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helpful and interesting
A fun look at law school

Not Wyld enough?
The Third Member of the Triad Exposed.Well no more.
The down side of this book: It tries to explain the unexplainable.
The Up Side: It gives insight to what is often the most misunderstood element of the WereWolf game. The book has a good selection of Wyld Fetishes and a couple (2) Rites that can work as good background material. The selection of Wyld spirts is good (20 pages worth, and the Gorgans), and can act as excelent additions to any game (be forwarned some are reprints though). It also incluedes a section on The Storm Eater, if any one was wondering more about it, you'll find some answers. The addition of "thresholds" is also something new to me.
And finaly the warning "The Wild is a doble Edged Sword." Under this topic there is a good section explaining the chaos that is The Wyld. As well as an discusion on insainity (The freind of Chaos) and how close association wiht the Wyld can lead your characters to the depths of madness, and how to deal with it as a storyteller, and player.
All in all a good addition to the White Wolf line-up.


Oh my god, this book is dull.This is not the book for you. I will say that the science is excellent. It is extremely well researched and documented. The book would stand up well in any scholarly journal.
However, it does not serve to motivate or improve ones ability to make calls. In the business of Sales we are looking for motiviation to get on that phone or in front of that next client. This book attempts to identify why we fear making calls and how to confront that fear. But in its painstaking examination of ones personality type it gets incredibly dull. So achingly dull, in fact, that even those among us most determined to find a reason not to make our calls today become forced to find another call avoiding alternative due to sheer mind numbing boredom.
If you are looking for an excellent way to fall asleep at night buy this book. If, on the other hand, you are looking for a way to make those calls just a little bit easier, go somewhere else. This book will not do it. In this case, naming your fear does not tame it.
A well written and researched book . . .

Fragile conclusions
The emperor is naked

Sadly, it missesThat was how I felt until I read through the game.
What I expected was a game that ignored the petty details of day-to-day life and went for the Grand Hero's Journey a la Joseph Campbell. Instead our hero-to-be is just another member of his tribe. Yes, finally you get to play someone actually out of Dragon Pass, and supposedly you are halfway to being a hero already, but the tone of the game is to fit into your culture, to deal with petty cattle raids, and to worry whether or not the crops will come in next year.
The system isn't too difficult to figure out ... after about a dozen reads. As a veteran of reading many types of rpgs in my 25 years of playing, I found the layout and explanations very confusing. The editing is attrocious. There are tables that are split from bottom of one page to top of another. As we are living in a day and age of on-screen editing and WYSIWYG word processing this is unforgivable. Skills are often ill-defined, sometimes not defined at all (I am still waiting for the definition of the talent "Snarl Darkness"). Yes, you can create skills off the top of your head, but you better have a group that is willing to put up with ill-defined talents. Then again, since that seems to be the editorial style of this game, go for it.
The game sets up as many problems as it solves. If your character is already a "local hero" why is it that Joe Nobody warriors (and most ordinary carnivores) will beat you up seven times out of ten? If you are supposed to be a hero (again thinking of Campbell), why is he worried about getting his cattle in? Where are the gods? Where are the wonderous items?
I look upon myself as the person this game was aimed for, someone with a strong interest in folklore/mythology, well-read in Glorantha, and disappointed with the limitations of RuneQuest. Instead I am utterly turned off to this game and its few supplements. Yes, the later supplements have improved in editing (I looked through them at a local game store, but refused to buy them on principle), but the basic game is poorly laid out, less "user friendly" for people not yet introduced to Glorantha, and far from clear in its focus.
Maybe someday a better version will be written.
Maybe this better version will appear in less than 20 years.
The finest fantasy role-playing game around

Disappointing
Best Edition of Best Anthology

A bit of a disappointment
Entertaining, Yes, Helpful, No!
Very useful despite minor flawsSince Irish is a tough language to pronounce merely by looking at Irish words, it might be a good idea to get a brief overview of the language before wading through the names. It'll help with pronunciation. If you can't be bothered (who has the time?!), just double-check a name you like with a more official Irish source. That's what I do & it's no big deal. I really like the way the book is organized and I enjoy the extra info so it's well worth the price I paid for it, despite its few flaws.
This pair of authors has several other charming naming books. If you're a writer (or a pretender, like me), their little books are very handy.


fairly disappointed
Deep Midnight by Shannon Drake
Excellnt paranomal romanceThe police refuse to investigate, scoffing at Jordan's account as that of a foolish inebriated American tourist. The next morning Jared insists that it was a jest in poor taste, but Jordan rejects his explanation. Unable to let go, Jordan begins her own inquiries into her mysterious rescuer and the blood bathed orgy. Her quest places her in perilous danger yet puts her on the path for a lifetime of love.
DEEP MIDNIGHT is a strong supernatural romance that continues award winning Shannon Drake's vampire stories (see BENEATH A RED MOON and WHEN DARKNESS FALLS). The current tale engages the audience from the start, but readers of Ms. Drake's previous novels will find this one, albeit well written, to follow too closely, at least at the start, of WHEN DARKNESS FALLS. Still the story line is quite entertaining due to the relationship between Jordan (a delightfully daring damsel in distress) and the "Wolf" (a phenomenally powerful protector) leading to thrills for sub-genre fans.
Harriet Klausner


Even Homer NodsWell for one thing, the female lead in the story is an annoying little snot named Legion--er, I mean Tara who has a bad habit of hanging out with American vampires in France. Now I understand why Tara is skeptical about the whole, supernatural world being real, thing. Really. But there is a difference between cynical and tedious and it took Satan THREE HUNDRED PAGES before she stopped saying: "No... it can't be. This isn't real! It's not happening, blah-blah-blah." Mind you, she was cool with the fact that her boyfriend (Trent) can read minds and hypnotize with his eyes, because--can't everyone? But the minute he tries protecting her, returning her stuff, saving her life or warning her of danger and suddenly tall-dark-and-furry is just a BIG JERK.
M'kaay.
The freakiest part of the book, I think, wasn't the werewolves, vampires, and mad scientists though. It was Tara turning into Buffy the Vampire Slayer going on 'killing spree' in the last 50 pages. What was up with that? Suddenly her usual diatribe of, "You're lying, this isn't happening, its not real!" gets turned into, "You talk'n to me? Are YOU talk'n to ME?" and things just went down hill from there. For those of you are new to Shannon Drake's work, my recommendation is to just pretend this book doesn't exist. (Realm of what? Nope, never heard of it.) Then go read Deep Midnight or any of her others because she really is a great writer--usually--but, yes, even Shannon Drake nods.
Realm of Shadows in the Shadow
Another great read from Shannon Drake