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One of the funniest books of all timeReview Date: 2007-01-03
Short and sweetReview Date: 2003-02-06
Chortle, chuckle, snigger, snort.Review Date: 2002-07-14
e,g. Mrs. Doonan tried to get a divorce from her husband and the solicitor says..."But Mrs. Doonan, just because you don't like him, that's no grounds for separation."
"Well, make a few suggestions," she said.
"Has he ever struck you?"
"No. I'd kill him if he did."
"Has he ever been cruel to the children?"
"Never."
"Ever left you short of money, then?"
"No, every Friday on the nail."
"I see." The solicitor pondered. "Ah, wait, think hard now, Mrs. Doonan, has he ever been unfaithful to you?"
Her face lit up. "By God, i tink we got him there, I know for sure he wasn't the father of me last child!"
Spike manages to find humour and hillarious characterization set amongst the unlikely backdrop of the creation of the state of Northern Ireland, and "Any hostility to the Boundary Commissioners will be penalized with fines from a shilling up to death..."
The border just happens to fall right through the centre of "Puckoon"!
If you like wry, askew and slightly silly jokes...buy this book!
The funniest book I have ever readReview Date: 2005-01-07
I have just bought this book through Amazon (via bestbooksbrought2you - thanks Teresa, great service) for a friend's birthday. Even now, I can open the book at ANY page and break down in uncontrollable laughter at the visions he creates on every one. My wife and I still use some of the catch phrases from the book ('Caw!' said the crow - 'B*lls' said Milligan). The world lost a true genius when he died almost three years ago (Feb 2002) and this is shown in his chosen engraving on his tombstone - 'I told you I was ill'......
Depressed? Suicidal? Cure all your ills.....BUY THIS BOOKReview Date: 2004-11-02
My Father tried to read this book to me, as a bedtime tale when I was 8 years old. He used to get about 2 pages before falling off the end of the bed laughing. This, to an 8 year old was funnier than the book. To those over 8 who have read this book, nothing is funnier, ever.
I read it first, when I was 14. I laughed so hard and so loudly that I woke up everyone in the house. To this day,the lines (and I paraphrase here, forgive me) "Thank god the ground broke my fall." "Yes its handy for that." sends me into spasms of laughter. I dare you to read this book in a public place and not laugh out loud.


Acererak's Tomb is revisited, and You Can be There!Review Date: 2007-05-10
Do more than meets the viewer's eye.
You've left and left and found my tomb
And now your soul will die!"
These words struck fear into the hearts of players at Origins I. With them, they knew that they had entered the most devious of all the creations to emerge from the mind of E. Gary Gygax. As player after player lost his character to Acererak's tomb, the creator of AD&D looked on, I'm sure, with an evil grin.
Tomb of Horrors was the first module ever published by TSR. It set the bar high for all that would follow. It inspired people like Grmitooth to try to invent increasingly deadly traps. It made AD&D into a game of intellect and wits, not one of hacking and slashing. It is probably the most popular adventure of all time.
So who is the upstart, Bruce R. Cordell, who thinks he can write a sequel? Does he think he can do justice to the master, the father of all adventures, the Great Gygax? Does this sequel, Return to Tomb of Horrors, do anything more than insult the greatest of all dungeon crawls? Read on, you might be surprised.
To answer the question, we must look at Gygax's original intention. Was he trying to smite players everywhere? Was he trying to make them frightened and instill a feeling of hopelessness? Was he just being mean?
No. He had fallen into a trap many of us do. He had characters, Rob Kuntz's Robilar and Ernie Gygax's Tenser, who seemed to walk through whatever challenges he put before them. He needed something that would test them to their limits. Something that would teach them humility. He needed an adventure that not even they could defeat.
Alan Lucien gave him the idea. He locked himself in his writer's room and began to invent the deadliest adventure that ever was. This time, they'd know a challenge.
So what happened? Robilar sacrifice many orc retainers to get to the last tomb. There, he dumped the treasure into a bag of holding and amscrayed. Tenser manage to defeat Acererak himself, proving to Gygax that an ingenious player can negotiate any but the most arbitrary death traps.
