Books : The True Game

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Author name: Sheri S. Tepper

 : The True Game
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Type of bind: Paperback
Dewey Decimal Number: 813.54
EAN num: 9780441003310
ISBN number: 0441003311
Label: Ace Trade
Manufacturer: Ace Trade
Quantity: 1
Page Count: 512
Printing Date: June 01, 1996
Publishing house: Ace Trade
Sale Popularity Level: 329763
Studio: Ace Trade




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Editor's Notes and Comments:

Product Description:
Sheri S. Tepper, author of the New York Times Notable Book Grass, has helped redefine speculative fiction. Award winner, national bestseller, and one of the genre's most respected and acclaimed talents, she has transcended the boundaries of science fiction and fantasy with her widespread success. Available for the very first time in one volume, this is the long out-of-print trilogy that launched her remarkable career: King's Blood Four, Necromancer Nine, and Wizard's Eleven.

In the lands of the True Game, your lifelong identity emerges as you play-Prince or Sorcerer, Demon or Doyen. Raising the dead is the least of the Necromancer's Talents-he is a wild card who threatens the True Game itself. A giant stalks the mountains. Shadowpeople gather by the light of the moon. Bonedancers raise up armies of the dead. And the Wizard's Eleven sleep trapped in their dreams. Players, take your places. The final Game begins now...



Customer Reviews
User popularity level:  out of 5 stars

Rated by buyers 4 out of 5 stars - Not Free SF Reader
In the world of the True Game, the actual political and social
structure is based around the game. As you live your life, you discover
your talents, and what sort of rank, or type, or piece you are in the
game.

This comprises the trilogy of books, King's Blood 4, Necromancer 9 and Wizard's 11.

A lot of chess type nomenclature as to how far people have
progressed in their lives. Very interesting, and definitely recommended
for gaming fans.








Rated by buyers 5 out of 5 stars - The True Game
Excellent story - very relevant to current deeper thinking about current events in the world. Tepper always has incredible insight presented in her stories, presented in such a creative way that they inhabit one's thoughts for quite a while after finishing the book.



Rated by buyers 3 out of 5 stars - Good Read, Interesting Science Ficiton Story
This book was enjoyable, and gave a view of Tepper's early writing style. It is not as good as some of her later works, but is still better than a lot of other fiction out on the market.



Rated by buyers 5 out of 5 stars - What Happened to Tepper?
This is Tepper's best work; she spins a fantastic world. Her writing here is what I think of as 'archetypal'. Like Adams' work in Watership Down or Tolkien's in Middle-Earth; and to mention a fave of mine whom I'm apparently the only one to've read, Eddison's Zimiamvia. What these three preeminently share, and in the case of Tepper's Marianne and World of the True Game trilogies, incl Mavin Many-Shaped (The Revenants and The Awakeners were good too.) she shares with them, is the ability to write as if they were creating folk-lore. It strikes right at the heart. She's brilliant, here.

Since she's gotten to be a 'serious author' she's gotten so D----d preachy and didactic, always grinding one axe or another. Her later stuff has been a real disappointment; I can't even read it. I personally believe she's wasting her obviously great talents.

I labored through her some of her later stuff out of loyalty, but bogged down in Sideshow. (incidentally it's genetically impossible to have conjoined male and female twins.)

Yes, the great master Robert Heinlein, preached; but he got away with it by putting his sermons in the mouths of memorable characters-- admittedly all alter egos of Robert Heinlein. His sermons are art. Tepper's are merely dogmatic PC rant and cant.



Rated by buyers 4 out of 5 stars - I was pleasantly surprised
Being used to Tepper's more recent works, I found this book quite different as I was beginning it. It looked like a more 'pure' sort of fantasy, with elements of RPG gaming thrown in. However, as I got into the book, I quickly found myself surrounded by the familiar Tepper devices - children in cruel institutions, crossover into science fiction, genuinely disturbing monsters and bold political parody.

What I found refreshing about it was the relative lack of some of Tepper's more excessive qualities. Her recent work is often criticised for its rather blunt allegories, and consistently boorish characterisations of men. While these things are fun in their place, it is nice to see that Tepper can write without them. In particular, the male characters in The True Game are well crafted, and some of them are very likeable. Knowing that Tepper can do these things well when she chooses to gives me more respect for her as a writer.

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