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#4E Creative Solutions
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SMO company in mumbai
At 4E Creative Solutions, we specialize in harnessing the creative power of motion design, video editing, graphic design, and digital media to help businesses like yours thrive in the digital age. Our team of experts is dedicated to creating visually stunning and emotionally compelling content that engages your audience and drives results.
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princess-prettyboy · 1 year
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I've heard a lot of people shitting on 4e, is there a reason you recommend it?
the main things i really like about it are powers and enemy design.
powers are basically your class features and spells. you have at-will powers, which you can do whenever you want; encounter powers, which you can use once per combat; and daily powers, which you can use once per day. player characters generally have access to the same number of powers as each other, and they’re pretty fairly balanced, meaning a wizard will never outshine a fighter to the degree you might find in 3rd and 5th edition. lots of 3e players really hated this, so they ditched it in 5e.
enemies are just really cool in general. every enemy falls into a “role” that determines what purpose they serve in an encounter. a Brute enemy is a big dangerous sack of hit points, a Soldier is a tank that protects its allies, an Artillery enemy hangs back and blasts spells or arrows, etc. almost every enemy has at least one cool unique ability that makes it fun to fight. also, 4e has “minions,” which are like normal enemies but with only a single hit point. you’re supposed to use them in big horde fights or to compliment more important bad guys. basically any situation where a single strike from a player character should be good enough to take down one basic enemy is where minions come up. one ogre at level 3 is a tough boss fight. ten ogre minions at level 15 is a badass cinematic power trip.
other than how combat works it’s basically normal dnd. you explore, talk to people, find creative solutions to fantasy problems, and roll initiative when enemies happen. normal fun stuff
oh, it also invented skill challenges, which are amazing and should be used all the time
check out matthew colville’s “Dusk” campaign on youtube if you want to see how it plays in reality. he also talks about 4e design in a bunch of his “Running the Game” videos
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talenlee · 2 years
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4e: Group Flirts
4e: Group Flirts
Sure, let’s call it that, why not. That’s not going to be completely incomprehensible.
The skill challenge represents one of the many pieces of 4th Edition D&D technology that was underappreciated in its time and misunderstood in hindsight. The Skill Challenge was a tool that let the DM run a non-combat encounter with the same kind of group engagement that the game’s combat system normally demanded; it has a failure state represented by eventual failures, but it also serves to let players platform their own choices and express how they do things. Skill Challenges in the simplest form are ‘the group needs to succeed on X possible checks before they fail N possible checks.’ The system isn’t necessarily all that groundbreaking, but the Dungeon Master’s Guide bothered to explicate a bunch of useful, good ideas about their execution.
There are ideas you might realise are fiction first and fail forward in the 4th edition D&D Dungeon Master’s Guide, but they’re not called that, and people don’t seem to remember what these books were like. What skill challenges let you do was explicitly call for a moment when many people are trying things at the same time, and get to negotiate the fiction of what that means, what kinds of things people are doing, and how their skillsets are expressed. It’s a great system, and I wish more people were familiar with skill challenges, especially in how they do something D&D does well (induce and encourage all players to engage with simple rules tools) and patches something it doesn’t tend to do well (encourage spaces of free creative expression).
Particularly, one thing that skill challenges let you do is bring the moment of the skill into a group scenario, so it’s much less likely to be ‘the skills-focused character goes off on their own for twenty minutes to work out some malarkey and then decides whether or not they tell the rest of the party what they did when they get back.’ Which isn’t a condemnation of those players who liked slinking off like that, but if it was the primary thing that ‘skilled characters’ did it could use up time at the table in an inefficient way; one player takes focus for a distinct period of time and nothing else proceeds while they’re doing it.
Skill challenges address this by adding a dimension of collaboration to all these solitary experiences, just by dint of making sure that there’s a reason to go around the table and ask ‘hey, how are you involved’ in turns, and to encourage players to volunteer stuff. You get to tell how your skills apply, and your skills are all written with a descriptor like ‘use this skill to do this kind of thing,’ so you are invited to imagine ways in which the skills you have could be applied. The skills in 4e are pleasantly broad, too, which meant that a lot of times things like magical locks could be overcome by lockpicking skills under ‘streetwise’ but also could be addressed by thoughtful skills under ‘arcana.’
It’s to this end that this system helped with one of the hardest things to do engagingly in a group environment, which is, bards seducing their ways into fancy locations. Oh, you may be thinking of another more specific type of character, maybe they’re a sorcerer or a rogue or you had an ardent who was inclined to use this as their solution to any problem, but when I said ‘bards seducing their ways into,’ you were already conjuring to mind an example. It’s classic.
It’s also, on the face of it, isolating.
Flirting isn’t really a group activity. Well, okay, it kinda is,
good girl,
but it’s not meant to be a group activity where you, the subject you’re flirting with (or subjects), and two of your other unrelated and uninvolved friends are all hanging out doing the thing at once. It’s got some intimacy, it’s got some playfulness to it, and that play means that you kind of don’t want to be distracted from it.
