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Book reviews for "Antschel,_Paul" sorted by average review score:

Five Shots and a Funeral
Published in Mass Market Paperback by UglyTown Productions (November, 1999)
Authors: Dashiell Loveless, Tom Fassbender, Jim Pascoe, and Paul Pope
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For a certain type of mystery fan
This is a short story collection written by the fictional "pulp artifact" Dashiell Loveless. Each of the five-stories can stand-alone yet all of them interrelate as it follows the exploits of Testacy City, Nevada private investigator Benjamin Drake.

All five tales are entertaining and will remind the audience of the golden (more like black and white) days of the pulp fiction novel of the late 1930's-1940's. Drake is a wonderful character who is a throw back to those glory days of Marlowe and Spade. The authors (Tom Fassbender and Jim Pascoe) and the illustrator Paul Pope seem to have had fun paying homage while satirizing the mystery genre's legendary authors (such as Hammett) and their great detectives. Anyone who enjoys hard-boiled detective stories with a wink and a nod to the classics sleuths will want to also read the authors' previous book BY THE BALLS.

Harriet Klausner

I can't get enough of this funky stuff
Why isn't there a animated series of this stuff on TV? The Uglytown guys have done it again, Five Shots and a Funeral is a fun ride through the dank and unsavory streets of Testacy City. When's the next book coming out???


Fool Me Twice: A Jake Lassiter Mystery
Published in Paperback by Avon (December, 1996)
Author: Paul Levine
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silver queen
like scottoline and martini, levine has a reoccurring character who is wise cracking, irreverant and wryly self-deprecating. well plotted and paced. exotic settings. spiced with quirky facts, aphorisms and bon mots. above average entertainment.

The best in the series!
This is the best in the Jake Lassiter series! A clever plot, great characters, and lots of suspense. Once I got to the murder trial I couldn't put it down! Just one little quibble: Where did Charlie go? Other than that-happy reading!


Forever and Ever Amen: The Heart-Warming Stories Behind the Music of Paul Overstreet
Published in Paperback by Destiny Image (14 October, 2002)
Authors: Paul Overstreet and Randy Travis
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Not A Country Music Fan But ...
Right up front, I'm not a big fan of Country music, so I wasn't sure I'd find much of interest here. But Paul Overstreet is as real as they get, as human and likeable and authentic as anyone else I know, and that crosses music-taste lines. Often how he wrote a song seems disconnected to how the fans reacted to it, but then, that's life too -- everyone sees something different in the same picture. He certainly has a distinct "flavor" to his music, and when you hear him sing one of his songs made popular by another artist, it adds new dimension. A heart-warming book!

Inspiring and Uplifting
Paul dives right into the middle of the real world Christian experience, as he shares with the reader the stories behind his family centered songs. He shares the personal journey of his growth in Christ and his growth as a songwriter and performer. The personal accounts of how Paul's songs have affected others show how God can work through, not only His Word, but through the songs of those that love Him. This short book was uplifting and inspirational. It gave new meaning to songs that I have loved. The DVD that is included gives a great visual and audio experience into some of Paul's songs. I am a better person for reading this book. Thanks Paul!!!!


Forge: Out of Chaos
Published in Paperback by Basement Games Unlimited, LLC (01 August, 1998)
Authors: Mike Kibbe, Paul Kibbe, and Mark Kibbe
Amazon base price: $19.95
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Average review score:

Well thought out world hampered by strange mechanics
Forge: Out of Chaos is a labor of love, that much is obvious. Everything is well thought-out; the authors put a lot of effort into the game world and it shows. The cosmology--fallen, banished, and "disappeared" gods--is detailed, brief, and not at all overblown. That's a rarity for fantasy cosmologies. After reading through the book, I was ready to play, and in fact my gaming group is preparing to sit down soon and do just that.

This is the way role-playing games should be written and presented. Everything you need, mechanics-wise is presented right here, in this one book. Character creation, magic, combat, monsters, it's all *here*. You don't need to spend $100 just to get enough rules to run a game, like you do with many other systems.

