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Even better, the guidance on how to sit has changed my life. I can finally work at my computer without back pain!
BTW, I also recommend Pascarelli's excellent book. These two complement each other nicely.
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Brady is NOT entombed in Green-Wood cemetery in Brooklyn, he is in the ground in Holy Cross cemetery in Brookyn. pg 319
My head hurt from the mistakes! THey are throughout the book. I hope Mr. Jeffers is more on top of his other works - this one was painfull.
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It may have made pchem and inorganic a little easier, but it made for frustrating reading at the time.
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Each planet is divided up into a player's and GM's section. The players section lists history, locations, and things of that ilk. The GM's section includes plot hooks and major NPCs. I think that more WotC books should implement this sort of organization, where a player can read through the book and not worry about accidentally spoiling something for him- or herself. The plots are interesting, and tend to involve whatever makes that planet unique (the shipyards of Corellia, for example). They are also divided along era lines, which is a worthwhile practice that should be continued in future WotC projects.
That said, the book does have a few flaws. First, the art, while good, is sparse. Each planet (Coruscant has the biggest section and is therefore an exception) has only one or two pieces, and they don't really give a suffient feel for the planet, leaving it up to the descriptions and the GM's knowledge. Second, the section on planetary histories is a little short for most worlds, usually constituting little more than a page. For some of the minor worlds (like Anaxes) this is permissable, but even Corellia and Coruscant are lacking in that regard.
In short, this book is worth getting (almost essential, in fact) if you plan on spending time in the Core, but not really if its a casual thing that you "might do someday." Its limited nature makes it less useful than, say, WotC's upcoming Ultimate Alien Anthology.
This wonderfully illustrated hardcover book details no less than 29 Core worlds. Coruscant gets the most space at nearly 30 pages, and most of the other worlds, including Alderaan and Corellia, get three to five pages each. In general, each world has brief sections on its description, history, people, and important locations. Changes from the time of the Old Republic up to the New Jedi Order are also discussed.
At the end of each planet's profile there is a "GM-only" section for each world with adventure hooks and a selection of important NPCs. There are also several new species, six new feats, about a dozen items of new equipment, over a dozen new vehicles and starships, four new droids, and more new creatures than you can shake a stick at (my favorite was the fearsome Coromon Headhunter). Sadly, there is only one new Prestige Class, the five-level Seyugi Dervish.
While I really would have preferred to see a greater selection of PrCs, the book's other qualities largely make up for this deficiency. I should emphasize that while each planet receives a generous amount of information, it is by no means a complete description. The focus of the book seems to be on providing GM's and players with ideas for their own campaigns and characters, rather than on being an exhaustive resource.
As a GM I found the plot hooks and NPC sections to be the most useful. And boy, there are a lot of NPCs, over a hundred of them in fact. Even better is the fact that the plot hooks and NPCs are often connected to each other, which makes for easy adventure creation.
My main complaint regarding this otherwise excellent book is that some of the maps are a bit lacking. Specifically, many of them don't have a scale, which makes it difficult to tell if the map of this or that location covers hundreds of meters or dozens of kilometers. The maps are also far too small for tabletop use, but a trip to the copy shop should solve that problem.
As others have pointed out, a GM would probably get the most use out of this book, especially in a Core-based campaign. Of course, a player could still find this book to be a valuable tool for fleshing out the background of a favorite character. Even so, there is so much variety, information, and so many ideas in this book that I'd recommend it to anyone. Overall I'm giving Coruscant and the Core Worlds a very strong 4 out of 5.
And besides, what campaign could possibly be complete without the main characters visiting Coruscant at least once?
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With about 80 novels in the DL series, it's a good thing that not all of them are worth reading a 2nd time(or 1st for that matter)but it still drives me crazy when they so obviously give some of these books a half-hearted attempt.
This novel includes just about everything a good DL novel needs. It has mages, thieves, dragons, gnome and kender sidekicks. It even has the cool theme of the story revolving around a card game called Dragon's Bluff. But it just kind of lacked that killer instinct that could have turned it into a truly great novel. Instead, while well written, the plot never really gives you the action you assume you should get. And the ending lacks that large bang you want during the end of a DL novel.
While it was realistic, had a well driven plot, developed characters, and even had the all important dragon as a villain, it just lacked a little "umph". Can't say I didn't like it, but sadly can't rave about it either.
Final Thought: Anyone up for a game of Dragon's Bluff?
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Also, the publisher did a very poor job with glaring typo's and difficult-to-read, extremely small type. Cheap looking and not the thing I want to give anyone as a gift. I threw it in the garbage. Best place for it.
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On the other hand, the parts leading up to the (lack of) ending are quite interesting. The story moves quickly enough so that we never grow bored with any of it and the revelations come quickly enough so that one doesn't have to time to think about them too much. The characters painted are quite interesting as we get to know them, though there are some annoying passages in which Sam gets teamed up with a substitute Doctor and the Doctor gets paired up with a replacement companion. Though the surrogates are interesting characters in their own rights, they share too many of the qualities of the missing half and it ends up feeling a bit contrived.
The plot centers on a substance called dreamstone, which is used by humans to record and play back dreams. This subject has been done a few times before in science fiction, yet Leonard manages to keep things fresh here. He never goes into a great amount of detail concerning the specifics of what dreamstone is, and this allows the plot to stay on track without getting bogged down with boring technobabble.
All in all this is an entertaining, if light, read. This book is quite a bit shorter than the BBC book average, so it won't take the reader very long to get through. While this may help the beginning and middle sections, it probably ends up accenting the unsatisfactory nature of the ending.
The "It's not Carpal Tunnel" book was much better; full of stretches and useful advice.