Used price: $0.91
Buy one from zShops for: $7.50
My issues with this book: 1-Monty Python's Life of Brian wasn't 'that' good. Why do they have to constantly mention it? This was irritating. 2-People who want a travel book on Israel don't want to read pro-palestine/anti-israel propoganda. This was somewhat annoying.
Overall, a good read, and definately take it with you, keeping it handy, when going to Israel. Take the feeble attempts at humour with a grain of salt. Try to ignore the palestine bias in the content. Palestine is not a perpetual victim. With this in mind, enjoy this edition. It is usefull.
Used price: $6.95
Buy one from zShops for: $8.97
Now that's out of the way, let's get on with the review. John Mabry is a Christian priest, involved with 'Creation Spirituality' magazine, who has been interested in the Tao Te Ching ever since a friend passed it to him breathlessly, with the words, 'This is the holy word of God'. Intrigued, Mabry set out to investigate. The first part of the book is Mabry's complete version of The Tao Te Ching, with rather beautiful pen and ink illustrations by Jim Hardesty. The second section is a meditation on the text, in eight chapters as follows: The nature of the tao Paradox Desire Non-Action Leadership Oneness World and Self Holiness
The version of the Tao Te Ching is fine as far as it goes, but it should not be mistaken for a translation. Mabry gives no information about the process of creating this part of the book, so can only assume it is a gloss based on other English translations (although the only one mentioned is Stephen Mitchell's).
The second section, the commentary, is very good, and addresses some points that will clearly be important to Christian readers: 'The first question we must address is this: is the Tao God? Obviously, there is no avoiding this question. It was certainly the question most present in my mind during my initial reading of the Tao Te Ching. So. in the spirit of the Tao, I will answer: yes and no.'(p. 107)
Looking at the notes at the back of the book, Mabry's favourite writers seem to be Thomas Merton, Alan Watts and Matthew Fox. This should give some indication of the tenor of the commentary.
If you are interested in Christian interpretations of the Tao Te Ching, you could also look at Joseph Petulla's 'The Tao Te Ching and the Christian Way'.
To put this recent western interest in Taoism into some kind of context, try J.J. Clarke's 'The Tao of the West'.
List price: $49.99 (that's 30% off!)
Used price: $2.94
Buy one from zShops for: $3.50
DO NOT BUY. Is old and no help.
Used price: $30.00
Buy one from zShops for: $29.95
I have read the book front to back including introduction page. I just realized that the book was based on beta 2 of Visual Studio.Net, too late for a refund. Anyway, I went on to read it and found out that the book was not very much organised as tons of '...we'll discuss this on chapter xx ... ' appear no less than 5 times in a single chapter (on some chapters). Mispelled words also are catching enough to say that this book was in a hurry to be printed.
If you're looking for a book that covers thorough details on window forms and web form control howtos, this wouldn't give you enough detail on those topics. Web Services is equally a mere introduction, with about two pages of discussion on UDDI as well as WSDL. Not much on ADO.Net and XML.
I should have borrowed this book instead and skim through it or should have bought it for 20 bucks less. Besides, it's already outdated. I hope the same authors would come up with a second edition that has richer detail...and send me a free copy.
Looks like other books based on the betas say out of print on the Wrox site.
If this book was released in August 2001 then it should have been based on the beta. They might plan on releasing an updated version.
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: $8.98
Used price: $4.98
Collectible price: $19.99
Buy one from zShops for: $9.50
Used price: $1.74
Buy one from zShops for: $1.69
As a personal disclaimer, my serious charges against this book are not labeled by a "crazy extremist." I am Jewish, but I support Palestinian statehood, within the framework of real security for Israel. And I believe you can criticize Israel without being anti-semitic. However, some of this book's statements are simply intolerable.
The egregious behavior of the Palestinian Authority, Hamas, etc. is consistenly explained away, given context, etc. whereas almost all criticisms of Israel are given without emphasis at all on the context, namely that of consistent use of terrorism against it by internal and external forces, numerous wars of aggression by other Arab countries, etc. In addition, there are highly offensive remarks throughout the textincluding, a joke about desecrating a Jewish grave, a ridiculous and offensive discussion of the "Jewish Lobby" in America (Yes, Mr. Winter, there is a Pro-ISRAELI lobby in America, supported by many Jews and Christians) but there is no unified "Jewish Lobby" representing the beliefs of all, or even most Jews as a religion or people. In addition, The author recommends a couple of books that are only a step above "The Protocols of the Elders of Zion" in terms of the way they slander Jewish people. Full criticism of the many biases in this book would take far more space than I have here. Suffice it to say that until this guidebook drastically changes its editorial attitude, I would go elsewhere for less-biased information about Israel.