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If you're a long-time fan, this book will provide you with more than enough information to challenge anyone to a NASCAR trivia bet. If you're a new fan of stock car racing, chapter 21, How to Watch a NASCAR Race, will be well worth the price of the book.
The Unauthorized NASCAR Fan Guide '99 is a must-have book for any NASCAR fan. For less than twenty bucks, this book should be on every fan's bookshelf.
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No matter how you felt about Clinton's Impeachment, you will learn a lot from this book. If you were interested in how Clinton's staff felt during this trying time, it's in there. If you were curious about how Democrats in the House and Senate came to the decision to back Clinton, no matter what, it's in there. If you wanted to know how the move to impeach stayed alive despite bumps in the road along the way - such as the midterm elections and Newt Gingrich's resignation - it's in there. If you wondered what it was like for House Managers thrust into a media circus, it's in there.
The Breach will be an excellent source for people studying Clinton's impeachment in the future, but it's also a fun, informative and interesting book for those of us who lived through it. Even if you were glued to the TV the whole time, you'll learn that you missed a lot.
The most significant thing I learned is that Clinton had so many chances to avoid being impeached. The Republican members of the Judiciary Committee were quite reluctant at times. They met with their Democrat counterparts, members of the Clinton defense team and others to find some sort of suitable substitute for impeachment that would withstand constitutional scrutiny yet still have some meaning. These efforts were fruitless mainly because President Clinton and his representatives chose to go to political war rather than accept an iota of responsibility.
In the end, perhaps Clinton should be grateful. If not for the impeachment, his presidency would be a lot like the 90's sitcom Seinfeld: about nothing. For the President who searched like crazy for a legacy, this is a big part of it. And Peter Baker has done an excellent job. This is a substantive must-read book for anyone interested in this episode.
For all of us who followed the story on the evening news, it's interesting to see the real story behind the headlines, especially how slyly the Democrats orchestrated the entire impeachment process in their favor. In fact, I was astounded to read how the Republicans tried, more or less in earnest, to resolve the matter in a non-partisan fashion while the Democrats did everything in their power to polarize the issue and then play themselves as the victims of partisan politics--"win by losing", as Gephart aptly put it. Interesting indeed . . . Also of note is Baker's observations on President Clinton, how he was unable to admit he did anything wrong, how his own party, Cabinet and closest aides believed he deliberately lied under oath, how difficult it was for those who stood up for him to admit they had been had . . . Fascinating!
Overall, a very well-documented, even-handed book by Baker. Well worth the read.
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Alternity is a generic Sci-fi rules system which you can use to run games in the far-future (featuring spaceships, aliens, and whatnot) through to cyber-punk (near future with large corporations running the show and bionic implants enabling charcters to perform the impossible) right down to modern day (conspiracies, alien abductions, ghost, vampires etc...). So whilst the rules work for all these settings some of the specifics dont, for example the spaceship section is a waste of time if you are running a near future setting. Now this information isnt badly presented and I found it very interesting even if it wasnt going to play a part in my campaign. IMO it would have been better to leave these specifics to seperate volumes where they can be dealt with in detail.
So in conclusion, the Alternity system is good and you should play it, its a shame that this book doesnt live up to the systems potential.
Use of this book assumes ownership and working knowledge of the Alternity Player's Handbook. It covers the basics of running a roleplaying game for novices, Alternity's special quirks for the experienced gamemaster, adventure and campaign design, and fast-play rules for the impatient. Sections deal with details of handling character creation, personal statistics and their effects, hero careers, and non-player characters. Tips are given for designing new hero careers, alien races beyond the five provided in the Player's Handbook, and a variety of vehicles, star systems, individual planets, spacecraft, and alien artifacts. The Guide contains many short tables for effects and characteristics, and for determining species lifespans (as determined by technology level). Brief optional rules are also presented for mutants, psionics, cyborgs, artificial intelligence, and "special effects" (any magic, miracle, or superpower beyond the other rules provided).
For players' displeasure there are statistics for 15 dangerous animals from good old Terra and 20 generic alien creature types to modify for every alien need. TSR fantasy fans will find an appendix of conversion rules for bringing AD&D characters, races, equipment, and spells into an Alternity game.
For ease in using published adventures and accessories, a sample nonplayer character statistics form with explanatory notes is provided. Also included are forms for ship design, ship status, and solar system design/record. There is an index of both this book and the Player's Handbook.
