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Heather Cranmer (2721 KP) rated Secrets of the Snow Globe (Science Makes It Work) in Books
Mar 6, 2022
My 7 year old has been obsessed with snow globes for the past few years. When I saw Catherine Stier's new book entitled Secrets of the Snow Globe, I couldn't wait to read it with my son. (As we were reading, my son had to go grab his own snow globe to hold onto the whole time.) We ended up both loving it!
Secrets of the Snow Globe is a great read for those youngsters who are into science and learning. Reading this book, it felt like we were getting a science lesson but in a very fun way. My son and I enjoyed the fact that the language wasn't in "baby talk" as my son put it. The author doesn't talk down to the children throughout the book which I appreciated. The language is appropriate for the age group of this book. I enjoyed how it would have the actual science word for something, and then it would explain what the word meant. However, it didn't explain what the world "soluble" meant, so my son and I looked that word up online. Other than than, everything was explained very well.
My son and I very much enjoyed the story of Secrets of the Snow Globe. We loved learning the background on where snow globes were invented. We loved reading about how Lily makes her own snow globe and watching her collection of snow globes grow. I really enjoyed Lily's inquisitive nature and her initiative to find out information. She reminded me very much of my son who is very curious and thirsty for knowledge.
My 7 year old said his overall favorite thing about Secrets of the Snow Globe was the illustrations. Floss Pottage, the illustrator, did an amazing job at making this book come alive. Floss' illustrations are spot on at keeping a child's attention, and they were very well done and very realistic looking. Many times throughout the book, we would have to pause for a few minutes while my son took in everything the illustrations conveyed. The illustrations are colorful and very vibrant for sure!
All in all, Secrets of the Snow Globe is a fantastic children's book full of learning adventures. You and your child will be instantly transported to Lily's world of snow globes. With colorful illustrations and a well written educational story, this is a book that children and adults will enjoy over and over again. I would definitely recommend Secrets of the Snow Globe by Catherine Stier to those aged 5+ who constantly love learning and like finding out the why's of things. This is a book though children and adults can very much enjoy together. Just be ready to make a snow globe together afterwards!
--
(A special thank you to the publisher and Lone Star Book Blog Tours for providing me with a paperback copy of Secrets of the Snow Globe by Catherine Stier in exchange for a fair and honest review.)
Secrets of the Snow Globe is a great read for those youngsters who are into science and learning. Reading this book, it felt like we were getting a science lesson but in a very fun way. My son and I enjoyed the fact that the language wasn't in "baby talk" as my son put it. The author doesn't talk down to the children throughout the book which I appreciated. The language is appropriate for the age group of this book. I enjoyed how it would have the actual science word for something, and then it would explain what the word meant. However, it didn't explain what the world "soluble" meant, so my son and I looked that word up online. Other than than, everything was explained very well.
My son and I very much enjoyed the story of Secrets of the Snow Globe. We loved learning the background on where snow globes were invented. We loved reading about how Lily makes her own snow globe and watching her collection of snow globes grow. I really enjoyed Lily's inquisitive nature and her initiative to find out information. She reminded me very much of my son who is very curious and thirsty for knowledge.
My 7 year old said his overall favorite thing about Secrets of the Snow Globe was the illustrations. Floss Pottage, the illustrator, did an amazing job at making this book come alive. Floss' illustrations are spot on at keeping a child's attention, and they were very well done and very realistic looking. Many times throughout the book, we would have to pause for a few minutes while my son took in everything the illustrations conveyed. The illustrations are colorful and very vibrant for sure!
All in all, Secrets of the Snow Globe is a fantastic children's book full of learning adventures. You and your child will be instantly transported to Lily's world of snow globes. With colorful illustrations and a well written educational story, this is a book that children and adults will enjoy over and over again. I would definitely recommend Secrets of the Snow Globe by Catherine Stier to those aged 5+ who constantly love learning and like finding out the why's of things. This is a book though children and adults can very much enjoy together. Just be ready to make a snow globe together afterwards!
--
(A special thank you to the publisher and Lone Star Book Blog Tours for providing me with a paperback copy of Secrets of the Snow Globe by Catherine Stier in exchange for a fair and honest review.)

Purple Phoenix Games (2266 KP) rated Firefly Adventures: Brigands and Browncoats in Tabletop Games
Sep 1, 2021
Okay! Yes. Firefly, a great IP. Check! Gale Force Nine, a publisher that brought a previous Firefly game to life and was pretty darn good. Check! Solo, Cooperative, or Competitive? Check! So far so good, so how does it stack up and have I finally found my gorram Firefly love?
