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GAMES BOOKS
Posted in Games (Thursday, July 24, 2008)
By Wizards of the Coast.
The regular list price is $7.99.
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5 comments about Dragons of Spring Dawning (Dragonlance Chronicles, Book 3).
- Once again Hickman and Weis come through with flying colors!
Each volume seems to flow seemlessly into the next. I can hardly wait to read the next adventure.
- SPOILER ALERT!!!!
Dragons of Spring Dawning is the final volume in the Chronicles Trilogy. At the beginning of the book the forces of good are in disarray and headed for defeat at the hands of the evil Dragonarmies. However, since this is the last book in the trilogy you just know that things are going to turn around. First Laurana is named commander of the Knights around Palanthas and then her brother, Gilthanas, returns with the good dragons. After the good dragons are equipped with the dragonlances they drive the dragonarmies south in disorder. However, the blue Dragon highlord Kitiara has a trick up her sleeve. She preys upon Laurana's love for Tanis Half-Elven to capture the elven general; Kit plans to sacrifice Laurana to the evil goddess, Takahsis, and then give her soul to her death knight Lord Soth. When Tanis learns of this dastardly plot he leads the other companions to Nereka to free Laurana. Tanis also has an ace in the hole as he has managed to find Berem the Everman, who has a strange jewel in his chest that is preventing the evil goddess from returning. In the end, Tanis manages to rescue Laurana, Berem returns his jewel and prevents the return of the evil goddess and Raistlin turns to the dark robes.
For the most part this book is a very satisfying conclusion to the series. We reach a measure of resolution with all of the major characters (some sadder then others) and we get a glimpse of what their future will be like. However, in some ways the ending is a bit too...neat. Why does Berem's jewel hold such power over a Goddess? How does his sister's death effect anything? Is it because of his sister's love that the entrance to the world is blocked? I don't get it and it is never completely explained. Also the fact that Fizban, the bumbling wizard who has been following them around for almost a year, turns out to be the god Paladine. That's a little too good to be true. And if he was a god, why not have some more powerful magic or something? Other then that this was a good book.
In conclusion, I am giving this book four stars. The one star that it lost is for the ending. A better ending would have put a better cap on a magnificent trilogy.
-
An Excerpt from the novel:
"Insane, desperate rage twisted Tanis's face. Somehow he'd make Raistlin listen to reason! Somehow they would all use this strange magic to escape! Tanis started forward, then stopped. From nowhere - - - seemingly - - - had come a small silver dagger, long concealed, fastened to the mage's wrist by a cunningly designed leather thong.
`All right,' Tanis said, breathing heavily. "You'd kill me without a second thought. But what about your brother? Caramon, stop him!
Caramon took a step toward his twin. Raistlin raised the silver dagger warningly.
`Don't make him come near me, Tanis,' Raistlin said. `I assure you. I am capable of this, truly. What I have sought all my life is within my grasp. I will let nothing stop me. Look at Caramon's face, Tanis! He knows! I killed him once. I can do it again . . .'
The War of the Lance nears its end . . . for good . . . or for evil . . .
- - - - - - - - - - - - - - - - - - - - - - - - - - - -
Long years of desperate warfare are now nearing an end; the eternal battle between good and evil has long been waged over the face of Krynn and now the tumultuous emotions of a lifetime are crashing around our beleaguered cast of characters. Some will be tempted to join the ranks of the dark side, others will loose their life warring against the forces of evil, and still others will continue to fight against the minions of Takhisis, goddess of destruction. Along the way, our characters must overcome treachery, despair, and one of the bleakest winters of their lives. Will the power of good overcome, or will the dragons inherit the eart?. For good or evil the dye is cast and all of Krynn must pay the eternal price.
