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For the vigilant writer, driven publisher or game designer, Volume 3 of the Gygaxian Fantasy World series drives forward the gathering host of information brought to you by the Gygaxian Fantasy World series. From the encampments of common folk and wanderers to the teeming streets of walled towns, this work brings the fantastic world of magic to life. Game designers captain their own creations when they master knowledge of the high and low, the hamlets and towns, cities and castles and all that accompanies life in a world of our own imagining. More than that, Everyday Life breathes strength into the arms of your imaginings with pirates and palace life, eating and entertainment, villains and vagabonds, communications and commerce. Whatever is found in the daily life of a typical fantasy world is covered herein. Sound the note of world creation with Gary Gygax's Everyday Life.
This book considers the concrete ways in which the socio-political visions of liberalism translated into museum practice, as well as the manner in which museums reflected liberalism� �s blind spots and critical weaknesses.
A political sociologist examines the concept of universal, egalitarian citizenship and assesses the prospects for developing democratic solidarity at the global level.
Producing Culture and Capital is a major theoretical contribution to the anthropological literature on capitalism, as well as a rich case study of kinship and gender relations in northern Italy. Drawing on ethnographic and archival research on thirty-eight firms in northern Italy's silk industry, Sylvia Yanagisako illuminates the cultural processes through which sentiments, desires, and commitments motivate and shape capitalist family firms. She shows how flexible specialization is produced through the cultural dynamics of capital accumulation, management succession, firm expansion and diversification, and the reproduction and division of firms. In doing so, Yanagisako addresses two gaps in ...
This second volume in the Gygaxian Fantasy Worlds series marshals a veritable host of information for the game designer. Unburdened with flavor text this tome is a collection of militantly organized definitions, lists, tables and charts with an army of information from the mundane to the extraordinary. The World Builder covers outdoor settings, indoor living settings, merchandise with a completely illustrated armor and weapons section and everyday facts from the government structure to the tensile strength of rope.
In The Canting Crew, volume I of the Gygaxian Fantasy Worlds, Gygax explores the underworld of city life. Theives, their guilds, organization, a complete dictionary of the language they speak, the signs they use, everything a player or DM may want or need to know about the underclasses, new weapons and more this book is a must have.
“This book is . . . my personal search ‘for the face of the Lord.’” –Benedict XVI In this bold, momentous work, the Pope––in his first book written as Benedict XVI––seeks to salvage the person of Jesus from recent “popular” depictions and to restore Jesus’ true identity as discovered in the Gospels. Through his brilliance as a theologian and his personal conviction as a believer, the Pope shares a rich, compelling, flesh-and-blood portrait of Jesus and incites us to encounter, face-to-face, the central figure of the Christian faith. From Jesus of Nazareth: “. . . the great question that will be with us throughout this entire book: But what has Jesus really brought, ...
There's a common belief that cyberspace cannot be regulated-that it is, in its very essence, immune from the government's (or anyone else's) control. Code, first published in 2000, argues that this belief is wrong. It is not in the nature of cyberspace to be unregulable; cyberspace has no "nature." It only has code-the software and hardware that make cyberspace what it is. That code can create a place of freedom-as the original architecture of the Net did-or a place of oppressive control. Under the influence of commerce, cyberspace is becoming a highly regulable space, where behavior is much more tightly controlled than in real space. But that's not inevitable either. We can-we must-choose w...
Covering the years between AD 1,000 to 1,500, an illustrated volume includes information on the Norman Conquest, the Crusades, the Black Death, the Hundred Years' War, and the spread of Islam. By the author of Medieval England. Reprint.