Firefly Adventures: Brigands and Browncoats (from here just Firefly) is a miniatures skirmish game that can be played as a one-off game experience or as a campaign style story game. In it players will either control one or more Crew (the heroes of the show) or all of the Goons (the bad guys). For the solo experience I will be detailing here the solo player will control all characters on both sides. The Crew will be attempting to pull off The Rescue Job by rescuing an injured comrade hostage stashed in one of the 10 buildings on the board. After the hostage has been rescued all Crew and hostage must make it to the landing pad area before time for the Job runs out.
To setup, follow the instructions on the included Job pamphlet (there are four included in the box). The beginning of the Job will look similar to the photo below, though other components outside the board setup may be in whatever location fits the player best. After Equipment cards have been revealed and shopping completed, the game may begin in earnest, and best be quick – you only have 50 Moments to complete the Job!
Firefly is a turn-based minis game, but turns will probably never be in the same order. Each action taken by a character costs Moments in time, tracked by the brown Moments tracker around the board. Each character, be they Crew or Goons, will have their own Time Marker to show where in the 50 Moments the character currently resides. The character whose Time Marker is furthest in the rear of the pack will take their turn next. On a turn characters will have several choices of actions to take: Move, Complete a Test, Heal, Assist, or even Brawl and Shoot!
This Job focuses on gathering Intel from a terminal in one of the buildings or by chatting up nearby Cowboys. These Intel chips may be turned in for information to help narrow down exactly in which building the hostage is being held. Along the way, however, certain events may cause the Crew to have to “act heroic,” which means swapping out their gray “casual” mini for their green “heroic” mini in order to complete the event. Funny thing though, once a Crew member acts heroic, if ending their turn within line of sight of a Goon, that Goon becomes Alerted and joins the Timeline with their own mini and Time Marker. The Goons will now be trying to take out the beloved Crew member! As in the photo below, poor Mal is being surrounded by Goons with Zoe and Jayne nearby to help.
When all is said and done, Crew and Goons will be taking actions and spending Moments to do so. Should the Crew get to the landing pad with the hostage in tow the Crew wins! However, if time runs out on the Job (as it did with me twice) then the Job has failed. In either case the Crew may receive Rewards in various amounts of credits or Intel or other rewards that they may carry with to the next Job if playing a Story (several Jobs in succession).
Components. I am a HUGE fan of the components in this box. Not only are the minis great, the tokens chunky, and the artwork very good, but each 3D building is pre-assembled right out of the box. They nest very tightly and neatly within the box (whose bottom is also a very large building), but you will need to provide a bunch of baggies or other storage means because all the small components will be dumped into these buildings otherwise. I love all the components in this game, and they are all wonderful to handle… except one – the Time Markers. These are the tokens that represent the characters on the Moments tracker. As characters move along the tracker their Time Markers will be placed on a blank spot, or more often than not, on top of a stack of other Markers. No problem usually, unless your big man-hands tend not to be dextrous enough to grab the top Marker cleanly off the stack and it causes a giant mess of Time Markers on the board. I mean, not that it happened to me several times, of course…
In any case, Firefly is a marvelous scenario-based minis game that I have had nothing but great times playing – even solo! I honestly cannot imagine having more fun by adding more players, so this may be another “solo only” game for me. I will probably try it with my wife, maybe, or someone else once the COVID is gone. I love being able to figure out how best to maneuver each character in order to achieve the goals of the Job, but then something always causing me to have to act heroic and end my turn in LOS of a Goon, so now they are coming after me. I would not necessarily compare it to an action-programming game where you make plans only to have randomness obliterate them, but it certainly adds a giant amount of tactics to the game. In fact, during one play Mal alerted four Cowboys at once, and then the game was no longer a strategic stealthy experience but an all-out melee just to survive. I lost the Job, but only by a few Moments.
Ahh, this one is fabulous, and I am so happy that I have finally found that perfect-for-me Firefly game. If you are a fan of the Firefly mythos and are looking for a game that does it justice while having a ton of replayability, then please check out Firefly Adventures: Brigands and Browncoats. I am seriously also considering purchasing the expansions to add Book, Inara, Simon, and River. I mean, how could you NOT want to add River to your game?? I’ll be in my bunk.
