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Touring the Backroads covers the entire state (don't be misled by the title). The tours are Northwest Georgia Drive, Native American Tour, North Georgia Mountain Tour, Northeast Georgia Tour, Fort Yargo to Tucker's Ferry, Classic South, Plantation, Middle Georgia Ramble, Georgia Capitals Drive, East Georgia Ramble, Southwest Georgia Ramble, Middle Georgia Farmland, Altamaha River Loop, Wire Grass, and South Georgia.
Our favorites: Georgia Capitals, Georgia Mountains (covers the Georgia Gold Rush), Northwest Georgia (takes you from the Tennessee State line to Rome), and the Southwest Georgia Ramble (highlights the Kolomaki Mounds and Providence Canyon, two underused state parks). The Native American Tour covers the Etowah Indian Mounds, the first capital of the Cherokee Nation at New Echota (now a Georgia State Park) and a wall built by Indians that pre-dated the Moundbuilders.
One of the things I like about this book is that Frank and Victoria don't assume you know esoteric facts about Georgia's history. They take you through the whole story, telling what you need to know to appreciate the stop.
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"Victoria" is only a minor work of Knut Hamsun, overshadowed by other novels and novellas, but after over a century, it's still fresh enough to charm the young, sensitive people. For me, the experience of rereading this novel after fourteen years feels like a postcard sent from my own self; to be read when I am old and wrinkled. Indeed, I feel like the eldest mushroom in the world, one who has forgotten the first love and how different the air smelled back then...
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The book's first hundred pages suck you in and make you want to play in this world, even before you see the rules and huge magic list. There are explanatory notes and one-page stories throughout the book written from the characters' perspective; these are useful and often funny. Even if you're not a gamer, it's worth reading. Writers can learn from this great example of world-building.
The rules are fairly simple, since most rolls are (Stat + Skill + d20) versus some number, though filling out a character sheet can take a long time due to the variety of spells and skills and the odd experience point system. The spells explore all combinations of the 7 magic Verbs and 12 Nouns (e.g. "Change" + "Flesh" = shapeshifting) and let you do many things in multiple ways. There are eight fully playable races with different specialties from the fast, shape-changing Orren with "species-wide ADD" to the physically puny but immortal and magically-gifted Zi Ri, to the armored insect Herethroy who use huge three-handed swords.
This is no generic medieval game with elves and dungeons; it's a complete world. Beware when reading, as I've seen people forget what time it is and where they are!
On a side note, I have spoken to the creators of this, and they constantly ask for input and advice how to make it better. This shows how much they truly love this game. If you are a gamer, looking for a world to love, look no forther.
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