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Senin, 27 Juni 2016

Ebook Free Evolving Brains, Emerging Gods: Early Humans and the Origins of Religion, by E. Fuller Torrey

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Evolving Brains, Emerging Gods: Early Humans and the Origins of Religion, by E. Fuller Torrey

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Evolving Brains, Emerging Gods: Early Humans and the Origins of Religion, by E. Fuller Torrey


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Evolving Brains, Emerging Gods: Early Humans and the Origins of Religion, by E. Fuller Torrey

Review

A unique scholarly approach to the subject that is sure to be influential and highly regarded. (Robert Sapolsky, John A. and Cynthia Fry Gunn Professor of Biology, Neurology, and Neurosurgery, Stanford University)In Evolving Brains, Emerging Gods, E. Fuller Torrey offers a scholarly and insightful treatise on the neuroscientific relationship between humanity and deities. In his twenty-first book, one senses a profound vision of the hereafter in the arc of this eminent mental health advocate and researcher’s career, from whom we hope there will be more to come. (Jeffrey Lieberman, chair of psychiatry, Columbia University Medical Center and psychiatrist in chief of the New York Presbyterian Hospital, past president of the American Psychiatric Association)An excellent text that throws new light on where religious ideas come from. (Patrick McNamara, Director of the Laboratory of Evolutionary Neurobehavior, Boston University)A masterful synthesis that merges the archaeological and anthropological evidence for the evolving elaboration of religious activity with the fossil evidence for the neurobiological evolution of the human brain and the psychological evidence for the evolution of the human mind housed within that evolving brain. (Michael Rosenberg, University of Delaware)Presented in a manner that is accessible to nonscientists....[an] insightful, thought-provoking work. (Publishers Weekly)This is the book I have been waiting for, which brings together all of the various strands of data and ideas gathering in neuroscience, sociology, psychology, archaeology, anthropology and brain development, and integrates them into a well-balanced and tightly presented theory of the origins of religion. (Daniel Liechty Religion)

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About the Author

E. Fuller Torrey is associate director for research at the Stanley Medical Research Institute and the founder of the Treatment Advocacy Center. His books include The Roots of Treason: Ezra Pound and the Secret of St. Elizabeths (1984); The Insanity Offense: How America's Failure to Treat the Seriously Mentally Ill Endangers Its Citizens (2008); Surviving Schizophrenia: A Family Manual, 6th ed. (2013); and American Psychosis: How the Federal Government Destroyed the Mental Illness Treatment System (2013).

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Product details

Hardcover: 312 pages

Publisher: Columbia University Press (September 5, 2017)

Language: English

ISBN-10: 9780231183369

ISBN-13: 978-0231183369

ASIN: 0231183364

Product Dimensions:

6.4 x 1 x 9.5 inches

Shipping Weight: 1.6 pounds (View shipping rates and policies)

Average Customer Review:

4.8 out of 5 stars

10 customer reviews

Amazon Best Sellers Rank:

#372,612 in Books (See Top 100 in Books)

THE BRAIN, DEATH AND RELIGION: AN EVOLUTIONARY SAGA This is an intriguing book that presents a thesis of a biological basis for the development of the rudiments of gods and religion.This story begins with the evolution of the structures of the human brain and how they related to the progressive development of modern human thought, “the order of the mind theory”, which begins with the recognition of self, others, what others think of each other and themselves, the ability of projecting the present into the past and into the future and, finally, the development of the abilities to reason and to plan. The author specifically describes the changes in the brain structure accountable for each stage of the development of the human mind as determined by archeological morphology and confirmed by modern techniques of functional brain imaging. The text is illustrated with easily understood diagrams of brain anatomy and its functions.The author then describes how the evolution of the human mind coincided with the progression of human cultural development from the hunter- gatherer, to organized agriculture and husbandry, and finally to complex ancient civilizations. about which, the author provides much archeological information.As the human brain became capable of contemplating the future, homo sapiens confront the reality of death and its terrifying finality by entering the spiritual world thought to be stimulated by dreams during which communications occurred with the deceased giving rise to concept of life after death. Some deceased ancestors ultimately evolved as more important than others, “……thus the seeds of gods had been planted”. As the first ancient civilizations emerged the formal worship of gods evolved who not only provided spiritual needs and the promise of life after death, but were enlisted by secularly authorities to help enforce their rules and laws, thus, the birth of religions. Over a short period of 600 years the major religions of the world evolved.Finally, the author summarizes other alternate theories of the development of religion.

