Sacred Games: A Novel
Average customer rating: 4 out of 5 stars
  • All these irritating reminders from other readers
  • Most boring thriller in...the whole world
  • Sacred Games is a wonderful book
  • Over the top
  • A Journey Into the Unknown
Sacred Games: A Novel
Vikram Chandra
Manufacturer: HarperCollins
ProductGroup: Book
Binding: Hardcover

ContemporaryContemporary | General | Literature & Fiction | Subjects | Books
BritishBritish | Short Stories | Literature & Fiction | Subjects | Books
IndianIndian | World Literature | Literature & Fiction | Subjects | Books
Chandra, VikramChandra, Vikram | ( C ) | Authors, A-Z | Literature & Fiction | Subjects | Books
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ASIN: 0061130354
Release Date: 2007-01-09

Amazon.com

Sacred Games is a novel as big, ambitious, multi-layered, contradictory, funny, sad, scary, violent, tender, complex, and irresistible as India itself. Steep yourself in this story, enjoy the delicious masala Chandra has created, and you will have an idea of how the country manages to hang together despite age-old hatreds, hundreds of dialects, different religious practices, the caste system, and corruption everywhere. The Game keeps it afloat.

There are more than a half-dozen subplots to be enjoyed, but the main events take place between Inspector Sartaj Singh, a Sikh member of the Mumbai police force, and Ganesh Gaitonde, the most wanted gangster in India. It is no accident that Ganesh is named for the Hindu god of success, the elephant god much revered by Hindus everywhere. By the world's standards he has made a huge success of his life: he has everything he wants. But soon after the novel begins he is holed up in a bomb shelter from which there is no escape, and Sartaj is right outside the door. Ganesh and Sartaj trade barbs, discuss the meaning of good and evil, hold desultory conversations alternating with heated exchanges, and, finally, Singh bulldozes the building to the ground. He finds Ganesh dead of a gunshot wound, and an unknown woman dead in the bunker along with him.

How did it come to this? Of course, Singh has wanted to capture this prize for years, but why now and why in this way? The chapters that follow tell both their stories, but especially chronicle Gaitonde's rise to power. He is a clever devil, to be sure, and his tales are as captivating as those of Scheherezade. Like her he spins them out one by one and often saves part of the story for the reader--or Sartaj--to figure out. He is involved in every racket in India, corrupt to the core, but even he is afraid of Swami Shridlar Shukla, his Hindu guru and adviser. In the story Gaitonde shares with Singh and countless other characters, Vikram Chandra has written a fabulous tale of treachery, a thriller, and a tour of the mean streets of India, complete with street slang. --Valerie Ryan

Questions for Vikram Chandra

After writing his first two, critically acclaimed books, Red Earth and Pouring Rain and Love and Longing in Bombay, Vikram Chandra set off on what became, seven years later, an epic story of crime and punishment in modern Mumbai, Sacred Games. Chandra splits his time between Berkeley, where he teaches at the University of California, and Mumbai, the vast city that becomes a character in its own right in Sacred Games. We asked him a few questions about his new book.

Amazon.com: Did you imagine your book would become such an epic when you began it?

Vikram Chandra: No, not at all. When I began, I imagined a conventional crime story which began with a dead body or two, proceeded along a linear path, and ended 300 pages later with a neatly-wrapped solution. But when I began to actually investigate the particular kind of crime that I was interested in, a series of connections revealed themselves. Organized crime is of course connected to politics, both local and national, but if you're interested in political activity in India today--and elsewhere in the world--you are of course going to have to address the role of religion. These realms, in turn, intersect with the workings of the film and television industries. And all of this exists within the context of the "Great Game," the struggle between nation-states for power and dominance; some of the criminal organizations have mutually-beneficial relationships with intelligence agencies. So, I became really interested in this mesh of interlocking lives and organizations and historical forces. I began to trace how ordinary people were thrown about and forced to make choices by events and actors very far away; how disparate lives can cross each other--sometimes unknowingly--and change profoundly as a result. The form of the novel grew from this thematic interest, in an attempt to form a representation of this intricate web. The reader will, I hope, by the end of the novel see how the connections fall together and weave through each other. The individual characters, of course, see only a fragmented, partial version of this whole.

Amazon.com: You interviewed many gangsters, high and low, to research your story. How did you get introductions to them? What did they think of someone writing their life?

Chandra: When I was writing my last book, Love and Longing in Bombay (in which Sartaj Singh first appears), I had contacted some police officers and crime journalists. I stayed in touch with a few of them, and when I began to think seriously about this project I asked them to introduce me to anyone who could tell me something about organized crime. Amongst the people I met in this way were some people from the "underworld," which turns out not to be an underworld at all. It's the same world we live in, inhabited by human beings who are very much like the rest of us, even in their distinctiveness. For the most part, they were as curious about me and what I was doing as I was about them. They're not big novel readers, but they had very certain opinions about representations of their lives they had seen on the big screen: "Such-and-such film got it all wrong"--they would tell me--"don't do that." And, "This was correct, that was not." So I listened, and I hope I got it mostly right.

Amazon.com: For most American readers--like me--your story is full of slang and cultural references that we can't hope to follow. For me that's part of the charm--I feel like I'm immersed in a world I don't fully understand. Were you thinking of a particular audience as you wrote?

Chandra: I wanted to use the English that we actually speak in India, the language that I would use to tell this story if I were sitting in a bar in Mumbai talking to a friend. This English would be sprinkled with words from many Indian languages, and we would share a universe of cultural referents and facts that a reader from another country wouldn't recognize instantly. This, of course, is an experience that all of us have in a very various world. I remember reading British children's stories as a kid, and having long discussions with friends about what "crumpets" and "clotted cream" could possibly be. An Indian reader reading a novel about Arizona by an American writer might have no idea what a "pueblo" was, or why you went to a "Circle-K" to get a bottle of milk. But the context tells you something about what is being referred to, and there is a distinct delight in discovering a new world and figuring out its nuances. This is one of the great gifts of reading, that it can transport you into foreign landscapes. It's one of the reasons I read books from other cultures and places, and I hope American readers will share in this pleasure.

Amazon.com: Your book has dozens of characters who could live in books of their own. Aside from your two main figures, the policeman Sartaj Singh and the criminal Ganesh Gaitone, which was your favorite character to write?

Chandra: That would have to be Sartaj's mother, Prabhjot Kaur, as a young girl in pre-Partition India, I think. She's curious, innocent, and passionate; writing that chapter was hard and exhilarating.

Amazon.com: The movies of Bollywood (and Hollywood) are everywhere in your story, and many in your family (and you yourself) have been screenwriters and directors. For someone new to Indian film, what are some of your favorites you'd recommend?

Chandra: A very small sampling from the '50s onwards might be: Pyaasa (Thirst, 1957); Kaagaz ke Phool ("Paper Flowers," 1959); Mughal-e-Azam ("The Great Mughal," 1960); Sholay ("Embers," 1975); Parinda ("Bird," 1989); Satya (1998); Lagaan ("Land Tax," 2001); Lage Raho Munnabha ("Keep at it, Munnabhai," 2006).

Book Description

Seven years in the making, Sacred Games is an epic of exceptional richness and power. Vikram Chandra's novel draws the reader deep into the life of Inspector Sartaj Singh—and into the criminal underworld of Ganesh Gaitonde, the most wanted gangster in India.

