Games Books
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Used price: $0.48

Hooray for creative people!Review Date: 2002-12-23
Courtney's Creative AdventureReview Date: 2002-11-25
A great counter to summer vacation doldrumsReview Date: 2002-10-12
Kids' Expert from "The View" wrote a fantastic bookReview Date: 2004-11-18
The most creative activity book I have ever seen!Review Date: 2002-10-02
I can't wait to see more Courtney Watkins books!

Used price: $3.50

Very InformativeReview Date: 2006-03-20
An excellent guide to working with clayReview Date: 2005-04-16
The book originally came out in 1992, and is now in its fourth edition. And, after mentioning some safety issues, it has plenty of instructional material on how to shape clay, and what tools to use. There are sections on hand building: pinching, coil building, and slab building. Then there's plenty about the technique of "throwing" clay on a potter's wheel, with nice sequences of photos. This takes plenty of skill and practice! As the author says, the wheel is very sensuous, rhythmic, and hypnotic. Peterson is always warning us to treat clay properly: if you attack it in one way and then hit it from another direction in the same place, you may find cracks there in firing, induced by the strains you imposed on it. It's simply wrong to overwork clay.
Still, many potters and artists like to produce many objects with the same overall shape. And that means making and using molds made from plaster, and making casting slips, so Peterson shows us quite a bit about these. After this comes a discussion of decoration. This involves artistry and visualization.
There is a good discussion of types of clays, and explanations of what earthenware, stoneware, and porcelain are. We're shown different types of clay bodies, including terra sigillata and raku (a process which requires a clay body that has some dirt mixed in with it to make it porous enough to avoid thermal shock). And there is a wonderful chapter on glazes. Following that, there is plenty about kilns and firing, including using cones, inconel tubes, and pyrometers to measure temperature.
A technical section explains how to do calculations on glazes, and there are charts of coefficients of expansion, data on frits, color charts of clay and glaze combinations, and much more.
There is a historical overview, which includes a discussion of the studio potter movement and the contributions to it from Bernard Leach and Shoji Hamada. And we see some of the work of Maria Martinez and Lucy Lewis in Pueblo Indian ceramics. There is also an excellent portfolio of interesting works. I especially like some of the low-fire ones.
This is a very useful resource and I highly recommend it.
Very Comprehensive Survey of Ceramics Techniques & MaterialsReview Date: 2005-06-10
Since other reviews have covered the merits of this book quite well, I'll mention a few issues:
First, there are lots of sample photos of different clay bodies under different firings and different glaze colors and combinations, etc., but they are all *way too small* to really see the characteristics of each sample. Also sometimes there is a series of photos, e.g. throwing a pot, building a kiln, and when they are all arranged on the page, each one is too small (and many are b&w, from previous editions?) Otherwise the book is very well illustrated with a wide variety of work.
The glaze discussion does not cover the properties of glaze bases and coloring oxides much at all, which is something I would expect in a book of this comprehensiveness. It does spent some time on commercial fritted stains and Mayco glazes, which other books don't, and can be useful to some, especially for low-temp work. But if you really want to get into glazes, this is not the book.
For many advanced topics, she has just a mention that leaves me hungry for more. E.g. lusters she briefly mentions using and making, but Rhodes has a much more thorough discussion of making lusters. Paperclay is mentioned briefly but not enough to really tell me how to make it or use it. For many of the topics in the book, more detailed discussions are possible and likely available elsewhere. However she has assembled lots of brief mentions of different and experimental work that you might not encounter in other ceramics survey books, so it is useful for knowing what else I want to look into.
[This review pertains to the 4th edition, 2003.]
The Craft and Art of Clay bookReview Date: 2007-02-19
It came in perfect condition.
Excellent Text for Potters of All Skill LevelsReview Date: 2006-03-09

Used price: $8.00

THIS BOOK IS AWESOME (AND I AM NOT CRAFTY)Review Date: 2008-07-29
A must for all new families!
love being a crafty mamaReview Date: 2008-06-25
Creative Crafts Rocks!Review Date: 2008-08-18
Love this book!Review Date: 2008-08-17
Great for an un-crafty mama like me!Review Date: 2008-08-14

Used price: $14.41

Many motifs but only 2 top patternsReview Date: 2008-03-11
There is a nice range of mofif styles, with the cover picture a good indication of the types of designs in the book.
The Grandkids will love it!Review Date: 2008-08-12
Basics Made BeautifulReview Date: 2007-05-12
creature comforts:cozy knits for wee onesReview Date: 2007-02-17
Patterns you MUST knitReview Date: 2007-01-11