Firefly Adventures: Brigands and Browncoats (from here just Firefly) is a miniatures skirmish game that can be played as a one-off game experience or as a campaign style story game. In it players will either control one or more Crew (the heroes of the show) or all of the Goons (the bad guys). For the solo experience I will be detailing here the solo player will control all characters on both sides. The Crew will be attempting to pull off The Rescue Job by rescuing an injured comrade hostage stashed in one of the 10 buildings on the board. After the hostage has been rescued all Crew and hostage must make it to the landing pad area before time for the Job runs out.
To setup, follow the instructions on the included Job pamphlet (there are four included in the box). The beginning of the Job will look similar to the photo below, though other components outside the board setup may be in whatever location fits the player best. After Equipment cards have been revealed and shopping completed, the game may begin in earnest, and best be quick – you only have 50 Moments to complete the Job!
Firefly is a turn-based minis game, but turns will probably never be in the same order. Each action taken by a character costs Moments in time, tracked by the brown Moments tracker around the board. Each character, be they Crew or Goons, will have their own Time Marker to show where in the 50 Moments the character currently resides. The character whose Time Marker is furthest in the rear of the pack will take their turn next. On a turn characters will have several choices of actions to take: Move, Complete a Test, Heal, Assist, or even Brawl and Shoot!
This Job focuses on gathering Intel from a terminal in one of the buildings or by chatting up nearby Cowboys. These Intel chips may be turned in for information to help narrow down exactly in which building the hostage is being held. Along the way, however, certain events may cause the Crew to have to “act heroic,” which means swapping out their gray “casual” mini for their green “heroic” mini in order to complete the event. Funny thing though, once a Crew member acts heroic, if ending their turn within line of sight of a Goon, that Goon becomes Alerted and joins the Timeline with their own mini and Time Marker. The Goons will now be trying to take out the beloved Crew member! As in the photo below, poor Mal is being surrounded by Goons with Zoe and Jayne nearby to help.
When all is said and done, Crew and Goons will be taking actions and spending Moments to do so. Should the Crew get to the landing pad with the hostage in tow the Crew wins! However, if time runs out on the Job (as it did with me twice) then the Job has failed. In either case the Crew may receive Rewards in various amounts of credits or Intel or other rewards that they may carry with to the next Job if playing a Story (several Jobs in succession).
Components. I am a HUGE fan of the components in this box. Not only are the minis great, the tokens chunky, and the artwork very good, but each 3D building is pre-assembled right out of the box. They nest very tightly and neatly within the box (whose bottom is also a very large building), but you will need to provide a bunch of baggies or other storage means because all the small components will be dumped into these buildings otherwise. I love all the components in this game, and they are all wonderful to handle… except one – the Time Markers. These are the tokens that represent the characters on the Moments tracker. As characters move along the tracker their Time Markers will be placed on a blank spot, or more often than not, on top of a stack of other Markers. No problem usually, unless your big man-hands tend not to be dextrous enough to grab the top Marker cleanly off the stack and it causes a giant mess of Time Markers on the board. I mean, not that it happened to me several times, of course…
In any case, Firefly is a marvelous scenario-based minis game that I have had nothing but great times playing – even solo! I honestly cannot imagine having more fun by adding more players, so this may be another “solo only” game for me. I will probably try it with my wife, maybe, or someone else once the COVID is gone. I love being able to figure out how best to maneuver each character in order to achieve the goals of the Job, but then something always causing me to have to act heroic and end my turn in LOS of a Goon, so now they are coming after me. I would not necessarily compare it to an action-programming game where you make plans only to have randomness obliterate them, but it certainly adds a giant amount of tactics to the game. In fact, during one play Mal alerted four Cowboys at once, and then the game was no longer a strategic stealthy experience but an all-out melee just to survive. I lost the Job, but only by a few Moments.
Ahh, this one is fabulous, and I am so happy that I have finally found that perfect-for-me Firefly game. If you are a fan of the Firefly mythos and are looking for a game that does it justice while having a ton of replayability, then please check out Firefly Adventures: Brigands and Browncoats. I am seriously also considering purchasing the expansions to add Book, Inara, Simon, and River. I mean, how could you NOT want to add River to your game?? I’ll be in my bunk.

Debbie (52 KP) rated Storm Runners (Storm Runners, #1) in Books
Feb 23, 2019
Storm Runners
By: Roland Smith
Main Characters: Chase and John Masters
Side Characters: Tomas (employee of John Masters), Nicole (daughter of Marco and school friend), Momma Rossi (mother of Marco), Marco, Rashawn (school friend), Dr. Krupp (school principal),
Richard Krupp (TV anchor and principal's husband), Cindy Stewart (meteorologist), and Mark (cameraman)
Setting: Florida
The book starts out with John getting stroke by lightening as he gathers his tools from the backyard. As it is raining and Chase left them out after working a tree house.