Sartaj, one of the very few Sikhs on the Mumbai police force, is used to being identified by his turban, beard and the sharp cut of his trousers. But "the silky Sikh" is now past forty, his marriage is over and his career prospects are on the slide. When Sartaj gets an anonymous tip-off as to the secret hide-out of the legendary boss of G-Company, he's determined that he'll be the one to collect the prize.

Vikram Chandra's keenly anticipated new novel is a magnificent story of friendship and betrayal, of terrible violence, of an astonishing modern city and its dark side. Drawing inspiration from the classics of nineteenth-century fiction, mystery novels, Bollywood movies and Chandra's own life and research on the streets of Mumbai, Sacred Games evokes with devastating realism the way we live now but resonates with the intelligence and emotional depth of the best of literature.

Customer Reviews:

5 out of 5 stars All these irritating reminders from other readers.......2007-10-03

about Indian culture and language, etc...
This book could be written anywhere, anytime about any culture. If you see it like that there's a whole lot less to "figure out."

Chandra is an amazing writer in that he transcends his time but keeps himself completely in his work--meaning his "self," his whole life is still in it, so I suppose you could say it's Indian in that way, but, as all writers who survive the centuries seem to do, Chandra makes the book human, so that it appeals throughout the ages. We see the characters, suffering, falling in love, rutting, eating, dying, desiring, lusting, full of greed, dazzled by the ordinary, all the things that make us human, the feelings that make us human, too many to render here, but they are captured perfectly in each and every one of Chandra's works.

So, yes, this book is very good and you should read it.

2 out of 5 stars Most boring thriller in...the whole world.......2007-09-20

Look, this book is not bad reading in terms of the writing? Does that make sense? In any case, I was kind of hoping for something that would be all zig-zaggy and page turning. Chandra is a good writer but the whole story is not super interesting.
This sounds like a contradiction, but that might be the point. It's like a great car running on bad gas.
So, don't look for a thriller, or even a police crazy. It's like an NPR thriller. Terry Gross...why did you kill my teacher? Why? Why? Why? Why? Why?

5 out of 5 stars Sacred Games is a wonderful book.......2007-09-17

At this moment, I'm only about half way through this long and wonderful book, but India and all the marvelous characters come alive each time I open it. I hope it never ends.

1 out of 5 stars Over the top.......2007-09-12

The title, first of all, in no way has anything to do with the bulk, and I mean BULK, of this book. This book should have been edited and re-edited to 400 pages. The repetitiveness of character descriptions were boring and I kept wanting to say, Hey, I got it! The Hindu language is wholly unfamiliar to me and the glossary was of very little help. However, I learned how to swear in Hindi just by reading the first 50 pages.

The ending was flat and uninspiring with an extra chapter tossed in that had nothing to do with the preceding 875 pages! An epic novel? This doesn't come close to anything that Clavell, Edw. Rutherford or Robert Elegant has written. I'm disappointed that I wasted so much time on plowing through this book.

5 out of 5 stars A Journey Into the Unknown.......2007-09-11

Reviews of this monumental work have deservedly been overwhelmingly favorable. The writing is so evocative and the stories so engrossing that the reader almost wishes it were longer than the 1000 pages it is. Many reviews have claimed it as an accurate and informative picture of modern India. I can't substantiate that; I have no idea what India, or any facet of it, is like. This book may indeed reflect life in the Mumbai underworld, what goes on in the minds of semi-crazed religious fanatics, how the secret services operate - I don't know. But it's irrelevant. The world(s) Chandra explores and dissects are worthy in themselves, and the characters are the range of human goodness and frailty that make this a novel well worth the time and effort it demands.
Dangerous Games (Riley Jensen, Guardian, Book 4)
Average customer rating: 3.5 out of 5 stars
  • Dangerous Games
  • Site Rating: 4 1/2 - Ms. Arthur Has Penned Another Smart and Sassy Paramornal!
  • Good, but not as good
  • Loved It !!!
  • Dangerous Games
Dangerous Games (Riley Jensen, Guardian, Book 4)
Keri Arthur
Manufacturer: Dell
ProductGroup: Book
Binding: Mass Market Paperback

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  5. The Harlequin (Anita Blake, Vampire Hunter, Book 15) The Harlequin (Anita Blake, Vampire Hunter, Book 15)

ASIN: 0553589598
Release Date: 2007-03-27

Book Description

In Melbourne’s urban underworld, there’s a nightclub for every fantasy and desire. But for Riley Jenson, one such club has become an obsession. Riley, a rare hybrid of vampire and werewolf, hasn’t come in pursuit of pleasure but of an unknown killer who’s been using the steamy nightspot as his hunting grounds.

Leave it to Riley to find the only ticket into the heavily guarded club: Jin, a deliciously hot-bodied bartender who might just provide the key to unmasking a killer unlike any other in the Directorate’s experience. Taunted by a former colleague turned rogue, distracted by an ex-lover’s attentions, Riley follows Jin into a realm of pleasure she could never have imagined. And as danger and passion ignite, a shocking mystery begins to unravel—one where Riley herself becomes the ultimate object of desire....

Customer Reviews:

5 out of 5 stars Dangerous Games.......2007-06-21

I think this is her best book yet. She did tone down the sex.Book one had alot more sex. now if this upsets you don't read.It is about werewolfs
and their desires with every full moon.The only thing that i don't like
is Riley seems to fogot that she is only half werewolf.So All the things she wish for are things that werewolfs would desire.I think if she look into her vampire side she could be very happy.Also what ever Quinn might have done to her. I don't think he meet any harm.I do think he is maddy in love with her and was thinking she might get hurt.I don't think Kellen is her soulmate.I think he will show his ture colors when she tells him her job.But as we wait for Riley&Quinn together again. I think it would be fun to see her with cole.

5 out of 5 stars Site Rating: 4 1/2 - Ms. Arthur Has Penned Another Smart and Sassy Paramornal!.......2007-06-10

I am soaking wet, and then I run into Gautier, smelly vampire. It is time to take that creep out, but damn he is one scary dude. Later, Quinn takes me out to dinner and we are followed by something I have never seen before. Well, to be honest, we could not see them at all, like in nothing there. Quinn and I block-in the car, running up to it and it is empty. Then I find out: Yes, Virginia, there is a hell and there are demons... That should have been my first clue that my life was going straight to hell in a hand basket and naturally I would be right in the middle of said basket.

DANGEROUS GAMES is by authoress Keri Arthur. In the fourth book of the Riley Jenson Guardian series, Riley is once again knee deep in Guardian business fighting, killing, and sexing her way through a multitude of characters. Snappy dialogues, descriptive language and a brilliant premise makes this a must read book. Ms. Arthur is the ultimate storyteller with a bite!

Riley finds herself embroiled in a mage of trouble, literally. She finds herself in a VIP type club and meets a sexy bartender that totally turns her sexual crank. But there is more to him and she knows it. It is Riley's job to find out how demons have been brought into her world, and heaven knows, a Guardian's job is never done. She will find out more than she ever wanted to know about magic and spells. Who is behind all these evil doings? She has a feeling Gautier might be tied into all this, but is he?

Are you a fan of Ms. Arthur's? If not, you will be when you get your hands on this series. Riley is a heroine that we all want to be: tough, sexy, and smart as a whip. This reviewer highly recommends DANGEROUS GAMES!

Reviewed by Janalee Ruschhaupt, 2007
Courtesy of Love Romances and More

4 out of 5 stars Good, but not as good.......2007-06-07

I rated the first 3 books in this series with 5 stars and had high hopes for this one as well. It sounds strange to say I was disappointed in a book that was "only 4 stars," but I was.

