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Related Subjects: Ripken, Cal, Jr. Ramirez, Manny Robinson, Frank Ryan, Nolan Robinson, Jackie Rodriguez, Alex Rodriguez, Ivan Rice, Jim Rose, Pete Rocker, John Robinson, Brooks Rose, Brian Roberts, Robin Rivers, Mickey Rollins, Jimmy
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Collectible price: $18.00

A great classicReview Date: 2008-07-21
Worth waiting 30 years forReview Date: 2006-02-07
The Mad Scientists Return!Review Date: 2006-03-19
In "Big Chief Rainmaker", a story originally planned for inclusion in the first book, the boys make clever use of simple scientific principles to break a killer drought by making it rain. Unfortunately, making it STOP raining, turns out to be a good deal harder.
In "The Telltale Transmitter" while investigating a series of unexplained seismic anomalies, the boys make an unexpected discovery.
In "The Cool Cavern" the boys acquire a WWII-era midget two-man Japanese submarine and stash it in a cavern behind Mammoth Falls' namesake Mammoth Falls while restoring it to functioning. Then one night the cavern roof collapses, hopelessly trapping Harmon Muldoon's gang, who had come to spy on the submarine, behind tons of fallen rocks. Or are they?
In "The Flying Sorcerer" Dinky Poore is so obsessed about wanting to see a UFO that he quits showing up for club meetings, until his fellow club members promise to build him a UFO. Hi-jinks ensue.
In "The Great Confrontation" Harmon Muldoon's gang kidnaps Dinky Poore and Harmon's cousin, Freddy Muldoon, and offers to trade them for the submarine and the right to use the Cool Cavern. Boy, are they going to be sorry!
As a boy, while I enjoyed this book very much, I never liked it as well or reread it as often as the first one, and after rereading it as a man I think I know why. It isn't the writing, which if anything has improved; it is the story topics. If the first book could be re-titled "The Mad Scientists' Club Triumphant", this book could be re-titled "The Mad Scientists' Club Get Their Comeuppance". In "Big Chief Rainmaker" the boys go from heroes to goats, and in "The Cool Cavern" the boys get made utter fools of. "The Telltale Transmitter" turns out to be a fairly conventional crime-solving, and even the wackiest story of all, "The Flying Sorcerer", is essentially "The Strange Sea Monster of Strawberry Lake" redux, except with a less triumphal ending, and it isn't until "The Final Confrontation" that the boys finally get even with Harmon Muldoon's gang for the events of "The Cool Cavern". The result is a little more downbeat than I prefer. In addition I regret the lost story possibilities of the restored midget submarine, which Brinley never made use of.
Note: the Purple House reprint of The New Adventures of the Mad Scientists' Club is worth picking up even if you own an older edition because it includes an introduction written by Bertrand's son Sheridan and a chronological listing of the stories so you can read them in the order they were written (the order of the stories in the book was not changed). Reading them chronologically clears up some confusion over places, geographical references, and characters.
Just where is Mammoth Falls?Review Date: 2005-10-09
Great sequel, but different than originalReview Date: 2006-09-27
I read the sequel, 'The New Adventures of the Mad Scientists' Club'and I was both ecstatic and a little dismayed. The stories are uniquely excellent melding adventurous vignettes with some science. However, I noticed that the sequel showed some changes in personalities from the first book. I was a little surprised to see that in The Flying Sorcerer' Henry was both not fully truthful with Colonel March, but even after he was told how much personal trouble he was causing him, Henry proposed that the club continue with additional flights of the flying saucer. The readers had been told in 'The Cool Cavern' that Col. March had done them a big favor in helping them acquire the plexiglass nose from an old B-17 bomber for their midget sub. I guess it did not seem in character for them to treat their friends so shabbily. I know that the Mad Scientists are supposed to represent our rebellious American youth who do not respect authority, but I thought the stunt was taken a bit too far. Moreover, I was surprised when I read that Mortimer Dalrymple stole the rotor from Col. March's Air Force car, which is not only a dirty trick, but patently illegal. I am not sure if it was the length of time between Brinley's writing of his first story in 1960 to his last in 1968, but the characters in the sequel seem to not be as 'kind and gentle' as in the first book.
Regardless, I still really enjoyed reading the sequel and I plan on reading the two re-published full-length books.

