Builder
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More Suited to the Very Experienced DM
Need help building a world? This is your book.
The best World building Guidebook I've ever seen
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One foot high and three feet WOWED!
Incredibly beautiful
A Unique Approach
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Not up to Petroski's usual high standard
BridgePros ReviewThis book will tell you the stories and politics behind each one of the designers featured and their bridges.
Book evokes a sense of wonder
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Winsomly DelightfulThese simple, hilarious, and often very poignant peeks into the life of Keyes, which strongly resembles that of many of her main characters, makes the reader smile, sigh, and--in at least one heartfelt column about Keyes' triumph over alcoholism--weep. Those who follow her books will experience some strong deja vu, as whole sections of Keyes' truly baroque life seem to make their way sooner or later to her novels--eg, the famous mudbath that one main character took just before her wedding in order to fit into her dress!
The charm of this book is that it can be picked up and put down at random. Each essay functions on its own, and in fact, the author, in her preface, suggests that the reader simply browse and choose according to his or her mood at that moment. And so I did--and loved every single essay in the book.
A keeper!
Reality at its funniest
A True Feel of the Emerald IsleFrom an author who writes in bed readers will be transposed into the Irish mindset and if you really try you can slow the pace of your life and be one with the Irish for a moment or two.
The anthology of columns shows that Marian's writing has great effect for a quickie read as well as being enveloped in her novels.

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Heavily padded, like most 3rd Edition D&D books from WOTCFor example, instead of saying that a spell is Reversible, as in 2nd edition, 3rd edition allows writers to simply rewrite the same basic paragraph over and over again. Millions of 2nd edition players were expected to be able to figure out that a reversible ward, or protection, or barrier against (e.g., Evil, Chaos, etc.) would work against the opposite alignment if the spell was simply reversed. In 3rd edition, these are ALL separate spells, not just variations on a theme, so if a spellcaster can place a Protection From Evil spell on a wall, for instance, the 3rd edition writers have the opportunity to insert three nearly identical paragraphs into the same section for the spells Protection Against Good, Protection Against Law, Protection Against Chaos, etc.
This cheating of readers (and especially buyers!) is carried on in the Stronghold Builder's Guidebook and amplified. The writers, for example, describe a "Bedroom, Basic," but don't add one or two sentences that "Fancy" and "Luxurious" variants take up this much extra space, cost this much extra gold, and need these staff members. Instead, we are treated to a separate section on "Bedroom, Fancy," and "Bedroom, Luxurious." ONCE might have been tolerable as an example, but this happens over and over again: we do not REALLY need, but the writers dump on us, repeated descriptions of "Basic," "Fancy," and "Luxurious" spaces in the stronghold for everything from bathrooms (despite the fact that, as the writers describe, the Medieval toilet was a "garderobe," a room with a hole which allowed the human waste to fall outside the castle wall) to throne rooms. ONE description of the difference between the three categories of space would have sufficed, but the reader must endure numerous repetitions of this type of room and that type of room as it ranges from a dirt floor with no staff member to one with marble floors and one or more servants.
All of the space wasted by repetitions could have been used for additional information about (for example) ALL of the staff needed for the stronghold and detailed descriptions of what their jobs are, or the many different types of siege equipment which might be brought in and the best ways to defend against them (there is a website for amateur siege engine makers which DOES provide that information, though -- just in case someone attacks your own, mundane home with a catapult or trebuchet!).
One area where there was a huge gap was the failure to establish the "Siege Engineer" as a prestige class (a gap filled by an article in "Dragon" magazine, which allowed the company to rake in even more money by filling a gap which they themselves had created).
Another huge gap which this reviewer noticed was the description of the counter-siege: an encirclement of a besieging army by allies of those besieged in a stronghold; many times in history a besieging army has been driven off or destroyed by a counter-siege, but we're talking about PC's and NPC's here, and they deserve to be told (or reminded) that one of Julius Caesar's greatest victories was in a siege directed against the Gallic King Vercingetorix and the counter-siege laid around Caesar's army by the tribes allied to Vercingetorix; although caught between the hammer and the anvil, Caesar and his men defeated the allied force AND took Vercingetorix and his fortress -- just the sort of inspirational story a player needs to know of, even if it is rephrased in Dragonlance or Forgotten Realms terms.
Still another huge failing is the lack of information about the realities of BEING a castellan -- how are the farmers treated? Are they free peasants or serfs, or slaves? Are the field workers marched off with the castellan's army when s/he goes off to wage war? What is the appropriate tax level which a Lawful Good castellan may impose? What about swearing fealty to the local Lord or Monarch? Players interested in those details should skip this book and buy the game "Stronghold," available for both the Mac and (broken) Windows. At $4 or $5 --used -- this book isn't a bad buy (bearing in mind that the "Siege Engineer" and who knows what else were published separately in "Dragon"). Anyone who can afford to pay full price, however, should look instead at books on war and fighting published by AEG, Mongoose, and other D20 System publishers -- the information in their books is fully compatible with D&D, and THEY don't pad their books with endless repetitions (bad grammar and typos, maybe, but not endless repetitions!).
Strong walls and how to turn them to rubble....I assume it is not very interesting for a DM to know what a given Keep is going to cost, but for those players who want to build their own castle, this is vital information. The rules on this are clearly thought out in such a way that it is still sort of realistic, but simple enough to be workable.
For the DM this book could very well be less interesting, but it still gives you a lot of back-ground information and it gives you a general idea of how big the different areas should be compared to each other. (If you want to feed 100 people you need a dining room about this large and of course a kitchen, which would employ about this number of cooks and needs about this area in floorspace.)
Besides information on buidling and protecting your new household, there also is information on how to take over the stronghold of a opposing power and how to go about at making sure that this opponent does not walk straight back in to kick you out again.
In short: a very good resource, that covers much more then just building a stronghold.
Finally a useful stronghold building book..The book describes how to create everything from a castle or tower to a store or inn. It also explains how existing dungeons can be retrofitted by an enterprising party. The best part is that the book contains a lot of cool stuff that costs a lot of money and thus entices players to reduce their gold pieces in a way that does not imbalance your game.
The best part is that this book will give players options at nearly any stage of their careers. A player can start an inn/tavern for under 15,000 gp... or blow 100,000 gp on that platform of telekinesis they need to impress their friends.
This book enticed my players to spend over 1.5 million excess gold pieces accumulated over nearly 5 years... this alone has gone a long way in balancing the campaign again and made them interested in finding more treasure to improve their strongholds.