Then he continued to carry it in his briefcase, pulling it out whenever a player claimed to have an unbeatable character. More often than not, they remembered things they had to do and quickly left the table as the other players looked down at their dead characters in horror.
The module then debuted at Origins I. It hit the shelves in 1978. The rest is history.
So now Cordell has written a sequel. How, you might ask yourself, can this box set pretend to be a sequel deadliest 12 pages in role playing history? Does this man actually think he can pull it off?
Let me assure you, gentle reader, he not only thinks he has, but he has.
The adventure starts years after treasure hunters spent their blood and souls in Acererak's final resting place. The place is all but forgotten by most, but as of late, and evil necromantic force has been reaching out of the Vast Swamp. The party begins examining the problem and comes across a name, "The Devourer."
This name leads them to the path of a man who sought the Devourer years before, a mage named Desatysso. As the party follows the long-cold trail of this mage, they discover that there is more to the Tomb than anyone has ever suspected.
You see, Acererak wanted to build a series of tests, to lead people toward a final great reward. Unfortunately, the knowledge of the true purpose of the Tomb was lost, and only Desatysso seems to have found it.
The test consists of three parts: a Tomb, a City and a Fortress. Evidently, crawling into the tomb and smashing Acererak's skull is not enough. He must be hunted to his conclusion and stopped in his dreaded apotheosis. Otherwise, his demonic minions will just keep rebuilding his tomb and adventurers will keep spending their souls there.
This dungeon is not for the weak of heart. It suggests that players not take their beloved characters in, and I wholeheartedly agree. The PK rate is extremely high.
I set up a party of fourteen characters, giving each player at least two. They then started the adventure. However, I couldn't see how they could have any guarantee of surviving the original Tomb (which is included in the boxed set), much less get far enough for me to produce an adequate review. I therefore began sending them dreams. Dreams of people who were not them, but they recognized as each other. They were going through this strange tomb, and they knew that all this had taken place years ago. Finally, at the end, they threw themselves against the demi-lich. The Paladin, who had died and failed his resurrection survival (a convenient accident, not a plot element), appeared and got them to vow to kill this force of evil, no matter what it took, no matter how many lives.
It was then that the players realized they were dreaming of a past life. They threw their might against Acererak and were soundly destroyed.
This plot device worked well. They had already played the Tomb by the time they got to it in present day, and were therefore able to get a full compliment of characters through it. It also gave them a sense of purpose that unified them with these characters they didn't know. It was a right proper epiphany, and feel free to use it when you buy this product yourself.
Anyway, this allowed them to progress beyond this most classic of Tombs, into a place where Orcus himself once walked, the city of Moil. This place has claimed four or five characters (though their pact is keeping Acererak from devouring their souls, so they can come back again in another 50 years, should the party fail).
I'll not give away any more of the plot. Buy this product, and you'll see.
I was not convinced I should give it this good of a review, however. You see, I have always loved the Tomb, and I was afraid I was biased. I therefore gave it to a friend who has never (in my memory) liked a TSR module. He gave this his grudging approval, unable to blow any holes in its plot.
A good product. The traps are as deadly as ever, but this adventure is surrounded by intricate plots and histories. There is so much going on here that the players will never even guess it all.
This is one of the things I love about this module. It is filled with information that the players will never know. They will never fully understand the history of the necromantic academy that has sprung up around the tomb. My players have figured out that the City of Moil worshiped Orcus, but they will never figure out that it was put to sleep because it turned to the worship of a God of Morning.
Most writers try to invent complicated and awkward ways of making sure that the players discover the core of all their intricate plans. Not Bruce R. Cordell. If he had James Bond in his clutches, when Bond asked what this was all about, he'd shrug and put a bullet in his head. It's enough that the GM knows, so that he can flush out details as needed. The players will never guess most of what's happened here.
My players have made me promise to tell all when it's done.
Anyway, this adventure tests players to their furthest. Not only have my players latched onto their characters, four of them have married now (the characters, that is), so that they can snatch some joy in the midst of all this horror. It takes a powerful setting to force people to start searching for affirmations of life.
So there it is. I'm rarely impressed with adventures anymore. I'm not forgiving enough. This module needs no forgiveness. Other than an abuse of absolutes ("nothing can save the character if happens"), I can find no criticism for this product. My players have been going through it for months now, and I have rarely had so much success.