The ongoing saga of the clone labs through the first 3 books kept the action going. The interactions between Riley and the other main characters added to the story and really gives a feel for the characters, beyond being just words on a page. Plus, the sex in those books was HOT!

This one seems to drift a little, like the author had to come up with a plot and just threw a bunch of ideas in a bowl, mixed it up, and looked at what fell out. The only secondary character who plays much of a role is Quinn, and he's a total (fill-in-word-here) in this book. (Riley finally gives him the boot.) The story came from nowhere and when it was over, it hadn't gone anywhere. Riley's verbal sparring with Jack's new secretary were stupid. And finally, with the exception of Riley's one scene will Kellan, the sex scenes were all filled with pain and darkness.

I will buy book 5 when it comes out. I just hope that one gets back to what made the first 3 so good...

5 out of 5 stars Loved It !!!.......2007-05-14

So far i've read all four of Keri Arthur's "Riley Jensen series" and loved them all. Each is packed with action, romance and intrigue. I would highly recommend this series to anyone who is interested in paranormal romances.

4 out of 5 stars Dangerous Games.......2007-05-13

I enjoy the Riley Jenson series and find her an interesting mix of a traditional and modern woman. Am hoping that she and the vampire love in her life are able to sort their differences. Looking forward to her next adventure and learning more of her 'tribe'. It is always good to find new authors as I read very quickly and prolifically.
Ravenor Rogue (Warhammer 40,000 Novel)
Average customer rating: 4.5 out of 5 stars
  • Great Continued Story
  • A great ending to an awesome trilogy
  • A good, solid book!
  • Great Abnett story, comment follow
  • A Fantastic Story
Ravenor Rogue (Warhammer 40,000 Novel)
Dan Abnett
Manufacturer: Games Workshop
ProductGroup: Book
Binding: Hardcover

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ASIN: 1844164608

Customer Reviews:

4 out of 5 stars Great Continued Story.......2007-09-18

Dan Abnett is one of my favorite Warhammer 40k writers. He continues his great writing in this 3rd novel about Inquisitor Ravenor. His character development and story telling are great and this novel is a great addition to any collection.

5 out of 5 stars A great ending to an awesome trilogy.......2007-06-12

The only thing I didn't like was that it ended. It keeps a high pace from start to finish and wraps up the Ravenor series nicely. Dan Abnett is a great writer and I can visualise the incredible scenes in his stories with ease.

4 out of 5 stars A good, solid book!.......2007-06-01

Dan Abnett is one of my favorite authors, and is definitely one of the best of those who write for game franchises. You can always count on him to deliver a good, solid adventure story, and Ravenor Rogue is no exception. Although I preferred his Eisenhorn series, Ravenor and his team are good fun too. If you like 40k and you love a good read, you could do worse than to pick this one up!

4 out of 5 stars Great Abnett story, comment follow.......2007-06-01

This is a very good addition to the Ravenor series. My comments contain spoilers.

SPOILER WARNING

Abnett resolves the multi-book plot of the search for Molotch, the Slyte daemon thread, and adds a few surprises to boot. My thoughts and comments are as follows -

Molotch - Abnett, more than any author I can name, creates challenging, competent villains who are usually the equals of the protagonist. This is unlike many authors (including BL authors, some of whom just offer comic-book antagonists), and is a strong point of this book and series in general.

Early introduction of the Door allowed it to be used in the climax without too much of a taste of Deus ex Machina, though I got some of that anyway. The Door, on the other hand, would certainly seem to defy much of what is established in W40k (instantaneous travel through space and time). The only thing I have heard of this type of thing involved the emperor's project on Terra before he was not-killed.

Visit to 404, M40 - when the party escapes, how did the sword-woman (forgot the name) get her sword back? That would be kept in an evidence room or an armoury, not in the medical area. For that matter, how did they even escape, Nurse, the Chair and all, and get off the base? It seems like he skipped over writing something that might have been very hard to write believably.

I had been annoyed since the first book about Thonius's issue and the apparent blindness of Ravenor to obvious circumstantial evidence in books 1 and 2 - in fact, I had wondered if Abnett was going to write book 3 with Ravenor having suspected all along, but nope.

This book was kept to what seems to be a BL-standard 300 pages. I wonder how much material Abnett had that didn't make it into this book. The ending reminds me some of the Eisenhorn trilogy ending despite us being given far more detail here about Ravenor's probable fate. Unlike his recent Armour of Contempt, I think he was able to get a good story in 300 pages here. I do with BL would consider raising this cap.

5 out of 5 stars A Fantastic Story.......2007-05-14

As always Dan Abnett proves the streotype of trash scifi run and gun novels apart with innovative characters, vivid and imaginative locales and a worthwhile plot. When it comes time for the action you care about who wins and have a strong mental image of what is happening. My only complaint is that the end seems robbed, similar to Eisenhorn. I get the feeling that Dan was told he better get an ending tacked onto this series quick. It speaks the the content of the subject matter that a rushed ending from Abnett is still of so satisfying.
Vampire : The Masquerade (Revised Edition)
Average customer rating: 4.5 out of 5 stars
  • RPG
  • Amazing
  • dont take the whinig of Jonnhy truant. Buy this Book
  • A GURPS Version of WOD
  • Where did I put my Bauhaus?
Vampire : The Masquerade (Revised Edition)
Justin Achilli , Andrew Bates , Phil Brucato , Richard E. Dansky , Ed Hall , Robert Hatch , and Michael B. Lee
Manufacturer: White Wolf Games Studio
ProductGroup: Book
Binding: Hardcover

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ASIN: 1565042492

Book Description

THE MIDNIGHT DANCE CONTINUES...

They stalk in the shadows, moving gracefully and unseen among their prey. They are the blood-drinking fiends of whispered legends -Kindred, Cainites, the Damned. Above all, they are vampires. Their eternal struggle, waged sicne the nights of Jericho and Babylon, plays itself out among the vampires' grand Masquerade is imperiled, and the night of Gehenna draws ever closer.

UNTIL THE END OF ALL THINGS
This new edition of Vampire: The Masquerade is an updated, revised version of the popular classic. In this mammoth volume can be found all 13 Clans, all major Disciplines, and a host of brand-new infomation on both the Kindred and the...things...that hunt them. This book compiles everything that a Vampire player or Storyteller needs to know about the Kindred and the World of Darkness for the new millenium. Plus, the new edition provides all-new information on the changes that affect the Clans, and on the beginning of the end of the Camarilla. Finally, the first of the Storyteller rulebooks is the best again!

Customer Reviews:

4 out of 5 stars RPG.......2007-09-03

A novel approach to the role playing game, that was quite successful, with a different feel, style and mechanism. Vampires are a popular theme, and this had more crossover appeal to more of the population it seemed than something like Dungeons and Dragons, so a definite breakthrough at the time this was produced.

5 out of 5 stars Amazing.......2007-01-20

This was the first version of Vampire that I played, and I absolutly love it. Yes, the dice is a little confusing, but as with all systems, it all comes down to how each individual player chooses to interact with the system. My favorite part of the system is the merit/flaw system that allows characters to have twice as much depth as some other systems.

5 out of 5 stars dont take the whinig of Jonnhy truant. Buy this Book.......2004-12-05

I wasn't a vampire player at first in fact a freind and I were at each others throats for a while over the diferences between mage and vampire. but after taking a closer look at the two games I have come to realize that they coenside with each other quite well and are very easily mixed together.

And as for the stupid assumptions of this Jonnhy traunt character he probably hasn't even played the system under a descent game master. His arguments are pethetic as well and heres why.


