry, only on themselves, not on another player) and over the fact that others in the party got the clues given but they missed. Again, nothing is wrong with preferring PG rated games that are straightforward and geared to the lowest common denominator. Hollywood makes billions doing that. From Adventure League to published modules to other homebrew systems, there are many ways to indulge that style of play. This group is usually not a group for that. Sure we have our exceptions (the above mentioned sentient mice game is an example… a game that’s run by the DM who is also known for the darkest, complex morality play style) but for the most part that isn’t for us.

The Deadpod
Dead Show/podcast for 2/16/18

The Deadpod

Play Episode Listen Later Feb 16, 2018 110:02


This week's Deadpod features the beautiful 2nd set from February 9th, 1973 from Stanford University in Palo Alto, CA. Plenty of breakouts make this a rare and unusual set, including 'They Love Each Other' , 'Eyes of the World', 'China Doll' and 'Wave that Flag'. Some great exploratory jamming in Eyes marks a unique version that sounds unlike any other played that year. There are a few splices here and there, but I don't think they will effect your enjoyment of this fine show. Wavy Gravy does a brief political talk at the beginning of the set..    Grateful Dead Roscoe Maples Pavilion - Stanford University Palo Alto, CA 2/9/73 - Friday Two - 1:36:15 China Cat Sunflower [4:51] > I Know You Rider [5:49]%[0:45] ; Jack Straw [4:43]%[1:25] ; They Love Each Other [4:36];[0:07]%[0:09] ; Truckin' [7:#56] > Eyes Of The World [17:09] > China Doll [6:00];[0:06]%[0:08] ; Big River [4:54] % Ramble On Rose [6:23];[0:06] % Box Of Rain [5:05];[0:14] ; Wave That Flag [5:#20];[0:09]%[0:20] ; Sugar Magnolia [8:39];[0:51] ; Uncle John's Band [7:17];[0:04]%[0:33] ; Around And Around [4:46] ; Dead Air [0:27] Encore - 7:21 Casey Jones [7:21] ;   You can listen to this week's Deadpod here:  http://traffic.libsyn.com/deadshow/deadpod021618.mp3               no more children should be shot and killed.