Showing posts with label book. Show all posts
Showing posts with label book. Show all posts

To Go (Unknown Armies) Review

To Go (Unknown Armies)
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To Go (Unknown Armies) ReviewIt's rare that I come across a role-playing game that expands my mind like Unknown Armies has. It's even more rare to find a prepackaged adventure or campaign for any RPG that can blow your mind as much as the RPG itself does. To Go is a full campaign for Unknown Armies that sticks the dynamite right in at the base of your brain and twists the detonator.
What's it about? Here's the back cover blurb:
"For a decade, the occult conspiracy known as Mak Attax has been infusing America with magickal power, one super-size fast-food meal at a time. Now the symbolic batteries of the nation are charged up and crackling. The seven chakras of the American body politic have come alive, and the great kundalini serpent is winding its way across the landscape. The lords of the occult underground are riding its tail, fighting for a prize so big nobody even knows what it is. And this is no mere street saga. All the heavy hitters are stepping up to the plate, while the ascended archetypes of the Invisible Clergy choose sides and dispatch their avatars to the front lines. The stakes have never been higher and when the dust settles, your cabal of mystic high-rollers will cast the dice."
Basically, To Go is a road movie and all that it entails. The PCs go chasing after the kundalini spirit from coast to coast, with episodes in seven cities along the way. Each city symbolizes (as a chakra point) some element of America so the events that take place in those cities tend to be metaphors. This is sometimes subtle (in the episode dealing with justice) or gaudy (in the episode dealing with luck and fortune). The thematic connections between the events and the locations they take place in is a really nice touch.
The overall feel of To Go reminded me a lot of Neil Gaiman's American Gods in theme and tone. There are also a good deal of gonzo Hunter S. Thompson moments as well. I like the kitschy feel the campaign lends itself to. I can easily imagine the PCs in road trip mode, driving across the Nevada desert in a beat up old sky-blue Chevy, listening to some static-y easy listening station on the radio. The spaces between the main episodes in the cities a GM can fill with his own ideas, and once you start grooving on the riffs the campaign itself is laying down, you can come up with some really whack scenarios to lay on your PCs. Driving across the U.S. can be a very surreal experience!
The opportunities for role-playing in the campaign are numerous and sometimes quite involved. There is plenty for good group of players to chew on. All the major NPCs are well developed with real motivations and goals. Even the minor NPCs provide good characterizations. One thing I like about the characters in Unknown Armies scenarios is, when they're crazy, they're really crazy. Some of the characters in To Go are pretty funny (despite being dangerous lunatics). This fits well with the sort of black comedy you often seem to find in Unknown Armies scenarios.
There are a couple of set piece action scenes, but this isn't Feng Shui and I wouldn't try to play it that way. If your players are taking the Unknown Armies approach to violence seriously (that is, try to avoid a fight) they'll probably come through unscathed (though a couple of times, you just gotta do what you gotta do). But really, this campaign is all about the role-playing and the bulk of the episodes give the PCs plenty of tough choices and interesting moral questions.
Another thing I like about this book is the art. There isn't a lot, only one full-page piece per chapter. But each picture is a snapshot of events in the chapter. The done in a clean, comic book style, that is both detailed and efficient. What I like about it is the pictures follow four "PCs" through the campaign - a big bald tough guy, a sort of skateboard chick, a guy in a suit, and an old granny. As the campaign develops, so do these characters (in the pictures). By the last picture, a couple of them are bandaged from injuries taken earlier in the campaign. The diversity of the characters suggests the comedy inherent in the kind of cabal of characters likely to get involved in an Unknown Armies campaign. Very effective artwork if you ask me.
I can't find too much wrong with this campaign. Maybe I'm biased. Having written something like this myself, I know how hard it is to write a full campaign for publication. Perhaps the only fault could be the railroading necessary to all prepackaged campaigns. In To Go, the plot rails aren't so rigid anyway, and Stolze gets away with it mostly by simply setting scenes and goals for the characters and letting everyone go to it, then figuring out the results afterwards. This is not a campaign for beginning GMs. Given the kind of leeway the PCs have in resolving events in this campaign, the GM had better be able to deal with the unexpected.
The other sticking point might be the power level. To Go is written for the "cosmic" level of play, and assumes the PCs (and thus the players) are familiar with the way things work in the Unknown Armies world. Actually I don't think this is such a problem for a crew of smart players who are into UA, but it could present a bit of a learning curve to newbies (though zooming around that curve could be fun!)
I hate Greg Stolze because he's so damned good! I want to write like him! He catches the essence of the UA game world and puts it all into this campaign. To Go is a real gem and I'm looking forward to running it.To Go (Unknown Armies) OverviewFor a decade, the occult conspiracy known as Mak Attax has been infusing America with magickal power, one super-size fast-food meal at a time. Now the symbolic batteries of the nation are charged up and crackling. The seven chakras of the American body politic have come alive, and the great kundalini serpent is winding its way across the landscape. The lords of the occult underground are riding its tail, fighting for a prize so big nobody even knows what it is. And this is no mere street saga. All the heavy hitters are stepping up to the plate, while the ascended archetypes of the Invisible Clergy choose sides and dispatch their avatars to the front lines. The stakes have never been higher and when the dust settles, your cabal of mystic high-rollers will cast the dice.This massive campaign packs more action, adventure, horror, and mystic intrigue into one book than anything Unknown Armies has done before. It's an epic that takes you through the spiritual power centers of America and beyond, to a final confrontation in a reality like nothing on this globe of earth. What will you risk to change the world?

