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There was one point I did not like about the book though. It would make many references to other GURPS source books, some of which were out of print, for more material on a subject. I feel that some of the writing was judt put in a advertisements and "plug" for other books.
Personally, I wish they had touched more on the "Mad Max," "Postman," and "Fallout" (a post-apacalyptic computer game) scenarios, but I do realize that the book was created for post Y2K campaigns and that everyone does not like what I like.
Overall, though, the book provides good post distaster material.
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The book does a good job in the "fantasy" side, introducing elements of Thousand and One Nights, such as monsters and races (complete sheets of the legendary Djinns, Rocs, Persian Dragons and such). The Magic and Magic Itens section is average. It's not as "fantastic" (or "sparky", or "flashy") as al-Qadim, but in the end it's an advantage (there, the Great Caliph is served by hundreds of Djinns!)
The book could have more details about the dangers and facts of living in the desert, handling camels, cooking and surviving, just like GURPS Imperial Rome, which details the life in the court. Also, it could modify more things in magic, just like GURPS Celtic Myths, to improve the interference of "destiny and fate" and the arabian flavor.
In the end, it's a great book! Worths very well the money paid for it.
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Other interesting areas include his background coaching in a turbulent, out of control south American league, where drunken fights in the stands were the norm and bullets weren't restricted to the stands.
Discussions of his idiosyncracies as a player, and the mentoring he received as a coach, especially when learning/incorporating the triangle offense, are also definitely worth a read.
The books discussions of his behind-the-scenes experience with management, in team meetings, and on the tour bus reveal him as an expert in "playing politics." Despite its somewhat negative connotation, his "Mind Games" (also the book's title) appear ro have contributed to his tremendous professional success (NBA Championship rings).
However, his somewhat antagonisitic actions towards team ownership and media have left him with a somewhat questionable reputation. The book discusses this in detail. For example, without provocation, he once kicked a reporter off the team bus, leaving her stranded, and regularly exiled the team's owner from meetings). The book explains the rationale for these actions. Jackson sees "team solidarity" as a crucial aspect of "building the team spirit" and allowing it to grow.
In addition, the book is fairly current and details his brief, ongoing career with the Lakers, revealing some surprisingly esoteric insights about the team and his role in it.
His unorthodox, yet wildly successful NBA coaching career make this an interesting and thoughtful read. However, this review ranks the book four stars out of five, simply because the book's meticulously long discussions seasons' worth of quasi-important matches on the hardwood floor becomes a bit redundant and irrelevant(playoff/championship games excluded).
But if you're a basketball fan, a Lakers' fan, a Bulls' fan, or are simply intrigued by the man and his phenomenally successful, yet wholistically unorthodox approach to life, interpersonal relations, and success, this book comes highly recommended.
Rob Rumsey
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This really ruined the authenticity of the book for us and led to a discussion about what can be believed in books. ...
The slang use is very realistic and open, and the way it repeated itself drew the children into the story. The illustrations are beautiful to the eye and fit well into the "back woods" feel of the story, mostly set in the Bat Maker's shack.
The book takes more then a few liberties with the truth - but they make the story more entertaining. The authors explain where they stretched the facts in a two-page story explanation, which includes Joe's involvement in the Black Sox scandal, and followed by another beautiful full-page drawing by C. F. Payne and a full career statistics.
I recommend this book - a student with an interest in baseball will eat this up. Students who like different stories, or who like when they are read to in an odd accent will want more. I hope there will be, with so many great baseball stories out there.
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an insider's look.
Irving comes through with many amusing stories.
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Beside the fact that this book as all about the rouge-magician, it's still a Mage book, which, for some, is good enough. It definately adds a different touch, and a different feel, to the oracle and philosopher feel that all too many Mage: SC games have.
All in all, no too bad a buy. Just remember to seperate your WW and D&D.
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Starting with a chapter on Y2K (which we know on 20-20 hindsight never became the calamity that some were predicting), there are ideas in this book for everything from a complete world-wide computer shutdown, to "Mad Max" type worlds, and even the biblical "Judgement Day", along with several others. There's also a section on a super-hero world suffering from post-apocalypse blues.
The "sidebars" (sections of the book along the sides of each page) contain even more material that can be used to put your game world in a state of chaos. Some of these sidebars beg to be put into whole worlds of their own.
But the book suffers slightly when it reads a little like a collection of articles about post-apocalypse scenarios in gaming, rather than a single world presented in RPG terms. The =nine= authors each contributed a section or two to this book, and only the excellent effort by Sean Punch to put it all together under one roof keeps this book from being merely a collection of unrelated after Armageddon articles.
I'd still recommend this book for people wanting to see what their campaign world would look like after a major catastrophe, or for people wanting to explore what happens after.