Shootback
Average customer rating: 3.5 out of 5 stars
  • SureShot
  • SureShot
  • good pictures, not the same as going there
  • Incredible sana
  • Shootback: candid, challenging and inspiring
Shootback
Lana Wong
Manufacturer: Booth-Clibborn
ProductGroup: Book
Binding: Hardcover

GeneralGeneral | Photography | Arts & Photography | Subjects | Books
Photo EssaysPhoto Essays | Photography | Arts & Photography | Subjects | Books
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AfricaAfrica | Travel | Photography | Arts & Photography | Subjects | Books
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KenyaKenya | Africa | Travel | Subjects | Books
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  1. The Journey Is the Destination: The Journals of Dan Eldon The Journey Is the Destination: The Journals of Dan Eldon

ASIN: 1861541325

Book Description

Shootback puts basic point-and-shoot cameras into the hands of 32 teenage boys and girls from Mathare, Nairobi, one of Africa's largest slums. This book documents the extraordinary results: provocative, compelling images and hand-written words which reveal unexpected sides of these teenager's lives. The photographs speak eloquently of friends, family life, football fever and the harsh realities of everyday life in the slums with hope, an infectious humor and a disarming sense of honesty which shakes us into new perspectives on the developing world. Edited by documentary photographer Lana Wong and published with the support of the Ford Foundation, this visceral photographic collage challenges traditional tourist images of Africa and uses photography as a truly democratic art.

Customer Reviews:

2 out of 5 stars SureShot.......2003-04-11

Lana Wong has done a great job of putting together a remarkable collection of some of the best adolescent photography the world has seen. Not only are the photos an accurate portrayal of the desperate lives thesechildren and thier families lead, but they are full of expression. The MYSA Shootback project has helped these children find talemts they never expected they had, or never had the opportuniy to nurture. Lana Wong has done a beautiful thing for so many people, if you are interested in africa and photography, this book is a must.

2 out of 5 stars SureShot.......2003-04-11

Lana Wong has done a great job of putting together a remarkable collection of some of the best adolescent photography the world has seen. Not only are the photos an accurate portrayal of the desperate lives thesechildren and thier families lead, but they are full of expression. The MYSA Shootback project has helped these children find talemts they never expected they had, or never had the opportuniy to nurture. Lana Wong has done a beautiful thing for so many people, if you are interested in africa and photography, this book is a must.

4 out of 5 stars good pictures, not the same as going there.......2000-07-07

This book is a great collection of pictures from Mathare, but it is no replacement for going there. I just returned from spending the last five weeks in Mathare and neighboring Eastleigh, where some of the worst poverty in the world exists. The book portrays graphic images and does a wonderful job of trying to capture the stark reality of the plight of these kids.

As someone who has sat with the street children in their bases, the book does as good of a job as you can get with pictures alone, but it is simply no substitute for being there.

5 out of 5 stars Incredible sana.......2000-05-29

Shootback is an awesome book. I spent the last 5 months in Kenya going to school and it is the only way that one can truely understand the horrors of the slums of a third world country. These kids who live there are being given an oppertunity that they never would have gotten otherwise. They get the chance to share with the world and reach people who might be able to make a difference for them. This is no ordinary touristy book about the incredible country of Kenya, this shows the way that many of it's people live. Shootback shares the inside of the slums like nothing else. A normal tourist couldn't go there, let alone bring a camera there. I want to say thanks to the author and creator of the Shootback ministry. You help people see the real side of Kenya.

5 out of 5 stars Shootback: candid, challenging and inspiring.......2000-03-23

Having myself written academically on Mathare Youth Sports Association (MYSA), the organization out of which this initiative originated, I am thrilled that Shootback: Photos by Kids from the Nairobi Slums has appeared on the North American website of amazon.com. This is an absorbing and thought-provoking book that challenges the way we (North Americans) view the world. A lot of hard work has gone into this labor of love by Lana Wong and her brave band of photographers, and it shows.

