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The United States has become increasingly polarized, although the concept of a two-party system is not new. This book traces the major parties' utter dominance--of the highest elected positions all the way down to "nonpartisan" political offices across the U.S.--from the founding of the Constitution through the 2020 presidential election. Even before the founding of the "modern" Republican Party in 1854 and the next 168-year era of Democratic-GOP dominance, the early decades of American nationhood were ruled in a similar manner by the two major parties of the day. This book is a comprehensive, fast-paced analysis of how the two-party system has grown to be such an affront to the ideals of the Founding Fathers and of the numerous Americans today who appear to accept it as a fact of life.
PARTY TRAP is a play written entirely in palindromic form. Each line in the first half of the play is mirrored in the second half, creating a mind-bending story about media and politics in a post-truth age. A journalist and a politician clash during a live TV interview. What begins as a normal television programme quickly unravels into a waking nightmare. A trap has been set: can either side escape it? Includes introductory essay by the author. "Sutherland's sheer skill means he's pulled off something unparalleled. It's a proper play, and a proper palindrome, with theme reflected in form reflected in theme." - TIME OUT
Let the adventure begin with this straightforward guide to GURPS! This is it—the key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play. Produced in partnership with Steve Jackson Games, the game's creator, GURPS For Dummies is the ideal companion to GURPS Basic Set, 4th Edition that explains the rules. It gives you insight into the choices you’ll make in everything from creating a fun, dynamic character using the allotted number of points, to playing in an adventure, to becoming a GM. Whether you want to be an Amazon princess or a stalwart warrior, an old-fashioned swashbuckler or a modern investigator, a tough cop or a cat burglar, a sorcerer casting spells or a cosmic ranger, fighting lawlessness in the asteroids, this guide will help you: Determine your character’s basic attributes: IQ, DX (dexterity), ST (strength) and HT (health) Figure out your character’s secondary characteristics Choose advantages (including powers and perks) and disadvantages (including quirks and disadvantages with a self-control roll modifier) Optimize your points by using talents Select your skills based on functional area or the campaign setting Enhance your character with spells, magic items, magic staves, and powerstones Strategically purchase equipment for different characters, tech levels, and campaign types Create and manage a character sheet, write a character background, keep a character log, and more—all with samples Choose good combat techniques and play with your character If you want to become a GM, this guide gets you going with advice on creating the adventure, managing the character creation process, managing combat, and interpreting the rules. There’s even a handy Cheat Sheet tear-out GM screen in the front of the book. There are tips throughout, plus advice on how to: Create your very own GURPS universe for your campaign, whether it’s dungeon-crawl, high-adventure, combat-focused, puzzle-focused, or masquerade-type Provide a basic write-up of the world for your players, including technology level, supernatural and supernormal abilities and powers, races, setting, character templates, cultural and social information, and limitations Create an electronic combat grid, a battle log, a tactical map, and more—with samples Do mapping, planning, and plotting Create memorable NPC (nonplayer characters), both good guys and bad guys GURPS For Dummies helps you create more detailed, exciting, and interesting characters and take your game to the next level. That’s important whether you’re saving a princess or saving the planet...searching for hidden treasure or for secrets to eliminate disease... fighting crime or combating armies of evil robots...casting spells in medieval castles or destroying terrorist cells in modern day milieus. With GURPS, the only limitation is your imagination.
WHERE DO YOU SPEND YOUR TIME? The answer may shock you. In fact, as much as 75 percent of the time you spend at work is probably a waste of time. That’s right. 75 percent! If you’re looking to the exploding field of time-management tools for answers, you’re only wasting more time. After all, you can’t manage time. The only thing you can truly manage is what you do with your time. If you’re ready to propel your career and your life to new heights, Time Traps is the book. And now is the time. Endorsements: “Time Traps teaches how balancing your time and using it effectively can get you the freedom you seek.” –Dr. Stephen R. Covey, Author of the international bestseller The 7 Habits of Highly Effective People “Todd Duncan knows what it takes to get the most out of a day, and you would be all the wiser for heeding his advice in Time Traps. It’s a career and life-changing book.” –John C. Maxwell, New York Times best-selling author of The 21 Irrefutable Laws of Leadership “Don’t waste another second reading these quotes! Open this book and start learning how to expand your business without sacrificing your life.” –Gary Keller, Author of The Millionaire Real Estate Agent “Todd Duncan shows you how to use your time rather than abuse it. He’ll teach you to make time an ally to become productive and prosperous. Make time to read this book.” –Mark Sanborn, Author of The Fred Factor and president of Sanborn & Associates, Inc.
Confronted with two historically unpopular presidential candidates, the American electorate in 2016 delivered a shock to the political system. Less noted, amid the drama of Donald Trump’s victory, was the substantial share of the vote won by minor parties and independent candidates—one of whom, Libertarian Gary Johnson, put in the best third-party performance since Ross Perot’s 1996 Reform Party bid. Even more surprising, at the state-level minor-party candidates made greater inroads, in some states combining to win over 10 percent of the vote. At a time of increasing dissatisfaction with a two-party system, this book provides a much-needed look at the current political party alternatives in the United States. In Beyond Donkeys and Elephants, the chapter authors survey the present political landscape but also delve into the history of third parties and consider their likely directions and prospects looking forward. The most comprehensive account ever written of contemporary minor political parties in the United States, Beyond Donkeys and Elephants covers parties at the national, regional, and state levels. It discusses the well-known alternatives—including the Green, Constitution, and Libertarian Parties—as well as niche state-level parties such as the Mountain Party in West Virginia, the Vermont Progressive Party, the Moderate Party of Rhode Island, and the United Utah Party. This book also places the current resurgence of minor parties in historical context, examining the larger political forces at play. With its case studies past and present, its insights into the formation and nature of minor parties, and its in-depth analysis of why and when such parties emerge, this book affords readers across the political spectrum a unique opportunity to understand and evaluate alternatives as the two-party system undergoes ever greater strains in the coming years.