So did they survive? I can hear the question in your minds.
The question should be "Will they survive?" The party has begun spending more time on roleplaying than problem solving. They lick their wounds and clutch each other in the night, whispering reassurances. The adventure continues at a slow, methodical pace, and has become a campaign unto itself. If they survive this, I don't think that can convince them to play other characters. I mean, when you've taken someone into the darkest of all pits, you develop a bond.
Too bad they'll all be dead by the time you read this.
An Intense Deathtrap Challenge Even For Experienced PlayersReview Date: 2000-10-21
Set in Greyhawk but usable in any campaign, this adventure begins with mysterious villager disappearances and swarms of undead. Your party comes to investigate and becomes entangled in a web of deadly schemes. But what does this have to do with the original Tomb of Horrors? The one that's been dared by many, plundered by few, over the years? Well, it's still in business, and still merrily eating heroes. But if the original deathtrap dungeon was a satisfying meal, this new adventure, wrapped around the original module and set 20 years later, is a murderous banquet. This is the first dungeon adventure I've ever read where I actually felt sorry for the players, and I'm including the original Tomb in that. The new story enfolds the original dungeon crawl in a deadly blanket of new traps and additional story, creating a hideous multi-stage gauntlet for anyone seeking the final mystery at the end. Yes, you get to visit the Tomb itself again, but its significance has changed and deepened.
I have to agree with the author on the use of characters for this adventure: either the group ought to be specifically rolled up for this adventure, or, if the players' regular favorites are to be run through the scenario, tone the thing down, WAAAYYY down. There are sections in this beastly tome that can kill one character per page, and, as the party penetrates the deeper mysteries, the killer trap rate escalates to one or more per room. This makes a party of four-to-eight high-level PCs seem rather puny, and suggests a horde of henchmen, hirelings, and cannon fodder, preferably walking out in front.
Can someone familiar with the original Tomb play or enjoy this? Absolutely. In fact, I'd like to see a group of players, all either DMs who have run Tomb or players who went through it successfully, go through the Return to the Tomb of Horrors. Maybe they'd live long enough to get to the second half of the adventure. Maybe.
This boxed set is stuffed with goodies. There are nine maps and seven new monsters in a full-color maps and monsters book. The maps are very clear, with one exception: Map 3 is so darkly printed that the color-coding is very difficult to make out, but I believe that because of the restricted movement in those areas there should be little impact on play. An illustrated "module" of 160 pages, with appendices of new spells and magic items, includes many "old" spells relying on several other AD&D books (some out of print) but the author urges the DM to make appropriate substitutions when necessary. There is a facsimile of the original S1: Tomb of Horrors module, which is actually used in play. DMs will want to go through this and make detailed adjustments beforehand, since it is not written to 2nd edition AD&D standards. No problem for collectors worried about the value of your original copy: this is not an exact facsimile, as the illustration booklet is bound into the middle. A new illustration book holds scenes to be shown to the players at various points in the adventure, and because since there are two scenes on each page you might want keep a sheet of plain paper folded length-wise handy for covering the second illustration. Lastly, there are handouts for the players, consisting of an eight-page "journal" (in a very difficult font) and a double-sided color card, with special instructions for photocopying and preparation.
In playing this adventure DMs may want to keep in mind their particular players' temperament and game style: are they looking for a real, undiluted challenge, or are they going to be murderously upset by the DM making their PCs into elf flambe, dwarf kabobs, and Halfling hash in one evening? If there is serious risk of you becoming a DM pretzel, you might want to edit this severely and just integrate it into your regular campaign.
Return to the Tomb of Horrors is an excellent adventure in the old module style.
--Sharon Daugherty for Skirmisher Online Gaming Magazine
This is a quality productReview Date: 2000-11-26
Return To The Tomb of Horrors is a quality product from top to bottom. The boxed set includes many maps, illustrations, the original Tomb of Horrors, an expansion to the Tomb of Horrors story (the equivalent of 3 more adventures), and more.
I have not yet run this module, but have read all the contents, and plan to implement it as soon as possible. The story is well written, EXTREMELY original, and the many traps are truly inspiring. Despite the fact this boxed set is the equivalent of 4 normal length adventures, all of the encounters are unique and often ingenious. As I read the module, I found myself often wondering what the writers would think of next.