Used price: $0.01

Same as Fox in SocksReview Date: 2008-04-10
Great to have if your trying to collect all Dr Seuss books. If completing the collection is not important to you, I would only chose this if you don't already have Fox in Socks
Oh Say Can You SayReview Date: 2007-01-18
My favorite children's book to read aloud!Review Date: 2006-03-09
Oh, Say I Can't SayReview Date: 2005-09-15
What a fun book!Review Date: 2004-10-27


Wow!Review Date: 2006-03-10
A near run thing, indeedReview Date: 2005-11-16
Yes, I agree with Mr. Dickson that the U-boat crews were top-line and very dedicated. Most of them, especially the officers, were not Nazis. They were simply the best and brightest Germany had to throw against us at the time. I know as I interviewed some of them after we sunk their U-boats, and they became our prisoners.
I did not know about the Type Twenty-One U-boats Mr. Dickson discusses in the book. We were up against Type Sevens mostly, and an occasional Type Nine later in the War. However, the fact was that the Jerries were definitely on the defensive during the U-boat campaigns from early '43 onwards. As a sailor, I still respected them, enemies though they may have been at the time.
I might add that we treated them well enough on board our vessel prior to transfer ashore. I believe they would have done the same, had they the capability to pick-up survivors as we.
At any rate, the book is very well-done. I doff my old sailor's cap to Mr. Dickson!
Excellent StorytellingReview Date: 2005-11-10
Compelling and fast-pacedReview Date: 2005-11-09
It seemed to have similar elements of "Das Boot", "Red October" and "K-19, The Widowmaker". And yet it was completely original and genuine. An amazing work! I enjoyed Dickson's dry wit. The anti-Nazi U-boat commander, Wulf Brunhausen, constantly recites some excellent one-liners and double-entrendres against his hated Nazi overlords. An old-time patriot, he professionally slugs it out with his pursuer, American attack sub commander, Rick Jackson. The research was excellent, highlighting the little known Type XXI U-boats with their original hydrogen peroxide turbine engines (they didn't have to surface to recharge batteries or take on air). The U-boat crews were very dedicated. There was never a mutiny aboard one of these craft, even as they were being sent out on virtual suicide missions from late '44 onwards. Amazingly, several were still on patrol off the U.S. East Coast as late as March/April '45, as Germany itself was being invaded from both East and West. In fact when the war ended there were still a couple of Type XXIs at sea, lining up allied ships in their sights. Dramatically, they went undetected through the motions of mock attacks, before returning to their North German and Norwegian naval bases. In fact many intact U-boats were surrendered at the end of the war, especially those based out of Norway, which was never invaded by the allies. Some of these U-boat commanders were so good, they were subsequently inducted into the U.S. Navy at their former ranks and then were based out of Pearl Harbor, commanding American submarines. Their honored pictures still hang on SUBPAC Headquarters walls in Pearl Harbor.
Brilliant and fast-paced!Review Date: 2005-11-07


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.