MYSA, by anyone's standards, is a remarkable organization, and this is a remarkable book. Seldom is the dictum: "A picture is worth a thousand words" more appropriate. Shootback provides a candid window into hard places and hard times, but never loses hope, because it is framed through the eyes and described in the words of young people. The book is far more than the sum total of its photographs. Rarely do slum dwellers -- even less the children of the slum -- get to tell us the story of their lives and communities. Shootback therefore provides an insider's view of a slum community with all its energy and resilience. I heartily recommend a wonderful book. Prepare to be both troubled and inspired!
A model study of the Crone shootback EM method
Average customer rating: Not rated
    A model study of the Crone shootback EM method
    Wunan Lin
    Manufacturer: Engineering Geoscience, Dept. of Materials Science and Engineering, University of California
    ProductGroup: Book
    Binding: Unknown Binding
    ASIN: B0007HONVS

    Jeff Koons & Andy Warhol: Flowers
    Average customer rating: Not rated
      Jeff Koons & Andy Warhol: Flowers
      Daniel Pinchbeck , and Jeff Koons
      Manufacturer: Gagosian Gallery
      ProductGroup: Book
      Binding: Hardcover

      GeneralGeneral | Museums & Collections | Arts & Photography | Subjects | Books
      GeneralGeneral | Reference | Arts & Photography | Subjects | Books
      GeneralGeneral | Instructional & How-To | Arts & Photography | Subjects | Books
      GeneralGeneral | Design & Decorative Arts | Arts & Photography | Subjects | Books
      Koons, JeffKoons, Jeff | ( J-L ) | Artists, A-Z | Arts & Photography | Subjects | Books
      GeneralGeneral | Artists, A-Z | Arts & Photography | Subjects | Books
      GeneralGeneral | Arts & Photography | Subjects | Books
      All TitlesAll Titles | Qualifying Textbooks - Fall 2007 | Stores | Books
      ASIN: 1880154854
      Release Date: 2003-02-02

      Book Description

      What a lush garden! Imagine the berserk beds that could sprout Koons' polychromed wood begonias next to Warhol's Matisse-adrift-on-Monet silkscreened petunias. This smart volume plants Koons' mostly sculptural exploration of the flower motif alongside a history of Warhol's serialized prints and drawings of the same from the 50s, 60s and 70s.
      Jeff Koons/Andy Warhol: Flowers
      Average customer rating: Not rated
        Jeff Koons/Andy Warhol: Flowers
        Gagosian Gallery
        Manufacturer: Gagosian Gallery
        ProductGroup: Book
        Binding: Hardcover

        Koons, JeffKoons, Jeff | ( J-L ) | Artists, A-Z | Arts & Photography | Subjects | Books
        ASIN: B000N71Z4K

        James Robertson: Pioneer of photography in the Ottoman Empire
        Average customer rating: Not rated
          James Robertson: Pioneer of photography in the Ottoman Empire
          Bahattin Oztuncay
          Manufacturer: Eren
          ProductGroup: Book
          Binding: Hardcover

          GeneralGeneral | Photography | Arts & Photography | Subjects | Books
          ASIN: 9757622087
          James Robertson: Pioneer of Photography in the Ottoman Empire
          Average customer rating: Not rated
            James Robertson: Pioneer of Photography in the Ottoman Empire

            Manufacturer: Eren, Istanbul
            ProductGroup: Book
            Binding: Hardcover
            ASIN: B000I9LXKE

            Clip Art for Catechesis
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              Clip Art for Catechesis
              George Collopy
              Manufacturer: Resource Publications (CA)
              ProductGroup: Book
              Binding: Audio CD

              GeneralGeneral | Comic Strips | Comics & Graphic Novels | Subjects | Books
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              BiblesBibles | Christianity | Religion & Spirituality | Subjects | Books | Formats | Greek | New Testament | Other | Specific Types | Translations
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              BibleBible | Religion & Spirituality | Books on CD | Formats | Books
              GeneralGeneral | Religion & Spirituality | Books on CD | Formats | Books
              ASIN: 5550062038

              Subtitles: On the Foreignness of Film (Alphabet City)
              Average customer rating: 5 out of 5 stars
              • Stunning and fascinating
              Subtitles: On the Foreignness of Film (Alphabet City)

