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Book reviews for "Cook,_David_A." sorted by average review score:

Galactic Tours: Thomas Cook Out of This World Vacations
Published in Hardcover by Proteus Press (1983)
Author: David Hardy
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Tour the galaxy with Thomas Cook!
"Galactic Tours" is a charming little book for escapists like me. It is pretty much a collection of description of fictional tours to exotic planets, organized by their distance from Earth, each description complete with accomodations, prices, local attractions - everything a tour book should concern itself with. The book starts with the basics of space travel - takeoff, staying at an orbital station, touring the moon, Mars, and several other planets and satellites, and eventually introduces the reader to faraway (and, of course, fictional) planets, each with its own central catch (volcanic planet, mushroom-covered planet, metal planet). "Galactic Tours" would be intolerably dull and perhaps even irritating, but each two-page spread of descriptive text is preceded with a fantastic painting that makes the whole thing come alive. In all honesty, I cannot imagine anyone buying this book, although it does make a lasting favorable impression.

A great book for adult or young sci-fi fans...
96 pages of alien races, new worlds, and color pictures going along with the text. The book tells you everything you need to know, from cost, travel, local facilities at the hotels (like menus and baby-sitters available) and rules one must follow to stay safe. The last page is a booking form so the reader can select where to visit and alert the Galactic Tours about how much sleep you, the reader, need, your caloric intake and other requirements. Great for the child of the family or the child within.

Fantastic futuristic space art
I loved this book. I read in about 16 years ago and the art and text really transported me to other alien worlds. Well done.


Horselords (Forgotten Realms: The Empires Trilogy, Book 1)
Published in Paperback by TSR Hobbies (1990)
Authors: David Cook and Larry Elmore
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A good start
This is a good novel, with lots of character growth, and impressive characters, it just lacks a little something that makes it a great novel. The characterizations are just amazing, and the Khahan is one of the best figures ever written in the FR.

It is a good book, that sets up an even better series of stories to follow.

Wow!
This is one of those books that when you finish it you just sit back in silence and say to yourself "WOW"! Not because it had a revolutionary ending or anything like that, but because it is just a great book that is extremely well written and well thought out. Its nice to read a fantasy novel once in a while where there doesn't have to be a battle every five pages and yet captures your attention so good. What makes it so great you ask? I can't really point out one or two specific things. Its just a really good book. Read it!

Ride the wilds ...
This book opens one of the best series I have ever read. It tells the story of a Koja, the Khazari monk, who finds himself sent to the side of Yamun, the leader of the barbarian tribes called the Tuigan. The story allows the reader to see the culture of the Tuigan barbarians through the monk`s eye and puts a large question mark on the meaning of the word "barbarian". Yamun is revealed as a leader full of both diplomatic and tactic wisdom, and as the story goes on Koja is being troubled with the definition of his position at Yamun`s side - an ambassador or a consultant ?

A great storyline, deep and evolving. You will not be able to stop until you finish it. And a after that - two more books await ...


Paragliding - From Beginners to Cross-Country
Published in Paperback by Trafalgar Square (01 October, 1998)
Authors: David Sollom and Matthew Cook
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Quite a good read.
I bought this book when I began my paraglider training. One year later and I am still getting it out every now and again to reference it.

Its a good reference for the beginner and novice paraglider pilot.

Excellent Paragliding Book
The best paragliding book I've ever read. Recommended for all paragliders, but specially for intermediate and advanced pilots.


The Players Handbook: Advanced Dungeons and Dragons Second Edition
Published in Hardcover by TSR (1989)
Authors: David Cook and Margaret Weis
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Second Edition AD&D
Although the third edition books produced by TSR have pretty much replaced second edition on many book shelves, a few of us still prefer the game as it was. Having been a DM for a little over 18 years, I still find myself picking up my second edition players handbook, dungeon masters guide, and monster manuals (along with a littany of other second edition books) and wondering why it was ever changed.
A must to have if you are a second edition fan is the players handbook. Simply stated, you cannot play the game without it. Although some of the artwork is lacking and (my biggest gripe) they do not put the spell level on every page of the spell directory, over all it is a very well put together book which I would be proud to recommend it to anyone who is wanting to play AD&D.

If you play 2E you need this
This isn't just an opinion, this is fact. If you play or planned to play 2nd Edition AD&D you must have this book. The Player's Handbook is a required book for every player, this book, as well as the DM's Guide contain all of the core rules to play D&D.


