Beyond the Horizon (Gamma World)
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    Beyond the Horizon (Gamma World)

    Manufacturer: Arthaus
    ProductGroup: Book
    Binding: Paperback

    GeneralGeneral | Puzzles & Games | Entertainment | Subjects | Books
    GeneralGeneral | Role Playing & Fantasy | Puzzles & Games | Entertainment | Subjects | Books
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    1. Gamma World: Out of the Vaults (Gamma World) Gamma World: Out of the Vaults (Gamma World)
    2. Cryptic Alliances & Unknown Enemies (Gamma World) Cryptic Alliances & Unknown Enemies (Gamma World)
    3. Gamma World: Machines & Mutants (Gamma World) Gamma World: Machines & Mutants (Gamma World)
    4. Gamma World Player's Handbook (Gamma World) Gamma World Player's Handbook (Gamma World)
    5. Gamma World Game Masters Guide (Gamma World) Gamma World Game Masters Guide (Gamma World)

    ASIN: 1588469778
    Gamma World Rules Book (4th edition, #7514)
    Average customer rating: 4 out of 5 stars
    • Gamma Whirled 4th ed
    • A Classic Revisited and Revised
    • Sometimes strange or awkward, but cool
    Gamma World Rules Book (4th edition, #7514)
    Bruce Nesmith , and James M. Ward
    Manufacturer: Wizards of the Coast
    ProductGroup: Book
    Binding: Paperback

    GeneralGeneral | Puzzles & Games | Entertainment | Subjects | Books
    ASIN: 1560764015

    Customer Reviews:

    5 out of 5 stars Gamma Whirled 4th ed.......2002-04-16

    4th Edition was the best for Gamma World.
    This Edition contains ruleset for playing animals, plants, mutatants and purestrain humans. Has cryptic alliances and chacter classes (esper,scout,fighter,tinkerer). All the hightech weapons and devices are collected together in one book( rather than a stack of modules and 1-3rd ed. rulebooks) Loot tables, radiation effects, and monsters. Kindalike a players' guide and GM guide in one. ... The Alternity ruleset is/was completely different. 7514 is classic Gamma World, if you're intersted in GW you better pick on of these up.

    3 out of 5 stars A Classic Revisited and Revised.......1998-09-04

    The fourth edition of the Gamma World game brings it back to the standardized TSR / AD&D style system. Although the rules include enough material to play a game or set up a campaign, significant work is required to build a fluid gaming environment from the materials provided.

    4 out of 5 stars Sometimes strange or awkward, but cool.......1997-09-11

    This book contains the rules for the Gamma World role-playing game (as you probably know, if you're looking for it). The game is really cool and very original and interesting. The only problem with it is that some of the rules set-ups are bizarre and/or senseless. If you're going to GM it, I suggest you use some creativity in adjusting them a little. It shouldn't be difficult, and it makes the game run much better. Overall, with a little work it was one of the better systems I've played under
    Stephani Byzantii Ethnica: Volumen 1: Alpha - Gamma (Corpus Fontium Historiae Byzantinae 43/1)
    Average customer rating: Not rated
      Stephani Byzantii Ethnica: Volumen 1: Alpha - Gamma (Corpus Fontium Historiae Byzantinae 43/1)
      Margarethe Billerbeck
      Manufacturer: Walter de Gruyter
      ProductGroup: Book
      Binding: Hardcover

      GeneralGeneral | Ancient | History | Subjects | Books
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      ASIN: 3110174499

      Book Description

      This comprehensive geographical encyclopaedia, compiled around 530 A.D., catalogues some 3,600 names of places, mountains, lakes, rivers, waters and peoples from the ancient world. Particular attention is paid to the etymology of names and the grammatical derivations of the Ethnika . For cultural historical information - here with the evidence of the attributed quotations - Stephanos is often the sole source. This new critical edition replaces A. Meineke's long obsolete edition of 1849. The text of the directly recorded epitomes is accompanied by an apparatus of parallel terms which takes account of both the sources of the encyclopaedia and its later users. This first translation of the encyclopaedia in a modern language and the notes (particularly on language, onomastics and topography) open up the work to a wide circle of scholars engaged in studies of antiquity.