On the other hand it is a big point where skills become important, nae, vital to the story progressing, and if you want to use this as a focus, there’s an impulse to make it so it happens briskly and is a yes-no solution, or to say no, don’t worry about it, we’ll find some other solution so I don’t have to sit here and make everyone else engaged with one player flirting with an NPC.
What I’d suggest is to involve the skill challenge here, but also detach it from time. The moment of the skill challenge is in the flirting; up front, head to head, in the conversation with the count or duke or swan-person or whatever it is the flirter has their designs set on. But that moment can be stretched out with a series of references to events that happened in the past that can be treated as important to this moment. Make them into a sequence of flashbacks of other characters in the party building up the flirter, or gathering info on what kind of flirting would work, or even training with the flirter and giving them tools for considering the world from their perspective.
This idea may look a lot like flashbacks from Blades in the Dark and I’d be lying if I said that wasn’t a big influence on how I run skill challenges now. It’s way less interesting to me for players to have to plan ahead of time what they may want to do than let players play characters who are the types who would have done that planning ahead of time, especially since they exist in that universe and the players don’t. This use of skill challenges to stretch out a moment of conversation and then turning that into a collaborative sequence of storytelling across multiple other characters is a great example of the ways you can improve one game by just playing other games as well.
It’s the TTRPG equivalent of ‘read another book’ I guess.
Check it out on PRESS.exe to see it with images and links!
#DungeonsDragons #Games #DnD4E
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reflectivelecturer · 7 months
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Getting started with research
We're heading off on a journey together . It's an exciting journey and I am privileged to support you on it as your supervisor.
Here are my pointers:
What is research?
You're going to deepen understanding or uncover a small corner of new knowledge. That definition of research (deepening understanding or creating new knowledge as definitions of research comes from Distinguished Prof. Jen Webb).
2. What does it involve?
Here I draw on Ross Gibson's arc of research. Ross was a very esteemed Australian researcher in history, cultural studies, film studies and creative practice. I was very fortunate to have him supervise my PhD from confirmation to submission.
Gibson, R. (2018). The Arc of Research. In J. Oliver (Ed.), Associations: Creative practice and research. Melbourne University Press.
It's the opening pages, you can find it online in the Curtin Library.
The opening points are:
start with a hunch,
put language to the hunch,
test your hunch to see if the scholarly community needs or wants to know about it (do some reading, talk to people, start to work out who the scholars are),
'declare your quest for knowledge' ...
soon you'll be in the 'read everything' phase. How do you know you've read enough? You start to see the scholars you're reading referring to scholars you've already read.
And there's more but you check that out with Ross.
3. How will I support you?
With honesty, timeliness and by reflecting back to you what you tell me/by my feedback.
4. What do I need from you?
Agreement on when we will meet
When we meet, committment to the following format: - we agree on an agenda - you take notes during the meeting - you share notes/actions arising after the meeting.
Communication with me - speak early and often, I can help you if I know help is needed.
5. What about methods?
Use the resources provided on the Humanities Research Project website. I'm also a fan of Maggie Walter's book on social science research: Walter, M. (2019). Social research methods 4e. Oxford University Press Australia & New Zealand.
6. Where can I go from help at Curtin?
The library has some excellent resources, start here https://researchtoolkit.library.curtin.edu.au/
1) re-read your paper, thinking about how you are telling the story of your research to someone learning about it only be reading your paper
2) do you find you are repeating yourself? Are you saying what it's about in more than one place? If so can you join that together?