Once again, the reader reunites with their favourite characters. Tanis, Raistlin, Strum, Caramon, Tas, Flint, Laurana, Riverwind, Goldmoon, and the delightfully doddery old mage, the enigmatic Fizban all meet once again to battle the forces of darkness and console each other along the way. However, there are many surprises in store for our careworn group of heroes. Tanis is torn between his love for Laurana, the gentle elf maiden and Kitiara, the ambitions dragon highlord and follower of Takhisis. Meanwhile, Raistlin has discovered a new magical talent that could be the key to his future, or the destruction of everything. Loyalties are stretched and breached, love is tried to the utmost, hatred is kindled, as the entire force of Krynn is rallied to fight the coming onslaught of dragons, our characters must not only confront these beasts of doom, but their own inner turmoils and disloyalties as well. The war is not only for the salvation of Krynn, but for the redemption of the soul. Nothing will ever be the same again.
Not only do we, the public of readers, become drawn into the story by the fast paced action and the stunning revelations, but the sheer emotional depth and the realistic nature of the cast of vivid characters is what truly makes this tale classic literature. While the war rages on the outside, we are allowed to not only witness its irrevocable destruction of Krynn, but to see first hand how this degeneration of the world effects the characters we have come to love as family. How can we not weep as Raistlin begins his long fall from grace? How can we not experience Tanis's emotional turmoil over his love life? How can we not respect and admire Laurana, the Golden General, who risks everything for a man who no longer loves her? All these things and more culminate to produce an astoundingly complex and highly emotional tale that will leave the reader crying during many segments. Unforeseen betrayals, love lost, hopes destroyed, magic discovered, all these things must have their toll on the characters that we have come to love and admire. While they may not all be human, they have distinctly human emotion and desires creating what can truly be called modern literature at its finest. It would be impossible for the reader to remain unaffected by the emotions of Dragonlance. It would also be equally impossible for the reader to even begin to guess what outcome, whether good or evil, would come from our characters' actions and reactions. Truly, Dragons of Spring Dawning is as emotional as it is unpredictable. This is one story that cannot fail to draw the reader in.
The sheer ingenuity of the plot and the extreme emotional depth displayed, is complemented by a rich and complex storyline, edge-of-the-seat action and suspense, and a terrifying cast of vitriolic villains. While the protagonists are deeply cherished by the reader, the villains make an equal, although opposite impression, truly engaging all of the reader's emotions, both love and hate. What could be more epic! Once again, we are treated to modern literature at its finest.
Also, Dragons of Spring Dawning, is complemented with a wonderful rich and descriptive writing style that brings the magical world of Krynn vividly to life. Yet another virtue that Dragonlance can boast.
In Conclusion: This is to be Krynn's bleakest hour. An hour when the decisions of a moment will affect a lifetime. An hour when sides must be chosen forever. An hour when love and hate, desire and despair, culminate into one heady brew to create an unforgettable epic that is just as emotionally demanding as it is imaginatively captivating. All of Krynn hangs in the balance and it is up to our beleaguered group of heroes to save their lost and dying world. Rich in characterization, writing, imagination, and epic in scope and storytelling, this is one tale not to be missed. Highly recommended.
- Ravenova Majere
In balance all purity is destroyed,
But in voluptuous darkness lies the truth.
- Raistlin's Farewell
The Dragonlance Chronicles Series:
(1.) Dragons of Autumn Twilight
(2.) Dragons of Winter Night
(3.) Dragons of Spring Dawning
(4.) Dragons of Summer Flame
The Raistlin Chronicles:
(1.) The Soulforge
(2.) Brothers in Arms
The Legends Series:
(1.) Time of the Twins
(2.) War of the Twins
(3.) Test of the Twins
The Lost Chronicles:
(1.) Dragons of Dwarven Depths
(2.) Dragons of a Highlord Sky
The Preludes:
(1.) Darkness and Light
(2.) Kendermore
(3.) Brothers Majere
(4.) Riverwind the Plainsman
(5.) Flint the King
(6.) Tanis the Shadow Years
- There is an expectation of a happy ending with every fantasy novel and series. Dragons Of Spring Dawning, the conclusion of the Dragonlance Chronicles trilogy, presents a more realistic ending which leaves much room for the saga and the heroes to roam.
With death, destruction, discovery and desperation looming and lurking at every turn The Everman, Tanis, Laurana, Tas, Flint, Caramon and Raistlin take centre stage to play their part in a drama which now actively includes Kitiara in a surprise twist. Wars rage and sorrows reign as Raistlin's prophecy regarding the death and separation of the fellows comes true.
