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"Originally published in single magazine form as The unwritten."--Colophon.
Tom Taylor's life was screwed from day one. His father created the Tommy Taylor fantasy series, boy-wizard novels with popularity-on par with Harry Potter. The problem is Dad modeled the fictional epic so closely to Tom's real life that fans are constantly-comparing him to his counterpart, turning him into the lamest variety of Z-level celebrity. In the final novel, it's even implied that the fictional Tommy will crossover into the real world, giving delusional fans more excuses to harass Tom.-When an enormous scandal reveals that Tom might really be a boy-wizard made flesh, Tom comes into contact with a very mysterious,-very deadly group that's secretly kept tabs on him all his life. Now, to protect his own life and discover the truth behind his origins, Tom will travel the world, eventually finding himself at locations all featured on a very special map -- one kept by the-deadly group that charts places throughout world history where fictions have impacted and tangibly shaped reality, those stories-ranging from famous literary works to folktales to pop culture. And in the process of figuring out what it all means, Tom will-find himself having to figure out a huge conspiracy mystery that spans the entirety of the history of fiction. The War of Words is over, but the real world and fictional world are both in turmoil, and the damage seems to be spreading.-When a rash of mysterious disappearances catches the eye of young detective Didge Patterson, it becomes apparent that the cult-known as The Church of Tommy is involved. Can Tommy heal "The Wound" before the real and fictional worlds crumble?
Tom Taylor's life was screwed from the word go. His father created the mega-popular Tommy Taylor boy-wizard fantasy novels. But dad modeled the fictional epic so closely to Tom that fans constantly compare him to his counterpart, turning him into a lame, Z-level celebrity. When a scandal hints that Tom might really be the boy-wizard made flesh, Tom comes into contact with a mysterious, deadly group that's secretly kept tabs on him all his life. Now, to protect his life and discover the truth behind his origins, Tom will travel the world, to all the places in world history where fictions have shaped reality.
"Tom Taylor's life was screwed from the word go. His father created the mega-popular Tommy Taylor boy-wizard fantasy novels. But dad modeled the fictional epic so closely to Tom that fans constantly compare him to his counterpart, turning him into a lame, Z-level celebrity. When a scandal hints that Tom might really be the boy-wizard made flesh, Tom comes into contact with a mysterious, deadly group that's secretly kept tabs on him all his life. Now, to protect his life and discover the truth behind his origins, Tom will travel the world, to all the places in world history where fictions have shaped reality" -- from publisher's web site.
Winner of the 2007 National Book Critics Circle Award for Criticism A New York Times Book Review Top Ten Book of the Year Time magazine Top Ten Nonfiction Book of 2007 Newsweek Favorite Books of 2007 A Washington Post Book World Best Book of 2007 In this sweeping and dramatic narrative, Alex Ross, music critic for The New Yorker, weaves together the histories of the twentieth century and its music, from Vienna before the First World War to Paris in the twenties; from Hitler's Germany and Stalin's Russia to downtown New York in the sixties and seventies up to the present. Taking readers into the labyrinth of modern style, Ross draws revelatory connections between the century's most influential composers and the wider culture. The Rest Is Noise is an astonishing history of the twentieth century as told through its music.
Tom Taylor-the real-life counterpart of his father's famous fictional boy-wizard creation, a living bridge between our reality and the realities of every tale ever told-knows the power of stories only too well. Now he's the star of his most important story yet. It's a quest straight out of King Arthur, filled with black knights, ensorcelled swords, and maidens who are fair to a fault. If his heart is pure and his courage true, he can enter the Chapel Perilous, find the Grail, complete his quest, and save existence as we know it. If not, we are verily screwed. Hark! Storytellers Mike Carey, Peter Gross, and Chris Chuckry approach, singing tales of valor and treachery in THE UNWRITTEN: APOCALYPSE! This final volume in THE UNWRITTEN saga collects issues #6-12.
In order to harness his extraordinary powers, Tom Taylor must sail the seas of one of the greatest stories ever told, and hunt the white whale that has left countless stories of myth and madness in its wake. Meanwhile, his friends are hunted by a dangerous new enemy-- and face identity crises of their own.
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
"A wish-I'd-thought-of-it premise, beautifully executed. Highly recommended for anyone who thinks that fantasy can do more than just help you escape the real world." -Brian K. Vaughan, Y: THE LAST MAN "Fascinating ... one of the brainiest and most interesting comics of the year."-WIRED Tom Taylor's life was screwed from the get go. His father created the Tommy Taylor fantasy series, boy-wizard novels with popularity on par with Harry Potter. The problem is Dad modeled the fictional epic so closely on Tom's real life that fans are constantly comparing him to his fictional counterpart, turning him into the lamest variety of Z-level celebrity. In the final novel, it's even implied that the fictional Tommy will cross over into the real world, giving delusional fans more excuses to harass Tom. When an enormous scandal reveals that Tom might really be a boy-wizard made flesh, Tom comes into contact with a very mysterious, very deadly group that's secretly kept tabs on him all his life. Now, to protect his own life and discover the truth behind his origins, Tom will travel the world, eventually finding himself at locations all featured on a very special map-one kept by the deadly group that charts places throughout world history where fictions have impacted and tangibly shaped reality, those stories ranging from famous literary works to folktales to pop culture. And in the process of figuring out what it all means, Tom will find himself having to figure out a huge conspiracy mystery that spans the entirety of the history of fiction. Collects issues #1-5 in this NEW YORK TIMES bestselling Vertigo series by Mike Carey (LUCIFER, X-MEN LEGACY and ULTIMATE FANTASTIC FOUR) and Peter Gross (LUCIFER).
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