Fascinating book by an author who argues that the physical and cognitive abilities of our brains evolved from simple self-awareness to the ability to remember past and imagine future events resulting in, among other good things, the agricultural revolution (and beer) to some bad things like an awareness of our own deaths. The evolution of these abilities produced ancestor worship and, some 5-8,000 years ago a variety of gods. These gods were incorporated into religions that provided cognitive and psychological comfort in bad times, social and group support in the face of adversity and death, and, eventually, a belief in immortality, good and bad. (p.205) The author relies on his extensive knowledge of brain structure and functions, though some readers will find his contention that the cognitive development of modern day children recapitulates the thinking evolution of hominims and homo sapiens a bit hard to swallow. (p. 16) Likewise his dismissal of Freud's "discredited theories of religion" (p. 211) is a tad offhand. Freud reminded us that our long infancy and childhood dependence on adults could produce some strange ideas that precondition us for a belief in gods and evil forces around us. Torrey, incidentally, has little to say about the human ability to imagine an immortality in hell, once upon a time,a crucial force stoking fear in the minds of the living. Nor does he mention the philosophy of Epicurus, with its refreshing dismissal of the fear of gods, death, and posthumous punishment. On the other hand, the author does provide us with lots of curious and interesting nuggets: when white Australian gold-seekers stumbled on the good people of Papua New Guinea in the 1930s, the indigenous people at first took them to be gods, but changed their minds when they observed the Aussies"defecating, which seemed inconsistent with having a supernatural status." (p. 157) He also reminds us that 91% of Americans in a 2012 survey declared their belief in a God of some kind. (p. 1) I leave it to other readers to decide who showed more sense, the Papuans or modern Americans.

Wonderful compilation of putting archeological evidence of hominin's evolution to homo sapiens, normal development of modern humans and the history of religion! Fuller Torrey brings neuroscience and history of human evolution together in a well to understand format for the interested reader. No need to be an expert on any of the topics, but even experts will gain new insights. Great pleasure! Daniel

All those curious about, and especially those passionately interested in how we evolved into our kind of complex, planet- occupying hominid should read Dr. Torrey's book. Be patient with yourself in the first part of the book: it requires focus, and some re-reading, as he reviews what is known about the evolution of our brains. Once Dr. Torrey plunges into the development of groups, tribes, cultures, his book pulls the reader into its pages. This wonderful book is clearly the work of Torrey's love and passion over many years of study as well as travel--a synthesis of evolving information from the late 19th through early 21st Centuries. Evolving Brain, Emerging Gods is a superb and brilliant synthesis of current knowledge. I hope that it will be widely read as well as become assigned reading in our colleges and universities. It stimulates dialogue with oneself and definitely with others.

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Kamis, 16 Juni 2016

Download Unearthed Arcana (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by David Noonan

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Unearthed Arcana (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by David Noonan

Unearthed Arcana (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by David Noonan


Unearthed Arcana (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by David Noonan


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Unearthed Arcana (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by David Noonan

About the Author

Andy Collins's most recent credits include the Epic Level Handbook, Draconomicon, Complete Warrior, and contributing to the D&D Player's Handbook v.3.5.Jesse Decker has written numerous articles in relation to the D&D game, and his most recent credit is the D&D Arms and Equipment Guide.David Noonan's most recent credits include the D&D accessories Stronghold Builder's Guidebook, Hero Builder's Guidebook, Complete Warrior, and the Urban Arcanaª Campaign Setting.Rich Redman's most recent credits include contributing to Deities and Demigods, Defenders of the Faith, Monster Manual II, Savage Species, and the D&D Arms and Equipment Guide.

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Product details

Hardcover: 224 pages

Publisher: Wizards of the Coast (February 1, 2004)

Language: English

ISBN-10: 0786931310

ISBN-13: 978-0786931316

Product Dimensions:

8.4 x 0.7 x 11 inches

Shipping Weight: 1.9 pounds

Average Customer Review:

4.1 out of 5 stars

37 customer reviews

Amazon Best Sellers Rank:

#98,289 in Books (See Top 100 in Books)

- First: Don't buy at full price. Some Amazon marketplace sellers are selling this as low as $9. I was expecting disappointment based on the low-balled price, but I was wrong!- Second: Don't confuse this with TSR AD&D 1st Ed Unearthed Arcana or Sword & Sorcery Arcana Unearthed. Both cool books.- Third: Don't read the Amazon description. It makes you think this book is all about strongholds for some reason...- A minor annoyance is that WOTC already have a DMG2 released and a Player's Handbook 2 planned, and the material herein would be better placed/organized into a larger 500+ page Player's Handbook and larger 500+ page DMG respectively or just merge all these things entirely. Monte Cook did it with a huge Arcana Evolved. Why can't WOTC do this? Why all the individual books (this one is barely 200+ pages)? It's stupid to flip through 100 different books to see all the different classes and races available, make 1 race book, 1 class book and so on...Everyone else is doing it (Moongoose, Green Ronin) but WOTC. I think Hasbro has enough money.- Its variants, house rules, and draws from a variety of sources and influences old and new as others have suggested. You have race variants (desert elf, aquatic gnome, etc. not terribly exciting), class variants (new paladins, etc., cool), Gestalt classes vs. multi-classes (nice), many "Bloodline" race-types (a succubus mates with a human creating a human with some demon bonuses - very interesting), Character traits and flaws, item familiars (very cool), insanity (which goes back to the original AD&D DMG 1st Ed), Rep and Honor (goes back to original AD&D Oriental Adventures 1st ED), Spell points instead of Spell memorization (fire and forget method) (many people use this spell pt house rule), the racial Paragon (sort of like a Prestige Race). On and on. Very neat stuff...Criticism that this book has contradictory rules or not-well-thought-out cohesiveness is missing the point. I like this book more than the regular DMG or PHB.

