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As a layman, I was not bogged down with too much military lingo, and was able to get a good grasp of the strategy used on both sides. Maps and pictures add to the clarity. The authors seemed to start out being favorably disposed to Joseph E. Johnston's command, then, as they analyze all the historical and geographical factors from hindsight, they bring the reader to wonder at his failure to maneuver into a decisive victory over Sherman's advancing army. With the ensuing command of Gen. Hood one senses the nearly frantic contrast to throw men into battle as Atlanta becomes ever-more threatened, at great sacrifice of Confederate lives.
If you had ancestors that fought in the Atlanta Campaign, this is a very good book, with details drawn from numerous sources. The writers have added soldiers' and officers' comments from diaries and letters that detail the morale, the terrain, the weather, and attitude towards the events of the day. These add more interest to the sometimes dry, official commentaries so often quoted in other works.
Good history for layman or scholar; Union or Confederate.
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now as for the works themselves.... Will does seem to change his basis for thought a lot of the time. one thing that particularly got to me is his lack of psychological/scientific integration into his "the moral philosopher". it is nevertheless a wonderful peice. and the writing is wonderful.... his talks to teachers and students being the more effortlessly read. Psychology: Briefer Course outlines psychology in a way that allows us to think in a way that integrates actual physical psychology into our perspective, instead of mystical talk of "souls", etc.
The Will to Believe is a collection of enthrawling works, and i particularly enjoyed talks to teachers and students. i can say my favorite work in this book is "On a Certain Blindness", one of the 3 talks to students. when philosophy becomes spiritual, is when you know you can really use it. a great book, buy it.
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One complaint though, the CD-ROM didn't coincide very well with some parts of the book. It has a great example database, but some instructions didn't work exactly the way they were supposed to with it. I think publishers should just put there files for download on a web site. That way they could be updated easily. Also, I like it when a publisher posts "errata" (error corrections) to their books on a web site. As far as I know...only Wrox does these things.
I felt the authors did a wonderful job of explaining complex, technical topics so that they were easy to understand and comprehend.
Unlike many technical books, this book contains many pictures and examples which helped me to understand the topics covered in the book. I did find some inconsistencies with some of the items on the CD, but a quick email to the author resolved my problems. They were very helpful on answering my questions with the book as well as other questions I had on Access.
Overall, I would recommend this book to anyone who is looking to learn about Microsoft Access and building database in Access.
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Now the bad news: How often does your character actually try to brawl with a diety? Hopefully never, or very rarely. How often do your characters interact with a deities church? A lot more often than meeting the actual deity. There is almost NO detail on how each deities' religions are set-up. MAJOR PROBLEM. Even if the designers wanted to leave room for the DM to create a church, why flub on this crucial issue? For a top notch D&D religion book, check out the 2nd edition Forgotten Realms religion sourcebooks. Deities and Demigods 3E doesn't even come close to this standard. It merely demotes deities from a position of awe and true deific standings to uber-monsters you would meet on the 20th level of a dungeon. Planescape is much better in outlining how deities and characters should interact.
1) Who needs stats for gods?
Fair enough, but it isn't as if this book is new to the D&D system. The idea goes back a very long way indeed and has been done more than once. I think once the Epic-Level Campaigns book is released this volume will seem more accessible as well as a more natural progression from the Player's Handbook. Indeed, it seems almost as if the third part of a trilogy was released before the second, but that in no way makes this any less of a fun, useful, and enjoyable romp. For those of you that see this as only a glorified Monster Manual, I say free up your imaginations!
2) It only details four pantheons.
True, but it covers them very well. I think this is preferable to having a mixed bag of gods that you can only really use if you play a truly worldly sort of campaign. My only real disappointment with the D&D/Greyhawk Pantheon was that I wanted much, much more of it than was offered. And I think if the biggest problem you have with a book is that you wanted it to be bigger, then you just have to do like I do...and pray for a Deities & Demigods II.
The book is simply excellent. It begins by describing topics such as the nature of divinity (how a deity became a deity, where their power stems from, etc.), how to create your own gods, your own pantheons and so forth. There is a list of divine abilities and divine feats for fleshing out deities you create...as well as explaining the powers of those listed within. But, enough of about the nuts and bolts, because we know what everyone's waiting for...the gods!
The D&D/Greyhawk Pantheon is a real plus for those of you who want a look at and description of the deities mentioned in the Player's Handbook. It also includes Tiamat and Bahamut (dragon deities), Lolth (Drow), and for some reason Kurtulmak (Kobold). The artwork is Fantastic and the stats given make perfect sense for truly far-reaching epic campaigns. As I said before...the only thing I want from this section of the book is MORE!
The remaining three pantheons are Olympian (Greek), Pharonic (Egyptian), and Asgardian (Norse) and each are detailed comprehensibly. There are of course a few players missing from the deck (such as Fenrir from the Asgardian section) but with an average of 20 gods per pantheon you'll have plenty of stuff to keep you occupied and drool over.
There are also original examples of monotheistic and dualistic faiths and a mystery cult. These are interesting to compare to the pantheons, especially as you're given details on creating your own, but I prefer the pantheon system as it adds more diversity.
The book also includes several monsters spread throughout (cyclops, faun, greater mummy, minions of set, valkyrie, etc.), a few prestige classes and a list of "new" Domains and spells.
My only hope is that this book will be followed up, much like the Monster Manual, with a sequel that will detail other pantheons (Celtic? Babylonian?) and include more D&D/Greyhawk gods such as those found in the Living Greyhawk Gazeteer.
Until then (assuming it ever happens) enjoy what is here. The seeds for a great deal of high-level fun, and low-level awe when Fharlanghn meets you on the crossroads at the beginning of your next adventure.
Oh, yes...and don't let anyone tell you otherwise: The artwork is far beyond "okay"...it is superb!
And on a personal note. I love the artwork.
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