A reconstruction of the lines of argument used by Carnap, Tarski, and Quine, highlighting their historical significance and contemporary relevance based on Carnap's own notes from his conversations of the time.During the academic year 1940-1941, several giants of analytic philosophy congregated at Harvard, holding regular private meetings, with Carnap, Tarski, and Quine. 'Carnap, Tarski, and Quine at Harvard' allows the reader to act as a fly on the wall for their conversations. Carnap took detailed notes during his year at Harvard. This book includes both a German transcription of these shorthand notes and an English translation in the appendix section. Carnap's notes cover a wide range of topics, but surprisingly, the most prominent question is: If the number of physical items in the universe is finite, what form should scientific discourse take? This question is closely connected to anabiding philosophical problem: What is the relationship between the logico-mathematical realm and the material realm? Carnap, Tarski, and Quine's attempts to answer this question involve issues central to philosophy today.This book focuses on three such issues: nominalism, the unity of science, and analyticity. In short, the book reconstructs the lines of argument represented in these Harvard discussions, discusses their historical significance (especially Quine's break from Carnap),and relates them when possible to contemporary treatments of these issues.
Grim War" is a "Wild Talents" roleplaying game sourcebook of superpowered mutants, nefarious sorcerers, and the ordinary men and women trying to control them all. Written by "Wild Talents" co-authors Greg Stolze and Kenneth Hite, and illustrated by Todd Shearer, "Grim War" introduces a fascinating and weird new system of spirit-summoning magic. Sorcerous characters can wield fantastic power-if they are willing to pay the price. "Grim War" details dozens of bizarre and sometimes terrifying spirits and the harrowing spells required to treat with them. "Grim War" brings the "company rules" of Greg Stolze's "Reign" to the superpowered action of "Wild Talents" (you need "Reign" to use the company rules), allowing players to join, influence or oppose a dozen fully-detailed sorcerous cabals and mutant factions.
You are larger than life, but the war is larger than you."Godlike is a tabletop superhero roleplaying game like no other. No bright spandex, no pulp machismo. In the face of a world on fire, ordinary men and women emerge who possess the Talents their times demand -- but who are still as vulnerable, and ultimately as expendable, as ordinary troops in the foxholes.Backed by a deep alternate history, players take the roles of Talents fighting in the greatest conflict of the Twentieth Century.This is an expanded and edited edition of the classic roleplaying game by Dennis Detwiller and Greg Stolze.
A roleplaying game of angry decisions, ugly ethics, and black city streets. A game of film noir. "A Dirty World" rethinks the One-Roll Engine to focus relentlessly on character. Hard-boiled private eyes, dirty cops and femmes fatale make their hard choices and hide their grubby secrets. "A Dirty World" features... * A unified conflict mechanic, where gunfights, duels of deceit and emotional blackmail not only work the same way, but fuse seamlessly. * "Swift Justice" character development. Instead of tracking and spending points, your character's abilities improve in direct reaction to the game's events. * One-Roll Mysteries, a mechanic to spit out intricate plots with one throw of the dice. * Rules that don't merely support drama, they are drama. Only meaningful choices push your character forward. There is no easy way, by definition.
Since Biblical times, the get of Caine have prowled the world, hiding from mortals and resigning themselves to the shadows. Throughout the ages, their plans have unfolded and their treacheries have come to fruition. Welcome to the Final Nights--welcome to unlife as a vampire. A collection of essays, character-building options, chronicle suggestions and methods of play, the Vampire Players Guide offers a wealth of information to players and Storytellers on a conversational level. Presented as an aside to Vampire players, this book offers a variety of options and advice to better enhance the Storytelling experience.
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