      Volume 2 (delta - kappa) is planned for publication in 2008.
      Famine in Far-Go (Gamma World module GW2)
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        Famine in Far-Go (Gamma World module GW2)

        Manufacturer: TSR Hobbies
        ProductGroup: Book
        Binding: Paperback
        Similar Items:
        1. Legion of Gold (Gamma World Module GW1) Legion of Gold (Gamma World Module GW1)

        ASIN: 0935696881

        Product Description

        "Far-Go is dying... the people are afraid... the animals are wasting away... the crops are withering in the fields. No one, even Arx Skystone, the high priest, knows what has caused Far-Go's misfortune. You are part of a group of young adventurers about to begin the sacred Rite of Adulthood. The last hope of survival for Far-Go rests with your party. On your journey to the Forest of Knowledge, you must search for clues to the origin of the mysterious plague. This quest may lead you into great danger... and great knowledge. As you travel through the savage wilderness, all you have are you companions, your wits, your strength... and your dreams!! This module contains referee notes, background information, maps, new creatures, mutations, robotic units and new rules for Pure Strain Humans for use with Gamma World Science Fantasy Game..."
        Legion of Gold (Gamma World Module GW1)
        Average customer rating: Not rated
          Legion of Gold (Gamma World Module GW1)
          Gary Gygax , Luke Gygax , and Paul Reiche III
          Manufacturer: TSR Hobbies
          ProductGroup: Book
          Binding: Paperback
          ASIN: 0394527046
          Gamma World Player's Handbook (Gamma World)
          Average customer rating: 2.5 out of 5 stars
          • Excellent supplement (not standalone)
          • Sketchy, Inadequate, Inspiring
          • Good? Bad? Or Ugly?
          • Not worth the money...
          • virtually unusable.
          Gamma World Player's Handbook (Gamma World)
          Bruce Baugh , Ian Eller , Mikko Rautalahti , and Geoff Skellams
          Manufacturer: Arthaus
          ProductGroup: Book
          Binding: Hardcover

          GeneralGeneral | Puzzles & Games | Entertainment | Subjects | Books
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          3. Gamma World: Out of the Vaults (Gamma World) Gamma World: Out of the Vaults (Gamma World)
          4. Beyond the Horizon (Gamma World) Beyond the Horizon (Gamma World)
          5. Cryptic Alliances & Unknown Enemies (Gamma World) Cryptic Alliances & Unknown Enemies (Gamma World)

          ASIN: 158846069X

          Customer Reviews:

          5 out of 5 stars Excellent supplement (not standalone).......2004-02-23

          When viewed an a supplement to the D20 Modern Core Rules, this book provides all of the necessary information for creating and maintaining a character in that setting. Of course, this is not a standalone product and has not advertised itself as such. Additionally, I question the other reviews of this where price is a primary concern. I have been a player and GM in the 1st edition of Gamma World as well as the 2nd edition. When combined with the D20 Modern core rules, this book provides a complete GammaWorld rule base.

          2 out of 5 stars Sketchy, Inadequate, Inspiring.......2004-02-16

          I bought this book along with the Mutants & Machines book as an initiative for our D&D role playing group to try something new. The Gamma World setting was mostly my choice, but we believed trying something new and wild was needed and that Gamma World would deliver. I had played some of the old Gamma World setting, but it had been awhile, so my comments here are based on the quality of the writing and not "old vs. new."

          First of all, the book states that you can use the GW Player Handbook with the D&D Player's Handbook. This is unfortunately a far cry from the truth. Although you might stretch it, there are just too many blanks. In the end, I had to purchase the D20 Modern book just to get enough of the correct information to make the game run smoothly.

          The new d20 system now requires higher standards in rule details. If you buy this one book thinking you have all you need to play in Gamma World, you are out of luck.

          Fortunately, Swords & Sorcery put a module called "Midnight in the Mystery Garden" that has premade characters and a small but eventful adventure. I highly recommend you check it out (http://www.swordsorcery.com/gammaworld/freeadventure.html). It got us past the potentially tedious character building process (where more questions arise) and into game play first. Later, I went back and reviewed the character building process with the given pre-made characters and could understand the details, but not typically before.