Note to GM's: This module is possibly the most deadly I've ever read. I would only recommend it for experienced players. Even then, expect casualties.
Fantastic Module- one of the best everReview Date: 2001-06-05
A readerReview Date: 2002-02-22
Everything starts good as a plot is well formed and progresses well for a little while. It gets even better when the party arrives at the environs of the old tomb. All right, ervything pretty [dang] cool thus far. Realistic, fun, and the players better think before they act rashly.
So you are thinking why 3 stars only? Well, the problem is it all goes downhill from there. Once the players leave the old Tomb the new area is just silly. It makes no sense that something this powerful would have ANY trouble with the PC's. Plus the traps are illogical and almost impossible to detect. By this time, roleplaying is long forgotten as players just push their characters from point to point and hope to make their saving rolls.
Still, it gets 3 stars for a good effort from TSR. But there certainly are better choices out there.
Finally, I am amazed so many D&D'ers are impressed with killer modules. Big ... deal. Give me something to excite the players' imagination. That is what role playing is supposed to be about.

Review by Randy SipinReview Date: 2006-11-16
one of my all-time favoritesReview Date: 2004-07-29
The Santanic MillReview Date: 2005-02-14
This book is very creepy, mysrerious, and unpredictable which, I think, is great. There are several things to focus on, so it doesn't get boring. It's very nervewracking, too. All in all, it is one of the best books I have ever read. I give it a five-star rating.
The Satanic MillReview Date: 2003-12-24
One of the best--and scariest--books I read as a child.Review Date: 2003-02-17
The story begins as a young boy named Krabat, somewhere around present-day Eastern parts of Germany, falls asleep wandering, and dreams of ravens crowing. Their message is for him to go to the mill some miles away, to sign up as an apprentice. Which he does, of course, and soon learns that it is no regular mill. (Nor is it quite Satanic, actually--for it is not Satan who runs it). He may stay, or he may go; if he goes, he will learn magic from the Miller himself. Of course, he stays--and becomes one of the apprentices, who turn, at their Master's command, into black ravens. All peachy so far--until the cleverest (and the kindest) of all the apprentices dies an unnatural death--but not before having made his own coffin and dug his own grave.
In the (happy) end, of course, Krabat will have to choose between love and good and fairness--and magic. Between being a regular boy and a powerful Miller himself; but such a choice will not come to him easily--and he will have to fight for his life, and that of his love.
My favorite characters in the book were the idiot Yuro and the Great Pumphut, who gives the Miller a run for his money. The story is very creepy (or I think it would be for a 13-14 year old; I know it was for me), poignant and beautiful.

Great female heroine role modelReview Date: 2007-03-16
M.M. Kaye writes of a time in India surrounding 1857 and places you there with exquisite descriptions of the land, its people and that time of unrest. My favorite aspect of her writing is her female heroines; they live up to that role and are not reduced to inane conduct for the story's sake. She writes about them in a consistent and believable way. The secondary characters fill out the depth of the tale for a complete array of personalities. She does not hold back conveying the idiotic manner some Brits behaved during this event, adding the perfect touch of realism to this story. Very highly recommended.
One of my favoritesReview Date: 2003-04-13
Then, after the success of Kaye's The far Pavillions, they reissued this book in an expanded version. I had to buy my own copy and loved it even more than the original. I've never been a fan of "romance" as a genre, preferring mysteries and SciFi, and historical fiction, but I do enjoy a touch of romance in my novels, as long as that is not the total purpose of the book. And this one just fits the bill. An interesting romance but set against the background of the Indian Sepoy Rebellion of 1857. The history really takes center stage, and I loved that part of it.
This book was that one that triggered a lifetime fascination with India, and also led me to read many other books on the subject, as well as all the other books by author M.M. Kaye. I've enjoyed all of them, but this one remains my favorite.
