Pulp Books
Related Subjects: Spider Doc Savage Shadow Avenger
More Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250

Used price: $5.89

A year in the life of Jonnie Ray RousseauReview Date: 2007-01-07
Great storyReview Date: 2000-05-15
The coming-of-age story of a gay teen.Review Date: 1997-07-23
The protagonist is a black teen who knows that he is gay, knows that he cannot be openly gay at home or at school and basically puts his life on hold while waiting to graduate with a specialization in drama. He manages to avoid innuendos, questions and even friends' attempts to ... cure him. Then he falls in love.
I read this book over eight years ago and still remember it well enough to recall how bittersweet it is. It's definately going on my one-day-when-I-have-more-space-list. In the meantime, I recommend it to others.

Used price: $3.21
Collectible price: $11.95

what boyz knowReview Date: 2001-08-17
ivan is a performer and each story lends itself to being read aloud . try reading one aloud to yourself and be something new - or remember something lost - in your own imagination.
i recommend this volume to educators looking for appropriate stories for grade and high-school exploration of gender, sexism and homophobia. there is wry gentleness here - an open style that lets the reader choose to do as much work as each is ready to. start with "no bikini."
Eloquent and savoryReview Date: 2000-12-16
Beautiful storiesReview Date: 2000-12-06


Honor and LoyaltyReview Date: 2007-09-02
This book is slow going at first. There is a lot of backstory about a court trial and a Chinaman named Chang See; it is somewhat confusing and dry. However, the story soon picks up with the memoirs of the narrater, Mr. Winthrop. It's an interesting mystery, especially for fans of short and sweet ones like this.
Old-fashioned Mystery and RomanceReview Date: 2007-01-05
Just as in Biggers' first Charlie Chan mystery, "The House Without a Key," that romantic link between the Hawaii of a different era and the city of San Francisco is explored and holds the key to the mystery. Not lost either are the cultural and class differences brought about by those migrating from China through the romantic ports of Hawaii and on to San Francisco.
Young Winthrop is smitten with Mary Wills and longs to marry her. His pursuit of her will lead him to a party in the home of a former employer whose shady dealings with Winthrop himself point to him as the killer when he is found murdered. When his attorney son arrives to help police sort out the mess it is discovered that Mary Wills has been protecting her ardant admirer by removing from the scene the weapon which would implicate him.
Young Winthrop's only thoughts, of course, are of surprise and joy that Mary would risk all to save him! Yes it's that kind of old-fashioned romantic charm that make this somewhat short book such a fun read. The solution will involve love once again, but not that of Winthrop and Mary Wills.
Biggers always wrote his mysteries with a romantic eye, knowing that love was usually behind most men's actions, right or wrong. He had the ability to create an atmosphere of nostalgia for a Hawaii and a San Francisco already beginning to change even as he wrote during the 1920's and early 1930's. It is a fun walk through the fog-shrouded San Francisco of another time. A fine book for an evening or two under warm covers when you want to read a light mystery with the glow of innocent romance.
Lost In The Fog?Review Date: 1999-05-22


A grand adventure across an unknown continent. Review Date: 2007-12-13
As Verne's first book, published in French in 1863, FIVE WEEKS IN A BALLOON is obviously a product of its time, with frequent phrasings and descriptions of African natives that would likely be pretty insulting to civil rights activists. Also, I'm sure many animal activists would be appalled at the rather brutal and uncaring attitude towards all manner of creatures. It just goes to show you how far we've come in the last 150 years.
Jules Verne's scientific aptitude is on display in this book, with relatively complex and believable descriptions of the mechanisms required for long-distance hydrogen balloon flight. Fancies such as these have led many to consider Verne to be the originator of science fiction. He was also obviously quite a history buff, with complete descriptions of previous African explorations found throughout this book.
A light and fun read, and a great example of Verne's style.
Five weeks in a ballonReview Date: 2000-03-25
Jules Verne's FirstReview Date: 2004-12-24
The [other] publishing firm's bare-bones version of the book. There is no foreword or introduction discussing the life of Jules Verne, or the context of the times in which it was published. It simply contains the story, and nothing else. It has a good solid binding, and the print is easy to read. For some reason, they elected to put an extra line between each of the paragraphs, but this makes it even easier to read. All the extra white space also makes it a much quicker read then one would expect.

