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ALL'S FAIR- takes place during the World's Fair of 1933. The story follows Spike and Dru as they maim. Slash, and slay their way through the glitter and lights of the Fair. They also encounter hideous demons from another dimension and highly skilled assassins out for blood.
THE QUEEN OF HEARTS- As the pair travel to Sunnydale to be near the Hellmouth, the star-crossed lovers stop in St. Louis to do a bit of gambling and cause major mayhem on a riverboat casino. But, their blissful vacation is cut short by river demons.
PAINT THE TOWN RED- this story takes place shortly after Spike and Dru leave Sunnydale at the end of Buffy's second season. Dru's renewed love for Angel drives a wedge between the lovers. The end result is both of them trying to hurt the other as much as possible- which is a whole lot! With James Marsters helping with the writing, and Ryan Sook's artwork, this is by far the best story of all four.
WHO MADE WHO- tells the tale of Spike and Dru's final break up in Brazil. This is an epilog to Buffy's season three episode " Lover's Walk".
The only downside to this graphic is the artwork. Highly stylized, it's a deterant to fans who like Spike for his rugged good looks.
Still, if you like Buffy, Dru, or Spike and can find a copy of this graphic, than by all means buy it!
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The events of the morning of April 21, 1918, are the central theme to the book, although Carisella devotes a lengthy chapter to the life of Richthofen prior to the fateful day in which the flyer (who shot down 80 confirmed victories, thus establishing himself as the leading ace of World War I) met his end. While pursuing a novice flyer in a Sopwith Camel, Richthofen broke his own cardinal rules of flying by pursuing the novice low to the ground and well behind enemy lines. Captain A.R. Brown, a Canadian from Carleton Place, Ontario, managed to get behind Richthofen's distinguishable all-red Fokker Dr.I (triplane) and fire a number of bursts into the plane. Richthofen's closeness to the ground made his crate susceptible to anti-aircraft fire from Australian infantry, of which a substantial number of Aussies managed a few pot-shots at Richthofen. When the Baron finally did crash, having sustained a single bullet that passed through his chest that drowned his lungs from mass internal bleeding, a major controversy erupted over who was to bear the title of victor. The newly-formed R.A.F. pointed the finger towards Captain Brown, while the Australians pointed it towards their own comrades.
Carisella recounts the events of that day meticulously and with painstaking detail that merit the meaning of history and research. His conclusion, however, bears question. His final argument, is that the credit to shooting down the Baron is to go to Sgt. C.B. Popkin and Gunner R.F. Weston, two Australian groundsmen. It is here in that the reviewer disagrees. The evidence provided by Carisella must be examined in light of more recent material unearthed by aviation historians and buffs alike (Carisella's book first appeared in 1969). Upon reading the substantial accounts of Australians that witnessed the event, faults begin to creep up. The accounts wildly contradict each other, and a number of "witnesses" even went so far as to claim that there were only two planes involved in the incident, when in fact there were three!
Accounts of post-mortem examinations of Richthofen's shattered body also conflict. Some claim that evidence points toward Brown, seeming that the point of entry was almost in line with the point of exit. Others contradict this, claiming that the point of entry was below the exit wound (pointing to the Aussies).
It is useless (and because of space limitations) to point out all the conflicting explanations. In is in this reviewer's opinion (who himself recently completed extensive research for a term paper on the topic) that the fateful shot was fired by the Canadian, Capt. Brown, although the theory of Australian ground gunners should not be ruled out entirely.
Carisella and Ryan's book offers tremendous perspective into the controversy, among others, but sadly, it is currently out-of-print. These two historians deserve the credit for ambitiously and ruthlessly pursuing such a controversial subject that inevitably contributed to the ever-growing legend of Manfred von Richthofen and his exploits. Who precisely killed him is for the reader to decide for themselves. Most probably Brown, but until the unlikely event in which physical evidence will somehow be acquired (unlikely in that Richthofen's Fokker was literally taken apart by souvenir hunters and the skeletal remains tossed into a shell-crater where it was inevitably left to disintegrate), only then will the dusts of controversy finally settle over the death of the greatest fighter pilot of that war.
Edition which was reviewed: P.J. Carisella and James W. Ryan, "Who Killed the Red Baron?" (New York: Avon Books, 1979).