          The Gamma World Player's Handbook should almost be called a 'World Setting Book'. It does repeat the same classes found in D20 Modern (note: it leaves out alot of details only found in D20 Modern), and goes on to explain world related feats and capabilities (FX). However, what I found the most annoying was what seemed to be a rather incomplete equipment section, sketchy details on the wealth system, and even more sketchy details on synthetics (robots). All in all, very disappointing and very frustrating when I was trying to setup an adventure before hand. I kept having simple questions with no answers.

          However, our excitement was to try something new, and the book's world setting definitely does that. It got us excited to think about nanotechnology, mutations (which is the better listed part), and a variety of high-sci-fi questions (such as soultech). It definitely offers that. As a game master, I especially found the way they treat towns just like characters with feats and skills an EXCELLENT concept -- something I plan to take over to my other gaming systems. (Again, something in the player's handbook?)

          So, to summarize, I would say the book is misnamed and is misleading. The world setting is powerful and interesting, but only if you have the stamina to figure it out and a desire to fill in the blanks. Game masters with the D20 Modern book and a very creative mind need only buy this book. The players should only put their money on getting a D20 Modern book -- if that at all.

          3 out of 5 stars Good? Bad? Or Ugly?.......2004-02-13

          All of the above? heh-heh.
          First off. Ignore the cover title. This was originally meant to be a Campaign book, not a PHB, and this is why it doesnt feel like a PHB book.
          Secondly dont grab this book thinking its going to allow you to play a GW game straight up. There just isnt enough presented to do it propperly without A WHOLE LOTTA work on your part. This book is meant to be part of a FIVE book set. The d20 Modern core book.(D20M), The Players Hand Book(PHB), The Monster Manual(MM), Arms & Equipment(A&E), and Dungeon Masters Guide(DMG).
          The third thing to consider is that this IS NOT the old Gamma World setting in any way. Dont expect much to be really familliar, which is a big change from 5 preceeding editions where there was a definite familliarity from one to the next.

          What does the book give you?
          You get a post apocalyptic setting wherein mankind reached the heights of technological and biological manipulation... And then proceeded to tear it all down and differing factions all vied to make dominant some vision of "how things should be". This is a world where new life forms and sentient beings were grown on demand, where AIs became sentient minds, and were then placed in toasters and screwdrivers, where nanotech became so prevalent the stuff all but saturates some regions. The art is all black and white and is well presented. The writing has many typoes and goofs, but nothing truely reaches out and smacks you as broken.

          The book proceeds from a overview of the setting to get down to character creation. Humans are divided into the Stock Human (stadard in all ways), and the Pure Strain Human (Familliar with technology still.) Next are Mutants. Divided into several sub groups, Altered Animals (beasts hiven human form and sentience), Altered Humans (Modified people that breed true), New Men (Mutated humans), and True Mutants (A catch-all for any mutant. They also tend to gain more mutations on levelling or when severely damaged.) The last race being Synthetics. These are free thinking (more or less) robots and androids that have survived after the wars. Synthetics can upgrade themselves with special equipment.
          Next is the Class system. This is the d20M system that is based around attribute ideals such as Strong, Tough, Fast, etc. This allows a more custom class creation as you move along. For the d20GW there have been some slight changes and additions.
          New skills and feats are presented and occupations available to work through. With time the players can move into Advanced Classes unique to the setting. Survivor, Nanosmith, War Chief, Prophet, Leader, and Cybercologist.
          A selection of equipment and vehicles are given. This section has just enough to outfit a character. But is far from complete or extensive. That will be covered in the A&E book (Out of the Vaults). There is a section covering some Synthetic upgrades at the end.