A Superb Historical Romance Set Against The British RajReview Date: 2004-03-24
The action in M. M. Kaye's novel pivots around the Mutiny of 1857," also called the "Sepoy Rebellion." Indian soldiers in the Bengal army of the British East India Company rose against their British rulers in May 1857 and the violent uprising quickly spread throughout British ruled India. "Shadow of the Moon" is the love story of an Anglo-Spanish heiress with vast land holdings in India and a political officer of the East India Company. The author intertwines the lives of these two central characters, and a large supporting cast, with historical events to create a wonderful epic novel.
Ms. Kaye has written more than a historical novel here, although the book is full of romance, intrigue and the extraordinary colors of India. The author is the daughter of Anglo-Indians and writes with an obvious love of the country and all its varied cultures. She portrays many of the colonialist characters with the arrogant and superior attitudes so prevalent at the time and juxtaposes them and their narrowly focused lives against the realities of the world which surrounds them. These Victorian colonial attitudes, beliefs and zeal to spread their culture and religion appear to have made the uprising an inevitability.
I couldn't put this novel down and can't recommend it highly enough!
Jana
WHEN WORLDS COLLIDE...Review Date: 2004-04-17
Born in India and orphaned at an early age, Winter is brought up in England but is always longing for the land of her birth. The opportunity to return home to India presents itself when she is betrothed at a tender age to the debauched Conway Barton, the grasping Commissioner of Lunjore, who is many years her senior. Captain Randall, who is sent by the Commissioner to escort his betrothed to India, is loathe to do so, knowing the Commissioner to be no fit husband for a seventeen year old girl, Moreover, Captain Randall is keenly sensitive to the potentially dangerous feelings of unrest that seem to be sweeping India, as its native population begins to chafe under the insensitive rule of its colonial masters.
Once in India and against a backdrop of native unrest, Winter and Captain Randall slowly begin to develop a relationship. When the Sepoy Rebellion of 1957 occurs, Winter and Captain Randall are thrown together. They discover that they must struggle to survive the madness and bloodlust that is all around them, as they witness atrocities beyond comprehension. The author gives a vivid re-creation of the Siege of Delhi, as well as a plaintive telling of the massacre of women and children at Cawnpore, a horrific bloodbath from which even the natives themselves shrank. It is against this tumultuous, historical backdrop that the personal drama of Winter and Captain Randall is juxtaposed.
With a wonderful cast of Indian and Anglo characters, the author gives the reader a sense of the vastness of India with its many different religions and castes. She successfully depicts the colonialist attitudes that would serve to unite Indians whose paths might not ordinarily cross and galvanize them to take violent action in an attempt to break the oppressive, colonial yoke. The Sepoy Rebellion of 1857 would be a lesson that England would long remember.
This is a riveting novel that those who love well-written historical fiction will enjoy, as will those who simply love a well told tale. Bravo!
Star crossed lovers, the British Raj & India, what more can you want in a book?Review Date: 2007-03-20
Lots of trials and tribulations as our hero and heroine travel back to India, the meeting and marriage to Conway and the Sepoy rebellion, and vividly portrayed by an author who has a great knowledge and love of the country and it's history. This is not only a story of two lovers, but one of stubborn, bigoted officials hiding their heads in the sand, treachery, intrigue and the brutal way in which the rebellion played out against the British, even shocking some of their own people. As with The Far Pavilions, it is shocking to see after 150 years not much of life and politics has changed in the Middle East, nor should the Europeans (or Americans now for that matter) be interfering in their life, culture and religion.
Highly recommended for any lover of historical fiction, India, or just a darn good book. This would make an awesome mini series, the sequences from the attack on the British and Alex and Winter's escape are just breathtaking. As a side note for those loooking for well written books for younger readers, this should be a good choice. Originally written in the 50's, the love scenes are quite chaste. Just be prepared for some gory, though accurate, portrayal of the violence aginst the British (including women and children) during the rebellion.
If you enjoy this book, I would also recommend Zemindar. The same topic, the Sepoy rebellion, and beautifully written. The author's prose was gorgeous, very reminiscent of Charlotte Bronte.

Socks for SupperReview Date: 2005-05-25
A Classic through many generations!!!Review Date: 2005-02-26
highly recommended!Review Date: 2005-06-01
I'm thrilled that my son so loves the books i enjoyed again and again as a child.
I'm even more thrilled to add this book to the list of books he's read for his summer reading program for kindergarten next year!