3) Is there a logical flow? Does it go from explaining the problem, to showing there's a gap and the problem needs a solution (literature review) to telling people how you will investigate the problem (that's your method) to telling people how you got your data in the investigation, then your analysis and what you concluded about teh problem
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fantasticspeedsite · 2 years
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Audi vcds coding
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2G MMI SW version 5150.Ī lot of A8’s sold in Australia (and other Audi models) were fitted with a dedicated Analog receiver which after late 2013 became useless crap here as the old system was superseded by Digital TV signals. Worked without a problem on my 05 A8L D3 4E. Use this link to translate this post to German or any other supported language. Warning/Disclaimer: Do not “watch and drive”! It may even be illegal in your country to watch video/TV while the car is moving! This is for experimental purposes only. You can either use the links above to generate your personal login-code or download a Windows based generator here. This is MMI 2G/3G only, I won’t offer a solution for RNS-E based systems.Ĭlick here to learn how to enable VIM for the MMI 2GĬlick here to learn how to enable VIM for the MMI 3G If you don���t own a VAG-COM/VCDS diagnostic cable you may be interested to know that there’s a VAG-COM locator available.įortunately, the VIM unlock login-code generation algorithm is the same for the MMI 2G and 3G (at least as of July 2009), so yes, using the generated login-code you can enable TV/DVD-playback at all vehicle speeds for the MMI 3G as well!ĭepending on the MMI system generation you want to VIM-enable, click one of the following links to get to the detailed instructions. I wrote a free web-based VIM-code generator so anyone can disable the VIM restrictions, you just need someone with a VAG-COM/VCDS to do it for you. Using some creative witchcraft (I can’t be more specific but it didn’t involve any of the mentioned commercial solutions) I figured out how the VIM unlock login-code is being calculated. This component ID then has to be entered in the VIM code calculator. Please read the instructions to learn how to obtain the component ID (it’s not the vehicle ID number VIN) from the MMI head unit. Once you know this number you can write to that adaptation channel and set the threshold to any value you want to, whenever you want to and as many times as you like. The login code is derived from a unique component ID in your car. Unfortunately, this channel is read-only unless you use a proper login code first. There are also expensive, CAN-based programming cables on the market for the same purpose.Ĭhanging the VIM-threshold requires you to set a higher threshold value to a so called adaptation channel in your MMI head unit. There’s a guy from Russia who offers a VAG-COM/VCDS based solution to disable this restriction but a) he wants your precious money for this hack and b) he needs online access to your computer and to your car to set the VIM threshold. This feature is also called VIM (Video In Motion) lock. If your Audi is equipped with a MMI TV-module or a DVD-player, security restrictions have been applied to stop video-playback while your car is moving above a certain speed threshold.
The green indicator light on the light switch stays lit all the time.Now, this is something for the Audi folks.
Activate Rear LED Lights as DRLs (Xenons Only).
Ědjustable Version 2 (normal) / Variant 3 (subjectively more aggressive).
Ĝontrol unit "17-panel insert"> "Adjustments"> "Seatbelt".
Ĝontrol unit "17-panel insert"> "Adjustments" Disable Seatbelt>.
`Address 17: go control panel insert> Customize> production and> active".
(VCDS) staging = pointer when you start.
Ĝontrol unit "09-Central Electric"> "Adjustments"> "Coming Home-Time" and "Leaving Home-Time".
Setting the operating time of coming and leaving home function.
Ĝontrol unit "09-Central Electric"> "Encoding"> Byte 15, Bit 3.
ĝisables the dimming (25%) of the LED daytime running lights flashing as the light level.
Ĝontrol unit "09-Central Electric"> "Adjustments"> "Comfort turn signal (Cycles).
Sets the number of flash operations of soft touch turn signals.
Ĝontrol unit "09-Central Electric"> "Encoding"> Byte 20, Bit 5.
Ĝontrol unit "09-Central Electric"> "Encoding"> Byte 14, Bit 7.
mode is dimmed for night usage all the time.
The green indicator light on the light switch stays lit all the time when the DRL is.
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ĝevice 09-central electronics> coding> byte 11, bit 2.
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CTEC 502 Week 3 Reflection
Week 2 Introduction to creative technologies.
In week 2 of introduction to creative technology, we were introduced to the marshmallow challenge. The challenge was to see which group could create the tallest free standing structure with the marshmallow on top. We later learnt kindergarten children are some of the top performers in this task. If you were to ask me before the challenge which demographic on average achieves the best results I would have definitely not said kindergarten children. So why is this? One of the reasons children are out performing adults on this particular task is because children aren’t arguing about who is the boss or the main leader. Children will often collectively collaborate with one another and consider everyone’s ideas. They don’t have any pre-determined assumptions about what is a good or bad idea so they don’t get hung up in the planning or analysis stage of the exercise. Secondly and probably the main reason for children’s success  in this exercise is because of their excessive prototyping. Adults usually spend a lot of time getting familiar with the task, planning, then finally building the structure. Whereas as kids right from the start play with the marshmallow and build many structures each one improving on  problems they encountered with the previous structure. So by the time the challenge is finished they have gone though 3 or 4 prototypes where on the other hand a group of adults has looked for the one right solution ultimately only ever attempting to build one structure that more times than not fails to support the marshmallow.
Key  lessons from this exercise
·       In any design task always identify what the marshmallow is and play around with different ideas that relate to the marshmallow (the problem trying to be solved).
·       Positive collective collaboration
·       Time management
·       The importance of early prototyping to overcome obstacles
Prototyping
Prototyping is an early model or example of the product you or I wish to build. It should convey what the final plans and intentions are for the final product. A prototype can be in many forms such as a drawing/sketch or a 3d model representation of your idea. Prototyping is important because it can help you gain an improved understanding of your design and the intentions behind it. Another huge advantage of prototyping is the early feedback it gives to the designer. Like what we learnt in the marshmallow exercise getting early feedback is vital for discovering potential issues, design flaws or just overall improvements to the design. Lastly prototyping can save you lot of money as not much investment has been put in, in the early stages of the design process. The later you make changes the more radical they can be, potentially costing the designer a substantial amount of money.