Ok, its time to start a new campaign and I've played everything there is to play (aside from the myriad of prestige classes that don't interest me). What am I going to play you ask yourself for hours. If you have ever had this problem, like me, probably because you've been playing D&D for far too long, this book is your savior, plain and simple.Back in second edition there was a game called Player's Option, if you recall, and it gave you a good deal of freedom to customize your character. This book goes well beyond that. Its actually quite interesting. There are little tweaks for all sorts of races due to climate or elementally based races. Follow this up with a lot of variants for classes which are basically swapping a few things in and out in most cases, sometimes losing a trait from one class and gaining another, while some are new. In my opinion, this adds a lot more depth to the game because if you do want to play one of the 10,000 prestige classes, it gives you more than one avenue to get to them. If you do not like prestige classes, then this gives you more options than the dozen or so base classes that currently exist. I would particularly recommend this if you're fond of playing Specialist Wizards (in which case this is a MUST), Barbarians, Monks, or have ever wanted to see a quality representation of an "Anti-paladin." This may be the section of the book you most commonly use, and that would be mostly at character creation.There are some feats, which are so-so on the usefulness scale but are just so very interesting and characterful. Then, traits to make your character more attuned to how you envision his personality, and flaws to give him special vulnerabilities (and of course there is a benefit to them as well). Its an interesting section to say the least but after that you get into some very wild and, indeed, very fun options, including a variant on weapon proficiency based on weapon groups, variants on armor systems, D&D without levels, and even D&D without hit-points. All I can say is, despite how crazy that sounds, someone obviously put a good deal of thought into it since it is at least mostly viable.Basically, if you're bored with D&D sometimes, this book is curry powder. It would DEFINITELY spice things up again.

this book is easily my favorite 3.5 book to own. it keeps the game fresh and offers modifications to some of less popular rules, or rules that some may think werent completely developed properly. adds in the addition of character flaws with the reward of more feats, get rid of spell slots for a more mana/MP type of casting, even class variants like fighters with sneak attack instead of bonus feats. the book keeps games fresh when you run out of official content to use and dont like most of the homebrew content. i would recommend this to ALL 3.5 players, even new players that havent explored all the regular official content

Good reading for those considering tinkering with the D&D 3.5 system. It presents some very interesting alternatives to give your game a different feel. The good news is that they are fairly thought out. Many of the "house" rules are extensively tested and they include information on the second and third order effects for the proposed changes. Generally, it convinced me to just leave the existing system alone for my games, but it's always there.I wouldn't buy if you're a player, much more of a DM resource. However, if you have a very flexible DM that likes external ideas, it might be worth a look.

A rules variants book. If you want to try changing rules to suit your need, it's a good book. I found very limited use for this book, though.

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Jumat, 10 Juni 2016

Free PDF GURPS Basic Set, by Steve Jackson

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GURPS Basic Set, by Steve Jackson

GURPS Basic Set, by Steve Jackson


GURPS Basic Set, by Steve Jackson


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GURPS Basic Set, by Steve Jackson

Review

GURPS (Generic Universal RolePlaying System) is the most flexible roleplaying system ever created. With just this Basic Set, players can adventure into any world they can imaging. Rules are included for all types of weapons from clubs to lasers. For wizards and magic there are more than 100 spells. For psionic powers -- the imagination is the only limit! GURPS avoids having to switch game systems whenever the players change campaigns by giving one set of clear, comprehensive rules to cover any background! The GURPS system is full supported with over 100 different worldbooks, sourcebooks and adventure modules for all kinds of campaigns. And more are developed every month. GURPS is even supported by "Pyramid" magazine with still more adventures and backgrounds. GURPS make the Game Master's job easy and fun. All the rules are carefully organized, indexed and cross-referenced. Charts and tables are clear and legible. There's even a "Quick Start" section, with a solo adventure to help introduce new players to the system. Players can create exactly the character they want to play whether its a favorite fictional hero or an original invention. Players can choose from over 350 Advantages, Disadvantages, and Skills. They can customize their character with personal Quirks. Now in it's 3rd edition, Gurps: Basic Set continues to be an indispensable addition to any roleplay gamer's reference shelf! -- Midwest Book Review