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Very good for beginners (English and Portuguese)Portuguese: Apesar do nome gerar suspeitas (sempre desconfiei de títulos aprenda em 21 dias ou 24 horas), é um livro muito bom. Começa com uma visão geral da linguagem C, depois entra no C++ com todos os conceitos de OOP e depois entra no Builder 4. Na realidade são 24 capítulos que o autor chamou de 24 horas. É o mesmo autor de C++ Builder Unleashed(este é um livro para nível mais avançado) e faz parte do TeamB da Borland. Este livro vem ainda com um CD com todos os exemplos e um trial do Builder 4 por 60 dias
Great for beginners!
Great book to start withFrom chapter 8 on, the 'Builder' environment is described. I like best reading this part before sleeping or when travelling: Because I find the Builder environment so intuitive, it is in my opinion not needed to explain all 'obvious' stuff. But I guess for people not familiar with a Windows environment, this will be a great help. But for me, I only read it for those 'magical' lines of code (like how to read a line from a Memo component, which I found very hard to find out alone).
Chapter 20 is filled handy 'programming tips', like the use of 'ALT-[' or 'ALT-]' to find corresponding curly brackets.
Chapter 23 is about the debugger, which was also a need-to-read section for me.
Concluding, I find the book superficial in its most positive sense: it describes what a beginning programmer needs to know to start with, without going into not-needed details or falling into exhaustive examples. It gives you all you need to know to start with.

