This Won't Scale: 41 Plays From The Drift Marketing Team To Help Your Business Cut Through The Noise, Grow Faster Than The Competition & Thrill Your Customers


Dave Gerhardt - 2019
    While most B2B startups obsess over scalability and tracking, Drift takes a different approach. In This Won't Scale, you'll find insider lessons and plays from the Drift Marketing team that have helped the business grow at a hypergrowth rate. It contains 41 plays organized into easy-to-read and reference chapters. Keep it on your desk, thumb through it when you're looking for inspiration and come back to it over time. You’ll discover not only Drift's abnormal approach, but also hear never-before-told stories and learn how to implement Drift's marketing plays into your own marketing strategy.

Visual Guide to Castle Amber


Roger Zelazny - 1988
    Now, the world of Amber has taken on an exciting new dimension, one that will bring to even greater life its magic, mystery, and truth, so...Enter: The tour of Castle Amber is about to begin—with vivid illustrations, detailed floor plans, cutaway drawings, and page after page of never-before-revealed information. Explore: See it all, from the throne room to the treasury, the dungeons to the dining halls, the library, laboratory, private apartments, and secret chambers. Exult: Learn more about Amber's culture, myths, and military. Discover new facts about the royal family. Travel to the Courts of Chaos. And, at last, see for yourself what the Trump cards actually look like!It's all here, in the one book every Amber devotee must own.

Generation Oxy: From High School Wrestlers to Pain Pill Kingpins


Douglas Dodd - 2017
    This teenage criminal enterprise ultimately shipped hundreds of thousands of OxyContins and other prescription painkillers throughout the country, making millions in the process.This true crime memoir details the three-year-long rise and collapse of the Barabas Criminal Enterprise, an opiod-pill trafficking ring founded by Douglas Dodd and his best friend on the wrestling team, Lance Barabas. Raised by an alcoholic mother and surrounded by drug-abusing relatives, Dodd got involved in narcotics at an early age. Their scheme to sell the drugs he was already consuming coincided with the explosion of prescription addicts who were traveling the “Oxy Express” to Florida for easy access to the pills they dubbed “hillbilly heroin.” Soon they were shipping forty thousand pills a month, with tens of thousands of dollars returning in hollowed-out teddy bears.In Generation Oxy, Dodd recounts his time as a wannabe Scarface: bottle service at clubs, an arsenal of weapons that would make Dillinger blush, narrow escapes from the law, hordes of young women, and as many pills as he could swallow. And this was all before he was legally able to drink a beer, while still living with his grandmother. The good times came to an end when the DEA closed in and the twenty-year-old Dodd faced life in federal prison.

The Sky: The Art of Final Fantasy


Yoshitaka Amano - 2011
    Each hardcover book in The Sky Slipcased Edition is 11 5/8" high by 10 5/8" wide, and printed on glossy stock. Volume 1 contains Amano's work for Final Fantasy I-III, Volume 2 his contributions for Final Fantasy IV-VI, and Volume 3 features his art for Final Fantasy VII-X. The elegant slipcase containing The Sky I, II, and III features the same wraparound exterior artwork as The Sky Boxed Set, with a double-hinged flap that folds around the open edge and is held flat to the back side with a hidden magnetic closure, making it easy both to remove the books and to display the set closed.

Liberty's Crusade


Jeff Grubb - 2001
    Each species struggles to ensure its own survival among the stars in a war that will herald the beginning of mankind's greatest chapter--or foretell its violent, bloody end.Danny Liberty was a good reporter...too good. When his investigations struck too close to the heart of the corrupt Terran Confederacy, he faced a simple choice: continue his current series of exposés, or take a hazardous new assignment covering the Marines on the front lines of the Koprulu Sector. It didn't take him long to decide...Behind the attacks of the Zerg and the Protoss lies the story of a lifetime, but every piece of information blurs the mystery further. Thrown into the middle of a war where the outcome will determine mankind's very survival, the only thing that Danny Liberty knows for sure is that the only person he can trust to keep him alive is himself.

Inferno: The Fall of Japan 1945


Ronald Henkoff - 2016
    atomic bomb attacks on Hiroshima and Nagasaki and the ensuing death and destruction that led to the end of World War II. The events that culminated in the fall of Japan - which forever changed the course of diplomacy, geopolitics, and warfare in the twentieth century - are vividly recreated through dramatic first-hand accounts of the major participants on both sides of the Pacific. They include: Harry Truman, the inexperienced American president who made the decision that would lead to unprecedented death and destruction; the war-mongering, but mysterious, Japanese Emperor Hirohito, who ultimately presided over his country's surrender; General Leslie Groves, the no-nonsense director of the Manhattan Project; and Paul Tibbets, the pilot of the plane, the Enola Gay, which dropped the very first nuclear bomb on Hiroshima in August 1945.

Serenity Role Playing Game


Jamie Chambers - 2005
    The Earth got used up, and we found a new solar system and used terraforming technology to create hundreds of new Earths. The central planets formed the Alliance and decided that all worlds should unite under their rule. There was some disagreement on that point. After the Unification War, many of the Independents who had fought and lost drifted to the edges of the system, far from Alliance control. Out here, people struggled to get by with the most basic technologies. A ship would bring you work, a gun would help you keep it. A captain's goal was simple: find a crew, find a job, keep flying. The Serenity Role Playing Game lets you re-create the action of the 'Verse, the science-fiction setting created by writer/director Joss Whedon. Fly a ship out in the black, take jobs as they come, and always make sure you get paid. Everything you need to get started is right here! All you need is dice, friends, and your imagination. - A self-contained role playing game. All the rules are provided for both players and Game Masters! - Full character creation rules, plus fifteen sample characters-including the crew of Serenity. - Complete details on spaceships, guns, and technology. - Emphasis on story, action, and character development with easy-to-learn rules. - Game details and descriptions of the characters and settings of the film!