Used price: $24.80

Pulp Hero : Great Addition to Hero SystemReview Date: 2007-05-15
One of the best genre books ever.Review Date: 2007-12-16
Warning: Pulp Hero is a very thick book, this is a longer than normal review.
Pulp Hero is a genre guide to creating Pulp Games. It's important to understand what is meant by Pulp Gaming, as the Pulps from the were a medium on which any genre was printed, from Westerns to Futuristic. For the purposes of this source book the Pulp Era is the 1920s and 1930s, the period between the World Wars (when the Pulps themselves were popular entertainment). Within that period a number of genres can be explored for gaming purposes however. Simply for the sake of a reference point, Pulp Hero declares 1935 to be the Current Year.
Chapter One - The Pulp Genre. The books starts with a discussion of just what the Pulps were; which is a reference to the paper they were printed on, and not the writing. It goes into a history of their rise in popularity and provides some authors and titles that are among the most famous.
The Pulp Genre covers genre tropes and aspects. There are four major aspects of Pulp Gaming defined, Action, Shallow Characters, Melodrama, and Black And White Morality. These four aspects appeared in just about every Pulp printed. The secondary aspects that help define the genre are next, thirty-two genre conventions are looked at, from the Abducted Girl to Weird Science (and many gamers will be happy to know that in much of Pulp fiction Violence Solves Everything). There is also a section regarding the ideas of Sexism and Racism, how to treat it with historical accuracy, or how to use it sparingly or completely ignore it (keeping in mind attitudes in the twenties and thirties were vastly different than they are today).
Pulp Subgenres covers different types of Pulp Games, with a note that they often share so many aspects you can easily switch from one to the other. This makes them less "subgenres" and more different sides of the same idea. It covers AIr Adventure, Crimebusting, Detective, Globe Trotting Adventure, and Weird Menace. Meta Genres covers using different styles in the Pulp Game, comedy (used sparingly), Horror (perfect for Occult Adventures), Mystery (practically a requirement in many Pulps), Romance (or the complete lack thereof), and the fact that Tragedy really has no place in Pulp, it's far too optimistic a genre most of the time. Other Genres covers using Pulp Aspects in the other major genres (Champions, Dark Champions, Fantasy, Ninja, Victorian, and Western), and it gives some extra space to Star Hero for sci-fi Pulps.
Using all, or most, of the elements in this chapter one can set up a long running Pulp Game. Especially given some of the universal aspects you can have a story set in the Jungles of Africa tracking down some lost artifact or civilization, and the next story have the group in a Crimefighting story in New York shutting down a madman trying to take over the city! You can also easily bring many of these ideas into other genres, modernizing the Pulps could work well in a less gritty Dark Champions game.
Chapter Two - Pulp History. This chapter is divided into two parts, both covering historical aspects of the 1920s and 1930s. First is a breakdown by year and month of major events around the world. It's divided into Politics And War, Science And Technology, Crime And Punishment, Arts And Entertainment, and Life And Times. It's done in a table format making it easy to reference, each Year is divided into Month and has a General section at the end for things that weren't tied to a specific date. The second part is a brief description of important and famous people from those times.
All this can come in handy when you want some historical facts for a time frame when sending your adventurers out into the world, and for populating it with famous NPCs, which always makes for fun gaming.
Chapter Three - The World Of The Pulp Era. Here we go around the world and get some geographical, political, and historical information on most of the countries that existed in the Pulp Era. Before it goes into each country it covers some other important factors of the world in the 1920s and 1930s. It covers The League Of Nations, the Great Depression, and Colonialism, with advice on how to use each in a Pulp Game. Travel And Transportation covers how people get around; Automobiles, buses, taxis, trains, airplanes and airships, ships, and riding animals. It has some helpful tables for average price ranges and distances from major ports and airports. Communications covers how people got information around the world, from the unreliable mail, to radio, telegram and the newer telephone.
The rest of the chapter is dedicated to the many countries of the era, keeping in mind much of the globe is still unexplored, at least by Western Culture. The United States is a major world power and gets the most space dedicated to it. The Americas covers Canada, Mexico, Central and South America. Europe covers the fourteen most influential countries of the time. Africa is still almost completely Colonial and doesn't have near the number of countries it does today. The Near East covers Turkey, and what is called the MIddle East today. South Asia covers India and the numerous islands between the Indian and Pacific Oceans. The Far East covers the rest of Asia, China getting about as much space as the United States does. Oceana covers Australia and the South Pacific Islands. A short section at the end provides some information on the Poles as well.
And with all that you should be ready to traverse the world in search of adventure. It's important to note that for the purposes of many (but not all) games historical accuracy takes a back seat to Adventurous Fun.
Chapter Four - Character Creation. Before the chapter goes into building a Pulp Hero it provides a short section on the attributes your standard Pulp Hero possesses. This is an excellent guide to the qualities that embody the genre from a Character perspective. There are twenty four Package Deals presented, from the Athlete to the Wild Man. Covering Cops, (ex-)Criminals, Detectives (with five variations in type), Soldiers, and other common Pulp Heros of the time. Also included are Background Package Deals, these much smaller sets of skills can be used to explain why the Soldier might have a few science based skills (Scientific Parents Background), or why the devil-may-care Aviator mingles with the rich (Wealthy Upbringing Background). All of these Packages help define the Characters (as well as help create expectations) and are at the very least excellent places to start or get ideas from if you don't use them.
Characteristics goes into ways to prevent everyone from looking them same from a Characteristics point of view (everyone buys there stats to the same levels), as well as going into each Characteristic and which archetypes it's most appropriate for. Some important bits covered in Skills include how Criminology works with the technology of the 1920s and 1930s. The importance of Disguise in the Pulps, and Transport Familiarity of the Pulps. The Follower Perk provides some suggestions on the types of Followers common to the genre. The Money Perk also covers the amount of money each level has in Era Dollars. Three new Talents are introduced that are good additions to Pulp games; Animal Friendship (that uncanny knack to get along with the wild), Hot Shot Pilot, and Inspire (good for the Two-Fisted Hero). Disadvantages provides some excellent ideas for Pulp characters foibles and quirks.