Spring Dawning does have major flaws, as did its two prequels, in that coincidences flow illogically at every turn (the dismissal of the dragons by Fizban, the defeated magic of a Dragon Highlord at a crucial time or the appointment of Lauranathalasa) and the book still cannot rid itself of allusions and comparisons to The Lord Of The Rings (the metaphysical presence of The Dark Queen is just one instance) trilogy. Nevertheless, the ingredients for an exciting and satisfactory read are present here in more potent quantities than in volumes one and two.
The book does answer many nagging questions and puts to rest several mysteries, although there is much that still goes unexplained. Mystery, magic, myth and mages come together in an expansive and enchanting land and become sources for more fantasy trilogies to come.
- The third book in the series, it picks up a little bit from there the second book fell off.
The characters, who have now had a chance to have fairly large development arcs, are very well fleshed out with solid personalities. Some of them, like Tanis and Tas have really evolved from their original one-dimensional nature. Both are much darker, as one would be if they went through what these guys have, but still seem to have hope. Others changes have been simpler, but still as important to the character. The one character who was intended to change the most, Raistlin, seems to have the least amount of change (for his arc, its better to look at the Twin sereis).
What helps lift this book from the second is that most of the characters come back together. It is always difficult to follow a story if everyone is to split up, and thankfully most of the group comes back together.
The story itself is a bit rougher then the previous two, with several of the sub-plots feeling very rushed to conclusion. The Raistlin plot is also somewhat tiresome, as they have been devoting a lot of time to it, without much happening.
There is one very large bright point, and that is the Weis and Hickman are excellent at writing death scenes. The way the character that dies in this novel is written really choked me up.
This is an excellent fantasy novel and a definite pace setter for the genre.
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Posted in Games (Thursday, July 24, 2008)
Written by Trip Payne and Mike Shenk and Robert Leighton and Amy Goldstein. By Sterling.
The regular list price is $7.95.
Sells new for $4.22.
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No comments about USA TODAY Celebrity & Pop Culture Crosswords (USA Today).
Posted in Games (Thursday, July 24, 2008)
Written by The New York Times. By St. Martin's Griffin.
The regular list price is $10.95.
Sells new for $3.84.
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4 comments about The New York Times Tough Crossword Puzzles Volume 10.
- Exactly what expected- as advertised as they say. Great Friday and Saturday tough puzzles- on that mid-week day when Wednesday's puzzle is just not doing it for you. More of these please!
- I like these puzzles because they are really a learning and teaching experience. I do what I can of a puzzle and then check the answers to complete it or to get me "unstuck". Some of the puzzles are real headaches, but I find when I go back to easier and bigger puzzles, I am so much better at them for having struggled with the Tough stuff. I am so glad for them.
- A thought-provoking group of puzzles--not as hard as Saturday puzzles, but close. An enjoyable few hours of puzzle solving.
It's nice, too, that W. Shortz includes the names of the puzzle constructors--a hard, time-consuming occupation.
- This volume collects 100 (mostly humbling) Friday and Saturday New York Times crosswords originally published between 11/13/98 and 10/23/99. Top cruciverbalists like Brendan Emmett Quigley, Harvey Estes, Fred Piscop, Frank Longo, Emily Cox and Henry Rathvon feature prominently herein. Anyone that can power through these puzzles is truly a top solver. With one puzzle to a page both the grid and clues are pleasantly large. This is slim enough for travelers yet still offers good value, costing less than a dime per puzzle. I've found even better deals on this and other older NYT crossword collections on Amazon sellers' pages.
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Posted in Games (Thursday, July 24, 2008)
By St. Martin's Paperbacks.
The regular list price is $4.99.
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3 comments about Will Shortz Presents Summertime Pocket Kakuro (Will Shortz Presents...).
