Games Books
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Used price: $8.84
Collectible price: $25.89

A fantastic resource for writers and DMsReview Date: 2008-07-01
One of the most useful tools TSR has ever produced . . .Review Date: 2000-02-09
Good way to get some VillansReview Date: 2000-02-06
Good for ANY Gaming systemReview Date: 2000-01-16
If you want a campaign with villains that just suck your players right in and get them seriously wanting to take on the villain for his own evil rather than the rewards they can get, you should buy this book.
Marvelous resourse to jump-start one's creativity!Review Date: 2000-01-04

Used price: $2.52

Glass painter's must haveReview Date: 2008-08-08
A FURTHER MESSAGE FROM THE AUTHORSReview Date: 2004-02-20
Excellent Guide to Glass Painting - Allan and Barry, thanks for sharing your 20 years of experience!Review Date: 2006-03-04
Excellent book for beginner to intermediateReview Date: 2004-11-20
This is a good book if you know you want to try glass painting out.
Good but far from completeReview Date: 2003-04-20
Having said all this though, I still think that the book is a good reference to have and coupled with other books like Glass Painting (The Art of Crafts series) by Naazish Chouglay, you could learn more and appreciate the art as well as the techniques behind glass painting.

Used price: $13.63

A great read even if you are not a football fanReview Date: 2000-11-10
The book hits several different topics. Obviously his recruitment of many football schools at times take center stage. But much of the book also discusses the effect of a black athlete becoming a state hero in Mississippi and gaining fans of all races. The foil of Dupree's time to that of two decades earlier when three cival rights activists were brutally murdered by the Klan. And the author, Willie Morris, contrasting and comparing his life with what he sees around him while following Dupree.
I recommend this book to anyone looking for a great personal account that takes you back to 1981 Mississippi, civil rights, and the power of football.
This book is not about footballReview Date: 2007-02-14
Dupree a PhenomenonReview Date: 2005-09-03
Having met him, he's a modest, humble man who loves football and loves his hometown. Would love to see this made into a movie!
Get it, you won't be disappointed!
Excellent story lineReview Date: 2001-10-09
An Interesting Tale of Football and the SouthReview Date: 2001-07-16

Used price: $31.75

I liked itReview Date: 2004-04-26
Uga RulesReview Date: 2006-11-15
This is a large format book that was thoughtfully designed and is a great tribute to the remarkable dogs named Uga.
Uga rules!Review Date: 2006-08-09
This book is a great overview of the lives of the Ugas, their owners, and the Georgia football program. If you love dogs and college football, you'll love this book.
Dam Good Dogs!!Review Date: 2003-07-28
A tribute to America's #1 MascotReview Date: 2003-10-15

Used price: $0.01
Collectible price: $15.00

Great !!!Review Date: 2005-06-21
Absolutely awesome and definitely addicting!!Review Date: 2000-12-04
A well-crafted romantic thriller.Review Date: 2001-11-21
Thrilling from start to finishReview Date: 1999-06-17
Complex and rivetingReview Date: 1999-07-18
Collectible price: $14.95

TThis was a great book!Review Date: 2002-02-15
DANGEROUS GAMES!Review Date: 2003-07-07
Loved it!Review Date: 2002-07-11
one of the bestReview Date: 2001-08-19
A really great bookReview Date: 2001-06-22

Used price: $0.77

Strong addition to excellent Jack Liffey seriesReview Date: 2005-11-19
The invetigation is only one of Jack's problems. His daughter is shot in a drive-by shooting, his girlfriend police detective Gloria Ramirez is havin problems with their relationship and Jack can't seem to get away with his impossible wish to save everyone, even if they don't want to be saved.
Author John Shannon writes a moving tale that goes far beyond a simple mystery. Jack Lifey is a perfect everyman, but also a man who maintains his hope no matter what. The Los Angeles setting comes to life, whether Jack is patrolling the lowest sewers of the porn business or visiting the homes of the elite in Malibu or nearby Rancho Mirage. Fans of Jack Lifey will want to grab DANGEROUS GAME fast. If you're new to John Shannon, you're in for a treat
Outstanding Mystery!Review Date: 2005-08-15
Shannon captures L.A.Review Date: 2005-08-14
Equally importantly, Shannon captures the complexity and contradictions of Los Angeles in a way few writers have. He sees what an ugly and shallow place it can be, and yet still clearly loves it. He recognizes what a magnet it is to the rootless, yet is grounded in its history. He understands what a sprawling megalopolis this place is, yet knows that most of us live in neighborhoods, each with its own character. And, he understands the effects the climate and topography have on our lives. The final scenes, for example, are set in the middle of a Santa Ana condition, so that the edgy danger of the winds and even the color and light in the sky almost become characters themselves.
A good story with a strong sense of place. If you're in L.A. read it before October, when the Santa Anas kick in.
Why can't they all be this good?Review Date: 2005-08-13
Some books are like candy: you read them, find them delicious, and then hope they didn't leave you too fat or too lame.
Other books are like haggis: they're interesting and intriguing. You like to read about them and you would have liked to have experienced them yourself so you could tell people about them, but when you actually get one in front of you, you don't really want to taste it. Get this thing away from me!
Shannon's books are like a good pastrami sandwich on rye: complex, fun to read, delicious. They fill your brain with wonderful flavors, and--when you are done--you can argue endlessly with your friends about whether this one was as good as the last one and about whether there is a better one out there somewhere or not.
This is a great book. All the books in this series are excellent. They'll keep you pasted to your couch for sure. And they will engage your brain, not just vaguely pass through it as so many mysteries do. All I can say is order one, let the mailman bring it to your table, and sit back and enjoy. I don't recommend you put mustard on it...but to each her own.
Realistic and wll doneReview Date: 2005-08-14

