List price: $23.95 (that's 30% off!)
Used price: $14.10
Buy one from zShops for: $13.49
In an effort to better understand the workings of my brain, I began reading every book about shyness and social phobia that I could get my hands on - and I have to say, so far, this is one of the best I've come across.
With its easy to understand explainations, and many personable literal illustrations that get right to the point, this work helped me to understand a little bit more about the *why's* of my irrational fears, as well as the *how's* of coping with them. I've always been one to gleen more from the text before my eyes than a neatly dictated lecture, and lots of medical jargon and cryptic phrasing turns me off - and I was relived to find none of that here!
I would say that anyone suffering from social phobia should take a look through this book. It will be most helpful for those who want a clear-cut explanation of *why* they're reacting to things the way they are or for those who need a little comfort to know that they're most deinatly *not* crazy!
Social phobia is a pain to live with, and it helps to know that we who suffer from it are not crazy, and also not alone.
Used price: $18.00
The writers all refute technological determinism: new weapons - artillery in World War One, tanks in World War Two, guided missiles in the Arab-Israeli war of 1973, precision bombing and superior ground force technology in the Gulf War - were none of them unbeatable. They show that the basic principles of conducting land warfare have hardly changed in the last hundred years. Armies need to combine their arms, defend in depth, keep large reserves, use cover and concealment, and integrate movement and suppressive fire. In particular, Stephen Biddle shows that, contrary to many claims, the USAF air war in the Gulf did not destroy all the Iraqi armour. Possibly 4,100 armoured vehicles later fought the US ground forces, but they did not fight according to the basic principles, so they were beaten.
However, the editors err in dividing what they call '20th-century theories' - deterrence, arms control, terrorism and 'irregular warfare' (national liberation struggles) - from the 'contemporary issues' of technology, weapons of mass destruction, and humanitarian intervention. These are all still live issues. Further, the editors could have presented them in the livelier form of debates.
As with any collection of pieces by many hands, the quality is uneven, but generally the better essays are more grounded in the realities of 20th-century military history. The worse ones try to discuss, for instance, the causes of war in terms of biology or psychology. As a rule, strikingly individual expressions of one person's views, like Colin Gray's Modern Strategy, or Bernard Brodie's War and Politics, provoke more thought than compilation textbooks
List price: $26.95 (that's 30% off!)
Used price: $18.82
Buy one from zShops for: $18.77
DAMage is not for me. Why? I'm a fan of the Mage: The Ascension game line, and my thoughts start from there. Your mileage may vary.
The game defines magic separately for each group. It defines four "pillars" for each group, each with five ranks. These serve (supposedly) to measure what a Mage can and cannot do. Like any good game mechanic?
A lot of people didn't like the ambiguity inherent in M:tA's description of spheres. If that's you, avoid DAMage like the plague-- DAMage mechanics for Magic are described totally from the in-character point-of-view of the individual paradigm. As a way to understand what each kind of magic can really do, or settle disputes about whether a given Mage has the right knowledge to attempt a casting, they're completely unplayable.
They are, however, creative, even sometimes inspiring. If they were presented as magical theory, rather than a game mechanic, they'd be alright.
They'll also be good for selling supplements. The pillars demand exhaustive lists of "rotes," concrete definitions of individual powers, to be playable, and STs and players will find themselves obliged to go buy the "tradition book" for all the groups they intend to portray.
Another thing that bugged people about Mage: The Ascension, was that the sphere system seems "homogenous." That is, the progression in various abilities is pretty arbitrary, and if it's seen as universal among all kinds of will-workers, it intrudes on the in-character integrity of that paradigm.
I think that's a reasonable objection-- the Mage line's approach to Magic is it's own scenario, and though people claim you can do "any kind" of magic with it, that's not entirely true.
And, I think this helps us see why DAMage was developed along these lines. People wanted each paradigm to make sense "unto itself." Unfortunately, they chose to carry baggage from M:tA over. (Why? In an attempt to sell copy to Mage players.)
Wary of alienating Mage players, they retained an analog to a "sphere system," and gave lip-service to the "dynamic" quality of magic as found in Mage. And the result is something that is a glorified freestyle role-playing of magic, based on flavor text, or, with the eventual publication of massive rote lists, will really boil down to spell lists.