1)you are of course going to run into a lot of gothic players. if he read the book then he would know that it says you are playing in the gothic punk world of darkness on page# 28 the paragraph labled in BIG BOLD LETERS stating "Gothic punk isperhaps the best way to describe the physical nature of the World of Darkness". So thus endeth that stupid assumption. I think I speek for all of Us Goths out there Christian Goth or not that this is definatly a Highly goth game and that this guy has just insulted the population of Goths.

2) Munchkins, Power gamers, Rules lawers, and Dicers are all varyiants that the Game master should have to syphon through. I know this because I am A GM for vampire, Mage, Werewolf, Shadowrun, and heros unlimited. It even states in the GMs guide that the GM has to take care of that problem and Either remove them or deal with it. Note that comprimises are acceptable.

3) This game is set for mature gamers not for beginners. This jonnhy guy really must of started with it and thought that its rules were to complex. Wrong the rule are simple. you just gotta be smart.

So last Dont take any of the whining gibering of Jonnhy truant. BUY THIS BOOK. Oh yeah and Jonnhy be smarter than the equipment you opperate, or, in this case learn to read the whole book before you try to give a stupid opinion that has no good reasoning. can we say hollow?....... Come on I know you can do it. never mind.


To the rest of you i leave this


Life is short, But death is eternal.

3 out of 5 stars A GURPS Version of WOD.......2004-04-22

This is not a white wolf book, rather it is the conversion rules for people who are interested in playing vampire but not in learning a new system and who are already competent with the GURPS rules. If you are new to role playing and want to play a vampire then I suggest you find the world of darkness rules for this game as they are more expansive and complex.

However, if you already know GURPS and are interested in playing a vampire then I strongly suggest this book. The rules are clearly laid out for people to read and understand. Though it is not a stand alone product, it's not trying to be. And it allows people who like WOD but who don't want to learn a new system to use a system they already know to play it.

For those unfamiliar with vampire I'll do my best to give a rough over view. There are many different types of vampires known as Clans. Each clan has separate special powers which give them an edge up on one another. Some people find this system to be stereotype based, I have found, however, that the point is not to play a typical Brujah, Tremere, Venture, Lasombra or Toreador (just to name a few), but rather to create one who falls with in the lines of the clan but also is a unique individual. The Storyteller then guides the players though an advanture just like any other roleplaying game.

As for the format of the book it is a bit confusing for those who aren't used to the way White Wolf sets up books. Unlike most WOD books, however, the index is surprising useful and can be used to find just about everything that is needed in the book. I do suggest the use of sticky notes for some sections as quick reference or your can write in the margins if you don't mind writing in books.

One last thing for those with young children, Vampire is an intense rather dark game. It's not happy or light and fluffy. The plays are playing vampires who do kill people, and it is a horror based game. The book is dark and intense and probably not suitable for children under the age of 14.

4 out of 5 stars Where did I put my Bauhaus?.......2003-11-06

Vampire: The Masquerade is a one of the better World of Darkness series out there. Although I reccomend Hunter: The Reckoning for ideal beginnings, V:TM is truely fun for player and storyteller alike.

I'd also like to point out that, in order to get the right enviroment for a lot of these games, you might want to pick up some (if not all!) of the CDs the reccomend. It's good music, too.

As to the complaints that all WoD games are stand-alone: you storyteller can fix that. Get on their case about it. I know mine did.
The Sandman Vol. 5: A Game of You
Average customer rating: 4.5 out of 5 stars
  • Graphic SF Reader
  • Not your grandad's comic book . . .
  • Exellent
  • I think I saw Martin Tenbones on the streets yesterday...
  • I like it a lot, but I'm not sure I get it
The Sandman Vol. 5: A Game of You
Neil Gaiman , and Bryan Talbot
Manufacturer: Vertigo
ProductGroup: Book
Binding: Paperback

SandmanSandman | Characters | Comics & Graphic Novels | Subjects | Books
GeneralGeneral | Comics & Graphic Novels | Subjects | Books
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Delany, Samuel R.Delany, Samuel R. | ( D ) | Authors, A-Z | Science Fiction & Fantasy | Subjects | Books
Gaiman, NeilGaiman, Neil | ( G ) | Authors, A-Z | Science Fiction & Fantasy | Subjects | Books
GeneralGeneral | Fantasy | Science Fiction & Fantasy | Subjects | Books
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ASIN: 1563890895

Amazon.com

You may have heard somewhere that Neil Gaiman's Sandman series consisted of cool, hip, edgy, smart comic books. And you may have thought, "What the hell does that mean?" Enter A Game of You to confound the issue even more, while at the same time standing as a fine example of such a description. This is not an easy book. The characters are dense and unique, while their observations are, as always with Gaiman, refreshingly familiar. Then there's the plot, which grinds along like a coffee mill, in the process breaking down the two worlds of this series, that of the dream and that of the dreamer. Gaiman pushes these worlds to their very extremes--one is a fantasy world with talking animals, a missing princess, and a mysterious villain called the Cuckoo; the other is an urban microcosm inhabited by a drag queen, a punk lesbian couple, and a New York doll named Barbie. In almost every way this book sits at 180 degrees from the earlier four volumes of the Sandman series--although the less it seems to belong to the series, the more it shows its heart. --Jim Pascoe

Book Description

You may have heard somewhere that Neil Gaiman's Sandman series consistedof cool, hip, edgy, smart comic books. And you may have thought, "What the helldoes that mean?" Enter A Game of You to confound the issue even more, while at the same time standing as a fine example of such a description. This is not an easy book. The characters are dense and unique, while their observations are, as always with Gaiman, refreshingly familiar. Then there's the plot, which grinds along like a coffee mill, in the process breaking down the two worlds of this series, that of the dream and that of the dreamer. Gaiman pushes these worlds to their very extremes--one is a fantasy world with talking animals, a missing princess, and a mysterious villain called the Cuckoo; the other is an urban microcosm inhabited by a drag queen, a punk lesbian couple, and a New York doll named Barbie. In almost every way this book sits at 180 degrees from the earlier four volumes of the Sandman series--although the less it seems to belong to the series, the more it shows its heart. --Jim Pascoe

Customer Reviews:

4 out of 5 stars Graphic SF Reader.......2007-09-03

A messed up girl named Barbie has created a dream world with some serious problems. After blocking this out of a mind for her time, and not dreaming, eventually her dream world gets to her.

This drags in her friends and neighbours, who happen to include an immortal witch, and an agent of her dream foe.

Through a drawing down the moon ritual, the women involved enter the dream world to try and rectify things and find Barbie.

Needless to say, Morpheus is not at all amused, when he finally has to act.

This part really has little to do with the Endless.


5 out of 5 stars Not your grandad's comic book . . ........2007-07-30

This is one my two favorites in the 11-volume "Sandman" series, which has proven Gaiman to be a genius storyteller. I think I like this one especially because it's a full-length continuing story, not a collection of short pieces, and because the characters are terrific (all of them are just ordinary people, including the witch and the princess), and also because Gaiman is a master of poetic dialogue. The story begins in a New York tenement for mostly women, all of them genuine characters, and several of them with connections to characters in earlier volumes. Then Barbie -- Princess Barbara -- is threatened and three of her friends set off on the Moon Road to help her. But Barbie is on a quest of her own, to seek out and defeat the Cuckoo, through a land of her own dreams and imaginings. The Endless are actually rather minor characters this time, but the story doesn't suffer for it.