Used price: $45.99

Loved it!Review Date: 2008-11-16
Gourd Delight!Review Date: 2007-11-13
The most thorough introduction to gourd crafting that's out Review Date: 2004-08-27
Creating beautiful gourdsReview Date: 2007-06-11
Awesomely good stuffReview Date: 2006-09-02

Dry but helpfulReview Date: 2008-07-15
Recipient was thrilledReview Date: 2008-03-24
Rules!!Review Date: 2006-04-01
3rd Edition D&D needs a book like this.Review Date: 2006-07-13
A Classic - Must for Every D&D PlayerReview Date: 2002-09-27
Collectible price: $124.95

Original and highly entertaining, but a little rule heavyReview Date: 2006-05-15
The races in Earthdawn have much more of their histories, backgrounds, and tendencies described than can be found in most other roleplaying games. There is the standard elves, dwarves, and humans, but also races not normally used by players like orks, trolls, obsidman (a human like race made of stone), windlings (tiny people with wings), and the T'skrang (a reptilian species with a flair for the dramatic). There is a good mix of classes, which are known as Disciplines in Earthdawn. The class mix falls somewhere between the simplicity of D&D, which essentially has four class types with a few variations, and the absurdity of the Warhammer roleplaying game, which has hundreds of classes. The Sky Raider, a sort of aerial pirate with a deep code of honor and a variety of cool abilities, is probably the most interesting warrior variant in any roleplaying game.
Character creation is focused firmly on roleplaying, with a whole section devoted to fleshing out a character's personality traits, phyiscal attributes, and moral/ethical beliefs. Essentially all characters in the game are magic users to some extent (called Adepts), as most skills require the use of minor magic. The actual spell casting classes are divided into four types - wizard, illusionist, ethermancer, and elementalist, all of which cast their spells slightly differently. The magic system itself is rather complex, and is intimately tied to everyday life in Earthdawn, which keeps it constantly just at the back of everyone's minds. The only downside to playing Earthdawn is the rule system, which is much more complex than Dungeons and Dragons, and will take some getting used to if your group has been playing D20 games. Once you get the hang of them, though, the style of play is quite fun. A host of supplemental resource books were created for Earthdawn, which are all out of print now. If you can get your hands on them, you'll find a very rich and detailed setting where the characters will have a chance to play an important role in either uniting or causing strife between the various countries and governments emerging from underground. If political intrigue isn't your cup of tea, remember that there is all kinds of dungeon diving mayhem to be had in Earthdawn as well.
If your roleplaying group is up for a change, definitely give Earthdawn a try, as it is one of the best fantasy role-playing games out there.
Simple yet complexReview Date: 1999-09-16
Not only is it the greatest RPG but it's BACK!!!!!!!Review Date: 2001-03-27
THE ULTIMATE ROLE-PLAYING GAME ALL CATEGORIESReview Date: 1999-06-02
fantastic... if you can find the book and willing playersReview Date: 2001-11-13
The game's premise is that the different civilizations are returning to surface life after 400 years of living in underground citadels. Their ancestors had fled to these citadels to escape an invasion of monstrous beings that had been brought by the rising tide of magical energies in the world.
The setting is rich, with tremendous roleplaying potential. Player characters may interact in the re-emerging governments and politics. They may serve as diplomats or warriors in nation disputes over land that has been unclaimed for centuries.
The setting also provides the best justification for ancient ruins and dungeon-searching adventures of any system I have encountered. An unknown number of citadels were overcome by the invading creatures during the 400 year period and even more were lost when their inhabitants attempted to return to the surface too soon. Players may be contracted to clear out the caves, or search for an artifact. The book offers a listing of several common foes, including soldiers of the different races but also several variants of the evil supernatural beings that have been left behind in their species' recent exodus.
The character races feature standard fantasy faire: orks, humans,
elves, dwarves, trolls, and also some added variety with a lizard/human race, a species of rock men, and faeries.
The
professions are even better, with over 10 to choose from. Each profession uses magic in accordance with its associated skills,
from warrior abilities for toughening skin to thieving skills to make the person nearly undetectable.
The only drawback to the system is the complexity. There is a steps/ranks table for handling all skill uses (including spells and combat), and I have no complaints for it. But character advancement becomes complicated because of the character customization. However, I personally view the trade-off as more than worthwhile.
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CH 1 - Defining your Villain
CH 2 - Henchmen, Flunkies & Lackeys
CH 3 - Villainous Organisations
CH 4 - Introducing your Villain
CH 5 - Delivering the Goods
CH 6 - Monsters into Villains
CH 7 - Advanced Villains
CH 8 - Creative Villainy
CH 9 - A Compendium of Villains
CH 10 - A catalog of Villains
Villain Tables
All this goes towards the key question - the villain's motivations, aspirations, intentions and natural leanings. This helps shape your imagination and can be used by all DMs and aspiring writers.