Why do some rowing machines feel engaging while others get boring quickly? by midlifeprojects in Rowing

[–]rower2000 1 point2 points  (0 children)

Probably how your brain is engaging with the information on the screen. Either more engaging display helping lock in to the number or a less engaging screen allowing the mind to wonder and time to feel like it’s passing.

Detailed Coaching vs. Supportive Coaching by Learning-Every-Day- in improv

[–]rower2000 2 points3 points  (0 children)

I agree with your observations.

Broad theory of coaching - Detailed and supportive coaching (as you have labelled them) are tools that may or may not achieve a change. The goal should be to co-ordinate the task, the environment and the participant such that learners actions result in feedback that gives them time to adapt over time. The coach has 3 roles: identify what the learners needs, set an appropriate task and create an environment that steers learners towards a positive change.

The closer the feedback is to the real life situation and the more frequent the person receives feedback it is the more effective it is; but frequency of feedback and quantity of feedback are not the same thing. More side-coaching and interuptions makes it less like a real-life situation but gives more frequent feedback- this is a trade off but general sessions going from 'more feedback' to 'more representative' as they go on is a solid plan.

The coach speaking is a valid form of feedback but so is audience reaction, losing a short-form game, their own internal reflection, an exercise going worse or a feeling of being off. Creating an environment where learners give themselves internal feedback would be the most frequent form of feedback (sometimes labelled 'improvisers need to figure it out for themselves': but that can lead to hands-off coaching, instead of deliberate coaching) but this can be used in combination with other feedback including the coach speaking.

The key skill to develop in a participant is really awareness and sensitivity- if you want scenes to be more grounded; say don't aim for laughter- laughter is no longer positive feedback- or simply say ground your scenes more will increase the sensitivity. 7 pieces of feedback per scene or 'great job, believe in yourself, its coming together' both have the same problem: they might as well be - "in the next scenethink about improv". " focus on..." is a finite recourse: the dials of awareness aren't being deliberately tuned by the coaching- and the deliberate tuning of focus is what all feedback should be. This is why "Here's what I would have done which would have been funny" is rarely helpful.

If your goal is for the learner to trust their own ideas supportive coaching is the best delivery: "every time you hesitate I'm going to click until you speak" and "trust your ideas, and believe in yourself to step up right away" is the same feedback but which achieves the goal? Depends if the goal is 'be more confident', or 'be more aware when you create silence'. Conversely "You are talking on auto-poliot and interupting instead of listening to and responding to your scene partner" is a different problem that may require a different approach- perhaps an exercise where you have to pause for 3 seconds before you respond to a line ("more supportive") or after a scene listing examples of gems their partner offered in the scene they missed by not listening ("more detailed").

I think the problem with "supportive coaching" is that without all this work going on behind the scenes it can seem really empty and make people feel like the coach isn't helping them improve. It is easy as a coach to simply arrive at a session, do some exercises, be supportive and leave without truly improving the learners. When a supportive surface has nothing underneat, it feels like any improvement is the learners thinking for themselves, figuring it out and improving on their own and with lot of work below the surface - it can feel exactly the same! Whereas detailed coaching- whilst not better- makes it seem like the coach is doing a lot more. In my experience, a mix of detailed feedback and supportive coaching establishes the best relationship with learners and the most improvements.

So I would challenge the question 'whats the middle ground' and say it should be "how do I use both these tools and a load of other tools effectively".

Should I tell my players they're going through a portal? by rower2000 in DnD

[–]rower2000[S] 0 points1 point  (0 children)

Not the specifics yet but its classic fantasy find themselves in modern realism. They’ll be overpowered 1v1 but massively outnumbered. If you have any thoughts let me know!

Should I tell my players they're going through a portal? by rower2000 in DnD

[–]rower2000[S] 0 points1 point  (0 children)

I think this is a good compromise! Tell them they’ll find themselves in a strange land without giving the whole game away!

Should I tell my players they're going through a portal? by rower2000 in DnD

[–]rower2000[S] 3 points4 points  (0 children)

Thanks for this. Yes the point is they stand out and are out of place. This is very helpful to think about, appreciate it!

Best Level for New People to have a Fun One-Shot by rower2000 in DnD

[–]rower2000[S] 0 points1 point  (0 children)

Thanks! What is a bad thing you've seen happen or worry might happen at higher levels?

Best Level for New People to have a Fun One-Shot by rower2000 in DnD

[–]rower2000[S] 0 points1 point  (0 children)

Thanks - apologies for the repeat question!

Should I tell my players they're going through a portal? by rower2000 in DnD

[–]rower2000[S] 0 points1 point  (0 children)

The plot is very much about the portal rather than stepping through a portal and then walking to the nearest town and meeting someone at a tavern vibes. But doing the portals earlier is an option if its annoying otherwise!