4e Cognition
Embodied. The bodily realization of cognitive abilities as constitutive for their achievement.
Embedded or situated. The embodied mind, thus, cannot be conceived of in isolation from its environment; it is always already embedded in a context. 
Extended. Cognition is extended beyond the boundaries, thus being inherently connected with the respective physical or socio-cultural environment.
Enacted
. Cognition and consciousness emerge only through the active embodied interaction, or structural coupling, of an autonomous living system with its environment. Enactive approaches to
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direful · 5 years
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7 and 15 for the ask meme?🌹
7. worst DM you’ve ever had?
in high school, a friend of mine from dnd club tried to run a game outside of school, and it was just... awful. we were playing 4e and it took about 7 hours to play a one-shot because everyone kept getting distracted and slipping into tabletalk or taking 15 minutes to take their turn..... all his friends were minmaxers or munchkins too which is just not how i like to play, and i kept getting shit on for wanting to have fun instead of do technical things. im sure they had a lot of fun but i was just kind of sat there the whole time
tldr: a friend of mine ran a game for his powergamer friends which isn’t how i like to play
15. the most creative solution to a problem / encounter / puzzle that you’ve thought of?
probably back in high school again, i was playing a tiefling ardent for our club’s 4e campaign. we were stuck in the underdark and i ended up fucking the drider who was leading a party against us to get them to stop. my character fell in love with him but tragically he died not long after. not the most creative, but it was damn fun. apart from that probably the time i broke a king’s mind and drove him around like a puppet because it was taking too long to negotiate (i was chaotic evil, at the time). neither are particularly creative but hey it was a long time ago lmao
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enddaysengine · 7 years
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Crossing the Cosmologies of Dragonlance and Planescape
I got asked this question by Beriorn over on the Onyx Path forums, so since I wrote a very long answer, I thought I would post it here as well. 
How do you handle Dragonlance, if I may ask? Do you just make the people of Krynn a bunch of superstitious yokels who think all the Lower Planes are the Abyss and people laugh at them for that?
This is an excellent question that I am going to talk about at length, but for the sake of ease, I'll stick my answer first and then go into my long-winded explanation of the logic I'm using. One disclaimer first, I haven't done anything with Dragonlance in a REALLY long time, nor have I reread the books recently (although I have been very slowly listening to Dragons of Autumn Twilight as an audiobook), so my cosmology may be a bit sketchy and not well reasoned in this particular case. I also don't have a hard and fast answer for Dragonlance's place in my cosmology because of this. Opinions could change. Anyhow, my tl;dr answer is that I may have the Cagers of Sigil look down on the people of Krynn as you've described, but the truth would be much, much more complicated. I'd say that either Krynn's Abyss does represent the Lower Planes viewed from a different "angle" than that of the traditional Great Wheel, or that Dragonlance's Abyss is a completely different Abyss from the Great Wheel's, but two of them overlap so often most prime sages don't realize this and most Sigilian sages ignore the evidence staring them in the face. Of the two possibilities, I currently favour the latter. Let me explain. There are three possibilities I see for incorporating Dragonlance into Planescape. Possibility 1: The Great Wheel Wins This is the position that your question assumes, it is the position that Planescape's canon assumes, and its the position that I hate the most. Everyone on Krynn is wrong about the way the planes are structured, everyone in Sigil is right, so we'll shoehorn all of the powers and planes from Dragonlance into somewhere they fit in the Great Wheel. I understand why Planescape mostly went this route since this is the easiest/smallest word count form of resolution and it is the easiest to communicate/wrap your head around. The problem is, it is also the laziest, least creative, and least interesting solution to the problem. It also runs roughshod over the cosmologies that make all of these Prime Worlds so interesting, which kinda defeats the purpose of having a massively interconnected multiverse between these worlds. I know how I felt when 4e blew the Great Wheel to shit and I don't want Dragonlance, FR, or Dark Sun fans to feel the same way about Planescape. (Aside: I eventually found a way to incorporate the World Axis Cosmology into the Great Wheel. I don't use it much, but it lets me steal the parts of 4e I like.) Finally, it also kinda screws with Planescape's own themes. Yes, the citizens of Sigil think they are the literal centre of creation, but they are supposed to be arrogant dicks. They may act like they know everything and everyone else is a clueless rube, but sometimes they just need a good kick in the ass to stop them from being so stuck up. They've also forgotten one of the Plane's key laws: The Centre of All. Wherever you are in the multiverse, that's the centre of the multiverse. If you move, the centre moves. The Planes are infinitely infinite, so there is no one most important place. Everywhere is important. Everywhere is valid. So it makes zero sense for one cosmology to override all others. Possibility Two: From a Certain Point of View This is my usual approach to reconciling cosmologies. Treat both cosmologies as being true and correct, with the discrepancies between them being the result of "viewing" the planes from different metaphysical reference points. Oerth, Toril, and Golarion make an excellent example of this. Each of the three worlds has a different cosmology (The Great Wheel, The World Tree, and the Great Beyond, respectively). Despite their differences, each of the three cosmologies is similar in very broad strokes. They draw on similar archetypes, they have similar Inner/Outer/Transitive categories, and the material plane interacts with them in similar ways. Here, it is easy to handwave and say "both realities are true, both realities exist simultaneous, and the maps of reality exist because different mortals experience the planes in different ways." My logic here kinda works like this. We know that portal keys open portals between the planes. We also know that planer pathways have a similar form of conditional operation. The planes are often