Alternity Gamemaster's Guide is an essential element in what promises to be an exciting new game in the science fiction game genre.
--Sharon Daugherty for Skirmisher Online Gaming Magazine
This new system that TSR made is nothing like any of their other products, to put it simply this isn't AD&D in the future it's a whole new game. The rules are simple so you can get into the action right away, there is also a brand new combat system that makes combat a lot fast so you won't spend and entire evening on one combat round.
I must recomend the Alternity books to anyone who loves to play in Far Future settings battling Hodes of Aliens and humans...
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The artwork is very nice, and I thought character creation was a smooth and simple process. With four broad character classes, including the Free Agent "catch-all" for oddball professions, players can build virtually any kind of character.
Weaknesses: I would have liked to have seen much more equipment, and especially a larger section on spaceships and space combat. I recognize the limits of a players handbook, but it seems like TSR/WotC is setting us up to buy many books to really get a good handle on future roleplaying. With an equipment guide already planned for later this year, I'm betting they're going to put out separate books for psionics, mutants, robots, cyborgs, cyberspace, etc., all for at least $20. This is something I really hate.
Even with these weaknesses, Alternity has potential to be the next big thing in RPGs. Worth the price.
There is a lot of good information for players and gamemasters without trying to completely stifle creativity. In fact, a bunch of the chapters are optional for your campaign.
TSR clearly has done some research into a bunch of other SF RPGs as well as some CRPGs(Fallout) and come up with a system that is very unlike "D&D in space". Although most material is based around a Space Opera setting, everything looks easy enough to modify to other backgrounds.
Even if you are a diehard GURPS, Shadowrun, or Rifts player, this book might give you a few ideas to freshen up your game. Highly recommended.
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If you have a craving for some Chet Baker (who doesn't/shouldn't?) I would suggest de Valk's bio, or pre-order Gavin's. If you have mystery fix, just buy Elmore Leonard. I am not familiar with the other works of Mr Moody, I like the idea of jazz mysteries but heavily shy away from silly clichés and most of all bad writing. If anything I hope this will turn a few people on to the lovely music of Chet Baker.
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Hindsight is 20/20 and it is easy to find fault in retrospect. What becomes clear in this book is how muddied the post cold-war era has become. The possible paths for our foreign policy are more complex than ever, with no clear arrow pointing the way. What is certain, however, is that there is no avoiding the need for a strong American foreign policy.
Now, more than ever, all Americans should read this book to better understand why we are once again at war in a time of peace.
With Clinton focused on his domestic agenda, his administration was divided among themselves regrading policy in East Africa and the Balkans, the president did not take charge, and the pentagon opposed the administration and, at times, its own field commander.
Halberstam's review reminds us how NOT to run wars, and that, regardless of how much an American chief executive wants to concentrate on domestic matters, foreign policy will pull him in. A U.S. president ignors the affairs of the world at his own political peril, and often at the world's real peril. After all, as the Slovenian foreign minister once said, "...the political will of the free world begins and ends in the oval office."
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There's a lot of stuff that was left out of the Gamemaster Guide in this (random encounter rules and alien NPC templates), and some equally cool things worth stealing to add to your own campaign (the Externals.) The non-External aliens themselves, however, aren't great: for every one that seems cool, there are a few that are, bluntly, overlookable. The aliens themselves range from neat to virtually plagiarized, and the Alien Compendium leaves you feeling that the Verge has become that much less eye-catching. If your Star*Drive group spends time hopping to all sorts of out-of-the-way places, check this out, but be warned - Alternity has better things than this running for it.
This full-color, 128-page volume details 57 organisms from the 18 solar systems of the Verge (an area just beyond the borders of Star*Drive's "civilized" sectors), six sentient species and one laboratory creature of "Old Space" (right, the civilized areas), and six sentient "External" species (from outside the bounds of Galactic society). Five of the entries from "Old Space" will be familiar to any Alternity gamer from the basic books (it would have been nice to pad out the roster beyond two new entries: the laboratory Warbeasts and the insane Cykotek cultists). Plenty of good concepts here and high-quality art. There are a few irritating glitches in the book, such as the authors' unnecessary straining for pseudo-scientific description (sorry guys, arachnids don't have six legs), and a few stinkers, such as the alien koala bears and a picture of an egistron that doesn't match the text. Still in all a nice collection.
Good for Star*Drive and for general Alternity use; a decent idea mine.
--Sharon Daugherty for Skirmisher Online Gaming Magazine
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