One year later they are both traveling around the states with Tomas. they are helping people rebuild after hurricanes. Chase is never in one school long enough to make friends. His dad does make him carry a to go bag which has emergency supplies.
His dad changed after being stroke by lightening. He has an eternal clock that is extremely actarit. He no longer sleeps more than 4 hours a night. He is also very good at telling where a hurricane will hit.
John is dropping Chase off at a farm where Tomas' Brother works to go to school while they head to Saint Petersburg (Saint Pete). This is where John thinks that Hurricane Emily will hit.
On this farm he meets Marco, Nicole and Momma Rossi. Marco and Momma Rossi are little people and Nicole is normal size. This is no ordinary farm. This is a circus farm. There is a giraffe, loins, a pregnant elephant, monkey and leopard.
Chase goes to school with Nicole. He checks himself in because Dad is on his way to Saint Pete. This is unusual but he does it all the time. Dr. Krupp questions him but goes ahead and gives him a schedule. As the day goes on the weather in his area is getting worse. He realizes his Dad is wrong this time about where the Hurricane will hit. As school ends he try's to tell Dr. Krupp that they would safer at the school instead of on the bus heading home. She doesn't listen and sends them on their way. She wants to get home to her own children.
This is where the adventures begins and where they meet Rashawn another girl from school who lives by the farm.
Meanwhile in Saint Pete. John is waiting with Tomas for Hurricane Emily to hit. He talks with the Cindy and actually films a segment on the news. Richard is actually arguing a little with Cindy about the Hurricane. Cindy doesn't think the Hurricane will hit Saint Pete. As they realize that Hurricane Emily is in fact not going to hit Saint Pete but where Chase is John wants to go back.
He offers to take Cindy and Mark with him to get updated information on the storm. They both agree to go.
What happens to John and his crew? Do Chase, Rashawn and Nicole make it home?
This book leaves off on a cliff hanger, which makes you wonder.
I greatly enjoyed the book and have purchased the next book to read and see what happens.
I recommend that you read this book to your children or for yourself.
By: Roland Smith
Main Characters: Chase and John Masters
Side Characters: Tomas (employee of John Masters), Nicole (daughter of Marco and school friend), Momma Rossi (mother of Marco), Marco, Rashawn (school friend), Dr. Krupp (school principal),
Richard Krupp (TV anchor and principal's husband), Cindy Stewart (meteorologist), and Mark (cameraman)
Setting: Florida
The book starts out with John getting stroke by lightening as he gathers his tools from the backyard. As it is raining and Chase left them out after working a tree house.
One year later they are both traveling around the states with Tomas. they are helping people rebuild after hurricanes. Chase is never in one school long enough to make friends. His dad does make him carry a to go bag which has emergency supplies.
His dad changed after being stroke by lightening. He has an eternal clock that is extremely actarit. He no longer sleeps more than 4 hours a night. He is also very good at telling where a hurricane will hit.
John is dropping Chase off at a farm where Tomas' Brother works to go to school while they head to Saint Petersburg (Saint Pete). This is where John thinks that Hurricane Emily will hit.
On this farm he meets Marco, Nicole and Momma Rossi. Marco and Momma Rossi are little people and Nicole is normal size. This is no ordinary farm. This is a circus farm. There is a giraffe, loins, a pregnant elephant, monkey and leopard.
Chase goes to school with Nicole. He checks himself in because Dad is on his way to Saint Pete. This is unusual but he does it all the time. Dr. Krupp questions him but goes ahead and gives him a schedule. As the day goes on the weather in his area is getting worse. He realizes his Dad is wrong this time about where the Hurricane will hit. As school ends he try's to tell Dr. Krupp that they would safer at the school instead of on the bus heading home. She doesn't listen and sends them on their way. She wants to get home to her own children.
This is where the adventures begins and where they meet Rashawn another girl from school who lives by the farm.
Meanwhile in Saint Pete. John is waiting with Tomas for Hurricane Emily to hit. He talks with the Cindy and actually films a segment on the news. Richard is actually arguing a little with Cindy about the Hurricane. Cindy doesn't think the Hurricane will hit Saint Pete. As they realize that Hurricane Emily is in fact not going to hit Saint Pete but where Chase is John wants to go back.