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Hinduism - An Introduction Review

Hinduism - An Introduction
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Hinduism - An Introduction ReviewThis book gives one a brief but comprehensive overview of Hinduism. The work is a brief, 84 pages; but even so the information is presented extremely well. There are numerous pictures and illustrations that supplement the text.
My knowledge of Hinduism was mainly from reading books by Western authors. This book gives one a Hindu perspective. Although I was born in India I did not realize how scant my knowledge of Hinduism was. I verily suspect that many Hindus will find a nugget or two in this book.
The book format is more akin to the coffee table genere but this is one of those display books that is actually quite useful.
I do have a cavil. There is no index to speak of; so if you recall a name finding it in the book is quite a chore. However, all in all this is a bargain.
If you, like myself, just want to know the basics of Hinduism and Hindu culture, this is a great start.Hinduism - An Introduction OverviewHinduism is the oldest living religion in the world and is unique in its tolerance of other religions. Yet, because of its free thinking and lack of compulsion, educated Hindus of today know very little of their own religion and there is great need for a simple but comprehensive book on the subject.

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Ariadne's Web ( Book of the Gods, Vol. II ) Review

Ariadne's Web ( Book of the Gods, Vol. II )
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Ariadne's Web ( Book of the Gods, Vol. II ) ReviewThe beginning is a little slow and at times it seems it takes many pages for anything exciting to happen, but its still a good book overall. I can honestly say i wasnt hooked on this one like i was the face of apollo, but i HAD to read what happens to Jeremy Redthorn aka apollo. After i finished the book, I went right to amazon.com and bought the next one. Arms of Hurcules. I am currently half way through Arms of Hurcules and its worth reading adraines web just to understand more of Hurcules.Ariadne's Web ( Book of the Gods, Vol. II ) Overview

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Your Virtual World Business Guide: Success Through Creativity In The Second Life(R) World Review

Your Virtual World Business Guide: Success Through Creativity In The Second Life(R) World
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Your Virtual World Business Guide: Success Through Creativity In The Second Life(R) World ReviewThis is a tutorial based directly from a chapter of this book. It explains how to make a simple t-shirt in Adobe Photoshop for your Second Life Avatar.Your Virtual World Business Guide: Success Through Creativity In The Second Life(R) World OverviewThere are many exciting possibilities for starting your own business in the world of Second Life(r). One of the best parts is the creative freedom of this virtual world. With the many powerful built-in tools available to everyone, you can literally create anything you want. Everything in SL is created by the people who use it, for the people who use it. This means that anyone with a passion for design or business in any medium could develop a large following and make a lot of extra income.This book is your step-by-step guide to a new and exciting home business that you control.

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Sacred Ground II (Penumbra D20) Review

Sacred Ground II (Penumbra D20)
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Sacred Ground II (Penumbra D20) ReviewThis is a good book not as great as the first one but a great buy for the money.Sacred Ground II (Penumbra D20) OverviewUnearth the divine secrets of the deities in these four sacredsanctuaries. Sacred Ground 2 presents 112 more pages of holysites to use as PC home bases, as settings for your next adventure, oras lairs for your characters' most powerful enemies. Each entryprovides location maps and fortifications, NPC stats and backgrounds,and plot ideas to bring the site to life. This plug-and-playsourcebook includes: Hai Shen Gong: Avibrantly colorful Middle Kingdom temple sits atop a wind-blastedcliff overlooking the crashing waves of the dark sea below. Thehead priestess personally attends to the fiery beacon that warnsships away from the dangerous shoals. CrecheHospice: A small country estate houses an unfinished templecomplex and the headquarters of the Creche Knights. The hospice ispilgrimage site, hospital, garrison, and inn all at once, but alsoa prison for an entity called the Blasphemer, which prophesies thatother creatures like itself will soon rise to plunge the religionsof the world into chaos. The Oracle: Thisancient mountain tower is kept by mystics dedicated to the Lady ofFate, and is home to the goddess's oracle. At the request ofsupplicants, this young girl can plumb the depths of history andunravel the threads of destiny. EarthbloodGrove: On the edges of civilization is an old-growth stand ofhardwood trees with the reputation of being haunted and filled withstrange fey creatures. Those concerned with such things know thesecret of the forest: it is a druidic grove with a powerful naturalrelic hidden in its heart.

