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Unlike Blanchard's usual simple, entertaining, and fun-to-read story-telling books, this book was a detailed, practical, common-sense guideline for individuals and organizations on their journeys from hierarchy to empowerment. Besides the credible factual and objective analysis of becoming empowered, this book confirmed for me what I always suspected about Blanchard's usual powerful parables: they are backed up by extensive research, knowledge, and experience.
This book starts with a great, concise overview of "Empowerment Takes More Than a Minute," and then moves on to common, expected questions with practical, executable answers designed to assist people and organizations going through the journey from hierarchy to empowerment. The book concludes with an outstanding detailed empowerment action plan that captures the essence of how the 3 keys to empowerment (share information with everyone, create autonomy through boundaries, and let teams become the hierarchy) can and should be applied simultaneously through the 3 stages of change (starting and orienting the journey, change and discouragement, and adopting and refining empowerment).
Designed as a guidebook, I can easily see the book being used by leaders at all levels who must deal with and implement empowering, or other major changes in their organizations. As is the case with all guidebooks, the information in this book requires the readers' judgment in applying it to the realities of their situations. If viewed as a guaranteed checklist for success by people and organizations that want a quick fix with little thought, this book will likely fall short of expectations. If viewed as a practical, common-sense packed reference, I believe this book will be an invaluable leadership tool for long-term effectiveness and efficiency.
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The six different "Earths" in this book are almost textbook examples of the now popular "What If" line of SF stories. The first world, "Dixie", gives us a good idea as to what might have happened if the South had won the American Civil War. It covers the time from secession to the time when the Confederate States of America became a superpower. The second world, "Reich 5" give us a chilling look at the world under Nazi rule and the resistance effort still under way years later. The third world "Rome Aeterna", assumes the Roman empire never fell. The fourth world, "Shikaku-Mon", assumes the ancient Japanese Empire conquered the world. The fifth world, "Ezcalli", has details for a strange Earth where the might of the Aztecs, Incas, and Mayans is unsurpassed. The sixth and final world is the strangest of all. "Gernsback" starts with a simple postulation: what if Nikolai Tesla's inventions worked and were used by someone with the financial genius of Morgan? Flying cars and broadcast power are common.
There are ideas for adventures, characters, and even whole campaigns for each of the worlds, including several paragraphs about even stranger worlds that diverged from these six. These "reality seeds" give creative GM's even more alternate worlds to explore.
People wishing to use books like Harry Turtledove's wonderful alternate earths books need look no further for ideas of how to recreate his books for a strange parallel world campaign. Highly recommended for GURPS GM's and recommended even to SF fans wanting to explore the ramifications of what might happen if...
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This book holds the background information for six alternate histories, each at different points in their timelines. In each section you'll find maps, histories and descriptions for each of the major powers involved in that world along with sidebars that cover some small details of those worlds (rock & roll in the Confederate States of America? It's in there. How to tour in Gernsback? Yep). These are not stories, these are the actual histories involved.
If you're not interested in the gaming aspect, then the tables and charts referring to character types and the likes will be of minor interest, but don't let that stop you.
This is a rare time when I wish that Steve Jackson Games had a fiction line to explore each of these scenarios...
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Whatever the case, though, I'm grateful, because he's come up with some pretty terrific rpg sourcebooks. This is one of them.
This book offers six alternate Earths, each an imagined world in which something is different from the world we know. Some are set in a past in which something is different; others in a present in which something in the past went a different way.
Such settings make for great fiction--and for great adventures. It's not hard to come up with ideas for such settings, but it is nice when someone's taken the trouble to do the development work for you. A modern Confederate America, an ancient Roman campaign in the New World. Wonderful!
The book can also help you design your own alternate earths by example.
This book is definitely worth checking out if you're looking for a new and different setting for your campaign. If you're done with high fantasy, but you still want magic; if you like metropolises but long for a radically different social structer; if you have any interest in things NOT as they are, then this book's for you.
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The perspective of the commentary is moderaterly conservative Christian. (The commentators exert a lot of energy at some points in trying to explain how the Bible could be historically accurate throughout.) However, even more liberal interpreters will find the scholarship impressive. Sometimes there is so much information that it is almost daunting, but you can read selectively (of course). Pictures are included where relevant (e.g., a reconstruction of what the Ark of the Covenant may have looked like).
I have enjoyed consulting volume 1, and learned a lot from it; on that basis, I am buying volume 2 now.
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The book begins with a "History of the Decade" and then breaks down the horror films by year, ending with a brief conclusion and several appendices, which include "1970s Hall of Fame," "Recommended Viewing," and "Memorable Movie Ad Lines."
