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DE ACUERDO CON SU PERSONALIDAD UNICA, TE ENSEÑA COMO MEJORARLA:
Si es tímido, desde la cuna se corrige con facilidad y se le da seguridad en si mismo.
SI ES BERRINCHUDO, DESDE LA CUNA COMIENZAS A TRABAJAR CON EL NENE
Y asi sucesivamente, EN TODOS SUS ASPECTOS.
A Diana y a mi, nos ayudo muchisimo a conocer pronto a los nenes..Y A MEJORARLOS DE MODO DIFERENTE, DE ACUERDO A LA PERSONALIDAD DE CADA UNO.
NO es posible EDUCARLOS IGUAL....TODOS SON UNICOS Y DISTINTOS
Pero no te bases solamente en el para conocer a tus hijos...porque el amor empaña al instinto y a la razón!
No se puede educar a todos los niños igual, porque TODOS SON DIFERENTES...
Y para conocerlo y saber como educarlo...NADA MEJOR QUE ESTE LIBRO!
ADEMAS, ES SUPER INTERESANTE CONOCER A FONDO LA PERSONALIDAD DE TU HIJITO !
Only this book can help us diving and delving into his tiny heart and just born mind...
Other Books you should read....Lorna Hill-Sadlers Wells books.
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A must read for anyone trying to understand the basics about living in the western world as a person of color.
I learned from Fanon about the use of language as a colonialist tool, the terrible affect on African self esteem, the psychological turmoil that erupts as a result of the contact with white society.
It is clear the world is not the same today as it was in the 50's, but Fanon's book is just as relevant.
Quoting from Sartre talking about another book by Fanon: "Have the courage to read this book !".
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The book is about Virgil's infamous deathbed request that his magnum opus, The "Aeneid," be burned because it was imperfect. Most of the book is told in a dazzling but recondite stream-of-consciousness mode, but the best section is Virgil's deathbed discussion with Caesar Augustus.
Broch invokes 20th century ideals such as the "authenticity" of art as a mirror to the natural world. We also encounter the dilemma of works of art that are incomplete & not polished completely. Aristotle said that in a perfect art work, every word contributes to the organic whole. Arbitrarily remove or add one word, says Aristotle, and the whole work comes crumbling down. Virgil uses this motif as his justification for wishing his beloved poem burned. Juxtaposed with this paradigm are the pleadings of Augustus that it is Virgil's duty as a Roman citizen to let his poem be read by all the world. After all, the literary excursion was to be Rome's national epic. The scene is, unmistakably, magnificent.
A considerable amount of background reading is required before attempting to take on this work. At a bare minimum, read the entire canon of Virgil, especially the "Aeneid." A workable familiarity of Roman history up until and including Augustus is necessary and a biography of Virgil (I would recommend Peter Levi's) would also be helpful. I am a fairly well-read guy, but some of the allusions went over my head.
The stream-of-consciousness style is interesting, but can make the book rather dense. Many of the sentences go on for pages and pages. The book attempts to capture the free-thought attributes of the machinery of Virgil's mind. An engrossing work of prose.
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The main rulebook comes with a full set of rules for both the RPG and the tactical combat game, plus a good amount of detail on a likely setting for an RPG (Peace River), and a slightly smaller section on the world as a whole (which is expanded on in the Life on Terra Nova sourcebook that can be purchased separately, and is also excellently written).
Heavy Gear takes place 4000 years in the future, on the colony world of Terra Nova. Heavy Gears are one-man mecha, something between an infantryman and a tank. The planet is divided into two polar leagues separated by a vast desert known as the Badlands, poised on the brink of war after years of uneasy peace. The game has an ongoing storyline that leads from this starting point and is continued with storybooks and through the sourcebooks. The storyline is planned out in advance, which gives it a great leg up on other games.
One note -- the computer games and cartoon should not be used to judge the pen and paper game; the computer games are not really in the best spirit of the game and the cartoon...has nothing to do with the pen and paper game other than the name really.
In addition to the rulebook, you will probably want to hunt down the Life on Terra Nova sourcebook if you plan to run an RPG game (or if you're just interested in reading more about the game world).
On Terra Nova, a planet without oceans divided into two hemispheres by an inhospitable desert girdle, several nations have developped since that time. The southern nations have been subjugated by the Southern Republic, which in turn caused the northern nations to band together for their own protection. Now these two power blocks, armed to the teeth, are gearing up for war once more, with the unhappy inhabitants of the desert Badlands in the middle, seeing their home become a battleground.