              Manufacturer: The MIT Press
              ProductGroup: Book
              Binding: Hardcover

              GeneralGeneral | Movies | Entertainment | Subjects | Books
              History & CriticismHistory & Criticism | Movies | Entertainment | Subjects | Books
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              2. Image and Territory: Essays on Atom Egoyan Image and Territory: Essays on Atom Egoyan
              3. Atom Egoyan (Bfi World Directors) Atom Egoyan (Bfi World Directors)
              4. Avant Garde - Experimental Cinema of the 1920s & 1930s Avant Garde - Experimental Cinema of the 1920s & 1930s
              5. 2046 2046

              ASIN: 0262050781

              Book Description

              "Every film is a foreign film," Atom Egoyan and Ian Balfour tell us in their introduction to Subtitles. How, then, to translate the experience of film -- which, as Egoyan says, makes us "feel outside and inside at the same time"? Taking subtitles as their point of departure, the thirty-two contributors to this unique collection consider translation, foreignness, and otherness in film culture. Their discussions range from the mechanics and aesthetics of subtitles themselves to the xenophobic reaction to translation to subtitles as a metaphor for the distance and intimacy of film.

              The essays, interviews, and visuals include a collaboration by Russell Banks and Atom Egoyan, which uses quotations from Banks's novel The Sweet Hereafter as subtitles for publicity stills from Egoyan's film of the book; three early film reviews by Jorge Luis Borges; an interview with filmmaker Claire Denis about a scene in her film Friday Night that should not have been subtitled; and Eric Cazdyn's reading of the running subtitles on CNN's post-9/11 newscasts as a representation of new global realities. Several writers deal with translating cultural experience for an international audience, including Frederic Jameson on Balkan cinema, John Mowitt on the history of the "foreign film" category in the Academy Awards, and Ruby Rich on the marketing of foreign films and their foreign languages -- "Somehow, I'd like to think it's harder to kill people when you hear their voices," she writes. And Slavoj Zizek considers the "foreign gaze" (seen in films by Hitchcock, Lynch, and others), the misperception that sees too much.

              Designed by Egoyan and award-winning graphic designer Gilbert Li, the book includes many color images and ten visual projects by artists and filmmakers. The pages are horizontal, suggesting a movie screen; they use the cinematic horizontal aspect ratio of 1.66:1. Subtitles gives us not only a new way to think about film but also a singular design object.

              Subtitles is being copublished by The MIT Press and Alphabet City Media (John Knechtel, Director). Subtitles has been funded in part by grants from The Canada Council for the Arts, The Henry N.R. Jackman Foundation, and the Toronto Arts Council, and the Ontario Arts Council.

              Customer Reviews:

              5 out of 5 stars Stunning and fascinating.......2004-06-25

              I have just seen an advance copy of this book, and it is gorgeous! The design, the sweeps of colour images, the construction: just an excellent object (Egoyan was the codesigner as well as coeditor, apparently).

              The collection is unique. Who but Egoyan would think to do a whole book riffing on the idea and the aesthetics of Subtitles? There's are something like 30 pieces, just an amazing range. Very accessible, even funny. It opens up a whole range of ideas, from the mechanical work of subtitling to the inside/outside experience watching a subtitled film provides, to the inter-national communication and circulation subtitling enables.

              I could never have imagined this book before Egoyan made it, but now with its publication he's opened up a whole set of ideas.

              Just a tour de force. Very exciting.
              Subtitles: On the Foreignness of Film.(Book Review): An article from: Cineaste
              Average customer rating: Not rated
                Subtitles: On the Foreignness of Film.(Book Review): An article from: Cineaste
                Roy Grundmann
                Manufacturer: Cineaste Publishers, Inc.
                ProductGroup: Book
                Binding: Digital

                GeneralGeneral | Performing Arts | Arts & Photography | Subjects | Books
                ASIN: B000ALTS98
                Release Date: 2005-07-25

                Book Description

                This digital document is an article from Cineaste, published by Cineaste Publishers, Inc. on June 22, 2005. The length of the article is 2183 words. The page length shown above is based on a typical 300-word page. The article is delivered in HTML format and is available in your Amazon.com Digital Locker immediately after purchase. You can view it with any web browser.