infinite, but it is also possible to walk from one infinite plane to another without passing through a portal given the right set of conditions. What if one of the keys/conditions was being from a certain world or believing in a particular cosmology? That would explain why each world is ignorant of alternate cosmologies. If scholars and planer travellers only journey with adventurers from their own world, they would never encounter these alternate connection between the planes! So if a party from Toril wants to go from Fire to Air, they can pass directly from one plane to another (passing through the Paraelemental Plane of Smoke on the way). A party from Golarion, on the other hand, would have to go the long way, because, for them, a direct connection between Fire and Air doesn't exist! They get to drop from Fire to Eath, then to Water, and finally to Air. They'd also cross through border regions between each elemental plane, which Torilians would identify as being part of the Paraelemental Planes, but again, if you are from Golarion, you experience those as the border between the planes, not as a separate plane. It sounds confusing and complicated (which it is), but it works. Now, could you potentially learn what the cosmology of another world and potentially use that pathway? Totally, although these people would be the exception rather than the rule. It may take a lot of time and deep philosophy to do it on your own, but if you are travelling with a group, you should get pulled along with whatever the collective beliefs of the group are. That conveniently allows the DM to keep the group together when necessary, or lets you split the party if it makes for a good story. This works well for most D&D settings like Forgotten Realms, Pathfinder*, Greyhawk, and Dark Sun*. It doesn't work for Eberron and I don't think it works for Dragonlance either. *Mostly. There are some planes that require method three in these cosmologies. Possibility Three: A Multitude of Planes Dragonlance has a very distinctive set of themes when it comes to good, evil, and neutrality, and those themes are reflected in Dragonlance's cosmology. So pretty bluntly, trying to force the planes from Dragonlance into the plane of Planescape kinda destroys Dragonlance, both narratively and thematically. The established rules of Dragonlance's planes are also very different from those of the Great Wheel. The Hidden Vale is supposed to be practically impossible for mortals to enter, which just does not jive with the way the neutral planes of Planescape are portrayed, particularly the Outlands, and specifically the Gate-towns and Sigil. I feel like Dragonlance requires its own set of Outer Planes that are both parallel and tangent to the Great Wheel. These planes are parallel because they are clearly different from the Great Wheel, but some of the niches overlap, and they occupy the same metaphysical "position." I had to do this with Abbadon from Pathfinder's Great Beyond, so it makes a good example of what I mean. Most of the Great Beyond's planes map smoothly on to the Great Wheel using method two. Heaven is Mount Celestia, Axis is part of Arcadia, Hell is Baator, Elysium is Arborea/Ysgard and so on. Abbadon, the neutral evil plane, occupies the same position as the Grey Wastes of Hades in the Great Wheel, but it lacks several of Hades' key attributes, most notably the dulling of emotions and the concurrent loss of colour. While I've toyed with making Abbadon "merely" the fourth layer of the Wastes, ultimately I think its a poor fit. The themes of the two planes are too different, the physics of the planes are divergent, and the inhabitants would step on each other's toes. Instead of merging the two planes, I preserved them as separate realities. When one travels the planes while oriented to the Great Wheel, they find Hades in the location of the Neutral Evil plane. When the travellers are oriented to the Great Beyond instead, they encounter Abbadon. Cagers may present Abbadon as being "just" an obscure and little-known evil demiplane, but that's just them being conceited about something that rattles their prefered cosmological schema. Abbadon is an Outer Plane, it is a "proper" plane, it just doesn't fit inside the Great Wheel. Instead, it runs parallel to the Wheel, separate from it, but in no way inferior. I would imagine that Krynn's Abyss, Dome of Creation, and Hidden Vale to function similarly. Each is "parallel" to the Lower, Upper, or Conflict planes, respectively. Their structure isn't the same as the Great Wheel, but you can see where scholars would get confused if you squint. "But wait," I hear you say! "Doesn't Planescape have canonical divine domains for Krynn's pantheon?" Indeed it does, which is why I say Planescape and Dragonlance's are also tangent to each other. In some locations, the planes bleed through and touch. Think of this like shadows kissing. If you hold two objects close enough together, their shadows will blister and connect, even if the two objects are not touching. Some locations in the Great Wheel and River of Souls cosmologies exists simultaneously on multiple planes, particularly divine domains. So Takhisis had a realm that is simultaneously both part of Baator and part of Krynn's Abyss. They are the same location no matter the plane from which you approach. The plane you are on depends on your frame of reference. That allows the two cosmologies to remain distinct and unique, while still giving them enough points of contact to interact and be part of the same greater multiverse. I'll also note that this has precedent in Planescape's canon. Multiple cities exist simultaneous on several planer layers, most notably the city of Centre, which simultaneously exists on all three layers of the Grey Wastes. Likewise, I'd argue that the Planer Pathways (Yggdrasil, The Infinite Staircase, and Mount Olympus) are not mere pathways, but separate and tangent planes that overlap with multiple parts of the Great Wheel, but don't fit cleanly into one location, much like Krynn's planes. Olympus is an excellent example, in at least one published adventure, you when cave spelunking from Arborea straight to the Grey Wastes without passing through the intervening planes or portals. That sounds like using the tangent plane of Olympus to go from one plane it overlaps with to another, at least to my ears. So there you go, that's my 1919 word explanation for how I would incorporate Dragonlance's unique cosmology into Planescape. Both cosmologies are correct and exist independently, but they overlap and bleed together at a number of important locations. Simple? Not really, but simple was never the point of Planescape. Easy? Could be easier, but not that bad. Interesting? Respectful of the source material? Rich with opportunity to tell unique stories? Absolutely.