In addition, Basement Games supplies what seems like a marvelous level of support. E.mail them with a question, and the authors will answer it quickly and graciously. They have an online membership program; for $10/year, you'll have access to what promises to be a ton of information on the World of Juravia, including empire packets, mini-modules, new skills and spells and items, you name it. Compare that with another well-known fantasy system, where you'll spend $30 for a world setting alone that has less than half of what Basement Games will have.

Taken as a rulebook, and as a complete package with the rest of Basement's offerings, this book is easily worth five stars. Why, then, did I only give it four?

I subtracted two stars because some of the rules and mechanics are kind of strange, at least to me. When I generated a sample character--which is done with dice rolls, thank you very much; it's good to see somebody stand up to the tyranny of the "character point" advocates, all weirdnesses aside--I came up with a speed of 2. Looking at the table, 2 is 120 yd/min. Running. I'm fat and out of shape, and I walk faster than that. I honestly don't think that an adventurer's top running speed should be a fast walk.

Similarly, your "Luck" factor, which is critical in saving throws, is also randomly determined. I can understand the reasoning behind this, because some people are just luckier than others (at dice, for example :), but it was a little frustrating.

Also, the races seem a little unbalanced; there are so many drawbacks to playing a non-human that I honestly couldn't come up with a valid reason to play anything but a human. That could be just me, though; I tend to bias towards human characters in RPGs. Non-humans in Forge have a combination of saving-throw and racial disadvantages and advantages--but mostly disadvantages. Even just for the role-playing experience, I don't think I want to play a race like the Higmoni, for example, who emit a foul odor. Hmm, or maybe that just hits too close to home :)

Finally, I also couldn't come up with a reason to play a mage. There are so many restrictions to Berethenu Knights (basically, paladins) and other magic users that it seems like it would distract from your enjoyment. For example, most spells have a possibility of harmful side effects, determined randomly, and side effects apply every time you cast that spell. Having said that, though, the magic system is *incredibly* innovative, and I may run a mage or two just to see it in action.

And that's the key. See, this game is a lot better than three stars. Or four stars. Or even five stars. And that's all because it's so darn innovative. I finally settled for four stars, because the game isn't perfect. There are things not to like, even as there are things to be enthusiastic about.

Let me mention the combat system briefly. Here is where the creativity and innovation really shine through for me. In another well-known FRPG, a fighter could theoretically wade into a pack of kobolds and lay waste to them without taking a scratch. In Forge, that almost certainly won't happen, because every character has two defensive values, one that takes into account Dexterity and armor, the other which doesn't. Only one opponent at a time takes on the main, modified defensive value; the rest fight against the unmodified value. As you can imagine, this makes for severe problems when taking on two or more opponents, as it should. My little testing group loved this.

The method of skill advancement is also quite good; you have opportunities after every adventure to increase your skills in certain areas. I don't have enough space to go into it here, unfortunately. The system itself is a hybrid of skills-based RPGs and class-and-level RPGs, and for the most part manages to do both fairly well.

In short, I would recommend purchasing this book; for twenty bucks, you get a complete game system, and how many RPGs offer you that anymore? There are lots of innovations here that make it worth at least reading, even if you never play. For the student of game design, it's a valuable text. Some of the mechanics are strange, but ultimately the sheer originality of the game outweighs what's strange.

An Excellent, Worthwhile Game System
Forge: Out of Chaos is the core rulebook for Basement Games' fantasy roleplaying game set in the World of Juravia. A great variety of player character races, a point-based skill system rather than "professions," and new spins on game mechanics such as experience points and spell-casting highlight this worthwhile fantasy milieu.

Open this book and you're immediately surprised: while they were bending game rules, the guys at Basement Games went ahead and broke the usual table-of-contents-etc. order of book creation. Mythology of the world's beginnings fills the first few pages, explaining how the first god Enigwa shaped the sun, the world, the other gods, and finally, humankind. How the squabbling younger gods warped the basic shape of human life into other races and also created monsters, disease, and undead horrors sets the scene for the whole World of Juravia campaign.

There are eleven races for players to pick from, including humans--for me, this and the point-based skill system are among the strongest arguments for trying this system.