5 out of 5 stars Exellent.......2007-02-16

Gaiman's earlier work with the characters of the Sandman Universe is very good, and the later books continue the trend. I would recommend this to any fan of the earlier books.
For those unfamiliar with the series, I would suggest starting at Volume 1, "Preludes and Nocturnes", which sets up the premise of the series and introduces many of the characters.

5 out of 5 stars I think I saw Martin Tenbones on the streets yesterday..........2006-11-11

Like a huge boulder that cannot be stopped, Gaiman continues to plow through the journeys of the characters we first were introduced to in the spellbinding introduction entitled "Preludes and Nocturnes" with his fifth collection aptly titled "A Game of You". Like no other artist that I have seen in the past, Gaiman impresses yet again by taking a smaller character from his "Doll House" collection and expanding darkly into her dreams and past. That small character is Barbie - of Ken & Barbie - and the elaboration of her fantasy dream world that includes large hairy beasts, an inspector rat, a bird, as well as a monkey with a circus suit. It sounds nearly dream-like, but what Gaiman does (like no other) is give these characters moments of emotion, human traits, and a drive to see what they believe in succeed. Gaiman takes us from our physical Earth to this dream-created world with comfort and ease, nearly making us more excited to be in this fictional world than in our own. He does this through sympathetic creatures/characters, through the unknown, and through the unhinging power of Dream.

Our story follows Barbie as she attempts to reconnect with her world after her relationship with Ken soured. She has made a few friends in her apartment - one a transvestite named Wanda, a gay couple named Hazel and Foxglove that harbor a surprising secret, then there is Thessaly, an unknown neighbor that seems to know more of what is happening then the rest of our players. None the less, as it seems to be in this series, a character from Barbie's dreams escapes onto the streets of New York. Barbie sees it, realizes it, and retrieves a pendant from it before it is gunned down by the NYPD. She is struck by the idea that her dreams could become a reality. She takes the pendant home with her and deeply falls asleep only to awaken back in her dream world where she is asked to save it from the evil grip of the Cuckoo.

(Now, for the quick - quick - quick version...)

As she makes this journey with her supposed friends, Thessaly sets into motion a way to retrieve her from the lost dream world. She kills a neighbor George (who was oddly giving everyone nightmares in the apartment) and hangs the skin of his face on the wall so that he can talk to the saviors about what is happening to Barbie. Thessaly calls down the Moon God so that she, Hazel, and Fox can travel to Barbie's dream world to save her. Barbie finds the Cuckoo, but it is not who she expects it to be. Due to traveling, Thessaly has disrupted the physical Earth causing peril to Wanda - and just when we think that all is going to be lost, our heroine Dream takes his powerful step forward, wrapping up a phenomenal story that continues to build upon the world we still know little about.

This is another great collection by Gaiman in the expansion of his Dream world. I enjoyed the inception of a character that we already knew about, that we already knew her dreams, and Gaiman just wanted to grow upon it to demonstrate the overall power and depth of Dream. In a prior review, I was upset that we didn't have the opportunity to see much of Dream in a certain collection which ultimately created animosity with this avid reader, but in "A Game of You", I didn't mind. I liked not having Dream arrive until it was absolutely necessary because (unlike the past collection) there was this sense of fantasy that kept your attention throughout the book. The actions of Thessaly, the arrival of Martin Tenbones on the streets of NY, and the entirely creepy, yet bizarre world that Barbie enters that reminded me of a slanted Narnia. Gaiman gave us enough to wrap our minds around that Dream just seemed to be a mediator instead of a main character, and in this collection that worked. The eclectic collection of "real" people kept a strong balance between the realities that Barbie lived in and the dream world she created, it is only when the two combine together that we are provided with a climax like no other. While the other collections followed a similar path, I felt this one was Gaiman's strongest developed story yet. I say this mainly because he takes a similar structure as he did in "Seasons of Mists" - the onslaught of several different characters from several different walks of life - but expands it in a way that only he can develop. Gaiman is at the top of his game with this volume, and I cannot wait to see where he will take us next.

Overall, I was extremely happy with this collection. Yet again, I have no complaints as Gaiman does not seem to be slowing down at all. He brings imagination, creativity, and this layer of unrepentant darkness to the table with each page that I turn. I especially loved the insertion of Rose Walker into the finale of the story as well as seeing Dream's sister make a cameo appearance. This collection blended well, giving us yet another scope of just how big Dream's world is and how easily he has control over it. This is one of those collections that you finish, take a deep breath, and then quickly jump into the next realizing that you do not want to skip a beat at all. I strongly suggest this book to anyone that can get their hands on it. I still say you need to begin with "Preludes and Nocturnes" and follow the course, but one could read this chapter and still become an instant fan of the series. Gaiman proves yet again that this is the pinnacle of his graphic novel career.

Grade: ***** out of *****

4 out of 5 stars I like it a lot, but I'm not sure I get it.......2006-02-21

I did like this book. I really have enjoyed all the Sandman books so far. But as much as it galls me to admit it, I'm not sure I understand quite what the big deal is. I keep hearing about and reading about how fabulous they are. And yeah, they're interesting. It's an interesting world that Gaiman has created and I think the character of the Sandman is intriguing/fascinating. And the Sandman is good-looking in some of the panels. But I don't understand what about these novels/comics draws people in so much. I don't understand why the Midsummer Night's Dream one won that prestigious award which ticked the other authors off so they had to change the rules to specifically exclude a graphic novel from being entered ever again. I don't understand why this series is supposed to grab women readers in a way that other comic/graphic novel offerings haven't. It's a bit like David Bowie music, to me. I like it a lot. But partly, that's because I Want to like it. I think it (the music, or the graphic novel) is really weird and I don't understand why everybody else, with no inner urging, likes it so much. And then I read the preface to this book and the guy talks about all these layers and all this depth that I guess I'm really just not getting at all. Which also bugs me because I like to think that I'm smart. But, granted, I've only read it one time and that kind of stuff does usually become more apparent with multiple readings.
The Art of George R. R. Martin's A Song of Ice and Fire
Average customer rating: 4 out of 5 stars
  • Good, especially for ASOIAF fans
  • Great for the avid fan.
  • For lovers of Sonf of Ice and Fire
  • A Masterpiece
  • Only OK.
The Art of George R. R. Martin's A Song of Ice and Fire
Fantasy Flight Games , and Brian Wood
Manufacturer: Fantasy Flight Games
ProductGroup: Book
Binding: Hardcover

GeneralGeneral | Comics & Graphic Novels | Subjects | Books
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GeneralGeneral | Arts & Photography | Subjects | Books
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ASIN: 1589942183

Product Description

Some of the greatest talents in fantastic art invite you to explore the lands of Westerors and beyond as never before. From the frozen wilderness beyond the Wall to sun-kissed Dorne, and from the rugged and brutal Iron Islands to the exotic East, the breathtaking sights and memorable characters of George R. R. Martin’s best-selling fantasy series are brought to life in this unique compilation. March to the Wall with Jon Snow and the Sworn Brothers of the Night’s Watch, and confront the terrible might of the wildling hordes and the bone-chilling horror of the Others. Follow Robb Stark’s desperate campaign in the North, from the snow-shrouded Whispering Wood to the green banks of the Trident. Stand with Eddard Stark in the Small Council, and be drawn into the webs of intrigue and deceit spun by Varys the Spider and Cersei Lannister in King’s Landing. Ride with Daenarys Targaryen in her great khalasar, as she begins her crusade against the Free Cities across the Narrow Sea. The Art of George R. R. Martin’s A Song of Ice and Fire features lavish and lovingly crafted illustrations by renowned fantasy artists such as Jim Burns, John Howe, Ted Nasmith, Steve Stone, Charles Vess, Stephen Youll, and many more. The unforgettable images in this volume are drawn from book covers and special editions, comic books, board and card games, concept art, and fan art personally selected by George Martin from the thousands of illustrations that have been inspired by his work. The Art of George R. R. Martin's A Song of Ice and Fire is hardcover, with 192 gorgeous, glossy pages and full-color artwork.