And then there's the fascist Earth regime, come back to claim its own...
This is the Rulebook for the Heavy Gear system, Dream Pod 9's most exciting and best game system ever. At the core of it all is a game engine called the "Silhouette" system, a well thought out system of rules equally useful for roleplaying and tactical combat, for simulating space, submarine or ground environments.
HG offers you the opportunity to step into the future and see the world through the eyes of the inhabitants of mankind's new home, wether you want to do classical roleplaying or fast paced mechanical combat, or both at the same time.
The rulebook is very well written and contains lots of examples illustrating the realistic, yet easy to understand and use rules system. Talking of illustrations... those are there as well, *lots* of them, and very well done, too.
But you get more than just a bunch of rules. At the beginning there's a gorgeous colour section showing the planetary system and a world map, followed by a short but thorough introduction to the world of Terra Nova, covering the various nations and regions. There's even a short source book on Peace River, a huge desert city/arcology/weapons factory, allowing you to start playing right away if you wish to.
Of course you get the necessary character creation rules, an exhaustive list of skills, some equipment and weapons, and rules for interaction, skill tests and, of course, combat. You also get archetypes and some animals to populate the wilderness, not to forget the enigmatic desert nomads known as Sand Riders...
Plus you get the complete tactical combat rules, if you like that kind of thing. If you prefer hex-maps or miniature games is entirely left to you. The Silhouette system allows you every imaginable freedom while covering all the necessary aspects.
Some people have called Heavy Gear the heir of Battletech (you know, the combat game with all those giant robots... what serious Heavy Gear fans refer to as "that other game"). Fact is, HG is much, much more.
The trademark of the game is the Gear, a roughly humanoid combat machine of the future - but that 's where the similarity ends. The tactical system is hugely superior to that of BT, allowing for opportunity fire, sensor detection, communication and ECM, while the roleplaying system is not just an afterthought, but an inherent part of the game (if you want to, the main part - if not, it's a nice background. Your choice.)
HG is incredibly detailed (there's a huge range of sourcebooks, covering every imaginable aspect, if you feel like it - but you don't need them if you don't want) and quite realistic, plus it's got an overarcing background story similar to Babylon 5. And there's no need to read through stacks of badly written novels. Conflic is certainly a constand of the HG universe, but the system doesn't force you to concentrate on war, like the other game did, but allows you to explore the future any way you like.
In short, HG is my favorite game of all times. And I've tried out quite a number.
It was money well spent.
The book itself sports quality binding and paper. The printing is clear, legible and easy on the eyes. There is plenty of excellent content, spiced generously with outstanding pen art.
Even if not a fan of Role Playing and Tactical Miniatures Gaming, Sci-Fi fans will enjoy a depiction of a futuristic colony world both at war with imperialistic conquerors and with itself.
It is a stark, hard sci-fi story of human settlers that have braved harsh desert conditions, isolated from the rest of humanity and struggling not only for suvival, but also for cultural identity.
Role Play and Tactical Game Players will also find Heavy Gear to be a refreshing change of pace from the tired Sword and Sorcery Genre. And, they will find this high quality rulebook to be a perfect collectors and players peice in any library.
Enjoy!
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In a few short sessions, I have been able to reduce swelling from a deep hematoma in a horse I work with who suffered a recent fall, just one example of improved circulation. He is more relaxed, moves more freely, is comfortable in his own skin now, and more able to learn. It also does wonders for deeper bonding and improving your relationship.
This book is well thought-out, easy to use, and the spiral binding is very useful. Mr. Hourdebaigt is one of few masters in the relatively new field of ESMT. One does well to learn from him.
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Abba possessed a unique blend of charisma, talent, and originality. Who can forget the sentimental lyrics of ,"I Had A Dream", the gentle flow of "The Rivers of Babylon", the melancholy strains of "Fernando" or the upbeat dance-hit, "Dancing Queen"? The list of hits went on and on.
What I particularly liked about this book was the numerous photographs all depicting Abba at their finest. Many photographs are ones not often, if ever, published before, at least not on this continent. In addition, the book reveals a lot of factual, personal information about the individuals themselves. The road to fame and fortune is not an easy one as readers will discover through the pages of this book. Some facts have been printed before, but other aspects of their career are presented here in a more complete, in-depth light. Fans of Abba, will no longer need to wonder, "what ever happened to..." because the epilogue tells you just that. Of all the books on the group, this is one of the best in print.