                Citation Details
                Title: Subtitles: On the Foreignness of Film.(Book Review)
                Author: Roy Grundmann
                Publication: Cineaste (Magazine/Journal)
                Date: June 22, 2005
                Publisher: Cineaste Publishers, Inc.
                Volume: 30 Issue: 3 Page: 79(2)

                Article Type: Book Review

                Distributed by Thomson Gale

                Mel Bay Klezmer Collection for B Instruments
                Average customer rating: Not rated
                  Mel Bay Klezmer Collection for B Instruments
                  Stacy Phillips
                  Manufacturer: Mel Bay Publications, Inc.
                  ProductGroup: Book
                  Binding: Paperback

                  GeneralGeneral | Music | Entertainment | Subjects | Books
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                  ASIN: 0786630892

                  Product Description

                  A collection of 120 melodies meticulously transcribed from recordings by the masters of the klezmer style, including Dave Tarras, Naftule Brandwine, Abe Schwartz and many more. Written in standard notation for B-flat instruments, this book includes chordal accompaniment, program notes for each piece, and interviews with master klezmer musician Andy Statman and ethnomusicologist Dr. Walter Zev Feldman. The rich cultural origins of this music include Central and Eastern European Jewry, secular folk music, and Western art and popular music. This book contains transcriptions of the same material found in the previously published Klezmer Collection for C Instruments.

                  Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
                  Average customer rating: 4 out of 5 stars
                  • Help the Dungeon Master! Please!
                  • EXCELLENT SERVICE!!!
                  • DM
                  • I Have Nothing Bad to Say About this Book
                  • Good magazine material, poor hardback material
                  Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

                  Manufacturer: Wizards of the Coast
                  ProductGroup: Book
                  Binding: Hardcover

                  GeneralGeneral | Puzzles & Games | Entertainment | Subjects | Books
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                  3. Complete Adventurer: A Guide to Skillful Characters of All Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) Complete Adventurer: A Guide to Skillful Characters of All Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
                  4. Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
                  5. Spell Compendium (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) Spell Compendium (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

                  ASIN: 0786928891
                  Release Date: 2003-07-01

                  Book Description

                  Weave exciting tales of heroism filled with magic and monsters. Within these pages, you’ll discover the tools and options you need to create detailed worlds and dynamic adventures for your players to experience in the Dungeons & Dragons roleplaying game.

                  The revised Dungeon Master's Guide is an essential rulebook for Dungeon Masters of the D&D game. The Dungeon Master's Guide has been reorganized to be more user friendly. It features information on running a D&D game, adjudicating play, writing adventures, nonplayer characters (including nonplayer character classes), running a campaign, characters, magic items (including intelligent and cursed items, and artifacts), and a dictionary of special abilities and conditions. Changes have been made to the item creation rules and pricing, and prestige classes new to the Dungeon Master's Guide are included (over 10 prestige classes). The revision includes expanded advice on how to run a campaign and instructs players on how to take full advantage of the tie-in D&D miniatures line.

                  Customer Reviews:

                  5 out of 5 stars Help the Dungeon Master! Please!.......2007-08-07

                  This is a great supplement for the DM. It gives you loads of great information in a clear manner. I really like the way this book is organised, it is quite intuitive. The re-vamp of Magic Items is a great improvement, as well as the introduction of Prestige Classes. My group LOVES prestige classes, maybe a little too much!

                  Overall if you want to introduce you group to the wonderful world of D&D 3.5 pick up this book plus the Player's Handbook 3.5 and you will find them both clear and easy to read.

                  5 out of 5 stars EXCELLENT SERVICE!!!.......2007-06-15

                  Everything was here faster than all other orders and in great shape!!!

                  5 out of 5 stars DM.......2007-05-25

                  My boyfriend's birthday was coming up and instead of just getting him a steak dinner and some electronic device, I decided to get him something that was a little more exciting. DM's Guide. He wants to start a game this summer and this is a must so I bought him a couple books and we are on our way. Nothing says I love you and I want to be with you a long time than a Dungeons & Dragons book.