Heroic Talents is the rest of the Chapter. These Talents are built using the Powers section, and represent some of the amazing feats seen in the Pulps, such as the ability to bite through nails (after training your jaw muscles!), the uncanny knack to take in a breath of air just before being pulled underwater, and any number of abilities. It's broken down into Offensive, Defensive, Movement, Sensory, Miscellaneous Abilities, and Psychic Powers (for games including that element). A total of eighty-four Heroic Talents are provided to add color and flavor to your Pulp Hero.
Chapter Five - Pulp Equipment. Pulp Technology starts the chapter, providing a nice big list of what things were invented (or became common) in what years of the Pulp Era, and what technology never exists in this time frame. Weapons, because Pulp Heros used a lot of them, covers everything from Revolvers to Grenades (such as they were). Pulp Vehicles provides the important stats for a whole bunch of pulp era transportation, for when the Heroes get into a car chance or dog fight.
And then there's Weird Science, because many of the Pulps made up all kinds of stuff in the name of science for their plots. So Pulp Gaming inevitably does the same a lot of the time. It covers the kinds of Weird Science from just improved known technology to making things up whole clothe. How to explain (or not explain) how it works, and using it in a game. After that it provides all kinds of examples of Weird Science to use in your games. Eighteen weapons, two Defensive gadgets, five inventions used to get around, ten Commnuciation and Sensory gadgets, and eight miscellaneous items.
A giant Price List of both mundane and adventuring items ends the chapter, along with a Currency Conversion Chart for 1935. With this chapter you should have no trouble loading up your character with appropriate era equipment, and a few weird gadgets to set them above the rest.
Chapter Six - Gamemastering The Pulps. This chapter covers how to take the first five chapters and turn them into a Pulp Game. Starting with what "Pulp Means" in a series of bits of how to capture the feel of the Pulps in game terms (Pulp means Bold, Perilous, Sinister, Lurid, Idealistic, Energetic, and Hopeful). There's a good piece on how to treat Mystic and Psychic Powers in a Pulp game. And how to treat the Sub-Genres introduced in Chapter One in game terms. Running The Game covers setting up the world, adding NPCs, casting the victims and villains, and all the stuff that goes on behind the GMs screen, from a Pulp Perspective in this case. There's also a some very good advice for using the Deduction Skill in a Pulp Game (advice that can be used in any game really). The side bars of this section are peppered with "Advice from the Masters," which are some of the thoughts from the real Pulp Writers of the Era on how they constructed their stories; advice any GM can make use of.
A new concept is introduced for Hero here, Heroic Action Points. These are points that Players get and can use to affect the game world a little in their favor. They're best used when the Player wants to create one of the myriad Amazing Coincidences so common in the Pulps (from finding a working torch and matches to light it, to the guards forgetting to search the Hero before tossing him in the cell).
Environmental Threats covers all those things that Pulp Heroes encounter that hinder them - and create Adventure! Diseases of the times, while not Heroic to get but provide story fodder (your Heros need to rush the vaccine/cure somewhere). Quicksand gets a bit of coverage. My favorite is Rope Bridges! a whole section dedicated to using them is provided. And there's a good long section on Traps for when you reach the lost temples, including eight example Trap builds to use.
Pulp Villains covers the important aspect of creating the perfect Pulp Mastermind. From their nature to the motives. Five major Villain Motivations are presented. Along with this is a section on Role Playing the Villain to the best effect. Seven classic Pulp Villain Archetypes are presented, The Crimelord, Cult Leader, Femme Fatale, Fiendish Oriental Mastermind, Mad Scientist, Unscrupulous Industrialist, and the Nazi (not so common in the actual Pulps, but irrevocably part of the modern perception of the Pulps today). The last part covers creating other NPCs for the Characters to interact with.
Chapter Seven - Randall's Raiders. This is the NPC section of the book. It contains a group of Heroes (Randall's Raiders) that the GM can either use as friendly competition for the PCs, or the Player's can use for ideas on how to build a good classic Pulp Hero.
Villains provides five fiends to pit against your Players. A Nazi, a selfish Archaeologist, a Mad Scientist, a Mob Boss, and an Indian Mastermind out to rule the world. Adversaries provides five quick NPC sheets that can be used as thugs, henchmen and other people the Characters interact with (Cop, Cultist, Dacoit, Gangster, and Soldier).
The book doesn't end there though, the last part is a large section of Pulp Slang to add even more color to your game. If you need more information on the Pulp Genre, or want more source material there's a comprehensive Bibliography that includes Pulps themselves, books on the Pulps, and historical references.
The Downside:
There's almost too much focus on running a 1920s-1930s Pulp Game. For running a Buck Rogers style Pulp Game you'll need to get Star Hero as well and use both books. There's also very little space given to Pulp Games before The Great War, on the other hand those almost completely fall into different genres that deserve their own books.
The Otherside:
As a guide to creating a game in the Pulp Genre with a good solid Pulp Feel to it, this book is excellent. And it is useful to anyone wanting to run such a game, in the Hero System or otherwise.
But it doesn't stop it's usefulness there. Superhero Comics evolved almost directly from Pulp Serials, and in fact the early comics shared a lot in plot and writing style. Anyone wanting some more advice on playing Heroic Characters to the hilt in a Superheroic Setting can get good mileage out of the advice in this book. Particularly the Characters chapter - it wouldn't take much to adapt some of the Character Archetypes (Package Deals) to a full fledged Superhero. And GMs can mine the Campaign Chapter for adventure and villain archetype ideas.
Overall this is probably one of the better Genre Books put out, and worth every penny of the cover price. One nice touch on the layout of this book were the numerous quotes from actual Pulps to illustrate points (and the typeface for these was in an old type writer style).
Pulpy Goodness! Best Pulp RPG Ever?Review Date: 2005-11-30
What is "Pulp"? Think Doc Savage, The Shadow, The Spider, Tarzan, Wierd Science, Rockets to Mars....That's Pulp and More!
Steve's writing shines here. You can tell he likes the era. Usually, his writing is workman-like...dry, but not here. Sample characters are included as well as villians for the GM to use. Everything you need is right here under one cover. Buy it!