What people don't realize is that M:tA's sphere system was *born* out of a desire for a playable compromise between the reliable klunkiness of spell-lists, and the flexibility, but potential twinkery, of free-form role-play. It's imperfect, but, taken as what it is, it's also superb.
DAMage could have used M:tA's finely-tuned compromise. Instead it tried to reinvent the wheel, moving in both directions, failing to do either justice. DAMage could have been Mage: the Ascension with really cool, useful material on RPing in the Dark Ages setting.
And by the way. The presentation of the setting is rather lackluster, in DAMage. Possibly this is because they expect you go out and pay more money for Dark Ages Vampire. But if you're an Order of Hermes fan, for example, prepare to be disappointed. (Moreover, personally, my mind boggles at the authors' encouragement to send Muslim sorcerers off with their Christian cabalmates to kill Muslims in the Crusades.)
Alternatives better than DAMage include Mage: the Sorcerer's Crusade, Mage: the Ascension, or Sorcerer, each already in White Wolf mechanics, and adaptable to the Dark Ages setting (DAMage expects you to have other books too!) If you're a vampire player, particularly, I would think Sorcerer would be the way to go. There're also Ars Magica and D&D. And GURPS puts out great supplements, including on the Middle Ages. Which, if you want setting and flavor, are far superior.
Not to say the book is bad, because for the most part it is rather good. For Storytelling material it is bad, but as setting information and rules it is excellent.
Oh, on a final note, i only gave it 3 stars because White wolf decided not to put any rules in it outside of magic rules simply to sell more copies of Dark Ages: Vampire. It desserves 4 in its own right.
The similarities are obvious and yes, it is the World of Darkness set back into the Dark Medieval, but the truth of the matter is that this is not the same game as it's predecessors, Mage: The Ascension or Mage: The Sorcerer's Crusade. There is no War for Reality, there is no competition. There is only magic. The opening chapter on medieval superstition gives a blanket feel of ambiguity to everything in the age and I think this is where the real strength of this game shines.
This book is not intended for first-time roleplayers. This book is advanced in every respect of the word. As a Storyteller for Dark Ages, having the rules to create and use Mage NPC's in my chronicles is outstanding and the rules for their creation, advancement, societies, everything... is right here. However, I was disappointed by the fact that although this game (and although it requires the use of Dark Ages: Vampire to use it, it -is- a separate and dinstinct game unto itself if allowed) has rules to actually play Mages, I can't say it's that easy. But then again, it obviously isn't supposed to be simple, after all these are willworkers, people whose expectations charge reality and force it to change. It's just not cut and dry.
The character creation is easy. The rules for advancement, simple enough. Unfortunately, it's the ambiguity of each of the pillars that catches me off guard, because, although we are playing these mages and their mindset is critical to their play, having the levels of power measured by interpretation is asking for complications. However, I believe now, after having re-read this book two times + since purchasing it, that it is SUPPOSED to be ambiguous and inexact, facilitating the person to person interpretation that was the rule of the day. After all, if someone easily adhere to exacting rules in the Dark Medieval, they were not Mages. Mages break the rules in every way, shape, and fashion and don't apologize for it; rather they take their success to mean that are due even more power. Enter hubris.
All in all, this is a great book and more visually stunning that I first imagined it would be. The spine, once again, is not attached to the book itself, but I'm beginning to suspect it's not supposed to. I gave this game 4 stars (instead of 3) because of the innate potential of such a game and the Dark Ages line. However, if you're are die hard fan of the Sphere system, I heartily recommend The Sorcerer's Crusade instead. This game is darker, more brutal, and more ambigious. These can be good things in the hands of the right people, but not for everyone.
Used price: $19.99
Buy one from zShops for: $19.75
Used price: $18.99
Buy one from zShops for: $39.95
List price: $17.95 (that's 30% off!)
Used price: $12.50
Buy one from zShops for: $13.46
The book is valuable in this respect, but it is poorly written. The author skips from one subject to another, making obscure references to events which are never explained and about which the reader is apparently supposed to be familiar. The argument is not well organized, and bounces around so much it is very difficult to follow, and the narrative is just as fragmentary. Inappropriate euphemisms and ill-fitting metaphors further clot this work and inhibit the flow of the narrative. Shackford, who was a professor of English and should have been a more capable writer, makes this account of Crockett's life very, very difficult to read.
Used price: $7.00
Collectible price: $15.88