Star Wars Roleplaying Game Saga Edition Core Rulebook


Christopher Perkins - 2007
    Immerse yourself in the excitement of the greatest space fantasy of all time!This new edition of the Star Wars Roleplaying Game encapsulates all six feature films while presenting a thorough revision of the rule, making the game easier to learn while improving the overall game experience.This new edition includes new character abilities and options, a world gazetteer, statistics for key characters from all six Star Wars films and the Expanded Universe, and guidelines on how to use Star Wars miniatures and battle maps in play.

The Old Soul


Joseph Wurtenbaugh - 2012
    As tiny and inconspicuous as it may seem, That-Which-Had-Been exhibits an unexpected and varied gift for survival, as it journeys implacably toward its ultimate destination. Along the way, it meets a rich array of ordinary human beings, some of whom assist it along its way, others who impede its progress, none of whom have any idea of its existence.From whence comes the strange, but universal, experience of deja vu? Why do some people exhibit a wisdom far beyond their age and experience - persons reincarnationists refer to as 'old souls'? Joseph Wurtenbaugh in this short story offers a fascinating and tantalizingly plausible explanation for these phenomena, presented in a natural setting that brims with adventure and exhilarating possibility. Not to be missed by anyone who enjoys science fiction or thinking outside the box.

Sengoku Jidai. Nobunaga, Hideyoshi, and Ieyasu: Three Unifiers of Japan


Danny Chaplin - 2018
    Into this tumultuous age of constant warfare came three remarkable individuals: Oda Nobunaga (1534-1582), Toyotomi Hideyoshi (1537-1598), and Tokugawa Ieyasu (1543-1616). Each would play a unique role in the re-unification of the disparate, fragmented collection of warring provinces which constituted Japan in the sixteenth and early seventeenth-centuries. This new narrative history of the sengoku era draws together the epic strands of their three stories for the first time. It offers a coherent survey of the Azuchi-Momoyama Period (1568-1600) under both Nobunaga and Hideyoshi, followed by the founding years of the Tokugawa shogunate (1600-1616). Every pivotal battle fought by each of these three hegemons is explored in depth from Okehazama (1560) and Nagashino (1575) to Sekigahara (1600) and the Two Sieges of Osaka Castle (1614-15). In addition, the political and administrative underpinnings of their rule is also examined, as well as the marginal role played by western foreigners ('nanban') and the Christian religion in early modern Japanese society. In its scope, the story of Japan's three unifiers ('the Fool', 'the Monkey', and 'the Old Badger') is a sweeping saga encompassing acts of unimaginable cruelty as well as feats of great samurai heroism which were venerated and written about long into the peaceful Edo/Tokugawa period.

Basketball


John Hareas - 2003
    This history of basketball is presented with amazing photographs and accessible text to tell the whole story, from James Naismith's nailing a peach basket to the wall of a local gym for the first informal game to the incredible feats of basketball's super-size stars of today.

Metal Gear Solid: Guns of the Patriots


Project Itoh - 2008
    Time is running out for Snake though, as he will soon succumb to the FOXDIE virus, but not before spreading the disease to nearly everyone he encounters, in essence becoming a walking biological weapon. Snake will need every advantage he can get, as the SOP network is about to be hacked by his old enemy Liquid Ocelot, and whoever controls SOP controls the world.

Chainmail Bikini: The Anthology of Women Gamers


Hazel Newlevant - 2015
    The comics in Chainmail Bikini explore the real-life impact of entering a fantasy world, how games can connect us with each other and teach us about ourselves.

Quentin Tarantino: The Man and His Movies


Jami Bernard - 1995
    The first comprehensive biography of the writer/director of the Academy Award-winning "Pulp Fiction" who, in only a few short years, took the film industry by storm and became a critical and commercial phenomenon.

Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms


Ethan Gilsdorf - 2009
    Science fiction. Role-playing games. People around the globe turn away from the "real" world to inhabit others. Movie fan-freaks design costumes and collect "Lord of the Rings "action figures. Some attend comic book conventions and Renaissance fairs, others play live-action role-playing games (LARPs). The online game World of Warcraft (WoW) has lured twelve million users worldwide. Even old-school role-playing games such as Dungeons & Dragons (D&D) are still wildly popular. What could one man find if he embarked on a journey through fantasy world after fantasy world? In an enthralling blend of travelogue, pop culture analysis, and memoir, forty- year-old former D&D addict Ethan Gilsdorf crisscrosses America, the world, and other worlds--from Boston to New Zealand, and Planet Earth to the realm of Aggramar. On a quest that begins in his own geeky teenage past and ends in our online gaming future, he asks gaming and fantasy geeks how they balance their escapist urges with the kingdom of adulthood. He speaks to grown men who build hobbit holes, and to grown women who play massively multiplayer online games. He seeks out those who dream of elves, long swords, and heroic deeds, and mentally inhabit faraway magical lands. What lures them--old, young, male, female, able-bodied, and disabled--into fantasy worlds, and for what reasons, whether healthy, unhealthy, or in between? Our noble hero battles online goblins, trolls, and sorcerers for weeks on end. He travels to pilgrimage sites: Tolkien's hometown, movie locations, and castles. He hangs out with Harry Potter tribute bands. He LARPs. He goes to fan conventions and gaming tournaments. He camps with medieval re-enactors--12,000 of them. He becomes Ethor, Ethorian, and Ethor-An3. He sews his own tunic. He even plays D&D. What he discovers is funny, poignant, and enlightening.