Used price: $7.90

More entertaining than I expectedReview Date: 2007-11-03
Midwest Book Review: December 2006 IssueReview Date: 2006-12-01
"The importance of all our pulp fiction novels cannot possibly be overstated. Whatever their negative images or messages, they told us we were not alone. Because they told us about each other, they led us to look for and find each other, they led us to the end of the isolation that had divided and conquered us. And once we found each other, once we began to question the judgments made of us, our civil rights movement was born" (p. xviii).
In moving style, Forrest also writes of finding in 1957 a copy of Ann Bannon's ODD GIRL OUT, "a book as necessary to me as air" (p. ix). How fitting that Forrest should edit this wonderful homage to these early writers when her own works are frequently cited as having the same effect upon other women as Bannon's work had upon her. CURIOUS WINE (1983) is frequently cited by lesbians as a book that saved their lives. I believe it when Forrest writes, "I write my books out of the profound wish that no one will ever have to be there again" (p. ix).
To spotlight those early pulp novels, Forrest has selected twenty-two excerpts by nineteen authors including Ann Bannon, Vin Packer, Paula Christian, Tereska Torres, Valerie Taylor, and Marion Zimmer Bradley writing as Miriam Gardner. Among reasons for selecting these particular excerpts, Forrest cites pioneering status, sexual content, happy endings, reflections of the times, and quality of writing. Many of these books have been reprinted (several by Cleis Press), and with a little diligence, all of them can be located and purchased. Each of them is well worth reading in its entirety, but this wonderful collection will provide hours of delight and enjoyment to anyone willing to enter into the sexually intrepid world of lesbian paperback novels. An essential text for all libraries, both private and public, this book is highly recommended. ~Lori L. Lake, Midwest Book Review
Excellent collection of mostly out of print titlesReview Date: 2005-06-23