Used price: $3.25

Great Module for Beginning and Experienced playersReview Date: 2001-10-24
Highlights: A simple but well planned adventure centered around the retrieval of a holy relic. The villians are nasty, more than a challenge for the 1st and 2nd level characters the module is designed for, but the website has free advice on how to tailor the adventure for more powerful characters.
Numerous NPC's are introduced with quirky backgrounds and personalities that the players may or may not meet. I have adapted the entire module to my Forgotten Realms campaign and plopped it in the north, a few hundred miles from Waterdeep.
The writers stress that although the module is very difficult for low level characters, they did this on purpose as the best memories often derive from the most demanding challenges. And a resourceful DM can still save the PC's butts from the fire without them knowing.
Definitely worth giving a try, and the best thing is, the more popularity Necromancy Games gets, the more money they acquire, and the better their products will be in the future.
Look Out Wizards!Review Date: 2001-05-08
Interesting start, kind of repetitive, but good intro.Review Date: 2002-09-02
The production quality is uneven. Nice glossy, colorful cover and back which you can see above. The maps are amateurish in look, and the text is easy to read with good use of whitespace.
There's a lot of fleshing out the adventure and the area surrounding the adventure. What I really like is that there are areas that will likely [terminate] a low level party if they go exploring, but most of those offer a way out or a way to solve the problem (even if it's just to run, a healthy thing to learn to do for players). No coddling of the players here.. I like it. Though there is one way for the DM to help out the players, but it's through a natural part of the module, not fudging a die roll because the players are in over their heads. The village and NPCs are well fleshed out, with good characters having some not so good qualities at times, and at times the PCs and the NPCs will conflict even if on the same side. Because the players can give in to the NPC wishes or do what they think is best, it gives the illusion of choice to the players in an otherwise simple adventure. The actual encounters mostly involve one monster (humanoid actually) race, unless the party explores where it shouldn't, and as such it can be fairly repetitive. There's a secret area in the module that they can find, with a surprising twist if a fight doesn't actually occur, which shows that there isn't always a happy ending. There's little in the way of puzzles, and no 'usual' dungeon. The players can greatly affect the difficulty of one of the main battle depending on what they do...
>Overall, this is a good first adventure with plenty of opportunity for roleplay, conflict and battle. Almost every possibility is spelled out for the DM, and there are numerous ways to continue on from the end of the adventure. Recommended.
Good for beginning DMs, but has errorsReview Date: 2002-03-18
One strength of this module is in its notes to the DM. The hints provided about how to run an encounter are the kind that are normally hard to express, but when expressed properly are valuable pearls of wisdom. There are also good descriptions of where xp are derived, suggestions of a bonus, additional story ideas,... I recommended the module to a friend of mine who wanted to learn to be DM and she was immensely pleased.
The module is a little bit difficult for beginning players, however. Some of the encounters could easily destroy a party if the DM wants them to. Therefore, this module is especially suited to a beginner DM in a group of experienced players. Experienced players often are not happy sitting around while the DM reads a long-winded block of text describing a room. In this module, text that is to be read to players is mercifully short. It is also clearly set out from the other text in "scrolls" so that you can access it quickly. Very nice layout.
There is a problem associated with the module that almost prevents me from giving it a 5 star rating. The authors of the module made mistakes with the 3e rules. For example, a sorcerer wears armor and has the spell mage armor. The authors erroneously believe that mage armor and armor stack. That is not the case, according to the DMG. (I decided it was unfair to dock a star since the character was downloaded rather than printed in the module.)
Must for any gamesReview Date: 2001-05-26