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Break Today (Unknown Armies) Review

Break Today (Unknown Armies)
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Break Today (Unknown Armies) ReviewThis is one of the most fun reads I've had in while. The book describes what is in essence an occult conspiracy run by fry cooks of Mickey D's. The background and characters would not be out of place in a mage, or feng shui campaign.Break Today (Unknown Armies) OverviewHey, foodtube -- have some fries with your universal transcendance! The bizarre occult conspiracy known as Mak Attax wants to upsize your soul, one fast-food burger at a time, until we all go dancing out the doorways of the luminous clown's thousands of mystically aligned restaurants and into a bold new future of magickal enlightenment. The men and women of Mak Attax are dreamers, cranks, agitators, crackpots, idealists, saboteurs, poseurs, fanatics, and everything in between. The rest of the Occult Underground thinks they're either complete losers or the most dangerous threat the world has ever faced. But no matter what the Maks hang tough, wash their hands regularly, and serve up a value meal of mojo their way.Contents include: The Mak Attax Story - Major GMCs - Assorted Crews - New Artifacts - New Rituals - New Archetypes - Four New Magick Schools: Anagram Gematria, Plutophagy, Herpemancy, and Geomancy - Rules for Familiars - Scenario Hooks - And 100% Pure Canola Oil.

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Dalamar the Dark (Dragonlance Classics, Vol. 2) Review

Dalamar the Dark (Dragonlance Classics, Vol. 2)
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Dalamar the Dark (Dragonlance Classics, Vol. 2) ReviewThis Dragonlance Classics book tells the story of Dalamar's youth in Silvanesti and his eventual calling to the dark arts. He is cast out of his Elven home and left on his own to pursue his fate. He goes to the Tower to be tested, and is willingly used by the leadership of the Tower to complete a task that would allow more than one person the revenge they seek. Berberick's telling is good although her characterization of Dalamar falls slightly short of his personality from what we know of him from other stories. Her perspective of the fall of Silvanost and Lorac's Nightmare is insightful and well written, and ties well into the Chronicles storyline. This is a good book for someone who has already read the core books of the Dragonlance series.Dalamar the Dark (Dragonlance Classics, Vol. 2) OverviewA talent for magic runs like fire through the blood of Dalamar Argent. Yet he is only a servant in the house of an elvish lord, not worthy of the High Art of Sorcery and denied all but the most grudging teaching.As war simmers on the borders of Silvanesti, Dalamar will find a way to learn his art. His quest will take him along dark paths toward an awesome destiny.

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Demihuman Deities (Advanced Dungeons & Dragons/Forgotten Realms) Review

Demihuman Deities (Advanced Dungeons and Dragons/Forgotten Realms)
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Demihuman Deities (Advanced Dungeons & Dragons/Forgotten Realms) ReviewThis is the third book dealing with deities in the Forgotten Realms. This is the only book dealing with only demi-humans. If you are running a drow campaign or need information on drow gods it is here. There is also elves, halflings, gnomes, and dwarven gods presented. If there is any demi-humans in your campaign this is a must so that either the DM or PC can have a better understanding of the religions on the Realms as a whole. One problem is that is some instances they refer to the other two books (Faiths and Avatars, Powers and Pantheons) in the series. But neither is truly needed if you are running a demi-human only campaign.Demihuman Deities (Advanced Dungeons & Dragons/Forgotten Realms) Overview

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Gene Roddenberry's Andromeda: Waystation Review

Gene Roddenberry's Andromeda: Waystation
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Gene Roddenberry's Andromeda: Waystation ReviewI began WAYSTATION without high expectations, since spin-off novels from video series or films are rarely masterpieces. I was pleasantly surprised. The novel shows some surprising quality in places. It really had me turning pages and enjoying myself. Too bad that, overall, it lacked a satisfying ending and -- at the end -- just sort of twittered out into limbo.
At first I was a bit put off by the constant flip banter between the characters. However, this constant banter became more familiar by the second chapter and I started to flow with it. Perhaps because I came to enjoy the characters. I have seen the Andromeda TV show and expected the characters to be cardboard cut-outs from the show, but the author did a surprisingly good job of bringing them to life. The best developed character by far was Trance Gemini, that peculiar little elfin woman whose role I never understood in the TV series. She becomes the focus of this book, and carries it. I need to give Mr. McDonald a gold star for developing her into an interesting character for the reader, given that I am not sure the TV show provided him with much to work with in this regard.
The novel also helped me to understand some riddles of the TV series that never made sense to me. Like, why there are TWO Andromedas -- one a hologram and one an android. Turns out they are two different characters. At times they even begin to argue with one another.
The plot started so well. The ship Andromeda Ascendant has been badly shot up in a battle with defense forces of the planet Kantar; she escapes, limping, into Slipstream drive, but is forced to drop out of hyperspace when systems fail. The ship thus defaults into a very bad location, a quadrant with little but empty vacuum. No planets, no moons, no asteroids. However, by good fortune Andromeda's star charts reveal an old waystation, built centuries earlier to service starships in the early days of exploration. The plot centers on a desperate effort to (1) travel to the waystation, (2) find materials necessary to effect repairs on the Andromeda Ascendant, and (3) return.
Here's where the book runs into major problems. At least three-quarters of the book (roughly 200 pages) has concluded before members of Hunt's crew even REACH the waystation. Thus the author has only about 65 pages to roll out most of the plot and wrap up the book. Scene follows scene in a rush, blurring past the reader as the author tries to tie everything up in a few tens of pages. Even with all this haste and compression, a lot is left hanging as the book ends.
Perhaps the author might have had more room to conclude the book if he did not devote so many pages to Trance Gemini's dimension doors and encounters with quantum alternates of herself. While this element worked well for a while, and was genuinely interesting when first introduced, it eventually got to be very repetitious and overworked. I kept asking, "oh, no, not again -- haven't we been there before-- like four times at least?" A sub-plot that got out of control?
To wrap this up -- this novel had many elements I liked a lot. The characters, plenty of drama, great sense of humor, and a fast-moving action plot that takes us to about page 200. At that point structure seems to break down. The ending is compressed, cursory, and disappointing.
This book is too good to pan, but too weak to praise.
Gene Roddenberry's Andromeda: Waystation Overview