          The next section delves into powers and effects and starts with Mutations. Sadly this section is very weak and does not give enough to really satisfy most fans of previous editions. The mutations though follow into the Biotech Implant and Graft section where it is explained the rules for biological gear that mimics mutations.
          This is followed by the Nanotech system. This is the focus of the new setting and nanites can be used to produce a vast array of efects limited only by the users imagination, skill, and access to local and personal nanites. You define scope, power, effect, and more, then try to get the nanites to do what you want.
          Cybernetics are given their own section. Bionics and cyborg attatchments are detailed.
          Psionics are seperated from mutations and now potentially accessible by non-mutants. The system is both very sparse, 4 psi powers with sub-systems, and has some application flaws that can lead to potential abuse.

          Next up is environ and society. First is a section detailing environment. Mountains, forest, etc.
          Then the book devotes a large section to Community creation. Communities are given PC style stats, skills, feats and more and are meant to draw the players intoa more active role in the affairs of their home base as it were. This section may perplex or delight you, depending on your tastes.

          The monster section covers both old edition mutants and machines, and some new ones too. Though many entries are lacking illustrations. The mutants in this section do NOT use the mutations system presented for players.

          The book finishes with some conversion notes and the 4th Ed Gamma world classes converted to d20 D&D format for those wishing not to use the d20M class system.

          If the changes and new system do not put you off, and you want a setting less grim than Darwins World. Then the new d20GW setting may be the thing for you and this is where you start.

          1 out of 5 stars Not worth the money..........2004-01-16

          I've been playing GW since the days of 3rd edition, and my friends and family have been playing since 1st edition. I'm trying to figure out why I have to buy two $35 books just to play a new (and less entertaining) version of a game where I could spend $25 on ONE book and get all the information I need (and be provided with years of entertainment) without having to buy supplemental books. This is one of the reasons I never managed to get into the D&D system. I'd have to buy the player's handbook, DM's handbook, monster manual, and different books depending on what type of character I had. Gamma World has prided itself on being an all-inclusive gaming system, whether or not the gaming was based off of other rules systems (Alternity, for example). When 5th edition came out (Alternity), I bought it within 20 minutes of reading through the pages, but with the new version, I hesitate to even recommend it to anyone.

          1 out of 5 stars virtually unusable........2003-12-08

          248 pages should have been ample room to present a complete picture of the Gamma World setting as a supplement for d20; this isn't Glorantha, people. Entire editions of previous incarnations managed to do it in a fraction of the page count. They also managed to provide complete, detailed systems for creating mutant PCs-THE key element to any game that calls itself Gamma World. This book, however, deemed it more important to present a flawed community-building mini-game, as well as essential GM content such as, "Formed where the continental plates have forced the land upwards, mountains can be found on every continent," and stats for boxes and sacks. Creating mutated animal PCs, or "mundane" mutations such as an extra limb or darkvision, are left to the reader's imagination and kit-bashing skills. That the FX rules are not grounded in any existing d20 Modern systems make this doubly difficult.

          It may be that future products will expand upon the various shortcomings of the Player's Handbook-though, as of this writing, none of the scheduled products provide any more material on mutations. If the quality of this product is any indication, however, I cannot justify purchasing any of them. Sloppy editing, uninspired visual design, and a seemingly incomplete understanding of d20 mechanics make this book, in my opinion, essentially unusable; what little useful material that is provided is simply not enough to justify the work needed to bash the game into shape. Its sober take on the setting and lack of sufficient FX rules will disappoint Gamma World veterans, and it's overall poor quality will likely frustrate everyone else.

          If you're seeking post-apocalyptic d20 fun, I would avoid the Gamma World Player's Handbook and instead check out Darwin's World or the most excellent Omega World d20 mini-game from Polyhedron #94. The latter manages to do in about 50 pages what the Player's handbook fails to do in 248.
          Gamma World (Alternity Sci-Fi Roleplaying, Gamma World Campaign Setting)
          Average customer rating: 3 out of 5 stars
          • If you are a Gamma World veteran don't waste your time on it
          • Not even a campain setting...
          • Not quite bad, not quite good.
          • Another fine work in the Alternity line of books.
          Gamma World (Alternity Sci-Fi Roleplaying, Gamma World Campaign Setting)
          Andy Collin , and Jeff Grubb
          Manufacturer: Wizards of the Coast
          ProductGroup: Book
          Binding: Paperback