Humans are the base from which the other racial statistics vary--but the nonhuman choices are rich indeed. For the combat-lovers, there are the many races created by the fallen god of war: the tall Berserkers, with ridged foreheads (very Klingon in appearence) and extraordinary combat bonuses; the Higmoni, with boar-like features, rapid healing, and infrared vision; and the one-eyed, hairy Ghantu, over seven feet tall with massive combat damage. There are also Dwarves, children of the god of justice and honorable combat: their sturdy physique grants them many bonuses.

For the wizard fanciers, there are the lizard-like Kithsara, children of the god of the elements, with naturally enhanced magic talents and a powerful biting attack; the light-shunning Dunnar, created by the goddess of enchantment, with weird, almost undead appearances, exceptional night vision, and innate abilities to detect magic & shield against mind magic; and your basic, magical Elves.

More unusual character choices are the Merikii, the territorial feathered, flightless children of the goddess of beasts, Sprites (courtesy of the goddess of the harvest), and the shrew-like bipeds called Jher-ems--excellent trackers and natural empaths. Curiously enough, we are not given the mythological origins of either Elves or the Jher-ems--perhaps this is deliberate on Basement Games' part. I'd like to see a module or online rules addition covering that eventually. Basement Games has made its new rules public and free, rather than issuing scads of expensive new editions.

This multi-racial world flows naturally through the World of Juravia modules offered by Basement Games, such as The Vemora, Tales That Dead Men Tell, and The Temple of Nanghetti.

Characters are built by purchasing skills (or acquiring them through opportunities during adventures) and building them through use. If you don't use it, you don't advance in it--a much more logical approach to "experience points" to my mind. Magic itself is treated as a skill, making the profession of mage a result of learned skills (more below on mages). Resulting characters are much richer in abilities than the straightforward "I'm a fighter, I can't do that" model of some systems in which advancement is quick but capabilities are rigidly limited.

Ability to advance in skills in Forge has some built-in brakes, preventing some of these super-monster deity characters that are typical in long AD&D campaigns: in Forge, advancement is not automatic. For "experience points" the player receives chances to dice for skill advances. Also, a skill has a base score which is calculated differently for a high-level character than for a low one, changing the mechanics of advancement when base scores pass 100%. This keeps even a long campaign from acquiring the yawning "easy victory" boredom disease.

Mages, or characters who have acquired the magic skill, are of two types: practitioners of Divine Magic or of Pagan Magic. Mages of Divine Magic are of two types, requiring a bond to one's deity and adherence to particular principles: Berethenu Knights follow the god of justice and must live according to rules of Poverty, Self-sacrifice, and Honor, while Grom Warriors follow the god of war imprisoned in the underworld, and live through Personal Glory, Selfishness, and Pride. Failure to adher to the divine principles causes the Knight or Warrior to lose his magical ability, permanently in the Warrior's case. Pagan magics require spell components to activate spells and may specialize in Beast Magic, Elemental Magic, Enchantment, or Necromancy. Interesting game mechanics add variable destruction/preservation of spell components and the ability to "pump" a spell several levels in strength.

Physcial combat involves two defensive values instead of one, allowing for you AND your armor to be damaged or destroyed. Monsters run a huge gamut from various mythologies to originals from Basement Games. Minotaurs, phoenixes, and dragons share the world with various demons, scaly Mul-Hounds, Rhino Lizards, and elemental creatures such as Frost Heaves.

At Basement Games itself, you will find many additional free campaign materials and may also try the World of Juravia membership program, in which you'll receive Empire packets, ready-to-play mini-adventures, floor plans for temples and dungeons, new monsters, and much, much more.

An excellent game system--well worth it.

--Sharon Daugherty for Skirmisher Online Gaming Magazine


Fort Macon: A History
Published in Hardcover by Nautical & Aviation Pub Co of Amer (February, 1999)
Author: Paul Branch
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Interesting, readable, enjoyable
I bought this book on a visit to the fort itself and read itduring return visits while on vacation in the area. Branch writes aneasily readable, interesting, and enjoyable book that stands well alone and compliments visits to the fort. Both the book and the fort are great references for enthusiasts of American Coastal defense.