Customer Reviews:

4 out of 5 stars Good, especially for ASOIAF fans.......2007-09-06

I'd rather give it 4.5 stars, but that's not an option. As a fan of the series, it's definitely worth it just to get a visual of what you're reading. The info and quotes are great for reliving the stories, but there are reasons it didn't get a full 5/5 score.

-I've seen a lot of art online that is far better and relevant than some of the pieces I've seen in this art book.

Examples of this would be how few pictures there are of important characters as opposed to pictures of characters who are close to irrelevent to any of the plot points. A specific example of this is the giant picture, though magnificent, of Rosaline Frey. If you've read the books you probably know why I scratch my head at that pic.

-Some of the art is suspect. I know GRRM had to approve much of the art if not all of it, but some of the pieces I feel he must not have really looked at. A pic of Brienne looks like a ten year old drew it (no offense to the artist).

-A couple of the pics purportedly depict sections of the story that I don't recognize. One is a pic of Dorne while another is a pic of just some random girl laying in a bed with a generic title. In other words, I'm not sure if these pieces of art were intended for GRRM's story or not, or maybe the artists just hadn't read the books.

That said, 90% of the material is great. I've owned it less than a year and I've gone through it a number of times. My cousin, who is also a fan, has to look through it everytime he comes down. It's one of the first things he asks to see when he comes through the door, actually.

I can't wait for a second book of art, to be honest.

5 out of 5 stars Great for the avid fan........2007-06-05

If you are a loyal fan to the Ice and Fire series, than you will enjoy this collection.
A high pecentage of the art was from the Game of Thrones CCG game, so if you have the playing cards, you wont find a whole lot new here. I have seen most of the art online at different fan and artists websites, but to have them all in one format that you can look at anytime is worth the price to me.
It is interesting to see the different ways people picture the characters. Some were spot on to what I imagined and some where not even close to what I picture. Either way, it is great reference material and the artwork is fabulous weather your a fan or not.

4 out of 5 stars For lovers of Sonf of Ice and Fire.......2007-05-14

Very beautiful and well-done pictures based in SoI&F's characters. Also include descriptions and comments.
An item so necessary for G.R.R.Martin fans

5 out of 5 stars A Masterpiece.......2007-04-13

I bought this book after reading the Westeros books of GRRM and I was greatly surprised and enthusiastic about the art depicting characters from the series. Some of the art was breathtaking and just pure brilliance.

If you were needing a visual reference to some of the names, faces, and places of Westeros, this is defnitely a book to pick up.

3 out of 5 stars Only OK........2007-04-04

I fast became a big fan of George RR Martin's epic book series, and once i had gotten through the first few books i sought out this compendium of artwork. There are some decent renderings, such as a painting of Robert Baratheon battling Rheagar Targaryen on the Trident, but overall i found much of the art a little amatuerish - not on the level that you might find in one of the many "art of" book for films. Still if you are a Martin fan, you might want to check it out.
The Marriage Game: A Novel
Average customer rating: 2.5 out of 5 stars
  • As Always another Great One..
  • Stupid, Stupid, Stupid!!!
  • Very entertaining!
  • Oh My God!
  • Zero Stars?
The Marriage Game: A Novel
Fern Michaels
Manufacturer: Pocket
ProductGroup: Book
Binding: Hardcover

ContemporaryContemporary | General | Literature & Fiction | Subjects | Books
DivorceDivorce | Women's Fiction | Literature & Fiction | Subjects | Books
Michaels, FernMichaels, Fern | ( M ) | Authors, A-Z | Romance | Subjects | Books
GeneralGeneral | Romance | Subjects | Books
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ASIN: 0743477456
Release Date: 2007-04-17

Book Description

In a dazzling celebration of the power of friendship and love, acclaimed bestselling author Fern Michaels brings her trademark wit and warmth to an action-packed story featuring a group of diverse women who bond Survivor-style under the most unlikely of circumstances...and find romance along the way.

When Samantha Rainford -- newly wed to Douglas Cosmo Rainford III -- returns home from her honeymoon to find divorce papers waiting, she's shocked and heartbroken. Then she discovers that she's not the first to be abandoned -- she's one of four (or maybe more) ex-Mrs. Rainfords -- and decides it's time to put into practice that old truism: Don't get mad, get even.

With the help of her longtime girlfriend Slick, a glamorous fashion model, Sam gathers together a highly unlikely team: Mrs. Kayla Rainford, an architect who moonlights as an exotic dancer; Mrs. Zoe Rainford, a plumber; and Mrs. Olivia Rainford, a former cheerleader and cartoon artist. Sam and Slick flunked out of FBI training school, but they still learned a few things there -- like how to plan a mission. And the fivesome is determined to do whatever it takes to bring down Douglas Rainford III.

Whatever it takes means attending a top-secret private special-ops training camp in the North Carolina mountains, where Sam meets fiercely disciplined ex-CIA operative Kollar Havapopulas. Six feet three and handsome as a Greek god, "Pappy" is the best at what he does -- transforming civilians into highly skilled fighting teams. What he's less adept at, however, is telling a woman how he feels, and before long he discovers he's developing some very warm feelings for Samantha Rainford -- an attraction that seems fated to be a total disaster. Two personalities as strong as Sam and Pappy are sure to strike sparks, but will the fire that burns between them consume everything in its way?

Customer Reviews:

5 out of 5 stars As Always another Great One.........2007-09-07

I did not want to put this book down. As always - I was captured from the first page. Great Job!

1 out of 5 stars Stupid, Stupid, Stupid!!!.......2007-08-12

Wow, Glad to see I am not the only one who thought this was the most ridiculous book they've wasted their time to read. What woman, much less five, would go willingly to a 'secret location' and commit a year of their lives with a man who breaks into their house (well, Sam's house) in the middle of the night? That's only the first completely implausible plot here. I bought this book and read it because one of my friends loves Fern Michaels. I'm not sure why. This book was stupid, stupid, stupid!!! I'm gonna donate this to my local library as soon as possible so none of my friends even see this deplorable book in my stack of books read or to read.

5 out of 5 stars Very entertaining!.......2007-07-19

I just finished The Marriage Game and totally enjoyed this fun-filled group of women, all the while keeping in mind this was pure fiction and great laugh-out-loud entertainment! I will continue to read Fern Michaels future books!

1 out of 5 stars Oh My God!.......2007-07-17

This was, without a doubt, the most inane, pathetic book I have ever attempted to read. In what I realize, now, was a joke, a friend gave it to me to read while recovering from surgery. Needless to say, I could not finish it. Who reads this trash?