He offers to take Cindy and Mark with him to get updated information on the storm. They both agree to go.
What happens to John and his crew? Do Chase, Rashawn and Nicole make it home?
This book leaves off on a cliff hanger, which makes you wonder.
I greatly enjoyed the book and have purchased the next book to read and see what happens.
I recommend that you read this book to your children or for yourself.

Kristy H (1252 KP) rated The Golden Tresses of the Dead in Books
Apr 4, 2019 (Updated Apr 8, 2019)
Love Flavia but a letdown for the series ending
Flavia's sister, Feely, is finally getting married. But at the wedding, as Feely and Dieter cut their cake, Feely slices into a human finger! How very Flavia! It's certainly a case for Arthur W. Dogger & Associates, with Flavia being the main associate, of course. And, not long after, the two are hired by a Mrs. Prill to help track down some missing letters. Flavia and Dogger barely know where to focus first. Then someone else winds up dead--with Flavia and Dogger in the thick of things--and things spiral from there..
"Aside from that-except for the human remains-it was a beautiful occasion."
So says Flavia of Feely's wedding, in very Flavia fashion. By now, if you've read the first nine books in this series, this one will feel quite familiar and sweet to you. Flavia is her usual fun, clever self, and I can't help but love her to pieces. She's up to her usual tricks in her laboratory and busy working away with her beloved Dogger, who may be the best butler/sidekick/friend in the history of mystery novels.
"I'd like to remark at the outset that I'm a girl with better than an average brain."
These books are always wonderfully descriptive, and I love seeing the world from Flavia's unique point of view:
"I don't know if you've ever dissected a rat, but to me, there was only one word for it: exhilarating."
Flavia and Dogger have two cases to solve here--and they intersect quickly. We get plenty of Flavia and Dogger time, which is great. Unfortunately, Feely is shipped off on her honeymoon, and we barely see any of Daffy. I missed the usual sarcasm and biting wit that comes with de Luce sister time. There is more of Flavia's cousin, Undine, who I admit is growing on me (and perhaps Flavia?). She will be a good companion Flavia, I think.
Sadly, though, I've read in several places that this is the last of the Flavia de Luce series. If so, this book felt woefully unresolved on several fronts for me. The mysteries felt underwhelming, as if the loose ends didn't really tie together; I was confused about how it all wrapped up in the end. And if this is really the last book, it just didn't seem as if it did our amazing heroine justice. Flavia went out with a whimper, not a bang. I would have liked to see more finality, more resolution somehow, instead of some partially ended cases and no real conclusion. It just didn't feel like a satisfactory end to what has been an amazing series featuring such a plucky girl who has been through so very much.
Still, I'm really glad I've had a chance to read this series, and I certainly enjoyed this book and all of Flavia's adventures. She's such a fun, unique character, and I can't recommend this lovely series enough.
I received a copy of this novel from the publisher and Netgalley in return for an unbiased review (thank you!).
"Aside from that-except for the human remains-it was a beautiful occasion."
So says Flavia of Feely's wedding, in very Flavia fashion. By now, if you've read the first nine books in this series, this one will feel quite familiar and sweet to you. Flavia is her usual fun, clever self, and I can't help but love her to pieces. She's up to her usual tricks in her laboratory and busy working away with her beloved Dogger, who may be the best butler/sidekick/friend in the history of mystery novels.
"I'd like to remark at the outset that I'm a girl with better than an average brain."
These books are always wonderfully descriptive, and I love seeing the world from Flavia's unique point of view:
"I don't know if you've ever dissected a rat, but to me, there was only one word for it: exhilarating."
Flavia and Dogger have two cases to solve here--and they intersect quickly. We get plenty of Flavia and Dogger time, which is great. Unfortunately, Feely is shipped off on her honeymoon, and we barely see any of Daffy. I missed the usual sarcasm and biting wit that comes with de Luce sister time. There is more of Flavia's cousin, Undine, who I admit is growing on me (and perhaps Flavia?). She will be a good companion Flavia, I think.
Sadly, though, I've read in several places that this is the last of the Flavia de Luce series. If so, this book felt woefully unresolved on several fronts for me. The mysteries felt underwhelming, as if the loose ends didn't really tie together; I was confused about how it all wrapped up in the end. And if this is really the last book, it just didn't seem as if it did our amazing heroine justice. Flavia went out with a whimper, not a bang. I would have liked to see more finality, more resolution somehow, instead of some partially ended cases and no real conclusion. It just didn't feel like a satisfactory end to what has been an amazing series featuring such a plucky girl who has been through so very much.