- This collection of kakuro contains 150 puzzles ranging from difficulty levels "light and easy" to "beware! very challenging." I go through phases of doing tons of kakuro to doing none at all and this book definately has a lot to offer even the starting kakuro solver. There is a nice combinations table at the beginning of the book for those of us that like to have the possible combinations given instead of trying to figure them all out. The table provides all possible combinations for numbers and clues that have only one or two solutions (i.e. 11: 1, 2, 3, 5 and 12: 1, 2, 3, 6; 1, 2, 4, 5). The few other books I have encountered have only show the clues that have only one possible solution. That is one of the reasons I got this book.
I am annoyed with some aspects of this collection. Some of the puzzles have starting numbers already filled in the puzzle. I have no idea why this is; but I wish it was completely empty. I also don't like the fact that the clue number boxes are colored in. It makes it difficult to quickly read the number. Finally, the paper quality is not optimal and easily rips or tears with a sharp pencil. I have found that if you place scotch tape over the entire puzzle it makes it more sturdy and you can easily erase pencil from the tape. It also seems that there are more easier level puzzles and fewer of the harder difficulty levels, which may trouble some more advanced puzzlers. Of course, if you are starting out, this book contains 65 of the easiest difficulty levels.
Overall, this is a nice book if you can get over the small things mentioned (or if those things do not bother you). Good luck!
- The size is smaller and more convenient for travel than some of the other puzzle books, but is PACKED with hours and hours of fun. If you haven't discovered the number puzzle craze yet--- you can start here!
- I am an avid Kakuro fan and have purchased quite a few books. I was excited to see a book by Will Shortz because he has such a good name in the puzzle field. But I was very disappointed by this collection. The puzzels are simply too small. I enjoy a puzzle that is at least 10 x 10, I prefer even larger puzzle, ones that take up the full page. This book is filled with small puzzles, some are tough to complete but don't have the complexity of a larger puzzle.
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Posted in Games (Thursday, July 24, 2008)
Written by SPEIGHT and Charlotte Speight and John Toki. By McGraw-Hill Humanities/Social Sciences/Languages.
Sells new for $99.59.
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3 comments about Hands in Clay : An Introduction to Ceramics.
- My college ceramics class had to buy this book. It's really good, the section on how to mix glazes using all of the different frits and stains is very informative. The pictures are inspiring, and the book also gives many techniques for throwing and handbuilding.
- This became one of those costly book purchases students have come to resent: required for an introductory level class in ceramics, part of the core requirements towards a studio degree, expensively imposed on a class the bulk of whom will never continue on in ceramics, therefore ultimately destined to become a neglected text sitting on a dusty shelf or returned during university book buy-back for a pittance. This is a shame, as the book is one of the more comprehensive and beautifully put together texts of its kind, and had it been required of students whose clear intention was to go on in ceramics, its obligatory purchase would have been more valued and appreciated.
Containing information well beyond the scope of an introductory survey of ceramic processes, this book is densely packed with information, providing a historical and cultural overview of the use and development of one of the most ancient of the arts, as well as detailed discussions of its various forms and construction, the mixing of clays, the necessary chemistry, kilns, and clay's many glazings and firings. Appendixes and charts containing quite a number of recipes for both mixing clay and creating slips, colorants and glazes are provided at the back, encouraging experimentation, as well as a basic description of the chemical constituents encountered in ceramics. In terms of the latter, both within the text and the appendixes, concerns of potential toxicity are highlighted, providing valuable and essential information often overlooked when working with the potentially hazardous components present in most clays and colorants. Additionally, the authors provide encouragement as to how to easily recycle the environmentally unfriendly waste by-products associated with ceramics, along with helpful tips as to how to set up one's studio in a way that is at once utilitarian and environmentally sound, offering a list of governmental agencies and associations that can assist the ceramicist in addressing these concerns. In addition to providing through the appendixes further avenues for exploration on the part of those working with clay, the authors must be applauded for not ignoring or obfuscating the obvious safety and environmental concerns involved in working with ceramics. Well organized and detailed, the text is also liberally endowed with photographs and drawings, providing clear visual examples of both the equipment and techniques the ceramicist may encounter, as well as beautiful color plates showing contemporary examples of noted artists' work using a variety of forms and processes. These plates exemplify the diverse and often stunning manner of expression that can be captured in clay, ranging from the sculptural and painterly to installation and multimedia. Their inclusion, along with the depth and breadth of information presented here, certainly justify the price asked for this text, and this book should grace the library or studio of any serious student or practitioner of ceramics. And, I suspect, there is enough information provided here to allow the student that has access to a studio and equipment to begin learning ceramics without the necessity of a classroom.