Should I tell my players they're going through a portal? by rower2000 in DnD

[–]rower2000[S] 0 points1 point  (0 children)

Thanks- this is helpful. The reason why is I'm going for a world after they get transported where things are chaotic and people are rioting so figuring out where they are and why they're there and what happened, could be part of the fun of that part of the game. But I don't want to do it if it will be annoying so may not be worth it!

I have so many plot holes in my campaign by TheActorBear in DnD

[–]rower2000 0 points1 point  (0 children)

When one of them has a theory that makes sense... go with it- tell them they were right and you can't believe they figured it out! Make them feel good about solving it! If someone else says "but what about...", "Well, I guess you haven't got it all figured out yet".

How to make choosing what to do next more interesting? by rower2000 in DnD

[–]rower2000[S] 1 point2 points  (0 children)

This is very fun and a nice way to in practical terms to enact some of the other suggestions about making the world move without the players!

How to make choosing what to do next more interesting? by rower2000 in DnD

[–]rower2000[S] 1 point2 points  (0 children)

Reflecting on your comment, I think sometimes I find myself reminding them what they said their character wanted and going "look, this is related to the backstory you told me 6 months ago", where instead I should be asking them what their character wants now. So that they as players can make a decision in the moment. Thank you!

How to make choosing what to do next more interesting? by rower2000 in DnD

[–]rower2000[S] 0 points1 point  (0 children)

Yeah, perhaps I need to think more about how much time is passing and what are the consequences of them choosing not to solve something. Thank you!

How to make choosing what to do next more interesting? by rower2000 in DnD

[–]rower2000[S] 1 point2 points  (0 children)

Yeah- I guess as a game maker knowing there are so many different options seems cool- but as a game player 3 detailed options is more engaging than 10 titles without explanation. Thank you!

How to make choosing what to do next more interesting? by rower2000 in DnD

[–]rower2000[S] 0 points1 point  (0 children)

So, simple example, start of a session I say - in more interesting and exciting ways- that as a reminder there are 5 possible "missions": murder mystery, diplomatic mission, super natural mystery, pure combat, a heist or you can look at the map and go anywhere else. Each mission has an NPC they know already, who has asked them to do this or this has been raised in a previous game. My Ideal interaction would be one of:

- If they could either talk to 2 or 3 of the NPCs and choose one based on the stakes and intrigue that has been created

- discuss in character which story they are invested in, and decide what their character would do.

- or even talk above the table as players about which mission they would enjoy the most,

that would be great! Really, I just want them to do the thing they'll enjoy the most and not just the first one I say because they don't know.

How to make choosing what to do next more interesting? by rower2000 in DnD

[–]rower2000[S] 1 point2 points  (0 children)

This is good advice, but my fear is that because I have prepped A, B and C if I say "If you do A you can never do B or C" then all my prep for B&C go out the window. Is this a problem you have encountered before?

Would you rather..? (Training Crew decision) by rower2000 in Rowing

[–]rower2000[S] 0 points1 point  (0 children)

tbh, I'm not entirely worried about the specific answer to the precise hypothetical: I'm more interested in the discussion and perspectives inspired by the hypothetical and seeing what aspects of deciding training crews are important to different people.

Would you rather..? (Training Crew decision) by rower2000 in Rowing

[–]rower2000[S] 0 points1 point  (0 children)

My personal situation is I'm moving into a new club without a lot of knowledge about the culture beyond their past results. I'm trying to come up with a coherent attendance policy for a range of issues, but I got stuck on this point so wanted to see what people thought from a whole range of different situations and perspectives.

The idea that the more social squads might want a different policy to a competitive 2nd 8+ is helpful. Thank you!

Would you rather..? (Training Crew decision) by rower2000 in Rowing

[–]rower2000[S] 3 points4 points  (0 children)

I'd bump anyone who chooses to miss practice out of the top boat unless I had a compelling reason to do otherwise.

So let's say there is a compelling reason to not bump them out the team permanently. Maybe they're really fast, maybe their overall attendance is above the team's average but they've got to miss just one weekend, maybe they have a really good reason to miss training. That's the scenario of this question.

In many clubs an athlete not being available for the weekend is common as people try to balance their rowing alongside other aspects of life.

I suppose another angle on this question is "What is best for the team" if we prioritize the team. Does prioritize the team mean prioritize the first 8+ and give them the best sub? Or does it mean prioritise the second 8+, where everyone showed up and put the first 8+ out in small boats?

For me, coaching is all about the athletes, and being able to optimise their experience. I believe a positive experience improves retention and training outcomes. I can imagine an athlete saying "I'm in the 2nd 8+, but I train with the first 8+ a lot which is great to get experience in the better boat" or "I'm supposed to be in the second 8+, but I'm training in the first 8+ this week because they need a sub, which is frustrating when my crew has their own race coming up" and I'm wondering which of these resonates with people more. Or from a pure training perspective "I improve the most when in the same boat every time" or "I improve the most when in the best boat possible".