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derkastellan · 4 years
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Old School vs Truth
The “Old School Revolution” (OSR for short) is a niche within the wider role-playing ecosystem that has attracted my attention over the years. By now, it has diversified into people experimenting more with rules, but right now I want to look at the origins because frankly that is so much easier and is also something I have the most beef with.
Without mincing too many words the OSR seems to be about emulating the play experience of the versions of Dungeons & Dragons that were around during the Gygax era, so mostly Classic D&D (Original Edition or Oe, 0e), Basic D&D (Basic/Expert mostly), and Advanced D&D (AD&D 1st Edition or 1e). Most of this was done by writing retro-clones which either emulated the original rules, stream-lined and cleaned up the original rules, or versions that added popular house rules. The strongest contenders were Swords & Wizardry (based off of Oe mostly), Labyrinth Lord (based off of Basic mostly), and OSRIC (based of 1e). 
It’s interesting that OSRIC basically became the least used of these systems. This doesn’t mean there are no people playing 1e, though. For example Astonishing Swordsmen & Sorcerers of Hyperborea is a 1e-based ruleset that seems to go strong. Also Labyrinth Lord incorporated the Advanced Edition Companion. 
All of these games benefit from the basic compatibility provided by the D&D stat block. While details may differ on how to do such things as saving throws or attack rolls, in general monsters and other trappings can be shared with these games with minimal hassle - or used from the original game materials from the 70s and 80s. After all, the purpose of a retro-clone was in part to play a game that is out-of-print. (And to clean up rough edges of which there were plenty.)
“Virtues”
Having spent a few years browsing or participating on OSR boards, groups, forums - whatever was at the time an appropriate social medium - I came across various arguments in favor of old school play.
There were claims that old school gaming is...
Fostering emergent story.
More creativity-driven on the GM side because it is less defined. “Rulings not rules.”
More problem-solving-driven on the player side.
Inviting GMs to tinker with the system and getting into a do-it-yourself culture.
Overall more challenging than later games (mostly iterations of D&D).
I think it’s also perfectly fair to say that a lot of people are attracted to OSR because either of nostalgia, like I was. I see an old adventure book with black line art and I can get giddy. But somehow the OSR always wanted to rationalize an emotional response into something that is of presumably higher virtue. You may like or dislike various editions of D&D for various reasons. The question is whether you make a high horse of it to talk down from.
The list above is basically the “best of” of rationalized boasting about why older is better. The amount of claims that “D&D used to be more challenging” or “D&D has been dumbed down” and the endless amount of “war stories” from playing classic modules were truly legion. 
One could easily rephrase this list to a critique of something else and not be far off, I think:
Modern-day D&D...
Is more story-oriented or “railroady.”
Defined the GM’s job very narrowly and the rules claim to cover everything.
Diminished problem-solving on the player side.
Encouraged GMs more to be consumers than producers.
Is less challenging.
And in fact, this is the variation you will find more often expressed in the player base. It has a bit of “old man shaking his cane” at all those people playing mostly 4e or 5e D&D. 
It is also, if you ask me, partially true. It depends on how you select your data. 
You may find decades-old grudges against Dragonlance as the TSR setting that introduced rail-roady gameplay into D&D more heavily. And with the advent of unified rules the mindset of “I roll a die to succeed” has become more prevalent in both many GMs and players heads. In fact, many players come from very different backgrounds now, having cut their teeth on video games and MMORPGs.