- Anyone getting into ceramic art must read this book. I really wish I had it when I began my venture into slipcasting. I knew nothing and used other sources for information when I could have saved time and frustration by reading this book. The part of the book on moldmaking was worth the price alone. The other moldmaking books I've read left a lot of blank spaces for the beginner. As a visual learner, this book is rich with pics and illustrations.It is comprehensive and something I will be using for many years to come.
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Posted in Games (Thursday, July 24, 2008)
Written by Chris Crawford. By New Riders Games.
The regular list price is $34.99.
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5 comments about Chris Crawford on Interactive Storytelling (New Riders Games).
- This book opened up a whole new pattern of thinking for me. The information Mr. Crawford conveys in this publication is invaluable to any writer seeking to break into new areas-particularly gaming and other applications utilizing interactive storytelling. Writing for this genre requires a whole different mindset from traditional genres and Mr. Crawford succeeds at moving the reader towards that mindset.
Time and again I see in game reviews how a particular game has "awesome graphics and great gameplay but the story and dialogue" were severely lacking. With Mr. Crawford's extensive experience in the gaming industry, he very capable gives aspiring writers every tool he or she will need to get a very good start in the industry. Throughtout the book, he stresses how important it is for the "artsie" thinkers (the writers & artists) to work together with the "techie" thinkers (the programmers) and I think this is a valuable lesson that many current game producers have yet to learn. Mr. Crawford reminds the entire programming industry that one sector of development cannot succeed without the other. He more than adequately investigates and chronicles how the different development teams can work together and bridge the "communication" gap between the "artsies" and the "techies." This book, while not exactly a tutorial piece, offers many examples and exercises to move the writer along in thinking like an interactive storyteller. The only real drawback may be the detail Mr. Crawford goes into. While I personally don't have a problem with this, I work with several young people who, while they are very keen on gaming development, probably wouldn't spend an adequate amount of time studying the information contained in the book unless it were required reading in a course. Personally I feel that any writer who wants to pursue and develop stories for interactive programming should study this book. It's not enough to read it through once, twice or even three times. This is a book which needs to be worked through section by section, until writing for this relatively new genre becomes second nature. This book will have a permanent home in my library; it is very rich in information-hats off to Mr. Crawford for producing a very timely manual. -Adaera-
- In this book, Chris Crawford presents his teachings, thoughts and feelings on Interactive Storytelling, the topic that he has courageously committed the last thirteen years of his life to researching, understanding and developing.
This book struck many chords with me and opened up many avenues of thought, presenting me with inspirational ideas that kept me thinking about Interactive Storytelling for the many months that followed. I own a reasonable collection of books on game development and related academic topics, and I believe this to be the single most important book in my collection. Many of the ideas within are worth the price tag alone.
I whole-heartedly recommend this book to anybody even remotely interested in Interactive Storytelling, and especially designers and developers within the games industry. It simply deserves to be read.
- In the spirit of full and open disclosure, I have known Chris Crawford for over twenty years. We are close friends and colleagues. So instead of providing a review, I'd like to comment on some of the things brought up in the other reviews.
In two reviews, it is indicated that the book is not tutorial and doesn't provide specific examples. These are absolutely correct. "Chris Crawford on Interactive Storytelling" is a distillation and documentation of all that Chris has learned and created on interactive storytelling over the last thirteen plus year. He explores areas where none have gone before and he also explores areas where others have been adding insights that are new. There is definitely material here you won't find in any previously written book. However, this is a not a document of a completed journey. A couple of simple stories have been built-as proof of concept for the early working versions of the Erasmatron-but they mostly demonstrated the need for better tools. Interactive storytelling requires a new set of skills and tools. This book is heavy on theory and process, but light on examples because the theory and processes must precede the examples-and we're just getting a handle on the theory and processes. Expect to see examples in Chris' next book, which I expect he'll write once the Erasmatron is out the door and pumping out interactive stories. (I'm guessing here, Chris has never mentioned doing another book, but there will definitely be a need for a book on Erasmatron storybuilding and who better to write it than Chris Crawford and/or Laura Mixon?)