Still, I'm really glad I've had a chance to read this series, and I certainly enjoyed this book and all of Flavia's adventures. She's such a fun, unique character, and I can't recommend this lovely series enough.
I received a copy of this novel from the publisher and Netgalley in return for an unbiased review (thank you!).

kelsey (8 KP) rated The Adventure Zone in Podcasts
May 29, 2019
A Natural 20!
I stumbled about TAZ through tumblr; I kept seeing people post about it and had absolutely no idea of what it was, just that people adored it. After weeks of being confused, I decided to look into it, and wow, just WOW. I don't think a podcast has ever gotten me so hooked. The first arc, Balance, spans 69 episodes under the Dungeons & Dragons 5th edition tabletop role-playing game (or TTRPG) system. The McElroys are relatively D&D rookies (though they've had their brief involvements with the game), and so rule-breaking is abound. It's hardly a fault of the podcast, but I wouldn't listen to this one if you want to really learn D&D and its intricacies/how to play. This podcast is far more about the storytelling aspect of the game, which the McElroy family handles FANTASTICALLY. I laughed and cried real tears listening to the first arc of their podcast, I fell in love with so many characters. Clint, Justin, and Travis all have created wonderful player-characters that are engaging and oh-so-fun to root for, and Griffin SHINES as a creative Dungeon Master, with settings and NPCs that are unforgettably fun and interesting.
Balance has since ended, and now the podcast has moved on to other TTRPGs like Fate (TAZ: Commitment), Powered By the Apocalypse (TAZ: Dust), and Monster of the Week (TAZ: Amnesty). Commitment and Dust are two short-run "test-drives" run by Clint and Travis respectively, and I personally adored a departure from the 5e system to not only be introduced to different TTRPGs, but to hear the DM-ing (or now GM-ing) styles of the other McElroys. In Amnesty, Griffin once again takes the reigns to run the game, and at the posting of this review, Amnesty is being considered the "second season" for TAZ. For some, these diversions from the 5e system may not work, but I recommend listening. They're just as creative and fun as Balance was, though different. I recommend coming in with an open mind, as going from the way Balance was to now, the show is quite different, but the heart is still there and the stories are still stunning.
If those aren't your speed, though, the McElroys post bonus games (like Four Sherlock Holmes) that are meant to be silly one-shot arcs AND they host a number of live-shows that bring back the beloved Balance characters into hilarious one-shot adventures, so you're never short of a dose of Magnus, Taako, and Merle. Being honest, the live shows are some of the funniest things I've listened to. They're marvelously fun, and the added time pressure of the show adds to the comedy. They also really bring back the actual-play atmosphere that sometimes gets lost during edited episodes.
I cannot recommend TAZ enough. Being honest, it pretty much saved my life. It brought (and still brings) me so much joy, and it encouraged me to try out TTRPGs--seriously, I took up DMing because of TAZ, and now I run TTRPG games weekly.
Do yourself a favor, roll perception with advantage and give this one a listen.
Balance has since ended, and now the podcast has moved on to other TTRPGs like Fate (TAZ: Commitment), Powered By the Apocalypse (TAZ: Dust), and Monster of the Week (TAZ: Amnesty). Commitment and Dust are two short-run "test-drives" run by Clint and Travis respectively, and I personally adored a departure from the 5e system to not only be introduced to different TTRPGs, but to hear the DM-ing (or now GM-ing) styles of the other McElroys. In Amnesty, Griffin once again takes the reigns to run the game, and at the posting of this review, Amnesty is being considered the "second season" for TAZ. For some, these diversions from the 5e system may not work, but I recommend listening. They're just as creative and fun as Balance was, though different. I recommend coming in with an open mind, as going from the way Balance was to now, the show is quite different, but the heart is still there and the stories are still stunning.
If those aren't your speed, though, the McElroys post bonus games (like Four Sherlock Holmes) that are meant to be silly one-shot arcs AND they host a number of live-shows that bring back the beloved Balance characters into hilarious one-shot adventures, so you're never short of a dose of Magnus, Taako, and Merle. Being honest, the live shows are some of the funniest things I've listened to. They're marvelously fun, and the added time pressure of the show adds to the comedy. They also really bring back the actual-play atmosphere that sometimes gets lost during edited episodes.