A new star...Review Date: 2008-03-13
In particular, Ryan Farmer's cameo is phenomenal. This guy is sure be a new star in the industry....
5 stars!
Excellence in PaperbackReview Date: 2006-08-05
I am sure that John Lennon would have loved this book, it reminds me of his song "Watching the Wheels Go Round." Lost Angel is movie material, I think, honestly.
Jess
A glimpse into brillianceReview Date: 2006-01-27


Doc is back!Review Date: 2005-05-07
Now e-publisher Blackmask is reprinting the series again, two to a volume. (The later stories are much shorter and will probably appear four or five to a volume.) For the first time, Blackmask is presenting the pulp magazine covers and interior illustrations, and has reset the type so that it's easier to read than the old Bantam paperbacks.
A few minor flaws in these editions: the paragraph indents are too small, making the left margin look ragged; chapter titles sometimes appear at the bottom of a page, with the text on the next page, and periodically there are inexplicable extra blank lines added. Most folks will likely not care much about this; the paper is of high quality and the books are a trade paperback size that is an improvement over the small Bantam paperbacks.
But... nothing will ever surpass those Bantam covers. It was the covers that snagged me in 1965, when I was eleven years old, and it was the covers that kept me coming back every once in a while for more. Ideally, collectors will want the Bantams for the covers, and these new editions for reading.
One other improvement: the stories are being republished in their original order. Bantam reprinted them seemingly at random, so that the third story was published as #68.
I would give this five stars, except for the sloppiness in typesetting. And, let's face it: Lester Dent, who wrote most of these "novels" at breakneck, assembly line speeds, is hardly the world's most skilled writer. Lots of exclamation points! When none are necessary! The passive voice is used frequently (i.e., "several cigarettes were smoked by the criminals as the minutes passed"). The characters are stick figures and Doc Savage is so omniscient and omnipotent that no one has a chance against him. Unlike Superman, who is at least vulnerable to kryptonite, Doc has no real weaknesses and is always one step ahead of his opponents.
So why do these stories work so well? Despite his flaws as a writer, Dent had a certain vision. If he'd had more time to polish his work, he might have been taken more seriously. Could you crank out a 150-page novel every month and have any of it make sense? Something has to happen on every page, in every paragraph. Action, action, action... and it has to hang together. Dent could do it, and he deserves some credit for making these stories, as camp and hokey as they sometimes are, so entertaining.
Doc Rocks!!!Review Date: 2005-09-29
This is only the beginning of a beautiful relationship. Doc Savage is Dr. Clark Savage Junior. He's gorgeous, brainy, strong, and is too busy working out solutions to vexing problems and using his amazing strength to save humanity to give women a thought. Begun publishing in 1933, political correctness is nonexistent, yet Doc Savage and his crew possess a surprising sensitivity to the environment and native culture. Brainiac Doc has invented or improved upon a number of gadgets that in 1933 must have tested the limits of one's imagination. Today, they're the norm.
"The Man of Bronze" is the first Doc Savage adventure. He has just returned to his 86th floor home in New York after several weeks spent exercising his body and mind in his Arctic Fortress of Solitude, which he does from time to time to hone his already amazing skills, to find that his father is dead, killed by a strange malady. Doc gathers his five sidekicks and dodges several attempts on his life to travel to Central America to claim his inheritance, a tract of remote jungle. Doc's inheritance is tied up in a fiendish plot to overthrow the government of fictitious Hidalgo and steal riches from a tribe of ancient Mayans, and Doc has to defeat the bad guys and save the day.
In "The Land of Terror," a friend of Doc's disappears almost before his eyes, and the only trace left of him is a forearm and a vile cloud of smoke. Doc chases his friend's murderer, and finds that a fiendish mastermind is behind the murder-by-Smoke-of-Eternity, a compound that dissolves everything it touches. Doc and company follow the villain, Kar, to a strange island in the far South Pacific, where dinosaurs roam wild. Their plane crashes courtesy of a pterodactyl, and upon parachuting to the ground, they must dodge T-rexes and other dangerous dinosaur predators, all the while hunting their quarry, Kar. In the end, Doc's amazing brains, brawn, and skill save the day and defeat the villain, who meets a gruesome end.
Seekers of realism should look elsewhere. This is pure adventure fiction, as Doc uses his amazing abilities to pull off impossible stunts and outthink his enemies at every turn. Every page underscores what an unusual specimen Doc Savage is, but he is a man devoid of arrogance, so I was smilingly rooting him on before long. His sidekicks are an eclectic, bantering lot it might take a couple books to become familiar with, there being five and all, but they, too, are a likeable bunch. Overall, the books are a very satisfying experience, and I can't wait to read more!
This is what fans have been wating for!Review Date: 2005-05-04