          GeneralGeneral | Puzzles & Games | Entertainment | Subjects | Books
          GeneralGeneral | Role Playing & Fantasy | Puzzles & Games | Entertainment | Subjects | Books
          GeneralGeneral | Fantasy | Science Fiction & Fantasy | Subjects | Books
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          ASIN: 078691629X
          Release Date: 2000-06-01

          Book Description

          An all-new update of the classic post-apocalyptic world. The original Gamma World campaign setting was considered by many to be the definitive post-apocalyptic environment. Now Gamma World has returned to the Alternity(r) line, and it's stronger than ever. Old fans will want to see what's changed and update their existing campaigns, and new fans will be drawn to the classic dark, apocalyptic feel that only the Gamma World setting delivers.

          Customer Reviews:

          1 out of 5 stars If you are a Gamma World veteran don't waste your time on it.......2000-10-16

          Having played and owned every version of the Gamma World rules (1st - 4th edition) This new book from Wizards of the Coast is not Gamma World (just like 3rd edition is not AD&D). Mutated Plants and Mutated Animals is no longer part of the game. Sure there are some premade of each in the game, but if you decided to play a mutated wasp it is no longer possible. None of the rules have been kept and when reading the book it lost the sci-fi feel that is gamma world. Veteran players don't matter anymore as this is apparent from current releases from WOTC. The only use I have found for the rulebook is as a room divider for my gerbil.

          2 out of 5 stars Not even a campain setting..........2000-06-10

          Nice cover art. But not a "Hardcover." And not much of a campaign setting. The background is very brief - and isn't very well developed. Advanced Tech is strictly limited to use only by Pure Strain Humans. Because for some reason, before the mutations started, every single peice of equipment from cars to grenades is built with a "Genteric Scanning" device that can tell the difference between humans and mutants. Utterly disabling the equipment unless weilded by a human. (And rendering it non-functional if the scanner is tampered with...) Andriods are one of the "Hero" or player races. An interesting concept. But for some reason the Andriods don't remember who built them or why. They just wander around the rubble with everyone else, trying to be helpful. The mutations presented seem overall weaker than in previous editions, but just as strange. "Acid touch" can be used once per week, while some offensive powers work every combat round. ("Hey, thats it for me, can we camp for a week?")

          Most of the setting meterial in the back is taken up by a couple of overly scripted scenario's.

          Lets hope that this is the last holdover from TSR, and that the new material under Wizards will fare better.

          3 out of 5 stars Not quite bad, not quite good........2000-06-09

          This is the fifth time Gamma World has reared its head from the depths of "dead game" limbo. I have been anticipating it since I first heard about it and took a survey a year ago on what I would like to see in it.

          The art and layout of the book is great. I will say this is the coolest looking Gamma World yet. To bad the system it uses is "finished."

          The game works fantastic with the Alternity system, but it lost a little in the translation. Not one drop of the drama and action are missing, but rather a (in my opinion) very critical part is: the mutant animals and robots. Sure the rules for animal PCs are in the Dragon issue 272 but I would have rather it have been in the main book.

          Another thing I find a blessing and a curse is that they reprint much of the Alternity rules in this book. This is nice because Gamma World is its own self contained book but it also does two things. One it makes me feel like Gamma World really isn't part of the Alternity system, but rather a way to tap a forgotten market. It also takes space away from other things more Gamma World specific.

          To be fair the animals were said to be removed because they didn't fit in with the image WotC designers were going for. However (as I said before) animals make up a critical part of my game and therefore feel odd to be missing.

          All and all it is a good addition to my collection, but a little flawed.

          5 out of 5 stars Another fine work in the Alternity line of books........2000-06-07

          Before Wasteland, Fallout and the Road Warrior, there was Gamma World! In their salad days, TSR created their vision of the post-nuclear war world to the delight of many fans who had been seaching for a non-fantasy setting in which to roleplay. It was met with fair success, but never got the following of AD&D and was an early casualty to the TSR turmoil of the early nineties.

          This product brings the game up to date with the Alternity rules. Even though you don't need the Player's Handbook and GameMaster's Guide, I highly recommend getting them to enhance play. Gamma World can easily fit into a current Alternity campaign as a world visited via spaceship or an alternate dimension setting.