William Ogles comments on Chris' writing style, which is decidedly conversational. His writing style, combined with his strong convictions, often polarizes readers and the attacks against him can be as vicious as the praise is glowing. Chris was a teacher early in his career and lessons learned from those early days drive much of his writing and speaking style. He will present gray area subjects in stark black and white and he writes provocatively. This is his method for making a point and generating thought and discussion.
Indeed, it was his recent article about Women and Gaming in "the Escapist" (an on-line magazine) that provoked the single negative review of this book. The best clue to this is that the reviewer is complaining about Chris' views on women and gaming, yet that subject isn't covered in this book. Also the quotes are from his article, not from the book. Chris' point was that sales of romance novels (especially of the "bodice rippers" genre) and soap opera show that women were the primary customers and that they were immensely popular and that games that appeals to the same needs would be more successful with women than "Doom" clones. It appears to me this is rather obvious-the trick, of course, is figuring out what such games might be. The reviewer's characterization of the above as "blatant gender stereotyping" is a hard trail to follow and suggests that Chris triggered a hot button for the reviewer.
Also, unlike Chris' other book "Chris Crawford on Game Design", this book is not for aspiring "game" designers-it's for aspiring "interactive storytelling" designers (of all ages) or for game designers that want to move into an entirely new and exciting field.
- Crawford's take on Interactive Storytelling, that is the maturation of a medium which will become the dominant form on art and entertainment in the 21st century, provides a foundation upon which future efforts will either be based off of or at least reference in intellectual homage. The breakdown of the modes of human thought in the early chapters provides a sturdy, cognitive lense which game designers can use to understand challenge. This book focuses primarily on social reasoning and the challenge which could be derived from that important facet of human experience, so far unexplored in traditional video and computer games.
In late 2005 Mr. Crawford wrote an article for The Escapist, and online publication which is highly recommended to anyone interested in the cutting edge of the interactive medium. The article addressed appealing to the female demographic of possible players from the angle of utilizing social challenge to meet women on a common ground. The problem with this article was that it used a controversial science to make this point, and it was possible to infer a sense of sexism, where women are inherenlty social and therefore drawn to interactive soap operas, while men are inherently spatial and drawn to games similar to hunting. The real point is that social challenge will put games on a whole new playing field which both men and women can appreciate as art and popular entertainment. Thats the lesson taught by "Chris Crawford on Interactive Storytelling", along with some useful approaches to the design problems. Don't let politics stop you from glimpsing a revolution.
- One day the games industry will look at Chris Crawford the same way the film industry looks at Joseph Campbell. He sets out the first few steps of a path that could revolutionize gaming - if only it is taken to heart. Some of his ideas are radical, some are controversial, but all are insightful. The only criticism I have of this book is that Crawfords brash and grungy tongue-in-cheek delivery might rub some people the wrong way (although, I personally found it refreshing). And that the book is too short.
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Posted in Games (Thursday, July 24, 2008)
Written by Dan Flockhart. By Jossey-Bass.
The regular list price is $9.95.
Sells new for $5.61.
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No comments about Fantasy Football and Mathematics: Student Workbook (Fantasy Sports and Mathematics Series).
Posted in Games (Thursday, July 24, 2008)
Written by Beth Donaldson. By Martingale and Company.
The regular list price is $19.95.
Sells new for $18.99.
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5 comments about Block by Block: New Techniques for Machine Quilting and Assembly.
- I would like to give this book two separate ratings. As a basic how-to-make-quilts book, it deserves perhaps four stars. It's got nice, clear instructions on the basics of how to assemble a variety of simple quilt blocks.
However.