Veiled Society (B6)
Published in Paperback by Random House Trade Paperbacks (1984)
Author: David Cook
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Excellent example of intrigue in an urban adventure
A wonderful adventure for levels 1-3, which finally unveils the city of Specularum! The heart of the Grand Duchy proves to be far darker than your innocent heroes might think... three occult factions are vying for power in the shadowed alleys. And guess who gets to play scapegoat? A cruelly amusing adventure, highly recommended.

Unique urban adventure
Among the B series, only B6: Veiled Society is setting inside city. You, both players and DM, are facing a new challenge in running and playing this. You are not fighting monster, but the crime. You are not in the Wilderness and Dungeon, but in the political situation. Hope that you may enjoy this unique and strange urban adventure.


Planescape Campaign Setting/Books and 4 Poster Maps (Ad&d 2nd Edition)
Published in Hardcover by Wizards of the Coast (1994)
Authors: David Zeb Cook and Robh Ruppel
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Simply the Best AD&D 2nd ed. Campaign Setting.
Planescape is easily the best campaign setting produced for the AD&D 2nd ed system.
Here's why:It introduces a vast, complex new set of worlds that the offers several hundred possible campaigns for any group of players, be they new and starting in Sigil (Planescape's home base) or hardened veterans, looking to combat the forces of evil beyond those of their home world.
If you want a gothic horror campaign, then Pandemonium, the Abyss, and Sigils streets should prove more than enough material for you.
If you want a world of chivalry and classic good vs evil, then Baator and Mount Celestia will fit your needs.
Classic hack and slash, in the Greyhawk tradition? Try the Outlands.
To put it simply... It's all here.

The major downpoints to this setting, however, come mostly in the sheer vastness of its scope--ie, in the amount of material which was produced and sold for the setting.
Although this boxed set gives the DM all the information he needs to run a PS campaign, it is rather sketchy on the planes themselves, including the creatures that inhabit the planes.
(Most of these nasties can be found in old AD&D 1st ed texts or in the Planescape MC appendices vol. 1-3.) Instead, this particular boxed set focuses more on Sigil and those things which set the Planescape world(s) apart from other gaming settings.
In order to get full information on all the planes, 3 (!) additional boxed sets are required, as well as 3 seperate soft bound books (all of which are out of print). Unfortunately, the last I heard, the Planescape MC appendices are out of print, as well.
This is a wonderful setting for your PCs if you have the time to create new worlds from a one page description (thankfully, there is enough material in Sigil to keep everyone happy, especially with the Faction War adventure--sold seperately *sigh*) or if you have the time and money to hunt down and buy these increasingly rare boxed set accessories.

Adventuring in the outer planes.
This is by far the most unique, detailed, and open campaign setting ever. From the interesting new PC races, to the mazing city of Sigil. Imagine being able to party with the greek gods on mount Olympus. Or fighting evil gods, ON THEIR HOME TURF. You can do this and more with the Planescape campaign setting. The only problem is this setting is for advanced players and DM's. With the complicated magical rules to keep track of, it is a chore to run. So I would only recomend advanced DM's chalange this setting, which is why I gave it a 9 instead of a 10.

Unconventional Fantastic Setting
If you're a DM who's tired of the usual "killing dragons and getting treasure" type of campaign, this D&D setting might be what you're looking for. It creates a whole new view of the Planes (which are places like Heaven and Hell and Nirvana renamed) and the people who live there.

The greatest thing about Planescape is that it's very innovative. It's not like any other D&D setting out there and it was entertaining just reading this departure from the norm. I got into Planescape after playing a lot of Forgotten Realms so the change was dramatic. If you have a penchant for the unusual and imaginative, this is a great setting to buy. The second best thing about this Planescape product is the artwork. Tony DiTerlizzi does most of the art for this setting and it's all gorgeous and unique. It does a great job differentiating Planescape from the normal "everyday" fantasy settings. I have seriously considered buying art prints of some of the sketches or paintings in these books. The third best thing about this setting is that it almost makes alignment unimportant when compared to their faction (which is basically a tenet of beliefs). Evil and good will work together in the name of justice or chaos. It's an interesting concept that works well though it's best if PCs are from factions with similar interests or allying factions. And finally, this setting is nearly limitless in its possibilities if the DM is an imaginative one.

What are the bad things about this product? Well, sadly, the Planescape product line has been discontinued so don't expect any more books or adventures to be published. Also, as someone mentioned earlier, the charts for which spells work on which planes can be annoying or confusing at times. However, the DM can work against that by just changing the rules on some planes. While the "chant" (or slang) can jar ones nerves after awhile, a reader will eventually get used to it. Lastly, I absolutely detest the way they renamed the demons, devils, and angels to be less offensive.

None of these things should be enough to dissuade you that the product is a great one however. I really think that it gives a mature spin to D&D and that it's a shame it was discontinued. The campaign setting came with maps, a player's guide, two books for the DM, and many pages of creatures of the planes.


