I enjoyed Choices of One more than Allegiance, it's predecessor. In fact I enjoyed it more than the past couple of FOTJ books. Perhaps all of them. Yes Zahn contradicted and kind of embellished some of Mara's abilities with the lightsaber but I could brush it off. I'm not married to the exactitude of the finer details of canon at the expense of a good story. Especially when it's Zahn. And this was a good story that was well executed. Sure, Mara could have used the lightaber less and I'd have been happier but this was one dense little pot boiler with a lot going on. I even appreciated how Luke wasn't the Force demigod that he is in most post ROTJ novels. He wasn't the centre of the novel at all. He was just where he would be at this point in the timeline. It was nice to see what will probably be the last of Luke portrayed as such an inexperienced novice. And I finally appreciated Han and Leia again! I mean I HATE them from LOTF on but this was classic Han, Chewie and Leia. Han was utterly indispensable in this book and his cockiness and insight weren't the rantings of an old man long past his prime. Next to Thrawn and maybe Mara Jade, Han is the most intelligent character in the book. He did stuff that mattered and didn't bore me. Who'd a thunk? The Thrawn stuff wasn't overly complicated. It was easy to figure out a few reveals but some still made their way to surprise me. All in all a great old fashioned Star Wars story that is leaps and bounds more interesting than Allegiance.
Her? she's my girl. I discover, at my old age, that I can't live without her. She's my light side, my sexy half, and yes, she stole my heart and also my gargantuan black dragon (because she love's him... choices...), but I forgive her, because she gave me half of her heart. Fair trade.
Twenty-five years ago the survivors of the marooned Sith ship Omen bloodlessly conquered the native population of the remote planet Kesh, installing themselves as overlords and transforming the primitive Keshiri civilization into a new Sith society. Letting nothing stand in his way—including his own brother’s life—Omen commander-turned-Grand Lord Yaru Korsin has ruled unopposed ever since. But now his days, and those of the ruthless Sith order on Kesh, may be numbered.Revolt—and revenge—have been brewing in the hearts of the two women closest to Korsin. One is Adari Vaal, the once-outcast Keshiri who rescued the stranded Sith, aided their domination of Kesh, and now leads the secret resistance against them. The other is Seelah, wife of Korsin, widow of his murdered brother, and mastermind of the plot to assassinate the Grand Lord and seize power. But have the comforts of a king and his own arrogance blunted Korsin’s cunning Sith instincts? Or is he ready to deal swiftly and mercilessly with treachery from any quarter? Enemies themselves, Adari and Seelah are unaware of each other’s destiny-altering gambits. They only know that there can be no turning back—and no escaping the consequences if they fail.
After three mediocre attempts, Jackson finally delivers a decent story in this ongoing series. Savior is the first of the 4 Lost Tribe of the Sith short stories that engaged me as a reader. For the first time since I started this series, I actually want to know where it is going. It's clear Jackson does indeed have a story to tell, even though I still question if I care enough to wait for that story to be told. I am hopeful and optimistic that the rest of the series will live up to the initial hype and take us to that galaxy far, far away. Not great by any stretch of the imagination. But finally a start.
Dead Gods is an incredible adventure for the Planescape setting. The main adventure brings the characters into the plot slowly, but soon involves them in a epic storyline. The adventure develops slowly, and is done in segments, so that the DM can run other adventures in between. There is also a second adventure included in Dead Gods that is also broken into segments. The DM can intertwine these two for a really good storyline that should last many gaming sessions. Additionally, the adventure can be used as a follow-up to the product "The Great Modron March" for extra intrigue. It is a solid product with a good plot.
The Great Modron March is a well written set of adventures. The Modrons from Mechanus have started their march around the Outer Planes early, and this is used as the backdrop for several separate and distinct adventures. A few of the adventures are typical "defeat the evil guys" scenarios from other anthologies, but the Modron March allows for a new twist to them and also serves as the basis for some truly original ideas. The adventures are meant to be played in order, so they start with low-level adventures and build up to harder ones. Also, since it is an anthology, the DM can feel free to leave run other adventures between the scenarios without disrupting the plot. This is a must-have for any Planescape campaign, and can be used as the lead-in for another module, "Dead Gods."
Clearly, these two are the Lennon and McCartney of comedy.
Having said that, Lar reuses many many bits from earlier Curb seasons in season seven, whether as self-conscious homage/parody or sheer ennui is hard to say. Sometimes it works and sometimes it's flat, but then again the improv nature of this show means stale Curb is like fresh most any other comedy show. I did like him as a single guy here; more interaction with more people makes for more new jokes. When Cheryl comes back it's nice but Larry just isn't as funny with her around.
The early episodes here are good but the last few are much better, though all have their moments and even at its worst Curb is twice as funny as most other shows out there today. The Black Swan is a highlight, and it's nice in each episode to see Larry being ever more honest about himself, his tipping habits, his all-too-logical curmudgeonly ways, and even pushing the envelope with the rash thing. Most episodes still wrap up each disparate thread nicely, a la Seinfeld.
And the last episode is the real winner, as we get to see how Larry's life and the twin fictional lives of this LD and the Seinfeld universe intertwine. The self-referential Escheresque quality of the Curb Larry staging a Seinfeld reunion to get back his ex (who really did flee like Madoff with his money in real life), and how it all plays out with everyone acting not as themselves but LD's conception of them, is a mindgame of the highest order and quite brilliant in many ways, particularly the shot of LD and Cheryl watching George and his ex on tv. One can only marvel at how weird it must be to be Larry David, a malcontent billionaire comic that everyone loves for playing himself, but not quite, on tv.
It's not as good as the first few seasons of Curb, but when it's good it's great, and once again Larry David delivers the goods in that twisted way that only he can. We're gonna miss this guy when he's gone (word is he's got Groat's), so let's enjoy him while he's here.
The Caprica pilot takes place 58 years before the Battlestar Galactica miniseries. It follows the lives of two families, the Graystones and the Adamas (the family of William Adama). A startling development occurs by the end of the pilot — the creation of the first cybernetic life-form node or "Cylon".
The Graystone family includes the father Daniel and mother Amanda, a computer scientist and surgeon respectively. When their daughter Zoe dies due to the religious fanaticism of her boyfriend, Ben Stark, her father manages to resurrect her — after a fashion. Already having acquired a digital clone of her personality developed by Zoe herself, he uses stolen technology to create a robotic version of his daughter, the first step towards creating the Cylon race.
The same terrorist attack claims the lives of Joseph Adama's wife Shannon and daughter Tamara. Together with Daniel Graystone he initially works on bringing back their children, but is appalled at his partner's methods and ethics. However, as a result of this tragedy, he grows closer to his eleven-year old son William.
The project is called "Avengers/Invaders," a twelve-issue limited-series, the project is the brainchild of Dynamite Entertainment owner Nick Barrucci and has been in development for over three years.