          The book does not have a lot of the light-heartedness that made the original such a favorite of my friends, but it still looks like a blast to play. It provides a fair amount of material to introduce to your players as you see fit without stagnating your own sense of creativity.

          My only real complaint is that we can't expect much in terms of future development. Wizards of the Coast decided to scrap Alternity and Gamma World represents one of the few products that didn't get the axe before shutting down production completely.
          Gamma World Science Fantasy Role-Playing Game/Boxed (3rd edition)
          Average customer rating: 4 out of 5 stars
          • Other Books
          • A radical departure for Gamma World
          Gamma World Science Fantasy Role-Playing Game/Boxed (3rd edition)
          James M. Ward
          Manufacturer: TSR
          ProductGroup: Book
          Binding: Hardcover

          GeneralGeneral | Puzzles & Games | Entertainment | Subjects | Books
          ASIN: 0880383305

          Customer Reviews:

          3 out of 5 stars Other Books.......2007-09-03

          An early attempt at a role playing game with a science fiction setting, not really that good.

          5 out of 5 stars A radical departure for Gamma World.......2006-11-26

          In 1986, TSR released this ambitious re-write of the Gamma World game. Where 1st and 2nd editions were loosely based on D&D, 3rd edition adapted the ACT Table from Marvel Super Heroes. This version introduced Mutated Plants as a character type, and organized equipment and weapons by tech level... and Wow! So much more equipment to drool over. More developed races, cryptic alliances, and background information in general. Following this set are 5 linked modules forming a campaign.

          BOX CONTENTS:

          * 21"x33" two-sided color mapsheet, containing three maps.
          * 64-page Rule Book.
          * 32-page Adventure Book.
          * Reference Book.
          * Game Master's Screen.
          * Players Screen, with equipment charts and sample characters.


          Wayne Gralian
          Wayne's World of Books
          Gamma Knights (Gamma World) [BOX SET]
          Average customer rating: Not rated
            Gamma Knights (Gamma World) [BOX SET]
            Dale "Slade" Henson
            Manufacturer: TSR Hobbies
            ProductGroup: Book
            Binding: Hardcover

            GeneralGeneral | Puzzles & Games | Entertainment | Subjects | Books
            EntertainmentEntertainment | Boxed Sets | Formats | Books
            ASIN: 1560764023
            Treasures of the Ancients (Gamma World Game Accessory, Adventure Gwa1)
            Average customer rating: Not rated
              Treasures of the Ancients (Gamma World Game Accessory, Adventure Gwa1)
              Dale Henson
              Manufacturer: TSR
              ProductGroup: Book
              Binding: Paperback

              GeneralGeneral | Puzzles & Games | Entertainment | Subjects | Books
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              1. All Animals Are Equal (Gamma World Adventure GWQ2) All Animals Are Equal (Gamma World Adventure GWQ2)
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              ASIN: 1560765771

              Public Health for the 21st Century: The Prepared Leader
              Average customer rating: 5 out of 5 stars
              • Phenomenal book on Leadership!!!!!
              • An in-depth 521-page study of the public health leadership policy
              Public Health for the 21st Century: The Prepared Leader
              Louis, Ph.D. Rowitz
              Manufacturer: Jones & Bartlett Publishers
              ProductGroup: Book
              Binding: Paperback

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              Similar Items:
              1. Public Health in Action: Practicing in the Real World Public Health in Action: Practicing in the Real World
              2. Public Health Leadership: Putting Principles into Practice Public Health Leadership: Putting Principles into Practice
              3. Epidemiologic Methods for the Study of Infectious Diseases Epidemiologic Methods for the Study of Infectious Diseases
              4. Group Leadership Skills: Carolyn Chambers Clark (Springer Series on the Teaching of Nursing) Group Leadership Skills: Carolyn Chambers Clark (Springer Series on the Teaching of Nursing)
              5. Evidence-Based Public Health Evidence-Based Public Health

              ASIN: 0763747785

              Book Description

              Public health has moved to the forefront of national interest and scrutiny in the light of present day events. Public health professionals are now regulars in all forms of media, something unheard of just a few years ago. The issues are well known - bioterrorism, SARS, West Nile Virus - and they are enough to panic a population without skillful leadership. Public Health for the 21st Century: The Prepared Leader examines public health leadership in terms of emergency preparedness and specific skills and tools. As modern-day threats force leaders to look at how they address disasters and drive communities to prepare themselves, this book provides tools and real life cases to hone management skills to prepare agencies to deal with large scale events.