Used price: $9.00

Worth buyingReview Date: 2007-11-01
love the pulp artReview Date: 2007-10-17
Pulp Culture HistoryReview Date: 2007-08-06
Maria Cristina Tavera pens the introduction to this collection. Tavera relates how the covers were used to lure the purchaser in and with 30 million pulps being produced monthly the competition was tough. The introduction is brief but revealing, telling of the different types of pulp titles that were produced in Mexico and how they were marketed to the public. She also relates how the books were assembled by the creative teams that put them together as well as how the themes covered in the pulps related to the Mexican way of life. After the introduction we get to the meat of the book and that is the vibrant, full-page reproductions of the cover art.
Mexican pulp covers celebrate sex as much as their American counterparts, but they also throw in violence, sci-fi weirdness, lucha libre, psychedelia, murder, and crime. The covers that are collected in this book are from the 60's and 70's and all covers contained in this book are from a defunct publisher, Editorial Continental. All the artwork reproduced in this book is from the personal collections of two individuals Bobbette Axelrod and Ted Frankel.
The artwork in this book is vivid, colorful and downright weird at some points. As Maria Cristina Tavera states in her introduction, "the fantasy elements reflect Mexican attitudes about life, death, mysticism, and the supernatural." Some of the highlights of the art: A gorilla breaking through a door to assault a man, giant ants attacking men, fighting invisible men, a fire starter, scenes of murder, suicide and mayhem, ghosts, corpses, the supernatural, gun toting children, sexpot women, aliens and much more. As the introduction states, the pulp covers blur the line between the mundane and the fantastic.
I have a soft spot for all things from Mexico. This is probably the result of an active imagination as a child. When I was growing up I told of how, in a past life, I had lived in Mexico. My story was that I was a toothless mute who pumped gas on a dirt airfield somewhere in Mexico. Ever since then I have immersed myself in Mexican culture, this book adds to my collection of Mexican art and also to the knowledge of a culture and history that is usually unfairly ignored in most of the United States. Mexican Pulp Art documents a forgotten art form and belongs on the coffee table or bookshelf of anyone that appreciates fantatstic art.


Deliciously quirky.Review Date: 2006-02-15
Thomas has populated this wickedly funny novel with an abundance of interestingly drawn characters. From a corrupt former Congressman to a ruthless and sadistic Chicago gangster to a wife-beating agricultural econonmist, these are literary creations notable for being over-the-top, exaggerated caricatures of real life personality types.
Written with an insider's keen knowledge of how things get done within the unique world of Washington, The Money Harvest is delightfully cynical and unapologetically irreverent.
This is not Ross Thomas' best novel nor is it his worst. It falls somewhere right in the middle. But an average Ross Thomas novel runs rings around 90% of the fiction currently on bookstore shelves. Recommended to those who appreciate good satire.
this is where they steal the ideas for great moviesReview Date: 1999-09-22
A believable political thrillerReview Date: 1999-12-28
If you enjoy a mystery, interesting character presentation, surprising plot twists, wonderful dialogue and a satisfying conclusion, you will love this book. I started reading Ross Thomas because I enjoy books set in Washington, DC - but this proved to be the least important reason to read him. His books aren't 'inside the beltway' books so much as they are human stories of intrique, betrayal and survival. He wrote a lot about Washington because he lived here but what one gets in the full range of Thomas's writing is the modern world in all its ugly and beautiful complexity, seen from the somewhat cynical eyes of one who has seen, perhaps, too much.
Related Subjects: Spider Doc Savage Shadow Avenger
More Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250
Jonnie Ray comes through all these events and more with surprising maturity, supporting his friends through their difficult times while weathering his own loss and other problems.
I found this a charming tale; Jonnie Ray retells his story positively and with lively humour, a story about love, integrity and loyalty.