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No matter what goes wrong, Kennedy maintains an upbeat attitude at all times. His conversations with his buddy Ty, who came to visit Kennedy three times during the walk, are truly delightful and insightful. Several times in the book I was moved to tears. And many more times I found myself laughing out loud.
Kennedy strikingly lacks the crudeness often found in other adventurers. His ineptness is also unique among adventurers, but that only endears him further.
I strongly recommend this book for readers of all ages. Kennedy's story proclaims loudly that chivalry still lives; and it also has a sense of humor.
That so many things could go wrong during a 5-month walk is almost incredible. But the book documents the events with great detail. The reader often feels he or she is right there walking alongside. Or crawling alongside, in some cases.
The bear encounter is truly gripping, due mainly to its remote and dark setting.
Buy this book, but don't expect it to be anything like any other adventure book you have ever read. This is a spiritual journey as well as a physical and romantic one.
I cannot recommend any book more highly.
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I'm probably the only person who bought this book with no intention of using it as it was meant to be used--as a role-playing guide to the "Vampire: The Masquerade" game. I don't play role-playing games--I even have an aversion to games in general (mostly video ones)--but I really love vampires, so I had to buy this book. Probably the thing I like the most about it is all of the beautiful black-and-white drawings inside. They really get the imagination juices flowing.
The beginning part of the book is basically an introduction to VtM, familiarizing the reader with the basic rules, its Gothic-Punk setting, vocabulary, and tips on effective storytelling. Then it goes deeper into dice rolling, character creation, and bloodlines. This latter part is my favorite in the book, describing the attributes and abilities of the seven clans of the Camarilla: Brujah, Nosferatu, Tremere, Ventrue, Gangrel, Toreador, and Malkavian. (But if you really want further insight into these clans, then I'd highly recommend any--or all--of the Clanbooks.) There is also a character sheet at the end of the book you can Xerox, as well as an example story to further help players.
I think I've read this thing about half a dozen times (though not usually from front to back), and it takes about that many times to thoroughly comprehend and memorize all of the above--rules, guidelines, etc.--without having to refer to the book all the time (unless you're a fast learner). If you enjoy role-playing games--or if you're like me and just like anything vampire-oriented--then I highly recommend this book. It's well worth your time and money.
My only complaint has to do with the long historic background in the book. Having studied history for a while in university, I find that the evolution of vampire through history section at the end of the volume doesn't really add anything, all they do is make a quick resume of all the different time period and adding the word vampire in it... not really necessary...
All in all it still a great book with magnificient illustration and a well written interesting content. I would recomend this game not only to RPG players but to vampire lovers everywhere !!!
The White Wolf version of VtM is stand alone, you buy the book, some 10 sided dice (from a hobby store or White Wolf's website)and you're ready to play. The "Storyteller" rule system is pretty simple and has been revised and improved. There are many other White Wolf products that use the same Storyteller system (Werewolf, Demon, Mage and so on) so your World of Darkness can grow and expand. White Wolf's emphasis on Role Playing instead of dice rolling and complex rules probably make this a great choice for someone new to RPGs. Be warned however, White Wolf's products and website can be very, very dark and profane. Probably not a good choice for children in my opinion. The game itself is very original, imaginitive and popular.
GURPS (Generic Universal Roleplaying System) by Steve Jackson Games is a fairly detailed RPG system. The GURPS version of VtM is NOT a stand alone product. You must first own a copy of "GURPS Basic Set" (availabe here at Amazon.com) to play GURPS VtM. One difference is that GURPS uses 6 sided dice which are readily available (bonus). The GURPS system was developed as sort of an answer to everything thing that was annoying about the grandaddy of RPGs, Dungeons and Dragons. D&D was an immense rules system that spaned many tomes and modules, required many types of dice and was stuck in sword and sorcery mode. GURPS allows you to play any type of character, in any type of setting imaginable all from one book (GURPS Basic Set and some six sided dice). The GURPS rules system is going to be a larger investment in time to master than Storyteller, but it is detailed and logical. I personally like it.
Two last thoughts, you don't necessarily have to play a Vampire character in the GURPS version of VtM. You could play a Psychic or Combat Specialist who gradually learns about the Vampires and begin to unwravel the Masquerade. Eventually the characters could be embraced by Sabbat Vampires or attacked by the Camarillan Vampires. You could play a Vampire who goes into Torpor for a few centuries and wakes up in a post apocalypse future. Only the Game Master would be allowed to use the Vampire book as a source, and the game would run from the Basic Set. The players would gradually be drawn into the shadowy, secretive World of Darkness. Also the GURPS version is toned down a bit and is more appropriate for young people.
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Even if you don't like vampires or the entire White Wolf line of monster rpg's this is a very interesting book. The subject matter is unique and it isn't just European vampires transplanted to Asia.
Before this book came out I was skeptical that W.W. would do Asian "vampires" justice but they exceeded my wildest expectations.
It mostly focuses on N-E cultures (China/Japan/Korea) but there is even a bit on Malaysian "vampires".
W.W. has even done an excellent job of putting out supplements for the game.
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Too often, I get the feeling that authors that have been invited to contribute have simply re-worked a pre-existing project - and this all too often includes (the usual) hacks and workarounds which all of us use when faced with deadlines. Bits and pieces of Flash4 ActionScript creep in every now and again - and occassionally the authors seem to be entirely unaware of new methods introduced in Flash5 that make their workarounds obsolete (the onClipEvent for loaded data is one example - see Chapt 9 of this book to learn how to do it the *old* way).
Furthermore, the tutorials often lack focus - as though the editors can't decide where to pitch the level of instruction: so that some hard-core ActionScript is often mixed-in with superfluous detail about how to build the interface for the tutorial example.
Anyway, my advice if you really want to *learn* ActionScript for yourself - and also avoid the mistakes, hacks and workarounds that plague the Friends of Ed books - put Phillip Kerman's excellent "ActionScripting in Flash" together with Colin Moock's "ActionScript: The Definitive Guide" on your desk - you'll never look back.
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Now my gripes. It is not strictly chronologically organized (would that it were). Instead, they are grouped by make (Buick concept cars are all together for example). Within a make, they are chronological.
Oh, and then there is the color plate section - which borrows cars from all over the book in one section. So, the order to the book, is somewhat lacking.
But less forgivable are the poor quality of so many of these images. The majority of the images are grayscale and the images are often poor in terms of gray/black levels. Worst still are the JPEG artifacts and other tell-tale signs of low quality or low DPI images.
The quality of the images is adequate enough that you can discern the general shapes and stylings of these futuristic cars, but forget the details. (Occasionally they will show a dashboard photo from one of the cars and, of course, the instrument cluster details are lost due to the poor quality.)
On the other hand, other books I have that have better quality images don't have 25 percent the number of cars in this book. You decide.
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