But here’s the thing. Nothing requires you to run a 5e game as rail-roady, roll-driven, or less challenging. And while I can see how it encourages a certain mindset, style of play, and attitude, there’s plenty of systems around that one might chose instead. The world is larger than D&D, even though it ends up cornering so much of the US market for itself.
Wild times
I have no doubt that uninspired modern modules exist aplenty, providing unchallenging diversion to players. (The deluge of material for 5e is mind-boggling even when considering 3e flooding the market with 3rd party product.) 
But this already started from the days of AD&D 1e, with people clamoring for TSR to release stuff to run. And in fact, people in the OSR cite such modules also as their influences, with a very few standing out. And in fact a lot don’t stand out so much! The Greyhawk setting has probably around a hundred modules associated with it (though some or many may be set anywhere).
B2: Keep on the Borderlands was released in 1979. Tomb of Horrors in 1978. Within 4 years after the original game’s first release the idea of a game module as consumable product takes shape for TSR. Before that it took TSR about 2 years to publish “supplements” which added rules and general game stuff - as opposed to “adventures.”
The very first players had nothing to guide them by - no true introduction to running the game, for example. The first introduction as to how to play and run the game would be left to later products, like Basic D&D. So the first players pieced together what they could from a jamble of rules, thing they had heard, etc. 
How vague are we talking about? If my index search doesn’t betray me, only one of the three books contained in the original boxed set contains the concept of “caller” (without explaining it) and an example of an actual gameplay conversation between caller (on behalf of players) and referee. From this and the rules you had to deduce how the game is played. (The role of caller appears in other products but the Players Handbook of 1e finally casts it as the leader of a party, requiring “obedience” or the party is penalized for their confused actions.)
So, for many years people basically had only the vaguest hunch of how to play the game at all. It would be a bold claim to say people had a strong idea of how D&D was meant to play unless they made it to a convention and played with people who had in turn played with original players. Or read about that in a zine.
Gygax tried to make the game more uniform and defined in AD&D 1e, which in turn also curbs the most free-flowing aspects of the game and drives it towards “weapon speed factors” and a detailed list of armaments. 
The “advanced” in AD&D certainly stands for more detailed. It also stands for the end of a free-wheeling era and aims to be definitive and unifying. It goes from “you could do it like this” (even suggesting other games as part of the game) to “this is how it is done”.
“Rulings not rules” was necessary during this time as the rules were incomplete, haphazardly organized, lacked uniformity (yes, this includes AD&D 1e), and relied on the GM to fill the gap. AD&D 1e partially fills this gap but in my opinion is lacking a coherent design. It is more like an “opinionated, polished, and edited” version of the original game. It is one possible thing that could have evolved from the original soup and canonizing Gygax vision of the game.
So within a few years of the first D&D release into the wild we move from “rulings not rules” to “my rules, not your rulings.” Except for the areas like social interaction where D&D left it vague, probably for its benefit in the longer run.
It was a creative time... a time of problem-solving and challenge!
But what did players do before that? Now here we have mostly accounts of people chosing to involve themselves with the OSR in the sense of a wider audience, shaping a legend of how play was, leading to the claims I listed above.
I have heard numerous claims, in one case in person, of how this was a time where smart people devised ways to assure winning by avoiding combat or dice-rolling altogether because it was so damn risky. And this is how it was meant to be played. One played carefully, probing floors for traps with 10 foot poles, always on the lookout what GM (and module) might throw at you, and this is how you won the infamous Tomb of Horrors. 
It has a sense of e-sports athletes, doesn’t it? Because Tomb of Horrors was a tournament module you could test your gaming mettle against. Depending on who you ask it is a great challenge or a screwjob. 
Now, there are good examples of disabling traps that I do like from these accounts. Freezing traps or pouring concrete into a mechanism - good stuff. Some solutions were decidedly cool. This is certainly the response some players had to the game. They adopted a gameplay driven by cautiousness, avoiding rolls, bringing hirelings and henchmen, and otherwise minimizing risk and optimizing chances.
Reading around the internet I found other accounts - like people saying that characters used to die a lot and having a 2nd level elf was special. Running away is also mentioned as a valuable reaction to encounters. Of course, breaking the enemy’s morale also played a role, not running all encounters to the very end.
My bet is, however, that many people house-ruled D&D to be more heroic before D&D canonized step by step with 2e and later editions. My bet would be that people not only awarded more hit points, they might also fiddle with tables, the rules for dying, etc. And why shouldn’t they? If it was desirable to modify the game, why not modify that? If D&D was a means of having fun, people probably modified it to have more fun which was probably not had by dying a lot, no matter what certain GMs or Bill Webb or whoever claim.
My suspicion is that most experimenting and problem-solving went into puzzles and tricks, and occasionally traps, especially if they resembled puzzles and tricks more. And I see no true difference here today - if you provide players with something complex that they have to figure out, a lot of them will pool their problem-solving skills and try to reason it out and some will mash buttons or smash it. What has changed is that detecting traps became a lot more passive. (And traps have always been a divisive topic - how to run them well, what makes a good trap, and what outcomes are appropriate traps vs death traps, considerations of fairness, etc.)