Muir tackles most of the films in the book (I say most because not all of the films reviewed follow this format....some are just given a brief mention and are not even rated.) by breaking it down into sections. First, he provides excerpts from critical reviews of the film. He then provides a cast and crew list. He then provides a POV section (where those people associated with making the film offer their thoughts on the film.) Next comes a synopsis of the film's storyline before moving on to the author's own commentary and review of the film. Finally, there is a Legacy section which details any important (good or bad) contribution that the film may have made to the genre as a whole. The author also provides a rating system (one to four stars) ranking the over-all quality of the film.
Muir's love of the genre is evident in the text, although his commentarys can sometimes be lengthy (he seems to have a gift for gab.) This reader found that Muir can sometimes "over analyze" a film, reading things into the script that I don't think were ever really there to begin with (not even by the makers of the film). The commentarys, however, have helped me to view a film differently, shedding light on aspects of the film that I may have otherwise overlooked. I am now much more aware of how camera techniques, lighting, editing and score (critical in all films but probably even more so to the horror genre) can contribute to the success or failure of a film. Muir even points out how some film's subtext points directly to the fears and concerns of the audience in the "disco era." (Again, something I may have overlooked.......especially 30 years later.) All these small points add up and can make watching one of these movies a much more enjoyable experience. This makes the book a remarkable success in my opinion.
On the whole, the book is a very enjoyable read and most horror lovers will probably find it quite satisfying. I am now in search of many of the films included in the book that I haven't yet seen. Some I have never even heard of until being introduced to them by Mr. Muir. Hopefully, a sequel (Horror Films of the 1980s)is somewhere on the horizon.
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The letters regarding the Vietnam war are the most interesting and provide some recognition of the clarity & forsight of Galbraith's mind.
Buy this book if you are interested in these men and the age of Camelot.
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The price is also steep.
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"In the twenty years before the founding of the [Federal Reserve] System there were 1748 bank suspensions; in the twenty years after it ended the anarchy of unstable private banking, there were 15,502."(p144)
"...the Democrats...could authorize it [the central bank] without being suspected of evil."(p239)
"...the [German] inflation of 1923, with its euthanasia of the "rentier" class...had almost certainly a far greater [than the 1945 inflation] effect on relative wealth. ...The loss of assets makes a deep impression on an impressionable class of people. The loss of jobs is accepted more philosophically."(p303/304)
"... the higher oil price [in 1973] was considered highly inflationary ... in fact, it was deflationary ... the revenues... accumulated in unspent balances. Thus they represented a withdrawal from current purchasing power..."(p363) (The rest of the paragraph is relevant. The basic point is that the oil producers took money out of circulation, since they made it far faster than they could spend it.)"
And the piece de resistence: "To see economic policy as a problem of choice between rival ideologies is the greatest error of our time."(p368)
MONEY
OK, do I have your attention? Well, this book will not demystify money - like love it is resistant to that, but like love we can't let it go. And its progress through our culture is a fascination, attended by hopes, frauds, inventions, and, not least, desperate invocations.
Galbraith is a writer of enormous wit, intelligence, learning, and sympathy. But he is, of course, a liberal, so to many anything he says will be suspected as not arising out of a proper deference to the efficacy of pure market forces. Just as daunting, his strong, ironical style requires a neophyte a few pages to adjust to syntax shock. Once comfortable with the language, though, one can sit back and enjoy the colorful cavalcade of rogues and fools, madmen and prophets, as they invent and wreck institutions, impoverish whole nations, and pay for wars with worthless paper.
A Harvard economist, a former ambassador, and a leading Keynesian in the Roosevelt administration, John Kenneth Galbraith is at home in the twentieth century's public life as few others are, and has a firm intellectual grasp of his sometimes slippery subject. This book is a witty, but intellectually serious, history of a concept absolutely central to what we are pleased to call modern life, and how it has grown and changed from exchanging pieces of something shiny to now encompass powerful banks, puzzling foreign exchange markets, and tottering Ponzi schemes. Vast frauds separated by centuries appeal to the same base motives and use the same crude stratagems to separate us from our bit of money in hopes we'll get more. With money, like love, it seems we will never learn. But there is much enjoyment in the lessons, anyway.
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The pages of this book (as well as the entire series) are full of captivating content and rich story lines to keep the reader reading way past bed time.
As others have said, there is a very prevelant social comment about humanity and its spirit running through the entire novel, which serves as the perfect backdrop for this story. So, be it there to open people's eyes, or just to create background and motivation, the comment fits perfectly into this tale.
If you like to read fantasy full of well developed characters, rich and continuing story lines, suspenseful and emotionally captivating action, then this book is one to own and read several times over.
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The book's most useful feature is the Empowerment Action Plan, a clear, easy to follow list of specific actions leaders can take at each stage of the journey to empowerment. The 3 Keys is written for CEOs and senior executives.