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Faiths and Pantheons (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting) Review

Faiths and Pantheons (Dungeons and Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting)
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Faiths and Pantheons (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting) ReviewIt's gotten to the point that now when I see a new product for Forgotten Realms, my reaction is summed up in one word:
Gimme.
The Forgotten Realms products are the most consistently well-done supplements third edition D&D has to offer. Gorgeous artwork and ever-expanding detail have made a believer out of me.
That said, this product is a product with a very narrow focus - and if Faiths and Pantheon's focus falls outside of your gaming style, you should save your money for other supplements.
The real core of this product is the full descriptions and stats for the major deities of the Forgotten Realms setting. The descriptions are in the standard format outlined in the Deities and Demigods supplement. The artwork is inspired (with the possible exception of the non-human pantheon artwork), and the overall feel of the Realms is maintained throughout. The pantheons are described in detail and the stat blocks for any of the divine powers will make 20th level characters look downright milquetoasty.
It's worth stressing one thing about the deities: These folks are dangerous. This is why this book is not for every campaign. One harsh encounter with the divine can destroy all your players and/or their respect for the Dungeon Master. Many DMs will find their Forgotten Realms pantheon to be little more than trophy-NPCs that are kept on the bookshelf. That being the case, I'd make sure you want to use these NPCs before you buy this book.
The extras in this book are nice as well: Twenty prestige classes that are tied to the various religions. Some of these classes have additional minions that are described complete with stat blocks.
Three sample temples are mapped out and described with NPCs, and there are numerous sidebars placed in the book offering extra detail on the surrounding material.
To be fair, many of the sidebars are material found in other books, but the FR crew can be forgiven for duplicating them in the name of easy reference.
My biggest quibble with this product is that while the thirty main deities of the realms are given full stat blocks and avatar descriptions (and stats, where necessary) - the lesser deities of Faerûn are not.
Sure, full stats for all the many deities of Faerûn would take up a lot of space, but so does reprinting summaries of deities already described in Deities and Demigods (Like Tiamat or Loth, for example: Each gets a "Realms-specific" write up in Faiths and Pantheons - but the stats for each are only in Deities and Demigods). DMs looking for stats for Realms-only deities like Lovitar will NOT find them in this book (Lovitar's entry, like all the entries under "Other Deities," contains her Bio, History/Relationships, and Dogma.)
All in all, however - this book provides what it sets out to: provide a detailed and working pantheon to add to a Realms campaign. The descriptions are rich, the artwork is inspiring and the continuity of the setting is maintained while being enhanced. This is not a book for you if you don't use divine NPCs in your worlds, but if you do - this book will be essential.Faiths and Pantheons (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting) OverviewReligion in the RealmsWhether cleric or commoner, wizard or warrior, nearly everyone in Faerûn pays homage to at least one patron deity. Some of those divine powers inspire respect, while others elicit fear. Good or evil, all of them coexist within these pages. Complete information for key gods, along with the powers and abilities granted to their most dedicated followers, and descriptions of supporting deities combine to provide this look at all the gods of the Forgotten Realms campaign setting.Over 115 gods 20 specialty priest prestige classes Maps of four temples This collection details the thirty most important gods in the Forgotten Realms setting and expands upon the profiles of the rest of the deities.To use this accessory, a Dungeon Master also needs the Forgotten Realms Campaign Setting, the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.

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Deities and Demigods (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Supplement) Review