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do not buy it.
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Redfield and his associates have loaded a plate for us at the salad bar of religious and philosophical syncretism. They have put some good things there. But the nutritional balance is suspect. Moreover, like mixing chemicals pulled randomly from under the kitchen sink, the resulting combination may be volatile.
My biggest complaint against this book is its willingness to 'spin' religious and philosophical 'developments' so that they fit neatly into their spiritual evolution paradigm. No matter that their notions run cross-currents with the larger context within which many of these religious and philosophical ideas have developed. It reminds me of a kind of inter-religious proof-texting, whereby religious leaders of the ages are all pointing in the direction in which the authors want us to go. But this is NOT where many of the thinkers and religious leaders of the past suggested we go.
Also disturbing is the book's over-simplification of ideas concerning evolution. While the authors deny that they do so, the book is built on the assumption of a linear trajectory that is not well attested by history or science. While I normally spend a lot of time criticizing Post-Modern thinkers, it might be wise for Redfield and company to take some of their critiques seriously and realize that the universe is not a 'just add water and stir' kind of place.
In truth, this is a digested cut and paste book glued together with wishful thinking.
Honestly, though, I think it is done with the best of intentions. And I will undoubtedly pick up Redfield's next book and read it, too.
Lastly, I would caution the reader that there is basically nothing new here. If you have read New Age books before, you have read this one. The strongest part of the book is the annotated bibliography (for which I commend the authors). Again, I don't agree with their interpretation of what they have read, but they are reading a lot of interesting things. To repeat...I can't help but feel good feelings for the authors. But this book leaves a lot to be desired.
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Does it work? I am currently GMing this adventure. On paper, it looks really good. Some of the scenes, especially in the later parts of the story, look exciting, moving even. Faile's cameo is perfect, for example. In practice, though, it's been an extremely frustrating experience. First, the early encounters (as pointed out by another reviewer) are unnecessarily difficult and add nothing to the plot. As things progress, the authors presume too much on the goals and motivations of the players. There is one chapter, for example, where the introduction says something along the lines of, "Upon entering the city, the players will want to find (a certain NPC) as soon as posible and will definitely want to investigate the actions of (another NPC)." The players in my campaign knew they wanted to talk to one of these guys eventually, but the other one was off their radar completely. Throughout, I've had to improvise ways to keep them approximating the plot line of the campaign and by chapter 3, they're feeling very manipulated.
The campaign assumes the party wants to do nothing more than hunt down dark friends and expose evil plots and will take great personal risk and go through great hardship (including, at one point, a monthlong trek through a winter wilderness without adequate provisions) on the chance of thwarting same. Characters with any other motivations (say, a character modeled after Mat or Nynaeve in the books) will feel forced into situations unnaturally. There has been more than one point where one of the players saying, "I *think* this is where the plot wants us to go."
So, in conclusion, while this adventure is excellent in its dreams and scope--and it's definitely better than something I could have designed myself--but it will fail often fail as a game. If you are intending to run a WOT campaign, buy this adventure, read it so that you thoroughly understand its scope BEFORE you even let your players make up characters. The characters need to be in the philosophy of the story or the story won't work.
Then we met the Demon-Bear.
Allow me to explain. In d20, animals don't get feats. One of the early mini-adventures has a BIG bear that has lots of bonus feats...and a party of first and second-level PCs is supposed to defeat it. When it can kill a PC with one swipe of its paw. Right.
That's emblematic of the problems with this adventure set. It's written with little attention to rules or game balance, or even party survival. Some adventures throw opponent after opponent at the PCs, but with such poor healing capability, you'll inevitably have PC casualties. While those aren't necessarily bad, having the odds stacked so heavily against you isn't fun.
Another flaw is that, in many instances, PC decisions don't matter. You are, in fact, on rails in a good many adventures, and that's BAD. The adventure in Falme, in particular, comes to mind.
It could've been good. Really. Almost anything would've been better than the ... introductory adventure included with the main book (1st-level PCs...against 3rd-level trollocs that outnumber you, and, oh yes, have high strength and high-crit-range weapons!)...save this.
If you're intending to GM Wheel of Time d20 adventures, save your money and look elsewhere. You can come up with stuff that's easily better.
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