1 out of 5 stars Zero Stars?.......2007-07-05

This book suffers from an unbelievable storyline - How do a CPA and a washed-up supermodel wind up at the FBI academy? - and the plot goes downhill from there. It also suffers from poor editing which leads to major contradictions in consecutive pages. This is the first Fern Michaels book I have read...and the last.
Creating Characters with Personality: For Film, TV, Animation, Video Games, and Graphic Novels
Average customer rating: 5 out of 5 stars
  • Three thumbs up!
  • Great Book
  • Great book
  • It's fun and easy!
  • One of the best books on character design...
Creating Characters with Personality: For Film, TV, Animation, Video Games, and Graphic Novels
Tom Bancroft
Manufacturer: Watson-Guptill
ProductGroup: Book
Binding: Paperback

GeneralGeneral | Instructional & How-To | Arts & Photography | Subjects | Books
DrawingDrawing | Instructional & How-To | Arts & Photography | Subjects | Books
GeneralGeneral | Drawing | Arts & Photography | Subjects | Books
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AnimationAnimation | Graphic Design | Design & Decorative Arts | Arts & Photography | Subjects | Books
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ASIN: 0823023494
Release Date: 2006-02-01

Book Description

• Character design is the key in many industries—and they're all covered in this book

• Practical step-by-step exercises

• Contributors include Glen Keane, Supervising Animator, Disney

From Snow White to Shrek, from Fred Flintstone to SpongeBob Square-Pants, the design of a character conveys personality before a single word of dialogue is spoken. Creating Characters with Personality shows artists how to create a distinctive character, then place that character in context with a script, establish hierarchy, and maximize the impact of pose and expression. Practical exercises help readers put everything together to make their new characters sparkle. Lessons from the author, who designed the dragon Mushu (voiced by Eddie Murphy) in Disney's Mulan—plus big-name experts in film, TV, video games, and graphic novels—make a complex subject accessible to every artist.

Customer Reviews:

5 out of 5 stars Three thumbs up!.......2007-10-05

A great useful book! The best way to learn and draw your own appealing characters!

5 out of 5 stars Great Book.......2007-08-16

I teach character design and have found this book to be invaluable. My students love it. Its a really straight forward and practical book. Great drawings, fun assignments. Can't say enough good about it. My only complaint is the poorly designed cover which initially turned me off when I saw it on the shelf at the local bookstore. Animation books seem to make a habit of having aweful covers...but as the old saying goes...

5 out of 5 stars Great book.......2007-08-12

I have been looking for a book on character design since a long time since I am a student of animation. I saw this book in a bookstore and started flipping pages and seeing what kind of lessons it has. My first impression for this book was really great and after reading reviews I confirmed that my impression was not wrong. The book also has assignments in each chapter and this is the best way to learn. The book shows you different aspects of character design and how different rules like shape, size etc could effect the design. The best part is that author never limits you to any particular idea, he wants us to experiment more and more and what to go beyond what is in the book. This is highly appreciated. I highly recommend this book.

5 out of 5 stars It's fun and easy!.......2007-06-11

It's a fun book, with lots os useful information that will help you on creating or improving characters! I've already used some of the tips from the book and it really helped a lot!

5 out of 5 stars One of the best books on character design..........2007-06-10

Tom Bancroft's "Creating Characters with Personality" provides a solid foundation for folks who are interested in creating and developing characters for sequential arts and animation. All the basics are explored here, with copious examples: simple shapes, line of action, appeal, etc.

One thing that sets this book apart from the rest is how several examples of the process of character design are shown. The book reiterates several times that the first design isn't always the best - that one should continue to explore other design possibilities before settling on the final look and feel of a character. If you are interested in refining or creating your own character, I would recommend purchasing this book along with Ben Caldwell's Action! Cartooning and Fantasy Cartooning.

While beginners can certainly appreciate this book, I think it's best suited for intermediate level artists who are looking to refine their technique. Highly recommended.
The Glass Bead Game: (Magister Ludi) A Novel
Average customer rating: 4.5 out of 5 stars
  • His best work
  • Not Free SF Reader
  • English translation
  • beautiful character exploration
  • Hesse's most profound offering
The Glass Bead Game: (Magister Ludi) A Novel
Hermann Hesse
Manufacturer: Picador
ProductGroup: Book
Binding: Paperback

ClassicsClassics | General | Literature & Fiction | Subjects | Books
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Hesse, HermannHesse, Hermann | ( H ) | Authors, A-Z | Literature & Fiction | Subjects | Books
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ASIN: 0312278497

Book Description

The final novel of Hermann Hesse, for which he won the Nobel Prize for Literature in 1946, The Glass Bead Game is a fascinating tale of the complexity of modern life as well as a classic of modern literatureSet in the 23rd century, The Glass Bead Game is the story of Joseph Knecht, who has been raised in Castalia, the remote place his society has provided for the intellectual elite to grow and flourish. Since childhood, Knecht has been consumed with mastering the Glass Bead Game, which requires a synthesis of aesthetics and scientific arts, such as mathematics, music, logic, and philosophy, which he achieves in adulthood, becoming a Magister Ludi (Master of the Game).

Customer Reviews:

5 out of 5 stars His best work.......2007-09-19

Although Hesse is not in fashion among academics these days, this book (unlike some of his earlier more romantic stuff) deserves to be noticed as a great work of the 20th century. It's very complex, and can be frustrating (especially if you have little or no knowledge of German history, literature and music); it's nevertheless an important, and often very moving reflection on the nature of modern society (and isn't yet outdated), and equally on some of the dangers of trying to escape that society.

3 out of 5 stars Not Free SF Reader.......2007-09-03

I suppose you could say this was more than a little impenetrable. Especially if you have no interest in games, mathematics, or any of that sort of thing. I read it when a friend loaned it to me after reading it enjoying it. I didn't mind it, but not usually the style of thing I will be searching out. A definite change of page though.


5 out of 5 stars English translation.......2007-08-13

Yes, I agree with some of the reviews here that, of all Hesses books, 'Glass Bead Game' was difficult to follow at times, especially when compared to books like 'Demian', 'Siddhartha', etc. I had tried to read it several times & always my attention just drifted while in the middle of the introduction.
The problem, for me, is the english translation, the one by Richard & Clara Winston (Who also did Klingsor). In 1969, after the book had already become quite popular in a different translation, ( one done by Mervyn Savill in 1948) someone decided that the book needed a new translation, one that would try harder to capture the style of the German version closer. The Winstons tried very hard to do that, but their version really seems so wordy, so verbose, that it often just loses you. It is interesting though, to compare the two versions to see just how different a translation can affect the style, the tone of the book. I would really like to learn to read German, only to read Hesse in the original language, & also so I could read the volumes of his letters, only a small percent of which have been translated into English.
But yes, the 1st translation seems to hold your attention better from the first pages, much like Hesses other books do (at least FOR ME it does). To find it you will need to look in used bookstores, it has a white cover & is called 'Magister Ludi'. - The different title, in fact, was Theo. Ziolkowskis main problem with it, rightly feeling that both 'Journey to the East' & 'Bead Game' needed to be titled not after a hero, but instead for the 'realm' where the journey to discovery takes place. It would be like if 'Steppenwolf' had been titled 'The Magic Theater' because 90% of the story dealt not with Haller so closely, but the theater itself (it didnt do that, but thats what 'Journey' & 'Bead Game' are doing, in essance). But the fact that the 1st version had the wrong title doesnt make it an inferior bookl, especially if it is the version that is more enjoyable to read.

5 out of 5 stars beautiful character exploration.......2006-12-01

This is a story of one man's life and spiritual journey of awakening. It is presented as the biography of Joseph Knetch who, among other things, becomes Master of the Glass Bead Game (Magister Ludi) in a fictional province of the mind segregated from the rest of the world. The book is divided into four parts. The first, and weakest part, is an introduction to the Glass Bead Game and to the fictional world in which the events take place. If you have the endurance to make it past this introduction, you will find your reward in the second part which is the actual biography of Joseph Knetch, and which comprises the bulk of the novel. The final two parts are collections of Joseph Knetch's writings from his student days: a series of poems, and three short stories depicting his hypothetical life in three different historical settings.