I havent really read the book but ive been there
F0rt macon is a peaceful place now but you can imagine all the horrorof the war espesially the broken jail houses broken bricks dried blood gory undergrown hides to go in while battle


Frank Luke: The September Rampage
Published in Paperback by Info Devels Press (14 May, 1999)
Author: William Paul Haiber
Amazon base price: $34.99
Average review score:

The most thorough Frank Luke Jr. bio yet published
As the webmaster of the 27th Pursuit history and research page, I have been involved in primary research into the life of Frank Luke Jr. since 1995. The Haibers' new book is without a doubt the most thorough and best-researched work I have read on the topic.

Much of what passes today for the Luke story was published between the 1920s and 1940s, and for the most part this body of work is fraught with error. Luke has always been a romantic figure, and a great deal of his legend is simply that. Legend. The authors of September Rampage not only did a good job of developing new information about their subject, but they also do an overly exhaustive job of trying to put Luke in his proper historical context.

My notes from my pre-publication review copy of the book indicate some areas of conflict with my own research, but they also point out well-documented facts that I missed in my studies.

September Rampage is not the definitive work on the 27th Pursuit or Frank Luke, but it is the best history available. Not only is it recommended reading for those interested in Luke (along with Hartney's "Up and At 'Em" and Hall's "The Balloon Buster"), it is the first book one should read on this topic. September Rampage is to be applauded as the first significant advance in this field in the past 50 years. I sure wish they had published this one years ago - it would have saved me a LOT of time.

Frank Luke: A Heroic Rebel's Journey to Murvaux
Major Congratulations to Mr. Billy Haiber and gratitude to his lovely wife for putting up with him while writing this incredible book. He has covered virtually everything that can be known about Frank Luke Jr from his ancestral heritage to the last days of his life. His passion for knowing the full story led him to detail page after page of photos, documents, and credible source material. Anyone who has tried to search online for meaningful info on Frank eventually discovers NO BETTER SOURCE. September Rampage seemed to reach its ultimate goal when on November 18, 2000 Billy, the town of Murvaux, France and many representatives from around the world met at Murvaux to rededicate the memorial to Frank Luke Jr. Even if I wasn't interested in US Military Heroes, September Rampage would inspire me. Thank You, Billy.


Freak Show
Published in Paperback by Pocket Books (September, 1992)
Authors: Horror Writers of America, F. Paul Wilson, and Sally Peters
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Average review score:

I truly enjoyed this!
I enjoyed this book because it was facinating the way that F. Paul Wiilson was able to focus so many writers to create separate stories. Yet, the stories come together to create a world within a novel that will haunt me forever. I'll never forget it. I've read the book several times since I originally purchased it a couple of years ago on a whim. I'm sorry that it's out of print, because now I'm afraid to lose my copy. P.S. An aside to Mr. Wilson...even though it might have been a hassle (dealing with all of the egos and personalities necessary to get this done), from my perspective, it was worth it...

Seemless anthology of incredible horror
An unusual horror anthology, in which an overriding story ties together all the tales within. It's horrific, smart and filled to the gills with great characers.

The book relates the story of a travelling circus and freak show - The Peabody-Ozymandias Traveling Circus and Oddity Emporium - that, while entertaining (and grossing-out) folks, seeks out pieces of a mysterious machine that threatens all humanity upon its completion. We're treated to all sorts of weirdos, and they're downright frightening, kids. The fiction treatment of even the common types of freak show participants - the mystic, the fattest man, snake-boy - is chilling.

This is a super-rare paperback book, but if you come across it ANYWHERE, even if you don't like horror, get it.


French DNA: Trouble in Purgatory
Published in Hardcover by University of Chicago Press (Trd) (October, 1999)
Author: Paul Rabinow
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A good book
I found the idea of an anthropologist having the opportunity to observe operations in a French biotech institution as things unfolded very enticing. At times I wished that I had a better background in philosophy since Rabinow makes frequent references to certain philosophers in a few chapters which I found a bit challenging to read. Nevertheless, the event that Rabinow covers is an interesting one, and he gives a very good picture of how the French view bioscience, the human body, and the commercialization of biotech products. In particular I enjoyed his descriptions and insights on the interactions of the people involved in the event and how they fit in the overall context of French society.