I plan on picking up more Jack Kent books for my son, and i hope that his children are able to enjoy these books as well!
Favorite Childhood BookReview Date: 2004-09-25
please bring this back to printReview Date: 2003-09-10

Used price: $2.42

As Close to Time Travel as You Can GetReview Date: 2008-04-01
This book is amazing. I have probably three copies of it, as well as one that was released prior to publication (bought at the Palo Alto used book store "KnowKnewBooks." My understanding is that Mason didn't live in the Bay Area ar the time but wrote about it after carefully detailed research and talking with people who had been There.
The result is amazing. Do not miss this one!
Good Retrospctive, Mediocre Sci-FiReview Date: 2002-03-30
I found the characterizations very real, but the historical name dropping (guest appearances by Janice Joplin and Bill Graham of Fillmore fame to name a few) a little annoying, but relevant nonetheless. I was a little older than some of the characters in the story during the time described and I felt that the characterizations were a true amalgam of the real Hippie movement of the time. Many genuine spiritual entrepreneurs were being replaced with monetary entrepreneurs by the late 1960's.
Chiron's message to the generations preceding him is also based on truth. It indeed will be a tragedy if we do not learn to use our technology to preserve our planet, not under domed preserves, but as a whole.
This is where I have some dissatisfaction with the book. If the story is to be a call for moral and ecological awareness, the message is not strong enough. The theme is found throughout the book, but is not brought out fully enough. The time travel tenets seem borrowed from an early Sci-Fi story, which I can't recall fully at the moment, and are not fully adhered to. I have a logical problem with someone being both a progenitor and an ancestor of themselves.
All in all, the story is a well written fine read and I recommend it to all who enjoy some mental exercise.
One small strange trip into the past, one long strange trip from the futureReview Date: 2007-06-24
Into this time of upheaval tachyports Chiron Cat's Eye in Draco, a young man from 500 years in the future. He has come back in time to the Summer of Love in order to find a mysterious young woman, known only through a few seconds of recovered video footage and a lot of probabilities. His job is to find this girl, protect her, and ensure that events unfold as they are supposed to, so that the existence of his future will be assured. The girl's name is not known to him; what is known is that she is pregnant, that her pregnancy is important to the future of humanity, and that demonic anti-matter forces from an alternate timeline are seeking to destroy her. As a time traveler capable of producing profound paradoxes, he is bound by an incredibly strict code of noninterference called the Grandfather Principle. He meets and befriends Starbright, whom he suspects is his mystery woman, and Ruby A. Maverick, the gorgeous 35-year old proprietor of an occult bookshop. Over the course of the novel, he reveals both the daunting shape of the future--sharing tales of overpopulation, ozone depletion, genetic mutations, and devolution--and Starbright's role, through her unborn daughter, in assisting humanity to survive the coming transitions. Alas, things are never as easy as they seem, especially when time travel and the (pardon the pun) embryonic women's reproductive freedom movement are involved, and so Chiron and Starbright have their work cut out for them.
This novel was a joy to read. Although I wasn't around for the Summer of Love (and so can't vouch for the book's veracity), the story conveys such a complex mixture of innocence, hope, joy, exuberance, ecstasy, revelation, chaos, despair, freefall, nihilism, and violence that I can't help but suspect its authenticity. It reveals the same multifaceted, ambiguous "60s" as the Love album *Forever Changes,* and that makes it seem straight from the source. As well, the use of regular references to newspaper clippings from *The Berkeley Barb* and *The Oracle,* sections from the *I-Ching,* and tidbits about environmental science rounded out this loving, and knowing, portrait of the Left Coast in `67. Finally, Starbright's regular references to Star Trek were a loving homage to that groundbreaking show; as I read the book, I realized how much that program, and the increased interest in SF that accompanied it, inspired the progressive and outlandish thinking of many young people at the time, including most likely the author herself.
authentic historical novel, my 1967 favoriteReview Date: 2007-02-22
I can agree with what has been written heretofore about this book. I think it's a great book. The level of character development is much higher than what we have come to expect in Scifi-Fantasy.
What I can add is that Lisa Mason has done a meticulous job of researching what the sixties were REALLY like, not the normal candy-coated version of them usually presented. To research this book Lisa Mason read 1967-68 back issues of the Berkley Barb and other Bay Area sixties publications. The "psychedelic" sixties were far different from the way they are normally portrayed, both in movies and books.