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Product details

Paperback: 272 pages

Publisher: Steve Jackson Games; Subsequent edition (January 1, 1991)

Language: English

ISBN-10: 155634127X

ISBN-13: 978-1556341274

Product Dimensions:

8.8 x 0.8 x 10.8 inches

Shipping Weight: 1.6 pounds

Average Customer Review:

4.5 out of 5 stars

34 customer reviews

Amazon Best Sellers Rank:

#1,048,106 in Books (See Top 100 in Books)

Easily the best RPG system I own: simple enough for beginners with enough room for complication for seasoned players. Very accessible and open for any campaign setting one can come up with and while I would recommend buying GURPS Magic and Ultra Tech, this book is really all you need to create any world. Most folks I know have left Dungeons and Dragons for this true to life, believable system, which perfectly balances character creation through use of point buy, akin to Hero System.

This book seems to have everything a beginner needs to get started. I'm given to understand there is a 4th Edition series out now, but I'm old; and a fan of the Old School Renaissance in gaming. Ergo, I realize that RPGs, unlike software, do not require "upgrades" to still be enjoyable. More, 3rd Edition GURPS is almost certainly cheaper, and probably just as enjoyable. I haven't had a chance to thoroughly master the rules yet, so I can't speak with total confidence in that though. We'll have to wait and see!

Excellent foundation to buld a campaign.Simple and complex at the same time,great system to pick and choose what to add to the base game in this book.The only glaring abscence in the base game is some basic super powers ,but you can add those on later.I must mention that the binding on the book is outstanding.

I used to love Fantasy Trip. But GURPS has grown too big, having a rule for everything. and sometimes ten. But the world books are all really good, so I just have to trim some of the rules forest down a bit, as Jackson does in GURPS Lite. Earlier editions like this one need less tinkering than the twice as big present version.

I have been playing in the GURPS system for about 10 years now, and I really enjoy it for the flexibity the system offers. Granted, the combat system can be a bit more cumbersome in comparison to easier RPG systems like D20. BUT, the way you can personalize your characters more than makes up for this. When you get tired of total hack'n slash and want to work more on roleplaying and character development, then you are ready for GURPS. The adventures you can have are totally up to your imagination. I have played/GM'd space adventures, swashbuckling, fantasy, WWII, and even post apocalypic style adventures.

This is definitely better organized than my original 3rd edition and it has new illustrations to look at. good buy!

Very cool book. Great deal and it was in great shape, i expected worse. Never got to play this when i was a kid, glad to pick it up.

Hours of entertainment.

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Jumat, 03 Juni 2016

Free Ebook Holt Science & Technology: Student Edition Earth Science 2007

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Holt Science & Technology: Student Edition Earth Science 2007


Holt Science & Technology: Student Edition Earth Science 2007


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Holt Science & Technology: Student Edition Earth Science 2007

Earth Science, chapters include: Introduction, Earth's Resources, The Restless Earth, Reshaping the Land, Oceanography, Weather and Climate, and Astronomy

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Product details

Series: Holt Science & Technology

Hardcover: 880 pages

Publisher: HOLT, RINEHART AND WINSTON; 1 edition (November 1, 2006)

Language: English

ISBN-10: 9780030462276

ISBN-13: 978-0030462276

ASIN: 0030462274

Product Dimensions:

8.8 x 1.3 x 11 inches

Shipping Weight: 4.2 pounds (View shipping rates and policies)

Average Customer Review:

3.8 out of 5 stars

15 customer reviews

Amazon Best Sellers Rank:

#437,137 in Books (See Top 100 in Books)

The book’s front cover has been ripped off at some point and was taped back on with clear packing tape. To be honest, this text book looks like it was used in a street fight.

This textbook navigates you easily and clearly through topics. You can skip or switch them. Also, there are some good simply ideas about the science projects. Moreover, I love the colored pictures, but it is me!

Condition of the book was excellent. I bought it because this is the text in my son's class and it is a very large book to be toting back and forth to school everyday. Thank goodness it 12 years and therefore inexpensive to purchase.

Better than the book they gave him in school

good for price

Great book for my sons Science Curriculum!

Very useful for my son.

Great product for a great price! Fast shipping! Thanks!

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Holt Science & Technology: Student Edition Earth Science 2007 PDF

Holt Science & Technology: Student Edition Earth Science 2007 PDF

Holt Science & Technology: Student Edition Earth Science 2007 PDF
Holt Science & Technology: Student Edition Earth Science 2007 PDF