A must-read for everyone who questions what biotech means
I really loved Rabinow's MAKING PCR, about the process of developing this major biotech tool (and probably a more accurate look at Kary Mullis than he gives in his own autobiography). FRENCH DNA is a terrific book in a different way. Rabinow tells an exciting and sobering story, virtually a who-done-it, and along the way he raises important questions about what genetic material really is, who owns it, what it means to have international research collaborations, and what biotechnology means to individuals and nations. A fascinating book.


Fresh Flash: New Design Ideas with Macromedia Flash MX
Published in Paperback by friends of Ed (August, 2002)
Authors: Jim Armstrong, Jim Armstrong, Jd Hooge, Ty Lettau, Lifaros, Keith Peters, Paul Prudence, Jared Tarbell, Brandon Williams, and Friends of Ed
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Definitely not a book for beginners !
I just received this mornin' the fresh flash book, i already own the Flash Math Creativity book, and i have to admit that this fresh flash book is a great source of inspiration for designer, or good programmers, as the Flash Math Creativity, the authors still does not explain very well what they "paste" in the book, full pages of code with // explanation if you begin do not get this book, if you have solid knowledge of actionscript so this book is for you !!! you will scratch your head while reading the book, and that is the GAME !! Even if it is, a little bit more explanation in the book would have been a pleasure that is the reason why i would give 4 stars, because some parts of the code are very hard to understand...

Finally, this book is divided into 9 parts, one for each author, each one got his own way of coding and that is funny to see how they solve different problems, they got their touch !!

So, designers, coders get this book !!!!!!!

Nice
This is a _very_ nice book. I have recently changed my field of study at my university to design and media. Lately I've been wanting to break in Flash so that I could add motion to my art. This book was perfect. I didn't need to learn how to create a tween or any actual respect of Flash really, but instead how to explore the creative potentials that permeate from Flash. It was quite incredible.

Particularly, I found the chapters on video and 3D, runtime 3D, "bezier creatures", and the set interval enticing. You should see the chapter on runtime 3D! A _full_ library of 3d code that is extremely easy to use (including incredibly insightful comments in the code). You do not need to know much math to make some crazy effects. Also the chapter on video and Flash enlightened me as I did not know of flash's capabilities in this field.

So, in the end, get this book! It is awe inspiring.


From Lascaux to Brooklyn
Published in Hardcover by Yale Univ Pr (April, 1996)
Author: Paul Rand
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Where do we go from here?
I love the simplicity of the book which is a consistent reflection of Paul Rands style. However, I can't help but question his analyzation of so-called primitive art and design. For example he compared early african art to that of childrens art (in a positive way). And while he attempted to praise the art, I think he only succeded in confusing it. African art as well as other artistic expressions by early cultures cannot be analyzed by the same Western eye that we use to scrutinize our own creations. While we would like to think that we understand other cultures the fact is we can't Unless, we are personally involved with that culture. I don't think Rand understood this. He seemed pre-occupied with the mathematical beauty in all the example work, but I think for Early cultures it went way beyond mathematics. Furthermore, while I love his passion for design, I can't help but wonder if he speaks about Design as Art or design as a COMMERCIAL tool. Certaintly, Clients are more concerned with the Marketing component of design as opposed to how beautiful it looks. This is not to say I am against good design. But as more designers confuse Graphic Design with Personal Art, I find that most work is being designed with other designers in mind (and awards) as opposed to the client and his/her customers. Rosser Reeves had the same argument about Copywriters wanting to write elegant prose instead of Sales material. Rand is a great. This book is definitly a must read. But I wonder how many people go along with his philosophies simply hecause of who he is.

Simply a must have. For every designers library!
I thought that this book sheds a different kind of light on the how and why, of design. Written by a true master that understands every aspect of what he did, and why. He delivers the message as astutely as he designed. Read it, you will not regret it!


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