I cannot recommend TAZ enough. Being honest, it pretty much saved my life. It brought (and still brings) me so much joy, and it encouraged me to try out TTRPGs--seriously, I took up DMing because of TAZ, and now I run TTRPG games weekly.
Do yourself a favor, roll perception with advantage and give this one a listen.

Heather Cranmer (2721 KP) rated Nightmare City in Books
Jun 7, 2018
(This review can also be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>).
When I read the blurb to Nightmare City by Andrew Klavan, I knew it was a book I had to read! While it wasn't a fantastic read, it was still decent enough.
I think the title of this book suits it quite well. What the main character is in is a city made from his nightmares!
At first I wasn't sure if I liked the cover, but it's kind of grown on me. Now I do like it. I like how we see the monsters coming out of the fog. Definitely creepy!
I thought the world building was done really well. It has a super creepy and sinister feel about it. In fact, the world felt so real at times, it was like I was Tom.
The pacing does let the book down somewhat, I felt. For the first three quarters of the book, I felt that the pacing was a bit slow. In fact, there were times when I would just skim paragraphs as I became bored. However, the pacing did pick up in the last quarter of the book, of which I was thankful. From there until the end, I couldn't put the book down!
I thought the whole idea for the plot was interesting. It's not an original idea, but Klavan put his own spin on it making it a bit different. I'd go into more detail, but I don't want to give any spoilers away. Oh, and as for the mystery part of the book, I would've never guessed who the culprit was! There's no cliff hangers, so I believe this book may just be a stand alone.
I thought all the characters were written superbly! Though most of the book, the only character featured is Tom. Tom seemed to me like a typical 17 year old male. He likes cars and girls, but he also quests for the truth which puts his life in jeopardy. I liked how down to Earth Tom was and how he couldn't be intimidated when it came to letting the truth be known. Even though she isn't featured very much, I did like the character of Lisa. I liked how friendly she was, and I felt like she was just a very warm person. There's also the character of Marie, Tom's crush, which I liked to begin with, but I'm not going to say anything due to spoilers.
The dialogue flowed very well, as did the character interactions. Nothing felt disjointed or awkward at all. There's no swearing in this book and only mild violence.
Overall, Nightmare City is a decent read. The pacing does let it down a bit, but I think most people would like the book.
I'd recommend this book to those aged 14+ who are fans of horror or those who want to be a bit creeped out.
I'd give Nightmare City by Andrew Klavan a 3.5 out of 5.
(I received a hardback copy of this book for free from booksneeze.com in exchange for a a fair and honest review).
When I read the blurb to Nightmare City by Andrew Klavan, I knew it was a book I had to read! While it wasn't a fantastic read, it was still decent enough.
I think the title of this book suits it quite well. What the main character is in is a city made from his nightmares!
At first I wasn't sure if I liked the cover, but it's kind of grown on me. Now I do like it. I like how we see the monsters coming out of the fog. Definitely creepy!
I thought the world building was done really well. It has a super creepy and sinister feel about it. In fact, the world felt so real at times, it was like I was Tom.
The pacing does let the book down somewhat, I felt. For the first three quarters of the book, I felt that the pacing was a bit slow. In fact, there were times when I would just skim paragraphs as I became bored. However, the pacing did pick up in the last quarter of the book, of which I was thankful. From there until the end, I couldn't put the book down!
I thought the whole idea for the plot was interesting. It's not an original idea, but Klavan put his own spin on it making it a bit different. I'd go into more detail, but I don't want to give any spoilers away. Oh, and as for the mystery part of the book, I would've never guessed who the culprit was! There's no cliff hangers, so I believe this book may just be a stand alone.
I thought all the characters were written superbly! Though most of the book, the only character featured is Tom. Tom seemed to me like a typical 17 year old male. He likes cars and girls, but he also quests for the truth which puts his life in jeopardy. I liked how down to Earth Tom was and how he couldn't be intimidated when it came to letting the truth be known. Even though she isn't featured very much, I did like the character of Lisa. I liked how friendly she was, and I felt like she was just a very warm person. There's also the character of Marie, Tom's crush, which I liked to begin with, but I'm not going to say anything due to spoilers.
The dialogue flowed very well, as did the character interactions. Nothing felt disjointed or awkward at all. There's no swearing in this book and only mild violence.
Overall, Nightmare City is a decent read. The pacing does let it down a bit, but I think most people would like the book.
I'd recommend this book to those aged 14+ who are fans of horror or those who want to be a bit creeped out.
I'd give Nightmare City by Andrew Klavan a 3.5 out of 5.
