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As with all of the Angelina Ballerina books, this book is a wonderful mix of entertaining stories and picture, and an excellent lesson. My eleven-year-old daughter loves this book, and so do I. We both recommend this book to you!
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The six different "Earths" in this book are more examples of the now popular "What If" line of SF stories. The first world, "Cornwallis", give us a good idea as to what might have happened if the British had won the American War for Independence. The second world, "Ming 3" gives us a look at a world under the Chinese Dynasty. The third world, "Midgard", assumes the Viking fury caught fire and captured most of the known world. The fourth world, "Caliph", assumes the Muslim faith converted the world. The fifth world, "Aeolus", has details for a strange Earth where the might of the English and French monarchs is unsurpassed.
The final world is the "opposite" of the one in GURPS Time Travel. Fans of that game have wanted to see "Centrum" for a long time, and this supplement does not disappoint. The overwhelming thought on Centrum is "The Ends Justify The Means" and all the possible terror that this political theory causes. Although the book also gives an opportunity to make Centrum a nicer place, GM's for GURPS Time Travel will welcome the chance to design NPC's that will be a thorn in the players sides for adventure after adventure.
There are even more ideas for adventures, characters, and even whole campaigns for each of the worlds, including several paragraphs about more strange worlds that diverged from these six again. These "reality seeds" give creative GM's even more alternate worlds to explore.
People wishing to use books like Mike Resnick's wonderful alternate series need look no further for ideas of how to recreate those books for a parallel worlds campaign. Highly recommended for GURPS GM's and recommended even to SF fans wanting to explore the ramifications of what might happen if...
- Midgard, a world where the Vikings successfully plundered Byzantium, and went on to build successful colonies in North America and elsewhere.
- Caliph, an Islam-dominated world where the early invention of the moveable type printing press allowed an early scientific revolution, and in which several other solar systems are being colonized - but Earth itselfs is on the brink of a global war after centuries of peace.
- Cornwallis, a world where the American revolution never happened. Now the corrupt monarchies of Europe and revolutionary Russia face each other and wait for the first shot to start a world war.
Each alternate history gets about twenty pages. This is sufficient to get a good general impression of the world, but I often wished that this world had been made into w sourcebook of its own...
The alternate histories are all fairly logical, and suspending one's sense of disbelief isn't difficult. In my opinion, they are even better than the ones in GURPS Alternate Earth 1 - some of the worlds in there (especially Reich-5 and Dixie) were too stereotyped for my taste (though still well executed).
There is something in this book for most gamers. Do you want a fantasy world? Use Midgard and change it slightly to make it more magical? Do you want an innovative SF background? Use Caliph. Do you want to play a fighter for freedom and democracy? Play in Europe of Aeolus and fight the evil Hapsburg empire...
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This book shows that you don't need expensive equipment to begin summer backpacking. This book has led us towards a simplified hiking style, saved us thousands of dollars in equipment, helped us shed many pounds from our backpacks, and increased our safety in the wilderness. I would recommend this book to anyone.
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Lynn Munson efficiently documents the rampant hypocrisy within the so-called artistic society today. While the loudmouthed rebels who now control most of the arts establishment perpetually invoke the shibboleth of artistic freedom, the author paints a picture of greedy complainers whose goal is glory far more than artistic merit. The National Endowment for the Arts' obsequious funding programs may have played some role in fostering this change in artisans goals because the drive for acclaim was not always the primary artistic motivator. In the late 1960's when Lyndon Johnson--unquestionably with good intentions--created the National Endowment for the Arts--most of those creative folks truly valued the beauty of their trade. As Ms. Munson says, "the kinds of artists who received early NEA grants didn't choose artmaking as a professional path...and even the best of them expected to work their lives without public acknowledgement." In an ironic aside, she explains how the NEA under Johnson advocated true art, but under the administration of the far more conservative Richard Nixon, avant-garde experimentalism became sacred and standard criteria acquired the status of passe.
Regarding those self-righteous voices who declaim against censorship whenever some crackpot with a perverted mind is not readily granted a government grant, Ms. Munson notes "successive NEA chairmen recited the mantras of censorship and artistic freedom even while maintaining a panel system that discriminated against artists outside the postmodern establishment." Mentioning how real artists are now hardly given tertiary consideration by the ideologically-charged NEA, she says "how thoroughly the National Endowment for the Arts had become by 1995 at excluding precisely the caliber of artist it had rewarded in 1967, and how dimly the agency had come to be viewed by everyone but its dependents."
In a further rejection of exquisite and graceful presentation, the author discusses how the modern museum has in many ways sought to eschew visual grandeur and make itself as prosaic as possible. She sites many examples of grandiose longstanding structures taking steps to shun their stimulating elegance and highlight mundane features.
As insulting as it is to know the NEA is wantonly flushing taxpayer money, its weird actions are not without humor. Ms. Munson introduces Bonnie Sherk who received an NEA grant in 1975 for a project that "involved shutting herself into a cement-floored studio with a few friends and numerous animals (a sow name Pigme, two ring-necked doves, a woolly monkey, etc.); together they would engage in 'building and maintaining nests.'" Readers will be left conjuring up an image of Pigme thinking "get me out here!"
A very hopeful sign concerns the change in Lynn Munson's status since the publication of eye-opening expose in 2002. She currently serves as the deputy director of National Endowment for the Humanities. So while the entire concept of federal subsidies to artsy enterprises remains dubious, if the bad policy must stay in place, it is far better to see taxpayer dollars doled out to support majestic sculptures and splendid grisailles than ordure originals.
If you're tired of art being defined by publicity stunts and attacks on your intelligence or values by naked emperors and empires, you ought to read this, because you are not alone. There are many of us who feel this way.
It took courage to write this book and I applaud her for it.
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