Used price: $6.80

Greatest RPG setting ever.Review Date: 2004-07-31
I must add that this is a GM only book. Players SHOULD NOT read this.
Perhaps the best RPG setting! Ever!Review Date: 2003-09-18
The creatures, NPC's, government groups, timelines, and zeitgeist make for a truly unique gaming world. And it all ties together. The explanation of how Dark Matter makes all magic, science, and alien beings come to Earth is creative and a cover all for everything a DM can imagine. Everything from mummies and sasquaches to gray aliens, men in black, and bering demons all exist with beautiful justification.
I've gamed for over 20 years, and this setting(mixed with d20 Modern rules if you can't get Alternity) is the best I've ever seen. Buy it now before it's gone forever--even if you don't role play, the research into the secret things around and beneath us is so accurate and thorough, you could teach a class from this source. In fact, I teach a college course on the paranormal and unexplained, and I've had to turn to this book for clarification on a few real-world dates.
A fantastic source, and I hope the rumors are true that Wizards is considering a d20 Modern remake of the setting. Cross your fingers...
Best RPG in DecadesReview Date: 2000-10-17
Pure inspirationReview Date: 2000-06-27
If you are a fan of Science Fiction and plan to GM a science fiction game then you will find a lot of benefit from reading this book. If you are a player then DO NOT BUY THIS BOOK unless you are buying it for your GM, in which case DO NOT READ THIS BOOK. Inside are a million and one ideas for a Sci-fi game which will delight, intrigue, and possibly even frighten your players.
So what does it contain?
Lots and lots of detail is what. Ignoring the Alternity Fast Play rules for now and the small section on creating Dark Matter characters, the book is filled with descriptions, from the Hoffman Institute to loads of different conspiracies to the secret history of the world.
What else do you need?
The fast play rules are not adequate for a full camapign so the Alternity Players Guide and Gamesmaster Guide are probably essential. Otherwise all you need is your imagination (whatching the X-files, the outer limits, and Buffy the Vampire Slayer may help stimulate your imagination if decades of excellent science fiction hasn't).
Downsides?
As with any product this one isnt perfect, it assumes that the Hoffman Institute will play a part in your campaign (it does provide a small section on alternatives, though IMO the Institute is so well detailed that it would be shame not to use it in some capacity). It is also a little light on rules (though remember it is a Sourcebook rather than a Rulebook).
In Conclusion.
If you are getting tired of Fantasy or far future rpg's then this game might make a welcome change, and if played right can be a real pleasure to play. Dark Matter IMO might just be the saviour of the Alternity system (which is good news because the Alternity system is damn good).
Great RPG Setting for Near Future GamesReview Date: 2000-02-29
This book is a great resource--from the Freemasons to the United Nations "New World Order", virtually any conspiracy or paranormal activity you can think of is probably described in this book.
It is also well organized including a good fast play adventure to introduce the setting, and a second, slighly longer, adventure at the end to get GM and players in the proper (and paranoid) mood. It includes some new skills, perks, flaws, psionics, and arcane and faith magic in addition to the great deal of history.

Used price: $174.95

When Delta Green isn't enoughReview Date: 2008-01-22
Not ReceiveReview Date: 2005-09-30
This order be canceled.
Pagan Does it Again!Review Date: 2005-11-29
If you're a Call of Cthulhu gamer, then this book is a MUST! If you like horror, X-Files, etc...then check it out.
An essential supplement for Call of Cthulhu!Review Date: 2001-06-11
Pagan Publishing has done it again!!!
A CoC supplement that kicks ... and takes names...Review Date: 2002-02-25
There is also wonderful information on ghoul society and on the "King in Yellow"/Hastur mythos, concluding with "Night Floors," which is in my opinion one of the best damn adventures ever written.

Used price: $0.97

CullensAbcs.com Review of Dinosaurs DinosaursReview Date: 2008-08-06
Bright, fun introduction!Review Date: 2008-05-10
My son's favorite!Review Date: 2008-05-10
He also enjoys "My Car" by the same author although that book is not as simple (i.e., talks about car needing oil change, obeying traffic laws, etc.).
Dinosaur funReview Date: 2006-11-10
Our favorite book!Review Date: 2001-10-31
Used price: $34.95

The Best Book to Improve Your BridgeReview Date: 2007-06-06
Learning bridge defenseReview Date: 2005-09-11
Great TeacherReview Date: 2004-10-16
Read it at least 5 times, it's worth itReview Date: 2004-11-20
How to signal, how to card correctlyReview Date: 2006-02-28
The content is excellent, well presented (humorous!!), and best of all, has lots of quizzes. None of this skimming a section and figuring you know it, the quiz will let you find out for certain.
2 warnings:
1) make sure your partner is using the same techniques, otherwise you may get worse results. Its not that the ideas in the book are radical, they are mainstream. But if pard doesn't understand your signal, they may do something weird and you will be worse off.
2) The book is a bit technical (5 situations where this is a suit preference signal. If Dummy wins with a Q then signal count, otherwise ... If you can see the X in dummy then pard will know to do this, else that, etc.
You will need to reread it several times, and probably make notes.
VALUABLE STUFF, but ONLY as part of a partnership that understands each other.

Used price: $12.62

Almost the best you can getReview Date: 2008-07-31
Great for starters and long time collecors.
Charlie Mack Matchbox BookReview Date: 2008-05-11
One of the best books on Matchbox Toys.Review Date: 2005-09-06
Great Matchbox reference book !!!Review Date: 2000-09-15
1st Edition is BetterReview Date: 2008-02-16
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A lot of time and effort obviously went into this delightful activity book. Looking forward to Creative Aventures Part II....?!