                  (plus it arrived the next day -it was great)

                  5 out of 5 stars I Have Nothing Bad to Say About this Book.......2007-05-10

                  Pros

                  * Increased detail in the Adventure's section. Encounter charts, for example.

                  * The inclusion of a section on the planes. While this has little use for those who own Manual of the Planes, it considerably opens up the options to d20 companies.

                  * Epic Level rules, while simple, open up characters above 20th level to other game designers.

                  * Many additional prestige classes. While most of these are published elsewhere, their inclusion here (and therefore in the SRD) means that game designers can now include arch mages and duelists (to name two examples) in their d20 products.

                  * Many great changes in the magic items department. They gave Adamantium a purpose, finally, made certain magical properties effect only the price of an item, not its overall plus. They fixed the price of skill bonus items, as well.

                  * Inclusion of templates at the back of the book allow for more ease of play, were miniatures are involved.

                  Cons

                  I have nothing bad to say about this book.

                  2 out of 5 stars Good magazine material, poor hardback material.......2007-04-15

                  Dissapointing is an understatement. There is not a bit of information in this book that would not have been better placed in Dragon magazine. It's useful to some extent, but most players view hardback books as "cannon" and softback as "suggestion" - and everything in this book is in the catagory of suggestion. No DM should be held to anything in the DMG-2. You can agree to adopt some of it's good ideas if you want to, but this is not golden enough to justify the price tag. If you want it, get it used, and don't spend more than $10.
                  Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
                  Average customer rating: 4.5 out of 5 stars
                  • Dungeon Master's Guide
                  • DM'ing Made Simple
                  • The How and Why of D&D3e
                  • So much less than it seems...
                  • Simply Great
                  Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
                  Monte Cook
                  Manufacturer: Wizards of the Coast
                  ProductGroup: Book
                  Binding: Hardcover

                  GeneralGeneral | Puzzles & Games | Entertainment | Subjects | Books
                  GeneralGeneral | Role Playing & Fantasy | Puzzles & Games | Entertainment | Subjects | Books
                  EpicEpic | Fantasy | Science Fiction & Fantasy | Subjects | Books
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                  3. Tome and Blood: A Guidebook to Wizards and Sorcerers (Dungeons & Dragons d20 3.0 Fantasy Roleplaying) Tome and Blood: A Guidebook to Wizards and Sorcerers (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
                  4. Monster Manual II (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Supplement) Monster Manual II (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Supplement)
                  5. Defenders of the Faith: A Guidebook to Clerics and Paladins (Dungeon & Dragons d20 3.0 Fantasy Roleplaying) Defenders of the Faith: A Guidebook to Clerics and Paladins (Dungeon & Dragons d20 3.0 Fantasy Roleplaying)

                  ASIN: 078691551X
                  Release Date: 2000-09-01

                  Amazon.com

                  The 3rd Edition Dungeon Master's Guide focuses on how to create and run a fun Dungeons & Dragons game. Like previous editions, the 3rd Edition DMG further explains the rules introduced in the Player's Handbook. But this book goes beyond rules and offers valuable tips on pacing, story creation, conflict, villains, motivation, and player rewards.

                  Novice DMs will benefit from the sections on creating individual adventures and describing action, while even experienced DMs will appreciate the notes on extended campaigns, detailed world creation, and high-level play. We loved the "Behind the Curtain" blurbs, which explain the reasoning behind the changes made in 3rd Edition. Well-considered optional rules are offered to daring DMs, including rules for monsters as PC races (troll paladin, anyone?), high technology, and guidelines for creating custom races and classes.

                  The nuts and (lightning) bolts of DMing are also covered in great detail. The book teaches DMs how to gauge Challenge Ratings for players and monsters in order to create balanced encounters. These encounters are easier to run thanks to 3rd Edition's standardized monster abilities, each of which are covered in depth. Rewarding players for successful encounters is also easier, now that the cumbersome treasure tables of 2nd Edition have been replaced. Particular attention is paid to magic items: how to award them, how players create them, how to adjudicate them, and how to take them away. The new magic item enhancement rules (similar to the magic items in the computer game Diablo) are also detailed.