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Nice theory, but dry, dry, dryOnce you get past the format, it's not hard to apprehend Schoch's primary theme. He believes that the pyramid structure has not popped up all over the globe by accident, but that ancient mariners brought the ideas with them. He won't date the time of this migration, but it sounds quite a bit like an Atlantean diffusion. Schoch finds pyramids in China, India, Africa, the Mid-east and the Americas. There also are the mounds in North America.
Schoch is convinced that the American pyramids came from China, although his reasoning here is not easy to follow. When even the Mayan legends themselves speak of settlers from the East, Schoch opines that the settlers actually came across the Pacific and worked their way east to the Yucatan. This I find completely unbelievable, especially in light of the underwater findings that have been sighted near Cuba. Clearly the migration was from east to west. Another problem is that Schoch sees pyramids where I can only make out conical towers. He claims that many Indonesian structures are pyramids, but they don't even resemble the stepped or triangular structures to me.
His last chapter refutes those who refute his Sphinx dating. It's dry in the extreme, but he certainly has the academic goods on his detractors. As a skilled geologist, he can easily rebuff Egyptologist Mark Lehner's absurb peeling and scaling theory.
This is a book to skim. It drags where it should inspire and reiterates what we already know. As for ancient boat migration, all he had to do was refer to Thor Heyerdahl's Ra and Kon-Tiki experiments. There's some good information here, but much of it is material you'll want to skip.
Worth ConsiderationSchoch, a geologist, is perhaps best known for his re-dating of the Sphinx back to 4700-7000 BC, based on weathering and climactic patterns. (This book has an Appendix where Schoch replies cogently to various critics of his Sphinx theory and cites some additional support.)
The main premise in this book is that there are enough distinct threads of evidence to support the theory that the proto-civilization for many of the notable cultures of the past (such as the ancient Egyptions, Mayans, and so on) was based in a time when the sea-levels were much lower in a region called "Sundaland". This region is now mainly underwater due to glacial melting since the last Ice Age and stretches from Indochina to Borneo and Timor.
Schoch uses a myriad of types of circumstantial evidence such as commonality of flood myths, linguistic comparisons, genetics, geologic, tree-ring data, archeological remains, ancient math and astronomical knowledge, and so forth to piece together support for his theory. Some of it is robust, some of it is a bit tenuous, but all in all, I find it worth considering.
In pulling together these disparate trails of evidence into a prehistorical timeline, I do not think Schoch has reached beyond plausibility; indeed, I consider some of mainstream archeology to be more ardently ideological and consist of far more speculative story-telling than what Schoch proposes here.
This book is a worthwhile read for someone interested in the idea that civilization did not spring up suddenly in the last 5-6,000 years. To me, it is far more parsimonious that the homo sapien mind of 10,000, 20,000, or even 40,000 or more years ago - a mind which was identical in capability to ours - had societies and cultures which acted as significant sources of knowledge and influence on the later cultures we know historically. Whether Sundaland was indeed the site of one of these proto-civilizations is something that will likely never be provable to a high degree of certainty, but perhaps this book will at least stir more investigation.
A solid case for diffusionAlthough he centers his book around the pyramids of the world, he also describes how it was possible that these ancient people could have sailed from their country to another after a catastrophic event that ripped apart their culture, taking with them the knowledge they used and seeding a new culture. Thus, leaving temples and other architectural works that show striking similarities with other cultures.
I could go on, but I only have 1,000 words. What I can tell you is that anyone with an interest in this subject, will not be disappointed.

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Not the Biblical View of man
Good information on the marriage relationshipAs far as I could tell, there was no heavy pressuring into traditional roles in the book. What it did say is that there are limits in the marriage relationship: in what you can reasonably expect from a partner, and in what you can do to make things happen. There is no handy way of "doing stuff" to make a marriage perfect. But there is still a realistic approach to your responsibilities and ministries in a relationship.
Rare InsightThe author develops the concepts of Oneness (spirit, soul and body) and helps the reader clarify his or her goals in marriage.

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A simple investment plan highly recommended
If you want to succeed
The concept continues to workIf you are a new investor, are not satisfied with the results of the plan you are presently following, or have been badly hurt by following a buy and hold method in the past year, this book will give you the ideas to make changes so you will become a much improved investor. I feel that anyone who is serious about investing needs to review the ideas and past history of the stock market that are explained in this book. You won't find an easier or less emotional method to follow. It has worked for years and will continue to work in the future. This book will educate you, don't pass this up.
I have followed the concepts, ideas, and investing principles of the Fabian newsletter for over 17 years. It has been one of the best decisions that I ever made.


Get another edition!To save money, the margins run from 1/4 to 1/8 an inch. Not too bad on the outside edges, but on the inside edge near the spine the words are nearly hidden by the curve of the page. Either you break the spine to read the words, or you are forced to slide your thumb along the inner edge to reveal Twain's words. Find another edition.
5 stars for the work and 3 stars for the edition.
Easy to see why Twain is one of America's ClassicsThese stories also stand the test of time as they are every bit as entertaining now as they were over 100 years ago.
Some of the ones that I enjoyed the most;
The Canvasser' Tale; the story of a man's collection of echoes
The Diary of Adam and Eve; a humorous look at what Adam and Eve's first thoughts of each other and the world around them.
The McWilliamses and the Burglar Alarm.
The Californian's Tale with a twist at the end.
This collection is writing at its very best; a treasure of American story telling.
This book is great for building really BIG, vibrant worlds. I do not think it is suited for building a world starting from stratch. There's just too much information that would not come into play until much later.
This book has you select a core theme or "hook" (idea that makes it different from any other world) for your campaign first (a VERY good idea). The book then flips you to the revelant "starting" chapter, such as Mythology or legend. In the chapters, there is a host of revelant information. I did not like the idea of die-tables; to me it's a subsitute for imagination. But that's my opinion. I think it would have been better if Rich started out with the theme and then added on it enough to get your campaign off the ground and THEN in later chapters it addressed the details that you can add later.
All in all, it's a good book, although it tries to make a too realistic world as opposed to a fantastic one. But at the same time, saying throw the rules out the window and do your own thing. My score, good but not spectacular.