Deities and Demigods (Dungeons and Dragons d20 3.0 Fantasy Roleplaying Supplement)
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Deities and Demigods (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Supplement) ReviewOne thing I like about the 3E core rulebooks is it seems like WotC play tested the hell out of them. Nearly everything is fairly well balanced. Many aspects have been simplified from the 2nd addition in a good way (though sometimes too much.) Overall, I really like 3E and consider it worth buying.
Enter supplemental materials like Deities & Demigods. Let's take a look:
Chapter 1: Deities in Your Game -- Here's an abbreviated list of the sections:
Monotheism, Dualism, The Nature of Divinity, Why Mortals Worship Deities, Why Deities Use Mortals, Building a Pantheon, etc.
For me, this was the strongest aspect of the book. First, it explains different types of pantheons -- one God, vs. multiple gods/goddesses. Then it addresses a very key point: Why do divinities and mortals need each other? What is the relationship? As a DM, this part really helped cement that important concept.
Chapter 2: Deities Defined
The next section is another winner: How to make your own pantheon. In the previous chapter, there are tips for formulating your pantheon conceptually. How many? What domains? This chapter leads right into an explanation of the mechanics used in the book. So, you can take your idea for a new pantheon, and put it into d20 game terms.
Chapter 3 and on through the rest of the book:
I've heard complaints that there are only four pantheons in this book, compared to dozens from previous editions. Let me take a stab at why. Do you have a 3rd edition character, say, 10th level? My 10th level gnome druid takes up four pages worth of character sheet. Each of the gods & goddesses in this book are around 30th level or higher! Their stats take up a LOT of room! Thus, we are only given the Greyhawk, Olympian, Pharaonic (Egyptian), and Asgardian (Norse) pantheons.
Pantheon Strengths:
1) Some GREAT art: Ehlonna, Aries, Athena, Pan, Heimdall, Sif (yay!), Thor, etc.
2) Fully detailed d20 stats for each deity.
3) Maps for some deity-related dwellings.
4) We are told the deities will work well with the up and coming Epic Rules.
Pantheon Weaknesses:
1) Some painfully BAD art: Aphrodite, Dionysus, Ptah (and he is so cool!), Loki (this one really hurt me, I'm a big Loki fan), etc.
2) Very limited information about the deities themselves. This, to me, is the major shortcoming on this book. The info for dogmas, clergy & temples, etc., are each a short paragraph only. What does this tell us? Perhaps the game designers went a little overboard being able to actually make legal d20 stats for the deities, and didn't think enough about fleshing them out. I would have loved more background, more rituals, and more mythology for each deity. Granted, if you want to put these deities in a brawl, you've certainly got the stats!
Overall:
The 3E Deities & Demigods book has some vital information -- namely, the first few chapters. DMs and players alike will enjoy learning more about the place of deities and mortals within a D&D world. The rules for making your own pantheon are also very cool. After that, we have many, many stat blocks (with fairly limited background) for insanely powerful NPCs. Personally, I'm a stat fanatic, and enjoyed pouring over them. If they had only added another few paragraphs for each deity's background, religious holidays, expectations for their clerics, etc. I'd have given Deities & Demigods 5 stars. As it stands, it only gets 4.Deities and Demigods (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Supplement) OverviewSource of All Divine PowerThe names of Pelor, Loki, Athena, Osiris, and their kind are invoked by the devout as well as the desperate. With abilities that reach nearly beyond the scope of mortal imagination, the splendor of the gods humbles even the greatest of heroes.This supplement for the D&D game provides everything you need to create and call upon the most powerful beings in your campaign. Included are descriptions and statistics for over seventy gods from four fully detailed pantheons. Along with suggestions for creating your own gods, Deities and Demigods also includes information on advancing characters to godhood.To use this supplement, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. A player needs only the Player's Handbook.

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Weep (Unknown Armies) Review

Weep (Unknown Armies)
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Weep (Unknown Armies) ReviewI'll be sincere, I wasn't very impressed by Unknown Armies.
Yes, it was a good book and wasn't expensive, but after tons os modern-conspirational-supernatural-horror-RPG, the things that made UA shine didn't justfy all the hype for me.
But the sourcebooks are another matter.
I would call most of them masterpieces and the ones not included at this category, just great.
I would rate Weep in the first category.
It's not just a adventure module but a book full of ideas, inspirations if you mind, that can put a SOUL not just in UA, but in any other similar RPG setting.
If I have any complains about this book is:
* They are so good thay I just can't decide which one use first.
* Now I MUST buy the next UA sourcebook "Ascension of the Magdalene" ;)
Thank you for all the people of Atlas Games.Weep (Unknown Armies) OverviewYOU DID IT.There's no such thing as a safe decision. When the chips are down andyou have to make a choice, somebody's gonna get hurt somehow, andyou're the one they'll blame. All you can do is clutch yourrationalizations to your chest and sprint for glory.Here's six spins on the wheel of destiny:* "Swap Meet" by Rick Neal: The Avatars of the Merchant are ready to deal, if you're ready to pay. * "Garden Full of Weeds" by James Palmer: In the heart of the city, even nightmares live in fear. * "Stoon Lake" and "Drink to That" by Greg Stolze: Can you find the courage to do the wrong thing? * "A Few Of My Favorite Things" by John Tynes: The gun, the bible, and the flag built this nation, but they're tearing it apart. * "The Green Glass Grail" by Chad Underkoffler: This town's got six kinds of trouble, and there's a bullet for every one of 'em.

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Developing Virtual Reality Applications: Foundations of Effective Design Review

Developing Virtual Reality Applications: Foundations of Effective Design
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Developing Virtual Reality Applications: Foundations of Effective Design ReviewVirtual Reality is a subdivision of computer graphics and the latter is intensely mathematical. But this book eshews a mathematical bent. Instead it offers a sweeping survey of recent [2008-9] applications of VR. You can easily read this and get a good understanding of where VR is being used. The survey spans both academic and industrial/commercial efforts.
The book is also aided by a heavy use of illustrations, many in colour. Quite appropriate given that we are talking about graphics. The figures greatly help the understanding of the text.
One interesting subtopic is augmented reality. Where typically a user wears a special pair of glasses and walks around the real world. Depending on her location and perhaps orientation, the glasses communicate wirelessly with a GIS-aware database that downloads information to be displayed in an overlay fashion on her vision.Developing Virtual Reality Applications: Foundations of Effective Design Overview
Virtual Reality systems enable organizations to cut costs and time, maintain financial and organizational control over the development process, digitally evaluate products before having them created, and allow for greater creative exploration. In this book, VR developers Alan Craig, William Sherman, and Jeffrey Will examine a comprehensive collection of current,unique, and foundational VR applications in a multitude of fields, such as business, science, medicine, art, entertainment, and public safety among others.