Hermann Hesse's style is reflective and inwardly focused, and he writes with remarkable clarity and depth of insight into human nature. He discusses actions of the mind as effortlessly as most good authors discuss actions of the body. I have never been more content at being able to relate to a character, and I left the book feeling as if I had experienced living another life.

I disagree with the characterization of this book as satire or humor. Do not pick it up expecting humor or satire. While it is set in the future, it is also not science fiction. It is simply a penetrating and beautifully written character exploration that the more mature and reflective readers should find deeply satisfying.

5 out of 5 stars Hesse's most profound offering.......2006-06-02


During my teenage years Hesse was by far the author I was most fond of, having read all his major novels, Glass Bead Game was the penultimate I engaged with, possibly at the age 18, which was slightly too early given the weight of the work. I have re-read it in parts since, and being now in my twenties and somewhat distanced from the ideal, that I can do and experience however I please, trying everything once, as Hesse very much proposes in his other work such as Demian and Siddartha, I perceive Glass Bead Game to be the most fascinating work for any reader above the aged of 25.


This might be personal but I think this book to be superior of much higher regarded novels such as "Crime and Punishment" or "1984", the latter lacking in style the first in philosophical depth what Hesse presents here.

The book is deeply philosophical and also raises many valid points, that were not touched upon in such great depth in H’s previous novels. Whilst many claim his style to be ponderous or difficult in G.B.G., I think it is only so compared with the very short and captivating Siddartha and fairly short Steppenwolf. Both books which I think are excellent in their own right don’t quite reach the maturity and level of Glass Bead Game.

Glass Bead Game is besides the underlying story which so magnificently was summed up by other readers on this page, making it pointless for me to repeat it, is about change and movement. We should never get complacent within a position we inhabit no matter how high and respected it is, constantly strive to move forward, trying to find self-realisation. A theme that Hesse uses almost in every single novel, but takes its most profound meaning within Glass Bead Game.

The idea of the Glass Bead Game is another incredible concept that Hesse envisioned for the book an interdisciplinary exchange of ideas. With it Hesse has reached his creative highpoint.

The book is essentially about learning and teaching, such as they come in circles of life and understanding. We should never stop to learn even when we teach and move on. This is Hesse’s essential message until the finishing line of the book.

PS.: Hesse also plays ironically with names. the Magister Ludi before Josef Knecht was “Thomas von der Trave”, his friend Thomas Mann who came from Luebeck which is situated on the River Trave makes it almost too evident, whom he means by this.
The Art Of H.P. Lovecraft's Cthulhu Mythos
Average customer rating: 4 out of 5 stars
  • A Precise Approach
  • Not what it SHOULD have been
  • The Art of The Call of Cthulhu Collectible Card Game
  • The Art Of H.P. Lovecraft's Cthulhu Mythos by Pat Harrigan, Brian Wood
  • It's scary good.
The Art Of H.P. Lovecraft's Cthulhu Mythos
Fantasy Flight Games
Manufacturer: Fantasy Flight Games
ProductGroup: Book
Binding: Hardcover

GeneralGeneral | Comics & Graphic Novels | Subjects | Books
GeneralGeneral | Puzzles & Games | Entertainment | Subjects | Books
GeneralGeneral | Role Playing & Fantasy | Puzzles & Games | Entertainment | Subjects | Books
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ASIN: 1589943074

Book Description

This full-color volume collects the best art from Fantasy Flight's acclaimed Call of Cthulhu collectible card game, as well as from 25 years of Chaosium's legendary line of Call of Cthulhu role-playing game products. In these pages are glimpses of the most terrible beings ever to exist, whose very names are spoken of in whispers, if at all: Mighty Cthulhu, Yog-Sothoth the Crawling Chaos Nyarlathotep and He Who Shall Not Be Named. Strange and alien races swarm here: the Fungi From Yuggoth, the star-headed Elder Things, the slithering Formless Spawn and awful chthonians. The Art of H.P. Lovecraft's The Cthulhu Mythos contains hundreds of full-color pieces of art, from fan favorites such as Patrick McEnvoy, Michael Komarck, Jean Tay, Thomas Denmark, John Gravato, Aaron Acevedo, James Ryman, Felicia Cano, Linda Bergkvist and dozens more. Once you see these blasphemous visions, you will never forget them.

Customer Reviews:

4 out of 5 stars A Precise Approach.......2007-08-27

This is a clear and succinct collection of well-organized and presented art. Make no mistake. The printing quality and obvious layout work that has been demonstrated by this book is almost flawless; and well worthy of the tribute it is.

However, even in the knowledge that much of this art comes from a TCG, and in the face of obvious streamlining as far as direction and theme are concerned; some fans of the mythos, such as I, could easily find themselves alienated in the almost 'cartoony' quality of the art itself.

I will, however, give this four stars; as it clearly pulls across a great degree of scope; covering many more aspects of the Cthulhu mythos than i thought possible or likely. The sheer variety is impressive in it's own right.

A committed and beautifully presented artifact - even if not as dark, disturbing and violent as it could have been.

2 out of 5 stars Not what it SHOULD have been.......2007-05-15

Considering the increasing public awareness of HP Lovecraft and his infamous Mythos, I fully expected an 'art' book having a much wider variety of Cthulhu Mythos creatures represented as I had found in the Barlow's Guide to the Cthulhu Mythos (I think I may be a bit off on the title but I also think this book is out of print).
In any case, a suprising number of the prints offered are of normal humans, presumably characters in a Mythos role playing game (I'm basing this assumption on the credits given to each picture). The painting/drawings of the Mythos creatures range from the nicely done to the uninspired with the later being the most frequent. I really can't see myself recommending this book unless you happen across it in a 1/2 off bin.

3 out of 5 stars The Art of The Call of Cthulhu Collectible Card Game.......2007-05-02

When I first saw this on the bookshelf, I saw the title and thought the book would be a comprehensive collection of art inspired by the writings of H.P. Lovecraft. Since the publisher is Fantasy Flight Games, it comes as no surprise that there is ample art from the Call of Cthulhu collectible card game published by the selfsame company. The art is quite fine, but there is disappointment upon realizing that the art is almost exclusively from the card game, with a few images from game books of the makers of the Call of Cthulhu roleplaying game, Chaosium. Other reviews have pointed out that since these games have created their own settings and characters and situations, many of the art pieces featured in the book actually have little to do with Lovecraft outside of being set in the 1920's, and it's true. The irony is that some mythos-specific art from the games were not included. Furthermore, since many of the illustrations were created to appear in an area smaller than a playing card, the reproductions can only be blown up to a certain size before the illusion is lost. That being said, there are a lot of paintings to look at since they can fit several to a page, and many are quite nice.

5 out of 5 stars The Art Of H.P. Lovecraft's Cthulhu Mythos by Pat Harrigan, Brian Wood .......2007-03-16

Saludos amigos , este que tenemos aqui es un precioso libro de ilustraciones basadas en las descripciones que sobre los personajes y las localizaciones se hacen en los relatos de H.P. Lovecraft y sus seguidores y que yo no dudo en recomendar dada la gran cantidad de ilustraciones de gran calidad que contiene.

4 out of 5 stars It's scary good........2007-02-15

Having read a ton of H.P. Lovecraft and played 'Call of Cthulhu' ,the role-playing game, it was nice to see some of these horrors ghastly images put on paper. A great book to scare all these little mutants into bed for years to come.

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