                  One dramatic departure from D&D as we knew it could have used a bit more attention. The DMG introduces the concept of prestige classes, and includes rules for six sample prestige classes: arcane archer, assassin, blackguard, dwarven defender, loremaster, and shadowdancer. Characters can't take these classes at first level but must instead work toward them by choosing specific classes, skills, and feats. For example, before taking a level in arcane archer a character needs to be an elf or half-elf and have a high attack bonus, specific archery feats, and the ability to cast at least one arcane spell. Unsure how these classes will affect your game? Want tips on how to properly create and balance these classes? Sorry, the DMG does not provide adequate answers.

                  But aside from this complaint the DMG stands out as an honestly useful guide book to the incredible new Dungeons & Dragons game. The rules and tips are well organized and easy to find, thanks to a detailed table of contents and full index. Artwork, examples, and diagrams are liberally placed throughout the book. All this attention to detail makes the DMG an easy and effective read. We wouldn't want to DM without it. --Mike Fehlauer

                  Book Description

                  The Third Edition Dungeon Master's Guide is an essential rulebook for the D&D game and is a must-have for every Dungeon Master. A Dungeon Master runs the Dungeons & Dragons(r) game-part storyteller, part actor, part referee. The Dungeon Master's Guide features 224 pages of beautifully rendered, intuitively presented rules and material designed to get a Third Edition D&D campaign up and running.

                  Customer Reviews:

                  4 out of 5 stars Dungeon Master's Guide.......2007-05-09

                  You sit down at the table, and the players are amicably chatting about Everquest or the upcoming D&D movie. You listen to the conversation as you begin to organize your notes. As the conversation draws on, you know that it's time to reel it in and begin, but somehow, you can't seem to work up the courage.

                  What do you do if a character falls into a water trap? What are the chances of having an encounter? Did you put enough combat into the adventure? Too much? Will it be a challenge?

                  This is your first time at the head of the table. You've been talking up a good storm, but now it's time to put you money where your mouth is.

                  Are you prepared?

                  There are two things that are important in a gamemaster's book. The first are all the rules necessary to run a game, those that players don't need to know. The second are all the little bits of advice necessary to make a person into a fine gamemaster.

                  Let's tackle those subjects one at a time.

                  First of all there are all the DM only rules. This is an area the all versions of the DM's Guide have been strong in. In fact, certain additions (2nd, for instance) seemed to concentrate solely on these issues.

                  There is a wealth of information in this book. They handle many of the old standby's. There are sections on NPC's and encounters. There are rules for assigning experience and treasure. There are methods of generating magic items. None of this is, in and of itself, a surprise.

                  We have some new additions. There is a system for generating towns. This allows you to calculate the highest level person of any given class in a town. It also tells how rich the town is, showing the most expensive object than can be purchased and total funds that can be taken out of a town (for the purposes of selling items). This was a welcome addition.

                  Another new feature are Prestige classes. These are classes that allow a character to explore career opportunities not usually available to a starting character. The arcane archer is a fascinating example of a prestige class, perfect for the elf who wishes to combine magic and archery.

                  Also, we have the new concept of NPC classes. In truth, NPC classes have been around for a long time, but they were never official and almost always set apart by how powerful they were. The NPC classes in the new addition deal with all the things PC's usually find too dull to explore. Why doesn't a commoner raise levels? Now they do, within the commoner class. Are all those town guards fighters? No, they are probably the less powerful warrior. NPC classes add a fine new element to the game.

                  Ever since Tomb of Horrors debuted at Origins, traps have been an important part of the D&D game. The new DM's Guide actually acknowledges this fact, listing several typical traps, along with all their stats. This allows a DM to easily extrapolate on traps of his own. Also, traps have challenge ratings now, which means they are worth experience.

                  Another big surprise comes in magic items. They are now organized (at least on the charts) by power level. This makes it very rare to roll a Staff of Power for the treasure a kobold is carrying. It also allows a GM to track more accurately the amount of treasure that his party is receiving.

                  All in all, a very strong showing.

                  But what about the second part? Does this book teach you to be a better DM?