An insider's view of what works, what doesn't work, and why, Developing Virtual Reality Applications explores core technical information and background theory as well as the evolution of key applications from their genesis to their most current form. Developmental techniques are cross-referenced between different applications linking information to describe overall VR trends and fundamental best practices. This synergy, coupled with the most up to date research being conducted, provides a hands-on guide for building applications, and an enhanced, panoramic view of VR development. Developing Virtual Reality Applications is an indispensable one-stop reference for anyone working in this burgeoning field.


Dozens of detailed application descriptions provide practical ideas for VR development in ALL areas of interest!
Development techniques are cross referenced between different application areas, providing fundamental best practices!
Includes a media-rich companion website with hours of footage from application demonstrations


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Alan Moore's Yuggoth Cultures Review

Alan Moore's Yuggoth Cultures
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Alan Moore's Yuggoth Cultures Review1/3 comic book, 2/3's fictional and non-fictional prose, Yuggoth Cultures comes shambling out of Alan (Watchmen) Moore's mind like one of those terrifying hybrids H.P. Lovecraft was always going on about.
Once upon a time, Moore was going to do a novel/short story cycle based on H.P. Lovecraft's Fungi from Yuggoth* poem cycle. Unfortunately, Moore left the bulk of his stories and notes in a taxi cab, never to be seen again. Years later, Avatar Press collected some of Moore's never-reprinted comics work, some of it Lovecraftian, and rounded it out with adaptations of Moore prose pieces and songs by Antony Johnston; Johnston's own comic-book miniseries Yuggoth Creatures; and several interviews with and articles by Moore. The result is an enjoyable, Lovecraftian hodgepodge.
The essays and interviews give an insight into Moore's creative process in the 1980's, while the more recent material at least sketches in his thoughts on the theory and practice of magic. Johnston's contributions are fairly solid -- he's a good adaptor of Moore's work, and his own miniseries suffers only from a need for greater length and depth. Lovecraftian pastiches generally don't benefit from an overabundance of plot (and Lovecraft himself noted that horrific effect, in his work, had nothing to do with the mechanics of plotting).
The Lovecraftian material is quite enjoyable -- one story, "Recognition", seems like a dry run for Moore's later neo-Lovecraftian horrors The Courtyard and Neonomicon, soon to be collected together by Avatar Press. As kooky as I find Moore's transformation into a practicing wizard, he's eloquent and fascinating on the topic of magic and mythology related to everyday human life (and scientific conceptions of the Fourth Dimension). Some fun Moore shorts from the early 1980's also pop up here, as does a mostly autobiographical epilogue to Moore's epic meditation on Jack the Ripper, From Hell.
I'd recommend this for Moore fans and fans of Lovecraftian Cthulhu material. There is some graphic sex and violence, so be warned.
* 'Yuggoth' was Lovecraft's name for the (former) planet Pluto; the Fungi in question were the Mi-Go, the moth-like sources of the Abominable Snowman myth.Alan Moore's Yuggoth Cultures OverviewYuggoth Cultures and Other Growths features tons of Alan's classic short sequential comic book stories that have been long out of print, stories that have never before been seen and special developmental sections with original script pages and comments from Alan and the creators. This massive volume also has an extensive interview with Moore as he discusses Yuggoth Cultures, the stories inside and some of the amazing tales the lead to their creation as well as the real magic behind the works. As if that wasn't enough, Antony Johnston's work inspired by Yuggoth Cultures and the worlds of H.P. Lovecraft is included and features all-star art by Juan Jose Ryp, Jacen Burrows, Dheeraj Verma and many more along with copious notes on the Lovecraftian origins of the tales.

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Powers & Pantheons (Advanced Dungeons & Dragons: Forgotten Realms, Campaign Expansion/9563) Review

Powers and Pantheons (Advanced Dungeons and Dragons: Forgotten Realms, Campaign Expansion/9563)
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Powers & Pantheons (Advanced Dungeons & Dragons: Forgotten Realms, Campaign Expansion/9563) ReviewLooks like the others who wrote reviews here don't uderstand the point of Powers and Pantheons. It's supposed to be part of a trilogy of books that detail the Forgotten Realms pantheon, the third book being Demihuman Deities. If your characters run all over the Realms, then the whole series is recommended. If not, Faith and Avatars, and (probably) Demihuman Deities will be more than enough.
My one gripe with the whole series is I don't think the specialty priests were playtested, or playtested enough. Some of them are overly powerful and can run roughshod over a campaign. To all DM's I caution, look carefully at the description of a particular specialty priest before allowing them to be PC's.Powers & Pantheons (Advanced Dungeons & Dragons: Forgotten Realms, Campaign Expansion/9563) Overview

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Hush Hush (Unknown Armies) Review