(I received a hardback copy of this book for free from booksneeze.com in exchange for a a fair and honest review).

Heather Cranmer (2721 KP) rated The Life & Death of Jorja Graham (Jorja Graham #1) in Books
Jun 7, 2018
(This review can be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>).
I participated in a book blitz for The Life & Death of Jorja Graham a week or so ago. After reading the blurb and seeing a teaser, I really wanted to read this book. While is wasn't a fantastic read, it was still an alright read.
The title sounds very ominous which is another thing that made me want to read the book. It's very straight forward, and I think that suits the book just fine.
The girl on the cover, who I assume is Jorja Graham, looks a bit spooky which I love! I do sort of like the cover, but I would've liked to see the mansion which is mentioned a lot throughout the book on the cover too.
The world building was good, I thought. I found it to be believable for the most part. Towards the end, it gets a little big confusing though. I'd elaborate, but I want this to be a spoiler free review.
The pacing was a bit slow to begin with. I was starting to think I had made a mistake in buying this book. Luckily, the pacing starts picking up about thirty percent in.
The plot was alright. For about the first sixty percent or so, the book reads like a contemporary romance for the most part. However, it's like it becomes a different book for the rest of the way because it turns into more of a paranormal book. Again, I don't want to give away any spoilers, but let's just say there was a plot twist I was totally not expecting! There is a slight cliff hanger at the end of the book, and I do believe there will be another book in the series, but don't quote me on that.
I thought the character of Jorja was written really well. I instantly liked her and her charming nature. Corbin comes off as a bit of a stalker to begin with, but I eventually warmed to him and his passionate nature as well. The other minor characters were written a bit lukewarm, I felt. For example, Jorja's best friend Cat could've been written as a stronger character, but I felt that she was just a bit too bland. I would've liked to know more about her and more about hers and Jorja's friendship.
I did enjoy the dialogue, and I felt it flowed very well. I felt that maybe if this book was a bit longer and a had a bit more detail, it could've been better. There is some swearing and some violence.
All in all, The Life & Death of Jorja Graham is a decent read. The lead character is likable and the dialogue is fantastic!
I'd recommend this book to those aged 16+ who are big fans of paranormal romance.
<b>I'd give The Life & Death of Jorja Graham by Brynn Myers a 3.5 out of 5.</b>
(I bought this ebook with my own money from Amazon. I was not required to write a review).
I participated in a book blitz for The Life & Death of Jorja Graham a week or so ago. After reading the blurb and seeing a teaser, I really wanted to read this book. While is wasn't a fantastic read, it was still an alright read.
The title sounds very ominous which is another thing that made me want to read the book. It's very straight forward, and I think that suits the book just fine.
The girl on the cover, who I assume is Jorja Graham, looks a bit spooky which I love! I do sort of like the cover, but I would've liked to see the mansion which is mentioned a lot throughout the book on the cover too.
The world building was good, I thought. I found it to be believable for the most part. Towards the end, it gets a little big confusing though. I'd elaborate, but I want this to be a spoiler free review.
The pacing was a bit slow to begin with. I was starting to think I had made a mistake in buying this book. Luckily, the pacing starts picking up about thirty percent in.
The plot was alright. For about the first sixty percent or so, the book reads like a contemporary romance for the most part. However, it's like it becomes a different book for the rest of the way because it turns into more of a paranormal book. Again, I don't want to give away any spoilers, but let's just say there was a plot twist I was totally not expecting! There is a slight cliff hanger at the end of the book, and I do believe there will be another book in the series, but don't quote me on that.
I thought the character of Jorja was written really well. I instantly liked her and her charming nature. Corbin comes off as a bit of a stalker to begin with, but I eventually warmed to him and his passionate nature as well. The other minor characters were written a bit lukewarm, I felt. For example, Jorja's best friend Cat could've been written as a stronger character, but I felt that she was just a bit too bland. I would've liked to know more about her and more about hers and Jorja's friendship.
I did enjoy the dialogue, and I felt it flowed very well. I felt that maybe if this book was a bit longer and a had a bit more detail, it could've been better. There is some swearing and some violence.
All in all, The Life & Death of Jorja Graham is a decent read. The lead character is likable and the dialogue is fantastic!
I'd recommend this book to those aged 16+ who are big fans of paranormal romance.
<b>I'd give The Life & Death of Jorja Graham by Brynn Myers a 3.5 out of 5.</b>
(I bought this ebook with my own money from Amazon. I was not required to write a review).