              Customer Reviews:

              5 out of 5 stars Phenomenal book on Leadership!!!!!.......2007-01-14

              Dr. Rowitz' has a marvelous capacity for explaining complex concepts in exceedingly well-written language. He dedicates an entire chapter on Emotional Intelligence discussing a few EQ frameworks put out by writers over the past decade - (Goleman, Cooper and Sawaf, Feldman) explaining their ideas and why they may be considered important for a leader.

              In the people skills/EQ chapter, Dr. Rowitz intersperes several exercises throughout on group work that could easily be adapted by teams in industry, used by an individual as an introspection exercise, or ignored. I've read the chapter without doing the exercises and gotten more from it on EQ than reading 5 other books on the subject. He finishes with a summary of People Smart strategies (Kravitz and Schubert, 2000)- flexibility in communication, personal stress management, show respect for others, etc.

              This book is an absolute MUST for anyone in public health. From the preface: "Public health preparedness is all about the community; it is also about our quality of life. Public health preparedness is about new partnerships and relationships. It is about building social capital and thus the capacity of our communities to carry out programs and initiatives that promote health, prevent diseases, and protect our residents from harm."

              5 out of 5 stars An in-depth 521-page study of the public health leadership policy.......2006-06-03

              Public Health For The Twenty-First Century: The Prepared Leader by Louis Rowitz (School of Public Health, University of Illinois at Chicago, Chicago, Illinois) is an in-depth 521-page study of the public health leadership policy and the need to address fundamental health preparedness issues on a global scale rather than a provincial one. Addressing a variety of public health concerns ranging from SARS, to bioterrorism, to health issues arising from the events of 9/11, and so much more, Public Health For The Twenty-First Century offers readers a complete introduction to community preparation and governmentally influenced adaptations based upon studies of actual events and interviews with concrete suggestions directed toward the improvement of public awareness and public health leadership in our medical and governmental responses. For its precise directives for situational and societal health and medical policy reforms, Public Health For The Twenty-First Century is very strongly recommended reading for health issue activists, medical service administrators, and governmental policy makers.
              The 21st Century Health Care Leader
              Average customer rating: Not rated
                The 21st Century Health Care Leader
                Roderick W. Gilkey , and Emory University School of Medicine The Center for Healthcare Leadership
                Manufacturer: Jossey-Bass
                ProductGroup: Book
                Binding: Hardcover

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                ASIN: 0787941573

                Book Description

                Discover how top health care leaders envision the decades ahead and ensure your future as a 21st century health care leader. The 21st Century Health Care Leader brings together today's most influential and successful health care professionals whose valuable insight will assist current and future leaders exchange reactivity for proactivity, remain effective, and transform their organizations.

                In 37 original chapters, this distinguished group of contributors describe the skills and competencies that will be required of tomorrow's health care executives and caregivers who desire to renew their organizations. With insight and candor, the authors show what it will take to prevail as a health care leader of tomorrow. Meet the myriad challenges of health care delivery including how to eliminate unnecessary duplication, competition, and inefficiency. In addition, health care professionals will learn how they can combine creativity and knowledge to design new business approaches and innovative organizations.

                The 21st Century Health Care Leader offers a unique and compelling perspective on health care leadership and a powerful tool for any leader who wants to guarantee their future in the health care industry.

                Medlantic Healthcare Group: A health care leader for the 21st century (Newcomen publication)
                Average customer rating: Not rated
                  Medlantic Healthcare Group: A health care leader for the 21st century (Newcomen publication)
                  John P McDaniel
                  Manufacturer: Newcomen Society of the United States
                  ProductGroup: Book
                  Binding: Unknown Binding
                  ASIN: B0006QD53M

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