Hush Hush (Unknown Armies)
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Hush Hush (Unknown Armies) ReviewUnknown Armies surprises more and more with every release. In the 'core' rulebook I had found the Sleepers to be the least interesting of the occult groups at play. After reading through Hush Hush, they are my favorite. This book is rife with plot and game seeds and introduces some insanely skewed NPCs. UA has such a great mix of pop and sub culture icons that certain elements of the book are noticeably derivative. This does not lead to a mess of regurgitated references but plays off them (see if you can spot the darker twist on Being John Malkovich).
This book gives you great command over how and why the Sleepers operate. They are men in black cleaners of the occult world.
Hush Hush is not without some flaws but is still a great supplement for UA. With Stratosphere, PostModern Magick and now Hush Hush the fertile UA universe is rife for destruction.Hush Hush (Unknown Armies) OverviewIf I die in my sleep, at least I'll know who did it. The Sleepers are the bedtime-story bogeymen of the occult underground. They keep the existence of magick a secret from the mundane world, lest the sleeping tiger wake and devour us all. If you make too much unnatural noise, if you leave witnesses to your workings, or if you just can't shut your pie hole about how you can melt your face on command, the Sleepers will come for you in the deeps of night and tell it you straight: hush hush, little mage, for dead men cast no spells. Listen close and you can hear their secrets: stories of the sleepers, true and otherwise; recruitment, training, and ops; safehouses, personnel, resources, and case files. But keep it to yourself — or else.

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Totally Charmed: Demons, Whitelighters And the Power of Three (Smart Pop series) Review

Totally Charmed: Demons, Whitelighters And the Power of Three (Smart Pop series)
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Totally Charmed: Demons, Whitelighters And the Power of Three (Smart Pop series) Review"Charmed" has always been a show that more than what it seemed. It was never really about 3 sisters with magical powers, but 3 sisters and their dynamic. That's one of the things that I loved about this book - it takes the ideas presented in the series over the course of the past 7 years (not including the current 8th season) and examine them. My favorite is the article discussing Piper's powers that both freeze and speed up time. Personally, I've always believed in magic, but I'm also aware that most of magic is just science. To learn that there is actually a scientific theory behind her power was absolutely fascinating.
So if you're looking for something a little different to read, pick this one up. You won't regret it.Totally Charmed: Demons, Whitelighters And the Power of Three (Smart Pop series) Overview** COMPLETELY UNAUTHORIZED **

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Alan Moore's Hypothetical Lizard Limited Edition Hardcover Review

Alan Moore's Hypothetical Lizard Limited Edition Hardcover
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Alan Moore's Hypothetical Lizard Limited Edition Hardcover ReviewI love, l-o-v-e all of Alan Moore's work, so I bought this item hoping to experience more work from the genius himself. While I was not entirely disappointed, the following must be pointed out. Alan wrote the novella Hypothetical Lizard, but someone else did the comic book sequential adaptation. While the work is up to Moore's standards, the adaptation lacks Moore's touch. Anyone familiar with Moore's work knows that he is a master at utilizing the visual conventions of the comic book language for maximum effect. While this adaptation is by no means a bad one, it is simply not Moore, and one can tell right away. Since I am a compleatist, I don't mind, but it should be noted, so there!Alan Moore's Hypothetical Lizard Limited Edition Hardcover OverviewFinally collected, here is one of Alan Moore's greatest works and his most critically acclaimed novella of all time, painstakingly adapted to comic books.Moore's frequent collaborator Antony Johnston has carefully preserved the story as it is presented in sequential form with stunning grey-painted art by sensations Lorenzo Lorente and Sebastian Fiumara.What would you pay to learn the innermost secrets of wizards?Young prostitute Som Som has made the ultimate sacrifice; literally sworn to secrecy bycosmetic surgery, the two halves of Som Som's brain have been severed, leaving her able to hear and see... but not speak or act.Now Som Som's unique attributes will put her firmly in the center of an impossible dilemma, as an old friend return to The House Without Clocks, and a deadly game of domination begins....This collected volume contains the entire four issue series, the full text of the original story, and both artist's original design sketches. Limited to 750 copies.

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Yahoo Hacks: Tips & Tools for Living on the Web Frontier Review