Tome of Magic: Dungeons & Dragons (Advanced Dungeon and Dragons/2nd Edition: Accessory Rule Book)
Published in Paperback by Wizards of the Coast (1991)
Authors: David Cook and Jeff Easley
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Not a very usefull book
I do use this book. SOME spells are pretty neat-o but that is it... most of the spells in it can only be used by wild mages and even the priest spells are weak. My DM uses this book all the time, but only for reference to spells, the magical items stink... you think that they could put some items from the Expensive encyclopedia magica, into other books... Although I do like the name... Tome of Magic...

An amazing wizard and preist expansion book
The ammount of detail found in the book is astonishing. In addition to adding 5 new mage classess, it also gives the new wizard school of wild magic and 5 or six (can't remember exactly) new preist spheres. It also adds an 8'th level of clerical magic. Although the book is clerically oriented, I bought it for the new spells and mage expansion and was no where near disappointed. I am an avid gamer of Dungeons and Dragons, a player as well as a DM, and this is one of the best books TSR has ever produced. When I take in a new player to a questing group I tell them, first buy the players hand book, and then the tome of magic

A Valuable Expansion for all AD&D Campaigns
This book offers both DMs and players a great opportunity to expand magic within their campaigns. In addition to giving a great array of new spells, the Tome of Magic includes several new wizard classes, all of which have become common in many AD&D campaigns. I especially liked the new wild mage class, which incorporates a moditied (and certainly fun-enhancing) spell casting system. The expansion of the priestly spheres of magic significantly enhanced the previously limited selection of priest spells. The only downside of this product is the selection of new magical items, many of which have not proven to be useful in my campaign. Overall, I have found the Tome of Magic to be one of the most useful accessories for the AD&D game.


Book of Artifacts
Published in Paperback by Wizards of the Coast (1997)
Author: David "Zeb" Cook
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Used with care, provides the creative DM with great ideas
Few books will change your campaign as much as the Book of Artifacts. If your characters have progressed to the degree of mastery that allows them to challenge the great powers of the multi-verse (demon lords, elder dragons, arch-devils, demigods, etc.), why not give them a REAL challenge? This book details the creation of artifacts (this in itself will launch your campaign into the world of legends), curses, creating non-artifact magical items (invaluable!), recharging magic items (finally), artifact powers, and more. The rest of the book gives full, elaborate details on a myriad of wondrous artifacts - their history, sage, powers, destruction, curses, and stories. Featured items include Baba Yaga's Hut, Eye and Hand of Vecna, Johydee's Mask, Mace of St. Cuthbert (beware Iuz!), Orbs of Dragonkind, Rod of Seven Parts, Sword of Kas, and much more. A lavish book that is filled with wonderful ideas - even if you don't want to introduce artifacts to your campaign, the evocative treatments will surely inspire you to create your own exciting new adventures based around the arcane magical items of your world. A classic!

One artifact per campaign, please
I liked this book. You can use one artifact and structure a whole campaign around finding and/or destroying the thing. The rest of the book you can use as generic Bard's tales, provided your party's not so jaded that they interrupt your story to say, "Oh, he's talking about the Eye of Vecna (or is it Venca?)! Let's go find it."

I'm not quite sure why they kept the random powers for most of these artifacts. Is there some rule that says that if you're not rolling dice, you're not playing D&D? Most of these artifacts are centuries old. I would think that they would have powers that were more constant, not different every time someone new found them.

Fun book. Good items. Lots of room for abuse, but I don't feel the need to proselytize game balance right now. That could be because I'm being slowly dominated by the Dice of Mort the Mad PowerGamer.

Your players will hate you for this
Simply because bringing in an artifact means that of the party, probably 1 or 2 will remain. They rest will suffer the artifact curse, get assasinated, framed and beheaded, etc etc.

Why any sane fellow would even touch an artifact with a 10 foot pole, i cannot understand. Of course player characters are not sane people so, if the party is getting bored, just drop an artifact into some poor party member's hand, preferably the scepter of the gods (or some thereabouts) and watch the fun. Personally i find the jacinth of inestimatible beauty to be great fun.


