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Sourcebook and scenarios for 7th edition Call of Cthulhu
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Winner of the 2015 PROSE Award for US History A “fascinating, encyclopedic history…of greater New York City through an ecological lens” (Publishers Weekly, starred review)—the sweeping story of one of the most man-made spots on earth. Gotham Unbound recounts the four-century history of how hundreds of square miles of open marshlands became home to six percent of the nation’s population. Ted Steinberg brings a vanished New York back to vivid, rich life. You will see the metropolitan area anew, not just as a dense urban goliath but as an estuary once home to miles of oyster reefs, wolves, whales, and blueberry bogs. That world gave way to an onslaught managed by thousands, from Governor John Montgomerie, who turned water into land, and John Randel, who imposed a grid on Manhattan, to Robert Moses, Charles Urstadt, Donald Trump, and Michael Bloomberg. “Weighty and wonderful…Resting on a sturdy foundation of research and imagination, Steinberg’s volume begins with Henry Hudson’s arrival aboard the Half Moon in 1609 and ends with another transformative event—Hurricane Sandy in 2012” (The Plain Dealer, Cleveland). This book is a powerful account of the relentless development that New Yorkers wrought as they plunged headfirst into the floodplain and transformed untold amounts of salt marsh and shellfish beds into a land jam-packed with people, asphalt, and steel, and the reeds and gulls that thrive among them. With metropolitan areas across the globe on a collision course with rising seas, Gotham Unbound helps explain how one of the most important cities in the world has ended up in such a perilous situation. “Steinberg challenges the conventional arguments that geography is destiny….And he makes the strong case that for all the ecological advantages of urban living, hyperdensity by itself is not necessarily a sound environmental strategy” (The New York Times).
One moment sets the course of destiny. But what if that one moment was changed in the smallest of ways? What if one madman's plan actually were to succeed beyond our known history? The Old West-The Wild West, The American Frontier-is one of the world's most familiar modern myths. The time was draped in ruggedness; there was an idealized dream of freedom, and a notion that just one person could shape the world. That myth belongs to all of us. Yet so many stories of truth, justice, and the American Way have been stolen, erased, and never recorded. Haunted West is a game about hope through struggle. It is a game that pieces together the stories of the largely forgotten people of the Old West, the people who have been whitewashed by history. Discover the American experience in the Weird West. Grab your rifle, jet pack, and spurs to battle traitorous rebels in the defense of freedom, join the fight against temporally displaced dinosaurs, rustle cattle to make ends meet, and hijack a train full of illicit Confederate gold!
When it was released in 2004, Harlem Stomp! was the first trade book to bring the Harlem Renaissance alive for young adults! Meticulously researched and lavishly illustrated, the book is a veritable time capsule packed with poetry, prose, photographs, full-color paintings, and reproductions of historical documents. Now, after more than three years in hardcover, three starred reviews and a National Book Award nomination, Harlem Stomp! is being released in paperback.
Jeff Selingo, journalist and editor-in-chief of the Chronicle for Higher Education, argues that colleges can no longer sell a four-year degree as the ticket to success in life. College (Un)Bound exposes the dire pitfalls in the current state of higher education for anyone concerned with intellectual and financial future of America.
Masks of Nyarlathotep is a Lovecraftian exercise in horror and mystery. This Call of Cthulhu roleplaying classic is a series of linked adventures forming one long and unforgettable campaign. Horrifying deeds and dangerous sorcery dog those who dare attempt to unravel the fate of the Carlyle Expedition. Set in 1925, adventures begin in New York, then move overseas to England, Egypt, Kenya Colony, Shanghai, and western Australia. Such extended globetrotting requires wit and planning by the players. Their investigators must have steady finances, good language skills, and a willingness to persevere despite governmental interference and cultist harassment. Meanwhile the keeper must bring to life different exotic locales, recreate the sensibilities of other cultures, and balance non-player-character foes and friends to allow each investigator to earn his or her own destiny--ultimate triumph, perhaps, or perhaps madness and agonizing death.
A richly illustrated, encyclopedic deep dive into the history of roleplaying games. When Gary Gygax and Dave Arneson released Dungeons & Dragons in 1974, they created the first roleplaying game of all time. Little did they know that their humble box set of three small digest-sized booklets would spawn an entire industry practically overnight. In Monsters, Aliens, and Holes in the Ground, Stu Horvath explores how the hobby of roleplaying games, commonly known as RPGs, blossomed out of an unlikely pop culture phenomenon and became a dominant gaming form by the 2010s. Going far beyond D&D, this heavily illustrated tome covers more than three hundred different RPGs that have been published in the last five decades. Monsters, Aliens, and Holes in the Ground features (among other things) bunnies, ghostbusters, soap operas, criminal bears, space monsters, political intrigue, vampires, romance, and, of course, some dungeons and dragons. In a decade-by-decade breakdown, Horvath chronicles how RPGs have evolved in the time between their inception and the present day, offering a deep and gratifying glimpse into a hobby that has changed the way we think about games and play.
A richly illustrated, encyclopedic deep dive into the history of roleplaying games. When Gary Gygax and Dave Arneson released Dungeons & Dragons in 1974, they created the first roleplaying game of all time. Little did they know that their humble box set of three small digest-sized booklets would spawn an entire industry practically overnight. In Monsters, Aliens, and Holes in the Ground, Stu Horvath explores how the hobby of roleplaying games, commonly known as RPGs, blossomed out of an unlikely pop culture phenomenon and became a dominant gaming form by the 2010s. Going far beyond D&D, this heavily illustrated tome covers more than three hundred different RPGs that have been published in the last five decades. Monsters, Aliens, and Holes in the Ground features (among other things) bunnies, ghostbusters, soap operas, criminal bears, space monsters, political intrigue, vampires, romance, and, of course, some dungeons and dragons. In a decade-by-decade breakdown, Horvath chronicles how RPGs have evolved in the time between their inception and the present day, offering a deep and gratifying glimpse into a hobby that has changed the way we think about games and play. The deluxe edition will include a foil-stamped cover and slipcase with a cloth binding, a ribbon, gilded edges, and an 8.5x11-inch card stock poster of the regular edition.
Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a player’s engagement with history or heritage material is always multi-layered, the book clarifies that the layers may be conceptualised simultaneously as types of heritage authenticity and as types of in-game immersion. It is also made clear that RH, TRPG and LARP share commonalities with a multitude of other media, including video games, historical fiction and film. Existing within, and contributing to, the fiction and non-fiction mediasphere, these role-enactments are shaped by the same large-scale narratives and discourses that persons, families, communities, and nations use to build memory and identity. Role-play as a Heritage Practice will be of great interest to academics and students engaged in the study of heritage, memory, nostalgia, role-playing, historical games, performance, fans and transmedia narratology.