Used price: $31.00

The best commentary on RomansReview Date: 2008-10-01
It is a big blessing to have this commentary in post-soviet countries (I am from Lithuania) where theology is not popular and people are lacking commentaries, books about the Bible even in the libraries.
It is worthy to get this book because the author opens the deep meanings of the text.
In Depth and EnlighteningReview Date: 2008-09-16
A Must On Romans!Review Date: 2008-02-21
His approach to scholarship reminds me of Dr. Moo. Both are really good. Schreiner does his own translation, and for me that is what makes this commentary so outstanding. If you appreciate adeptness in NT Greek, you'll appreciate this volume. But at the same time, Schreiner makes this simple enough for the person who doesn't understand NT Greek to get by.
This should be in every pastor's and anyone who's looking for the best work on Romans collection. Get this one!
Clear and Concise commentaryReview Date: 2008-01-23
Better than MooReview Date: 2007-09-19
While knowing Greek will certainly help one follow the author's arguments, he makes it easy enough to move past difficult material and get to the heart of the matter. Moo has a tendency to list multiple options and then pick one when it is unnecessary to list all the options due to a choice being obvious or else he does not list options at all when the choice is difficult. Schreiner avoids that problem by correctly majoring on the majors and minoring on the minors (with the exception of some issues at the end of Romans 8).
For Schreiner, this is certainly a step above his previous work and is much more readable than his book on Paul. The only Romans commentary I would rank ahead of this one is the incredible two volumes in the ICC by Cranfield, which is certainly not a series for those who do not know their languages.

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The Definitive Work on the Vietnam WarReview Date: 2008-04-10
~ For me, this volume was and remains the definitive work on the Vietnam conflict. It is interesting, concise, understandable, and insightful. I continue to re-read it about every five years and just cracked it open again.
~ When I retired from my Army career (as an Infantry officer), I became a high school social studies teacher and I have used "Summons" as one of my main references when teaching my students about the Vietnam War, this time period, our society, and American government.
~ Russell Weigley, a noted historian who I also value, correctly called this book "by far the best synthesis of...the Vietnam War." Thank you, General Palmer, for letting the "Trumpet" sound!
Must read!Review Date: 2007-08-13
Excellent!Review Date: 2006-02-16
Excellent overview of Vietnam WarReview Date: 2004-08-15
Very Good OverviewReview Date: 2002-08-29
The treatment he gave to the major battles was good. He presented an easy to follow account of the battle, what lead up to it and the outcome. He also touched on some of what was happening back home with the politics, but only briefly. I think the most interesting parts of the book for me was the details of the air war, more specifically how the bombing kept escalating and then the final bombing push by Nixon. My only complaint with the book is that it was an overview that was a bit too light on the facts for me. The book was only 270 pages long, and book size do not necessary determine quality, this book could have been a little bit more in-depth. It seemed to me that to get a better understanding a few more pages could have been added without the overview turning into a in depth study.

Used price: $8.97
Collectible price: $15.00

Claypool ReviewReview Date: 2006-11-10
Bryan Boatwright
HopeReview Date: 2007-01-16
Best book on grief I ever readReview Date: 2007-01-12
Life is a giftReview Date: 2006-11-29
So much helpReview Date: 2006-10-08
possible. I was given all the books on being a widow and all the platitudes about being in a better place,he's whole, he's happy....I didn't care, he wasn't here. Then I read this little book...John Claypool didn't need 200 pages to tell me what I needed to know...it was alright to
question God, I didn't need to accept that this was "Gods Will"...I could question, I could yell at God but ultimately everything is a gift...Using Job as his example he led me from despair to a measure of peace...I still hurt, a lot, but I try to remember that my husband was a gift, and I'm better for having him in my life. Mr Claypool has a gift for saying a lot in a little space...he lost his daughter and speaks from experience...he showed up in my life at the right time....this book is for the care of your soul.....Mr Claypool is a gifted,interesting writer and I look forward to reading more....