In 1967, one could go to the Fillmore and see The Doors, The Quicksiver Messenger Service, Big Brother and the Holding Company, The Mamas and the Papas, the Jefferson Airplane, The Greatful Dead, HP Lovecraft, legendary groups almost any night. Of the bands would just go set up in Golden Gate Park and give a free concert just because they felt like it! There was an assumption that this quality of music would last forever. There was a naive optimism about the future mixed with the omnipresent paranoia about the Man or the System. The wide open experimentation with drugs and life styles. The idea that anyone who dressed like you was your brother/sister. If you just had long hair, you were a member of a worldwide fraternity. "Summer of Love" shows the bright happy free side of the Summer of Love, but also the dark side of "free love". Someone with bell-bottomed pants and bare feet might hitchhike across the country to San Francisco with little or no money because a friend was there (somewhere) and a record said in the "Summer of Love", all you needed was a "Flower in Your Hair". There were individual & local acts of giving and charity: The Diggers, the Haight-Asbury Free Clinic, the Hashbury shop owner who gives Starbright a place to stay. These were mixed with the fundamentally unsupportable nature of the "Love" generation, soon to collapse at Altamont. "Love" Street (not Haight Street) was more and more filled with a tidal wave of pennyless, idealistic, escapist hippies looking for for a good time (free of parents, the war and responsibility), free drugs, free food, places to crash. And Cops and Narcs itching to bust them. Others hippies ready to steal from them. Character "Penny Lane" finds out the hard way about the darker side of life and the Summer of Love, "Starbright", who comes to find her, does better with the help of "Chiron Cat Eye in Draco". He is tackyported from the future to watch over her and has to be extra careful not to affect events which could redirect or diddle with the future. He brings a "knuckletop" computer with 3D holographic keyboard!
Ms Mason's love of San Francisco shines through her story so one can taste and feel "Haight Ashburg" local of the 60's. Walk thru Haight-Ashbury today, you can still almost feel vibes of the "Summer of Love". This is what it was really like.
One of the great sci-fi books ever written, but more than that, one of the most authentic historical novels ever written about 1967 (even if it does borrow a bit from the Terminator)! Starts a bit slow, but don't get confused. Persist.
Let's hope the publisher returns this gem to print SOON. Let us hope Ms Mason writes another book like this. What a great time the 40th anniversary of the Summer of Love would be for a reissue!
An appeal to sci-fi hippies of all agesReview Date: 2002-04-22
The vivid texturing of the historical situation at the time alone makes this book well worth the read. I also recommend the Golden Nineties as a sequel to this great book.
Collectible price: $28.43

Excellent!Review Date: 2002-05-12
We want the Series Back- SCI FI BOOK CLUB HELP USReview Date: 2001-12-11
WE WANT THE SERIES BACK!Review Date: 2000-09-08
This is a great seriesReview Date: 2000-08-25
We want the Series Back- SCI FI BOOK CLUB HELP USReview Date: 2001-12-11
Used price: $0.89
Collectible price: $12.97

Thidwick the Big-Hearted MooseReview Date: 2007-09-22
Lots of fun!!
My favorite Dr Seuss bookReview Date: 2007-09-21
Unfortunately, this book is advertised as being suitable for 5-8 year olds only - NOT TRUE! This book is for ANYONE of ANY AGE who enjoys stories.
Wonderfully funny lesson for kidsReview Date: 2007-03-30
Required ReadingReview Date: 2005-08-19
Best Dr. Seuss Book ever writtenReview Date: 2007-01-30
Used price: $0.39
Collectible price: $18.95

Very nice and noncondescending writing for younger readersReview Date: 2007-10-18
A fun romp!Review Date: 2001-07-27
A Fabulous and Hillarious AdventureReview Date: 2001-05-02
Masklin and his family are the last ten nomes of their warren, devastated by cold, predators and hunger. Desperately, they set out on a last chance journey and climb up on one of the lorries of the humans.
