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The book, as the title claims, includes all of Shakespeare's plays, Sonnets, and poems. The appendices include many other interesting tidbits that help shine some light on old Billy's life, including his will, in which he enigmatically bequeathed a "second-best bed" to his wife. Other documents are included, often with explanations to help the reader to understand (as the documents are printed verbatim, the Elizabethan spelling and punctuation is a slight impediment).
Overall, I found this to be the best of the paperback and hardcover editions I examined.
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My personal recommendation is to look at specific books for specific components. Compendium type books, often suggest more than they can deliver.
There are even a couple of new Bible icons in this book, one was to indicate exercises that contributed to the books ongoing project. I could jump into any chapter and have the files needed without doing anything previously. It was a nice way to learn how to use the applications together.
Wonderful resource for learning a lot about each program. I discovered which application was best for which job. For example instead of trying to print my Fireworks logo, I've decided I'm better off doing that in FreeHand when I need cards and stationary and such then bringing the vectors into Fireworks to prepare for the web.
It has good coverage of each of the studio applications a bit of beginner and intermediate mixed with more advanced (ColdFusion). There is even a bit on Flash Remoting.
Overall its been a good reference when I had a problem in any of the applications. I'm new to Fireworks and it's helped out a lot in learning how to prepare images to use in DW. How to optimize them, slice, export, make buttons and even animations.
If you own the Studio MX package you can't go wrong with this as a reference for all.
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Does it work? I am currently GMing this adventure. On paper, it looks really good. Some of the scenes, especially in the later parts of the story, look exciting, moving even. Faile's cameo is perfect, for example. In practice, though, it's been an extremely frustrating experience. First, the early encounters (as pointed out by another reviewer) are unnecessarily difficult and add nothing to the plot. As things progress, the authors presume too much on the goals and motivations of the players. There is one chapter, for example, where the introduction says something along the lines of, "Upon entering the city, the players will want to find (a certain NPC) as soon as posible and will definitely want to investigate the actions of (another NPC)." The players in my campaign knew they wanted to talk to one of these guys eventually, but the other one was off their radar completely. Throughout, I've had to improvise ways to keep them approximating the plot line of the campaign and by chapter 3, they're feeling very manipulated.
The campaign assumes the party wants to do nothing more than hunt down dark friends and expose evil plots and will take great personal risk and go through great hardship (including, at one point, a monthlong trek through a winter wilderness without adequate provisions) on the chance of thwarting same. Characters with any other motivations (say, a character modeled after Mat or Nynaeve in the books) will feel forced into situations unnaturally. There has been more than one point where one of the players saying, "I *think* this is where the plot wants us to go."
So, in conclusion, while this adventure is excellent in its dreams and scope--and it's definitely better than something I could have designed myself--but it will fail often fail as a game. If you are intending to run a WOT campaign, buy this adventure, read it so that you thoroughly understand its scope BEFORE you even let your players make up characters. The characters need to be in the philosophy of the story or the story won't work.
Then we met the Demon-Bear.
Allow me to explain. In d20, animals don't get feats. One of the early mini-adventures has a BIG bear that has lots of bonus feats...and a party of first and second-level PCs is supposed to defeat it. When it can kill a PC with one swipe of its paw. Right.
That's emblematic of the problems with this adventure set. It's written with little attention to rules or game balance, or even party survival. Some adventures throw opponent after opponent at the PCs, but with such poor healing capability, you'll inevitably have PC casualties. While those aren't necessarily bad, having the odds stacked so heavily against you isn't fun.
Another flaw is that, in many instances, PC decisions don't matter. You are, in fact, on rails in a good many adventures, and that's BAD. The adventure in Falme, in particular, comes to mind.
It could've been good. Really. Almost anything would've been better than the ... introductory adventure included with the main book (1st-level PCs...against 3rd-level trollocs that outnumber you, and, oh yes, have high strength and high-crit-range weapons!)...save this.
If you're intending to GM Wheel of Time d20 adventures, save your money and look elsewhere. You can come up with stuff that's easily better.
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