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Why collect toys? After all, there are thousands of different types of things that people collect for either investment purposes or just for enjoyment. Now, personally I haven't seen very many people do well in long term investments in collectibles of any kind. (Even though I have included in this book some of the attributes that tend to make toys more or less desirable and collectible.) So, I think that the major reason for any kind of collection or hobby is personal enjoyment, and by extension, sharing this enjoyment with other people, possibly your children or grandchildren. And if the best reason to collect anything is for enjoyment, or simply put, to have fun, then toy collecting, particularly collecting modern or contemporary toys, is a great hobby. I wrote this book because in 40 years of toy collecting it has never failed to entertain me, grab my imagination, or cheer me up on gloomy days. I'm hoping to pass on that sense of wonder, excitement, and fun to everyone who reads it. Further, a fun, interesting collection of modern toys can be achieved over time on almost any budget. Toys are ideal as conversation starters in the modern home. They can be displayed in unusual and creative ways, using otherwise empty or dead space. From an interior design perspective, toys have several traits to recommend them, also to be discussed in the book. They remain a timeless source of fun, and through the fun of collecting children and adults can learn, or be reinforced in, a variety of life skills including budgeting, honesty, and sustainability. I hope you'll find the ideas and commentary in this book as much fun to read and share as I did to write.
A thousand years ago humanity's dissidents fled, leaving behind a peaceful, unified world content to exist in a state of perpetual hedonism. Then a daring escape plunged civilization into chaos, forcing its rulers to expand outward to maintain order. Now all that stands between a newly imperial Earth and the rest of the solar system is a loose coalition of Maasai tribesmen, cloned feminists, shape-shifting humannequins, and vengeful Berbers led by the least likely hero in human history: a young woman with Down syndrome and a bad attitude.
In the year 1223, the Catholic Church establishes the Order of the White Guard to contend with unique foes that are a far cry from those of the Knights Templar: vampires. The members of the order are exceptional themselves. They're garou - werewolves. Ireland teems with vampires, more than any other country, and the House of Blevins stands between the creatures and their hapless victims. With weapons of silver, they are the scourge of the undead. Only one, a powerful and insane elder vampire, continually escapes their grasp, and stopping him may exact a terrible price. The volatile relationships of the garou set the backdrop for a spellbinding tale of good versus evil, logic versus emption, and reason versus madness.
Hellbow Rune twists classical fairy tale tropes and structures, turning them on their head.
A new kind of flea market is taking root. One in which ordinary people buy a permanent booth in a storefront, stock it with merchandise, and let the staff at the front counter take care of the rest, like a consignment shop. Many people use this arrangement to make a good living, but it's not as easy as it might look. Moe Foster has owned over a hundred stalls at dozens flea markets. His experience can save you hundreds of dollars. There are several steps to keep in mind when picking and setting up your booth and your merchandise. Inside, you'll learn: -how to build and maintain your booth -how to display your goods -what to sell -what to buy -when to sell it Moe covers everything he has learned over his years in the flea market. You will not stay in this business if you don't make money soon, and this book can help you get off to a running start. Many people get into the indoor flea market business, without knowing two things about it. You will save the cost of this book before you spend your first dollar on inventory or spend your first hour of time.
Heroes, villains, legends ... the folklore of America features all of this and more. In this volume you can find pirates and soldiers, lumberjacks and steel drivers, mountain men and lawmen, cowboys, Indians, inventors, and eccentrics. All of whom are just waiting to be included in your campaign! And don't let the time period fool you, just because these characters existed in the 18th and 19th Centuries, doesn't mean you can't use them in your pulp, superhero, fantasy, or even science fiction campaigns! After all, these characters are Larger Than Life!
Heroes, villains, legends ... the folklore of America features all of this and more. In this volume you can find pirates and soldiers, lumberjacks and steel drivers, mountain men and lawmen, cowboys, Indians, inventors, and eccentrics. All of whom are just waiting to be included in your campaign! And don't let the time period fool you, just because these characters existed in the 18th and 19th Centuries, doesn't mean you can't use them in your pulp, superhero, fantasy, or even science fiction campaigns! After all, these characters are Larger Than Life! Larger Than Life features 20 archetypes, ranging from Blackbeard the Pirate to the man who invented the 20th Century: Nikola Tesla. In addition, there are a total of 24 full character sheets, each with a detailed history and description of the character in question. But that's not all! You also get over 124 biographies of other people related to each archetype, as well as famous ocean-going ships, famous outlaw gangs, Paul Bunyan's entire logging gang, and other historical trivia. Each archetype also comes with at least one template, allowing you to build your own version of that archetype. So what are you waiting for? Dive in and start discovering those tidbits of American history you never new existed. But watch your step, because after all, these characters are... Larger Than Life! Larger Than Life! is a 346 page, black-and-white paperback written by veteran Hero Games author Michael Surbrook.
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