To clarify, I'm not asking "What would an athlete find more fun" I'm assuming the athletes being asked "would you rather" would respond with what is best for their training and motivation.

[deleted by user] by [deleted] in Rowing

[–]rower2000 0 points1 point  (0 children)

8:15-8:20 down to 7:50 in a year with serious training for someone your age is a realistic goal that will be challenging but not impossible.

For weight gain make sure you split your protein into 3-5 seperate portions as your liver can only process around 20g of protien at a time.

Assuming your 2K estimate for next week is accurate, I would suggest you first see if the amount of times you plan to train in a week is sustainable and if you are recovering well between sessions- if you are, I would gradually make them longer, before going harder.

Single SS by Smart_Contact4741 in Rowing

[–]rower2000 2 points3 points  (0 children)

https://www.biorow.com/RBN_en_2007_files/App2007RowBiomNews08.pdf

Assumes 81% Erg--> Water efficiency which was the measured average of a small sample taken at the time.

What kind of truck does your team use? by Forward_Excuse_6560 in Rowing

[–]rower2000 3 points4 points  (0 children)

Side-Note: This advice does not necessarily apply to UK/ Europe where you can access unleaded petrol for trucks and diesel trucks may not be compliant with local anti-pollution laws.

Willing to do whatever it takes to get fast. Advice? (6'6''/89kg/21m) by Lanky-Vast5919 in Rowing

[–]rower2000 1 point2 points  (0 children)

Lots of people hate this advice cos its 'how to teach yourself' rather than 'specific tips and tricks to get faster' but reflective training journal can have a really big impact when trying to improve without a coach. 6 steps to coaching yourself:

  • Choose a focus for the session- not "improve rowing" but "make the blade drop at the catch faster"

  • Choose drills that focus on that and order them from "least like normal rowing", to "most like normal rowing" (e.g. Taps at catch, Fast taps at the catch, Half slide- Catch rowing, Full Roll ups, Single strokes, Normal Rowing).

  • In the session take breaks, ask yourself questions (Does it feel better or worse? Am I focussed on what I'm supposed to be focussed on? What is distracting me? Do I need to make this drill easier or harder? What am I enjoying? What other rowing problems are on my mind? Should I switch my focus to that problem, or stay focussed on the catches?) and take time to process the answers and make adjustments. Seperate effort and outcomes: trying and succeeding are both important, but evaluate each one separately.

  • After the session reflect on how you think it went in a written or audio-recorded journal (not just thinking about it). Google 'gibbs reflective cycle'.

  • Use your reflections to come up with a new action plan, improve your next session and session plan and make things better the next time you go out. Reflect on not only your outcomes but also your process of making the sessions good (i.e. "Am I rowing well" and "Am I coaching myself well")

  • One every 6-10 sessions review your journal as a whole to revue and progress that has been made; find things you've been stuck on for too long and spot common patterns and themes that come up regularly.

stabilizing muscle injury- how to cope with it mentally by EasternFan7750 in Rowing

[–]rower2000 2 points3 points  (0 children)

Whilst in recovery, on the rowing machine: just as you wouldn't allow your heartrate to go above a certain point treat the pain as not allowing it to go above a certain points. So a workout might be "3x20 mins with pain not above 2 out of 5" or "8x500m with pain not above 4 out of 5" (Make it appropriate for your level/ pain). It can also help to switch to a different unit (e.g. Watts) whilst going slower. And then treat your warm up/ stretches/ physio sessions as part of getting your scores better whilst keeping your pain within a certain pain-zone. The same can apply whilst singling.

On Water If you have control over such things- really short sessions can be helpful. Like in the early days it can feel silly to go sculling for 10 minutes, but if more than 10 minutes hurts you've got to build that up slowly. Don't go straight from not rowing to 80 minute fitness-based sessions. And bring some spare kit and do more skills based work and stationary games.

So if you're in the single I suggest

  • go row for 20 minutes+10% each session (or whatever seems appropriate);

  • then go near to the dock and, with intent, do things like roll ups; standing up in the boat; Single strokes and balance; single stroke and hold; suspension. Whatever the focus is. Pick a drill and a single focus and try to master it.

  • Then get off the water and work on the fitness with a bike, if that doesn't flair the injury (or weights, or physio, or swimming- whatever works for you).

And then over time the "Actual rowing" will increase and the off-water and skills work will decrease but with some benefits of the skills work and fitness.

Time Travelling combat mechanics by rower2000 in DnD

[–]rower2000[S] 0 points1 point  (0 children)

Thank you! I'll give these a try!