What they'll soon discover is that this lorry has lead them to the Store of Arnold Bros (est. 1905), the home of thousands of other little nomes who, having never left the Store, think of the Outside as of nothing more than just another fairy tale. The coming of Masklin will be a great upheaval in their quiet lives. And as they learn that the Store is to be demolished, they make plans for their escape.
Although Truckers was originally written for a young audience, it's an enthralling adventure but also a story about understanding other people's ways and helping each other, and no doubt grown-ups will love it too. Because Terry Pratchett's unique sense of humour is lurking round every corner, especially when nomes try to interpret our human world... and what's more to make sense of it!
Big problems for little people.Review Date: 2000-10-14
This book is a laugh-riot. Terry Pratchett succeeds is making the Nomes so different, and yet so human. This book is the first of a trilogy; with the other two entitled Diggers and Wings.
"Truckers" awayReview Date: 2004-04-19
Masklin and the other nomes are tiny people who scavenge on the streets, and now there are only a handful of them left. In an act of desperation, they climb into a lorry and ride to... The Store. Also known as Arnold Bros (est. 1905), where a complex civilization of nomes (about two thousand) live in semi-peace and prosperity. They either are dazzled by the idea of "Outside," or insist that the whole world is in Arnold Bros (est. 1905).
Seemingly, everything is fine for Masklin and his friends, especially when the mysterious Thing (a black box that is a spaceship's flight computer) comes to life and tells them more about their history. But suddenly their world is disrupted by the news of "All Things Must Go -- Final Sales." Now the nomes must escape the Store and find yet another place to live.
Tiny people living in a department store? Who are from another planet? That is something that could have bombed easily and hideously. But it doesn't, at least not in "Truckers." Clever plot elements like the sign-based religion (they take "everything under one roof" seriously!) and the department-based clans (Stationari, Corsetri) keep this unlikely plot afloat.
While "Truckers" is a self-contained story in itself, it has plenty of loose threads (mostly involving the Thing and the origins of the nomes) at the end, for the second and third books of the trilogy. The writing has Pratchett's usual sparseness and wit; the only problem is that it takes forever for the nomes to do anything. At least it's a fun slow ride. The wacky truck drive near the end is one of the best parts of the book.
Masklin and his nome band (especially the indefatigable, vaguely frightening Granny) serve as a good window into the nome civilization, since they're learning about it too. The better-off nomes are a bit snottier but eager to explore the Outside. But the Thing steals the show; despite being just a computer, it has a better idea than the nomes what is going on.
"Truckers" will delight fans of Pratchett, but you don't need to be a fan already to enjoy this story. While the plot takes awhile to go anywhere, the quirky characters and wonderful worldbuilding make it worthwhile.
Collectible price: $10.00

Brilliant Carnage - A Masterpiece!Review Date: 2006-01-10
The Vang's ability to conquer (and exterminate) is equaled only by its unequaled vileness. Death would be far preferable to capture if facing the Vang. Not for the squeamish.
This is the best example of a civilized planet under attack by an alien abomination EVER WRITTEN. Simply Superb (what a movie this would make!)
The past awakensReview Date: 2003-09-22
Think Alien on steroids, think frightening in concept and you get some idea as to what this book delivers, find a copy you will not be disapointed.
Great follow up to StarhammerReview Date: 2006-02-21
First, it has the same feel as the first. You almost immediately feel familiar with the book, even though it's totally different than Starhammer.
Second, as I just stated, it's totally different from Starhammer. You never feel like you're reading something that should be called "Starhammer 2," which is a good thing. Starhammer was a great book, but if I wanted to read it again, I would.
Third, after the book got started, I was on the edge of my seat for most of the remainder of the book! I had to keep reading to see what happened next, and it rarely let up.
Finally, like Starhammer, it didn't feel very dated, despite its age. My main fear when reading old sci-fi books is that it will feel old, due to the nature of the topic. These books didn't leave me with that feeling, which only added to the enjoyment of reading them!
Hauntingly BeautifulReview Date: 2004-10-14
It has been at least 10 years since I last read it, but images and ideas from the book still remain, and I often wonder why I can't seem to find more recently published works that measure up to this one.
star hammer trilogyReview Date: 2003-12-21
read the first books, star hammer, and the vang to see how this series progresses.
Related Subjects: Sacks, Oliver Reed, John
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