As a book on "New Techniques for Machine Quilting," as the subtitle says, it barely deserves one star. There are precisely 2.75 pages devoted to how to quit your quilt, and most of that is devoted to stiching in the ditch. That's it! There's talk about how this book will help you quilt sections of the quilt before it's assembled, but the info on that part is sketchy, wordy, confusing, and short (3.25 pages) - I really need some pictures or summaries to make sense of it better. I bought this book for help on the quilting, not the patchwork, so I'm a bit disappointed.
- I really like this book. Whether you are a machine or hand quilter the patterns are fun and challenging. I am just beginning to machine quilt and the stitch in a ditch patterns help alot. I still like hand quilting better though. Each time I look at this book I think of different color combinations I could use. If you're a quilter you know this could be dangerous.
- I'm very pleased with the book and the promptness of the delivery. I've no complaints at all.
- I have ready many book on quilting as you go. This is the easiest to read, easiest to understand, and has beautiful patterns. Enjoy!
- I am anxious to read the book cover to cover and make a quilt as instructed. Love the book
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Posted in Games (Thursday, July 24, 2008)
Written by Christopher Perkins. By Wizards of the Coast.
The regular list price is $14.95.
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4 comments about Deluxe Eberron Dungeon Master's Screen (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Eberron Accessories).
- This is, quite possibly, the best screen yet released for D&D, regardless of setting. Including tables for everything from Cleric's turning checks to Influencing NPC attitudes, as well as a handy Days of the Week and Months of the Year guide for Eberron's calendar (among a large number of other goodies), it's clearly meant for a high-roleplay campaign. Things like Item Breac DC's and what actions provoke what are also included, and it does quite a bit to lower the ammount of time some of the more rules-driven areas of the game take up in game time. Also, since it uses the D&D Deluxe Screen landscape format, I really don't feel half as "cut-off" from the players as when using my Forgotten Realms screen.
Still, there are areas in which the screen could be improved. There are three emblems (the same as the O in the Eberron logo) on the DM's side of it in which another table could be placed. Also, when viewed from a high angle the text doesn't contrast very well with the table background... and since my group generally plays around a coffee table, my players can easilly tell when I'm looking something up when I have to lower my eyes almost to the level of the screen. It's something to look over before the game while players are building characters (or before they arrive) or during the occasional in-session break, but otherwise to be reserved for really sticky deal-with-the-rules-lawyer situations.
- Overall the screen is good;
The landscape format is fantastic, you can see over the screen when you need to see what's going on, yet it still provides the DM some privacy.
The artwork is great (even if it is a reprint of artwork from "The Order of the Emerald Claw" adventure cover, it is expanded).
The details and tables on the screen, in general are excellent.
And the map that is included is an awesome play aid.
BUT.....
HOUSE JORASCO IS MISSING FROM THE LIST OF DRAGON MARKED HOUSES!!!!
I mean it's just a basic cut and paste from previously printed lists of Dragon Marked Houses OR any basic editing should have caught this oversight.
UNFORGIVABLE, especially when, of the 3 Eberron specific tables included on the Deluxe Eberron Dungeon Master's Screen, the main one is incomplete!
This poor quality is becoming more and more common from Wizards D&D releases of late. Very, very disappointing. As you may be able to tell, I am still furious about this oversight, so I just wanted to warn people of the incompleteness of the product, when compared to its description on the back of the product.
Enough said...
- I bought this expecting it to be only used during my upcoming Eberron campaign - I was dead wrong. This has every table you will need, and some you won't for the non-Eberron games. It's horizontal so I don't feel like I'm at a seperate part of the table than the gamers. It provides all the privacy I need for rolling dice and stashing papers. I can wrap it all the way around, almost to both edges of the table around me, at a comfortable visibility level. I could have a player sitting next to me and successfully hide my rolls.
Definately a recommended purchase - especially for the low price.
- I really like this DM screen. My kids and I are playing and the art helps them feel like they are in Eberron. The map put me over the top. I purchased this product knowing of its errors a priori. However, the map was a nice surprise. I must have missed it in the other reviews.
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Posted in Games (Thursday, July 24, 2008)
Written by Jamie Chambers. By Margaret Weis Productions.
The regular list price is $39.99.
Sells new for $26.39.
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Serenity Six-Shooters & Spaceships (Serenity Role Playing Game)
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