                  Yes. Whereas 2nd addition had little dedicated to making a person a better gamemaster, the new edition seems to treat the subject very seriously.

                  There is an entire chapter dedicated to world building. Through it, a DM can gain advice on designing his own world. Various forms of governments are discussed, and the chapter is at times thought provoking. Not all that it should be, however. I wanted more on subjects like communication and healing, which can radically effect a game where magic is the norm.

                  The chapter on designing good adventures fares much better. Perhaps it should have been called, "Adventures for Dummies." This section discusses how to craft an adventure to suit the tastes of your group. It even goes so far as to give a statistical breakdown for the encounter levels of every fight.

                  Ever since I read Rolemaster's Gamemaster's Law, books have been fighting an uphill battle when it comes to teaching a person to be a good GM. This book falls far short of that mark. Still, it is a good beginner's guide to running a game.

                  Where did this book fall short? Well the art, right off. The art is not nearly up to the quality of Player's Handbook or Monster Manual. It is obvious they saved their best artists for those.

                  They also failed to complete some very good thoughts. For instance, they have sample character stats for all the PC classes, but not for the NPC classes. They could have done more with traps, I think. I'd also have liked to see more on environment (cold, heat, drowning etc.).

                  Still, a thumbs up. This is a strong addition to the D&D line.

                  3 out of 5 stars DM'ing Made Simple.......2003-06-09

                  Let's face it. All my fellow DM's know Dungeon Mastering is hard. You need to be in tune with the entire game enviornment, and every NPC and every monster and...I could go on, but I'm not going to bore you. Anyway, I think 3rd Edition rules are pretty darn good, but this Dungeon Masters Guide is useless for experienced DM's.

                  There are many useful tables throughout the book based on almost everything imaginable. They are quite useful for in-game reference. The classes included are quite interesting. My personal favorite is the "Paladin Gone Bad." It's real name is the Fallen Blackguard, and he is very bad-arse. They have other interesting ones, like the Arcane Archer, and Loremaster. There are tips in the first chapter of the book for beginners, that could come in handy.

                  The problem is this book is geared for neophyte DMs. Experienced ones can rip out Chapters 1,4, and 5, because they just give you pointers on what adventures and campaigns are and how to control them. Trust me, If you've DMed for a fair amount of time, don't even bother buying this, and stick with your 2E Dungeon Master's Guide for reference. iF you are new to DMing, this is the perfect review for you.

                  5 out of 5 stars The How and Why of D&D3e.......2003-01-08

                  The 3rd Edition Dungeon Master's Guide is exactly what it should be - a description of the how and why of 3rd Edition rules.

                  It is so much more than a collection of tables and charts. Sure, those are there as a short cut, an easy reference. What the book really brings to the table, though, is a system for knowing how to modify the system and add things to the game without throwing the power balance all out of whack. An example of the is the "Most important thing for a DM to know:" a quick and easy rule for modifying a situation. If it's easy, give a +2 bonus. Difficult? -2. REALLY difficult? -4. After the session is over, look up the actual 'rule' on the situation, and most times you'll find that you were right.

                  Most importantly, though, is that the book does this without cramming a default campaign setting down your throat. Many DMs out there, myself included, want to play in our own worlds that we've created, and the DMG lets you do exactly that.

                  This book is better laid-out than the Player's Handbook, which is why I gave it 5 stars. If half stars were available, I would have given it 4.5, since the book isn't perfect. Sure, there are some problems, but they're so much more minor than 2ed, with so many more possibilities for expanding the system that they're easily overlooked.

                  3rd Edition is what brougth my circle of gamers back to the table. It's so much easier to play that I can't imagine how we ever dealt with other systems. Much more time to roleplay, and less time taken looking up rules!

                  2 out of 5 stars So much less than it seems..........2002-11-27

                  The Third Edition DMG is not the book it should have been. It is a disjointed collection of rules that really don't fit together very well.

                  The most important flaw is the experience and rewards systems. It's designed to rocket the characters to 20th level without ever placing them in any real danger. Please, since when is one lone 4th level NPC a challenge for four 4th level characters? Any why are 1st and 3rd level characters treated the same on the experience chart? A 3rd level party is going to have more than triple the resources that a 1st level party has available. Combined with a reward chart that puts a truckloads of magical items into the characters hands, this book puts Third Edition D&D solidly into the munchkin world (For the RPG terminology impaired, that's like a Monty Haul campaign but without any danger of loosing).