Yahoo Hacks: Tips and Tools for Living on the Web Frontier
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Yahoo Hacks: Tips & Tools for Living on the Web Frontier Review"The reports of my death are greatly exaggerated." That quote might apply to Yahoo when you look at all the mindshare that Google has garnered of late. It's almost as if Yahoo is irrelevant and Google owns the search world. Not quite, and Paul Bausch's new book Yahoo! Hacks - Tips & Tools for Living on the Web Frontier reminded me of all the good and incredibly valuable things you can do with Yahoo...
Contents: Search; Services; Communicating; Web Services; Applications; Webmastering; Index
Like all Hacks titles, you have a number of cool tips and tricks that you can do using Yahoo as your technology starting point. In this case, there's 100 of them that cover a wide range of topics. For instance, tip #39 - Monitor Your Commute shows how Yahoo can provide updated traffic conditions overlaying a map of your driving commute. Even better, those traffic updates can be formatted in RSS and put on your My Yahoo page. I did that one right away. Tip #83 - Randomize Your Windows Desktop Background shows how, using Yahoo's web services API and some VBA code, you can create a random Windows wallpaper each day. Just hope you don't choose a search term that isn't "work safe". :) The whole Web Services chapter shows how you can access Yahoo's API using a variety of languages such as Perl, PHP, Python and a few others. Once you get the basic core structure down, you open up a whole universe of possibilities in terms of programmatic integration of Yahoo into your applications. This is really cool stuff...
I've been just as guilty as the next person of getting all "Google"-y eye'd at other search engines and forgetting the site that opened up a whole world of internet realities. Many of the things we take for granted now were ground-breaking ideas that Yahoo was pushing in the early days. Having two strong competitors in the search arena will lead to even more innovative thinking as they play off of each other. I can see how the Yahoo! Hacks title could go into multiple editions without even trying...
Excellent read with lots of code you can use immediately. If you've wandered away from Yahoo for other pastures, perhaps it's time to wander back and see what other options are out there. Yahoo Hacks will expand your thinking as to what you can do with search engines...Yahoo Hacks: Tips & Tools for Living on the Web Frontier Overview
Yahoo! took the world by storm in the 1990s as a one-of-a-kind, searchable list of interesting web sites. But ten years later, it has expanded into a department store overflowing with useful and innovative tools and services-from email, blogging, social networking, and instant messaging, to news, financial markets, shopping, movie and TV listings, and much more. Today's Yahoo! keeps you connected with every aspect of your life and every corner of the Web.

Yahoo! Hacks shows you how to use, expand, personalize, and tweak Yahoo! in ways you never dreamed possible. You'll learn how to:

Fine-tune search queries with keyword shortcuts and advanced syntax
Manage and customize Yahoo! Mail, using it as your universal email client to access all your other accounts
Explore your social networks with Yahoo! 360, blogging your life, keeping up with friends, and making new contacts
Store, sort, blog, feed, track, and otherwise share photos with Flickr and RSS
Make My Yahoo! your Yahoo!, and personalize Yahoo!'s many properties
Roll your own Yahoo! applications with Yahoo! new Web Services API and Perl, PHP, Java, Python, Ruby, or the programming language of your choice
Visualize search results and topics, mash up images from around the Web, and remix other web content
List (or hide) your site with Yahoo!, and integrate Yahoo! Groups, Messenger, contextual search (Y!Q), or other Yahoo! features

Whether you want to become a power searcher, news monger, super shopper, or innovative web developer, Yahoo! Hacks provides the tools to take you further than you ever thought possible.


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Kingdom Keepers II: Disney At Dawn Review

Kingdom Keepers II: Disney At Dawn
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Kingdom Keepers II: Disney At Dawn ReviewHaving been a Disney cast member for many years, I read Kingdom Keepers: Disney After Dark, and now it's sequel Kingdom Keepers II: Disney at Dawn with great interest. Both offer a fun read for kids and adults alike. With "Disney at Dawn," author Ridley Pearson has continued his story of the Kingdom Keepers, a group of school children who originally modeled for the fictional holographic Interactive Host Program at Disney's Magic Kingdom but who now find themselves the unofficial protectors of Disney. In the original story, the kids are magically transported into the Magic Kingdom at night while they're asleep. Their mission - to find out who is behind the mysterious goings on in the park after dark. Animatronic figures are roaming the parks and Disney characters have come alive, including the villians. Now, in the sequel, the kids again find themselves in the park; this time in Disney's Animal Kingdom. They must delve deeper into the mystery of the Overtakers, to find out which super villian is really in charge and what horrible scheme the villians have in mind. Fans of Disney, especially cast members past and present, will enjoy the refereneces to familiar locations and settings. Sure, there are some glaring errors (Ridley, it's Fantasmic, not the fantasmics) and some lesser errors that only cast members will appreciate (there are some interesting assumptions concerning ride operation and cast member IDs for example) but it is a work of fiction, so those mistakes offer an additional element of interest for those of us who work in the industry. I strongly recommend this series as a wonderful read for all ages. With page-turning actions, humorous dialogue, and engaging characters, it's a fun addition to any library!Kingdom Keepers II: Disney At Dawn OverviewIt's supposed to be a happy day at the Magic Kingdom-the return of the teenaged holographic hosts. But things go very wrong when a sudden lightning storm disrupts the celebration, and Amanda's mysterious sister, Jez, disappears. The only clue is the sighting of a wild monkey in the Magic Kingdom during the storm. The mystery deepens as Finn is contacted by Wayne, an old man he hasn't heard from in months. Wayne tells Finn that there's trouble at the Animal Kingdom: the evil Overtakers have gained control of one of the computer servers that will be used to operate Daylight Holographic Imaging there. That means that if any of the holographic hosts fall asleep, they will go into comas-permanently. Filled with action and brimming with the same meticulous detail as The Kingdom Keepers: Disney After Dark, this second book in the series-Disney at Dawn-is the result of hands-on research behind the scenes at Disney's Animal Kingdom Park. Young and older readers alike will get a glimpse into a second Disney kingdom. The wild rides have only just begun; and the clock is ticking. How long can the teens keep themselves awake in their quest to find their friend-and what happens if they fail?

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