Moon Handbooks Tahiti - Including Easter Island and the Cooks (4th Ed.)
Published in Paperback by Avalon Travel Publishing (15 May, 1999)
Author: David Stanley
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A very comprehensive, readable and accurate guidebook.
David Stanley has covered the Pacific Islands for a long time with his various guidebooks. He continues doing an incredible job with his latest Tahiti Handbook. This is a very comprehensive, readable and accurate guidebook on travel through Tahiti and the islands of French Polynesia plus the Cook Islands and Easter Island. This books covers a huge chunk of Polynesia and it does it well. The 140 pages of intro material, important background and travel info is very useful. First-time South Pacific visitors intending stops in Tahiti, the Cooks and/or Easter Island will find this book essential. It's well-organized, easy-to-read, has great maps and interesting historic and contemporary photos. Knowing a bit about the complexities and problems associated with travel between and among these far-flung islands, I think the indepth coverage says much about Stanley's journalistic skills and diligence in collecting information and presenting it in a practical, useful manner. He covers just about everything necessary to know about travel through Tahiti and related island groups, the Cook Islands and Easter Island. There is a very useful resources listings as well with website/internet sources, bibliography, glossary, an Islands at a Glance vital stats table, accommodation and subject indexes, etc. You won't need any other book to travel easily, comfortably and intelligently through these islands.

Most comprehensive Polynesia coverage available
This is the only book you need for a trip to Tahiti, catering to luxury travelers right on down to backpackers. The author separates the Polynesian island chains into different sections, giving complete coverage to history, accomodations, food (including cooking local cuisine), getting there, getting around and more for each island. The maps are simply spectacular, starting with the entire region (including air travel routes) all the way down to individual island and primary city maps. In fact, individual maps even have exact, pinpointed hotel and attraction locations, an extremely useful reference during your actual trip.

The Tahiti handbook also contains useful background on this region. Topics include the coral reefs of the Pacific, typhoons, Tahiti's climate, plants, animals and local customs. Show me another guidebook that has such unique content like Polynesian dance diagrams or instructions how to buy a black pearl.

The book concludes with a complete bibliography, related Internet web pages and some useful direct email addresses of contacts in the region. Overall, I highly recommend this guide book to anyone planning a trip to Tahiti/French Polynesia, Easter Island or the Cook Islands.

A reason to visit French Polynesia
High prices in Tahiti and the other islands of "French Polynesia" forced me to choose other destinations in the South Pacific so far. Reading Stanley's book, however, I found out that even in these islands there must be good and inexpensive places to stay. As a user of other books by David Stanley I do not fear to rely on his findings. Stanley's remarks are based on personal experiences as a traveller rather than on deals wih tourist agencies, hotels, and so on. Besides, his personal involvement with and love for the people in the Pacific favors his book to similar publications by other authors. You do not need to agree with all his political and other statements, but I personally appreciate that Stanley does not present only the sunny sides of life in the area. He also dares to point at the darker sides as well. This enables me to arrive in a country with a more balanced view of it and its society, rather than only the perspectives given in the more general tourist brochures and travel books.


King Pinch (Forgotten Realms: The Nobles, Book 1)
Published in Paperback by Wizards of the Coast (1995)
Authors: David Cook and Walter Velez
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Pinch me!
This novel was very well researched. You can tell that by the extremely thick and heavy usage of the "Thief talk". It is paced quite nicely, although some of the "surprises" were fairly clear to me. If not for the heavy slang the thieves use this book would have really been great.

Not your usual TSR offering
David Cook, King Pinch (TSR, 1995)

The typical Dungeons and Dragons-related novel has one pace to it: breakneck. I've wondered more than once if one of the writing guidelines for new TSR authors is Poe's old maxim that all novels should be written as if they are to be read in one sitting. (This, of course, is why Poe wrote only one novel.) I've read a lot of D&D-themed novels, and very few break that mold. The most recent to cross my desk is David Cook's King Pinch.

Pinch is a thief of indeterminate birth who leads a band of merry men (and one overly merry woman) down a road of small-time crookery-- that is, until a member of Pinch's past life shows up and takes him and his companions back to Ankhapur, the city of Pinch's birth, with promises of a nebulous job that will put enough money in their bank accounts to keep them comfortable for life, and threats of their heads on pikes if they don't come.

The book starts off in an almost leisurely way, with Cook taking some time to develop Pinch's character before getting into the action. While that's never a bad thing, it does jar in the greater scheme of things. The pace does pick up as the novel goes on, but I wonder if most series readers who focus on TSR novels won't abandon this one given its initial slow pace. More fool them, however, because the reader of swords-and-sorcery fantasy will find much to enjoy once it gets going. ***

We need more characters like Pinch!
Cook put together a sly, gritty, yet likable character when he created Pinch. After reading about Harpers and other assorted do-gooders, its great to read about an anti-hero for change. Not that Pinch is a real evil guy, but he's no paladin either. I could go on about the rest of the book too. The plot was very intriguing, very enjoyable. The supporting characters were very strong too. All in all, a great read. But create more characters like Pinch!


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