                  Other irregularities include the fact that there are rules on drowning and being crushed to death by water pressure (deep under the sea), but no rules for actually moving in water or fighting under water.

                  There are rules for generating towns and cities. Those rules do not function in a reasonable manner, unless the DM manually saturates the cities with specifically placed characters. Even something as simple as using the tables to determine what the levels of the high priests of the religions present in a city breaks down unless there are less than four seperate religions present in the city.

                  The section on magic items is poorly laid our and difficult to use for anything other than random magic item rolls. Some of the magic items are undervalued, overly powerful, or both.

                  A lot of space is devoted to incomplete tutorials on how to be a game master. Ironically, that's not matieral that should actually be in the Dungeon Master's Guide. This is supposed to be a reference book for running a campaign, not "The Dummies Guide to Dungeon Masterery".

                  The rules for gunpowder weapons and lasers are useless filler that takes up space that could have been devoted to environments that average game master would actually like to see his characters in, like say astral combat rules and underwater combat rules. Who cares how much damage a laser might do if it were in the hands of a barbarian. Anyone who actually wants to use laser weapons is just going to use a d20 modern or futuristic sourcebook anyways.

                  The D&D economy is so disfunctional that no wizard or sorceror who can create any magic items (including scrolls) should ever be allowed to die. It's always worth a cleric's while to bring the chump back from the dead and make him work off the investment. Also it becomes blatantly clear that NPCs are supposed to give special respect to the PCs simply because they are PCs, otherwise how can you explain the fact that a character can earn a wage of 15 gps a week as a stablehand but only needs to pay his stablehands 1 gp per week.

                  The section on special abilities is redundant because most of it is repeated in the Monster Manual and the encounter tables are useless without the Monster Manual. Since they were also rendered useless by the first expansion printed for the Monster Manual, it is very obvious that they should have been printed in the Monster Manual itself.

                  Half of an entire chapter is dedicated to charts of stats for average characters of each of the classes at each level. This space is completely wasted.

                  Overall, the DMG is first book produced for Third Edition that was simply bad. No attempt was made to turn a collection of notes and rules into a good refence book for Third Edition D&D. Instead it seems to have been thrown together with a nice binding and cover and some artwork and rushed out the door. Not all of the material is bad, but all you have to do is try to use the book to realize how useless it really is.

                  I would only recommend this book to someone who is being forced to run Third Edition D&D.

                  5 out of 5 stars Simply Great.......2002-09-25

                  The PHB was awesome, and the DMG is doulbly so. Prestige classes are a great tool. What's more are the very useful NPC classes. Finally there are rules for making magic items. I don't know why 2nd edition rules assumed that only NPCs can make these things. Now I have something for my players to strive for!
                  Dungeon Master's Guide: Core Rulebook II
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                    Dungeon Master's Guide: Core Rulebook II

                    Manufacturer: Wizards of the Coast
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                    Binding: Hardcover
                    ASIN: B000F8U3TK

                    Product Description

                    This book contains everything you need - from special high-level classes to magic items, artifacts, and more! You're the Dungeon Masters, and all the Dungeongs & Dragons secrets are yours!

                    Who's Who in Canadian Film and Television, 1991-92/Qui Est Qui Au Cinema Et a LA Television Au Canada (Who's Who in Canadian Film and Television/Qui Est Qui Au Cinema Et a La Television Au Canada)
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                      Who's Who in Canadian Film and Television, 1991-92/Qui Est Qui Au Cinema Et a LA Television Au Canada (Who's Who in Canadian Film and Television/Qui Est Qui Au Cinema Et a La Television Au Canada)
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                      Who's Who in Canadian Film and Television, 1991-92/Qui Est Qui Au Cinema Et a LA Television Au Canada
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                        Who's Who in Canadian Film and Television, 1991-92/Qui Est Qui Au Cinema Et a LA Television Au Canada

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