Used price: $13.36

A new way of seeingReview Date: 2008-09-26
The authors have written a very elegant book. It starts from the description of a simple molecule and ends with language and human consciousness in about 250 pages. One can feel that the authors were trying to be as didactic, complete and comprehensible as possible without over simplifying. Nevertheless, for a non-scientist, I found that I had to pay attention to the text and to re-read it a couple of times to understand the arguments and remember the concepts.
Excellent!Review Date: 2007-09-24
Another Look at Knowledge.Review Date: 2004-12-14
Knowing how we know, or how we perceive is the subject of this intriguing work. In writing on this subject, the authors present a refreshing and new approach to cognition-one which has dramatic cultural, social and ethical ramifications.
The work, originally published in 1987 and re-released in 1992 as a revised edition, is attractive, colorful and well-illustrated. Unlike many books, whose pictures, graphs and figures merely fill space, each illustration performs a beneficial and needed service. In ten chapters, the reader is led slowly through the concepts and disciplines of perception, classification, heredity, biology, psychology, sociology and philosophy.
Since its initial publication, The Tree of Knowledge has received favorable attention from the public, has been out of stock in most bookstores and has been used as an undergraduate text at the University of California. While stimulating the imagination of readers it has, however, not received the scholarly acclaim it richly deserves.
Dr. Carl Edwin Lindgren, DEd
Former Member of the Royal Institution of Great Britain
We forget that we're animals....Review Date: 2005-09-20
The illustrations are the best... I think it is one of the most important books of our time.
So, what's your story?Review Date: 2007-05-02
I came to this book years ago through, of all things, a two-year course in business and sales, for which it was required reading along with "Computers and Cognition", another eye-opener; the latter anticipated the current transactional nature of the Internet. You might ask how a work as theoretical and speculative as "Tree of Knowledge" could be part of a pragmatic and hardnosed business course, and that is one key to its attraction for me: as intellectually intriguing as the ideas and assertions in this book are, even more engaging is how they might actually change the way we act in the world.
The authors drill down to molecular biology and then carefully build upward their premise that we construct the worlds we live in out of language. Each of us exists inside a story we tell ourselves about the way the world is, and we are completely contained within that story. In that sense, we interact with other people through the way our stories talk to their stories. And the success of our relationships and the effectiveness with which we act in our world is dependent on how well we can recognize the stories of others and understand the nature of our own story.
This is good news, once we recognize it, because we are a narrative species. On my way to work in the morning, I am telling myself a story about the way I want my day to go: what I expect, what I want to accomplish, how I will confront the challenges along the way. The story I tell myself about my life has heroes and villains, goals and challenges, grand themes and petty foibles. The more we understand the grand, rich, complex stories those around us are telling themselves, the more we can overcome misunderstandings, conflicts and cultural dissonance - the more, in a sense, we can constuct a meta-story that serves us all as human beings.
This is not a quick and simple read, but it is so logically and carefully laid out that I never felt lost along the journey. It is a wonderful book to read in tandem with a friend, or as part of a book club. The discussion and the "aha!" experiences it prompts make for a lively exploration of its ideas. Part of the joy of "Tree of Knowledge" is its potential for promoting tolerance of those different from us, through recognition of what drives their story rather than through compromising our own values.
"ladylucero", in her review, noted that "Tree of Knowledge" is required reading in some American universities. I read that in the authors' native Chile it is even taught in high schools. This, I believe, is good news: the earlier in life we recognize how our individual stories drive our hopes and expectations, our fears and disappointments, the more capable we will be of living well with our fellow human beings.

Lasting impressionReview Date: 2007-10-08
one of my all-time favoritesReview Date: 2007-05-15
My favorite book of all time.Review Date: 2007-02-05
If I could give this book 10 stars, I would!Review Date: 2007-02-28
Still Thumps the Heart After Many YearsReview Date: 2005-12-11

Used price: $9.50

Insightful and fun to read!Review Date: 2008-07-16
For every Rusophile out there, I highly recommend it!
Walking on IceReview Date: 2008-05-13
Excellent readReview Date: 2008-04-30
StellarReview Date: 2008-04-18
Walking On IceReview Date: 2008-04-17
Related Subjects: Ripken, Cal, Jr. Ramirez, Manny Robinson, Frank Ryan, Nolan Robinson, Jackie Rodriguez, Alex Rodriguez, Ivan Rice, Jim Rose, Pete Rocker, John Robinson, Brooks Rose, Brian Roberts, Robin Rivers, Mickey Rollins, Jimmy
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