In general, the challenge argument hinges on very few things. Part of it is that players had so few hit points on the lower levels, their survival was constantly at stake even from small challenges. On higher levels, save-or-die effects could easily kill the PC just the same. Sudden death was certainly possible enough. In other words, being vulnerable, often crazily and unrealistically vulnerable, was part of the game. A level 1 wizard might have less hit points than a cat and might be killed by one.
These don’t stem however from design, and came about at best unconsciously. If these are virtues they were at best acquired at random, not planned or designed for. They were at best happy - or depending on whom you ask, unhappy - accidents.
Dungeons & Dungeons
Looking at the material published for the OSR you notice a lot of dungeon crawls. Draw a dungeon, run a dungeon. I wonder what real story is supposed to “emerge” here? How I tricked that troll out of a magic sword? How we snatched the dragon hoard without fighting the damn thing?
The whole thing about “we evaded combat” and “not everything is scaled to your level” or “we did some pretty inventive things to disarm traps” tells a story of its own. The game itself was mostly about monsters, traps, and dungeons. Beyond that, any degree of freedom you might feel you had can frankly be had in most other RPGs with a willing and capable GM.
I have no doubt that a lot of interesting things went down in Dave Arneson’s games when everything was new and he had to adjudicate the game on the fly, stuff ideas in, make up systems, etc. It was less of a game in a codified sense and more of an experience. That must have also been born from this new sense of freedom of discovering the story angle of your avatars, and since they had all their own interests and turfs and stakes their adventures likely often had some ingrained motivation D&D often lacked. 
Evaporating marketplace
This aversion to “stories” is interesting. When you see what is published inthe OSR ecosystem, it quickly went away from plain dungeon modules to more exotic affairs. Weird set-pieces, playing to a heavy metal vibe, gonzo adventuring - I know several series of publications that thrive on that. And how about Sword & Wizardry? Half of the stuff published for it is also published for 5e. I think you will find nothing in there upsetting to “modern” sensibilities and yet it comes also for an old school system. Are we more alike than “they” think?
None of the actual retro-clones are truly thriving. They are multiplying, but who is publishing adventure modules for them? Fewer than you think. Labyrinth Lord had a pretty humdrum Kickstarter to get a new edition out, OSRIC is probably best considered dead,  Astonishing Swordsmen & Sorcerers of Hyperborea is selling as much a setting as a system, and Swords & Wizardry is also not brimming with new stuff. Look at the DriveThruRPG page of stuff for the S&W rules and you find that the section ordered by “Popularity” has barely seen any change - because no new major stuff got published for it. Labyrinth Lord in turn sees mostly publications for the compatible Dark Places & Demogorgons. Settings sell, retro-clones fail. Funny that. Games like the Black Hack stole most of the OSR’s thunder depending on how you want to see it, all these games like Polyhedral Dungeon that want to innovate the rules a bit, and encourage actual “hacking” instead of polishing slightly the “same ol’.”
So, unless we assume all of these happy OSR GMs homebrew, the OSR has largely failed as a marketplace. The ones succeeding to attract attention are the more gimmicky ones, the weird of LotFP, Dungeon Crawl Classics, and various module and adventure series heading into more gonzo, weird, and surreal directions. And some of the weird and surreal authors are leaving the OSR behind, like Ultraviolet Grasslands and the Black City or Electric Bastionland, having clear old school roots but playing them out their own way. Even seemingly successful publishers like Hydra Cooperative branch out into also providing their material to DCC. Both the Troll Lords and Frog God Games cater to the 5e crowd. Material palatable to more flexible old schoolers seeps into Dungeon World, the Year Zero engine, and other lightweight or even narrative systems. The OSR might not be dead, but it is not really expanding, nor is it getting stuff into stores unless you count the weird, gonzo offshoots.
Or let’s say, it’s not expanding the original OSR sphere. The old school’s influence is felt everywhere, including 5e itself. An old school vibe has reached far and wide in the RPG community, but left the OSR community behind. Unless you think that the Black Hack and other new systems are the inheritors of the OSR, that this next generation OSR will actually continue to thrive. I actually hope so. It might end up being less preachy. 
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on Redshirts by @scalzi #scifi #review
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on Redshirts by @scalzi #scifi #review
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John Scalzi's <a target="_blank href="https://en.wikipedia.org/wiki/Redshirts_%28novel%29">Redshirts</a> is a mockery of televised science fiction and also much more. Much more. It has been described by the <a "target="_blank" href="https://www.nytimes.com/2012/07/07/books/in-redshirts-john-scalzi-gives-expendables-a-life.html">NYTimes as a space-faring "Rosencrantz and Guildenstern  are Dead".</a>
<br><br> A simple parody of the notorious "<a target="_blank  href="https://en.wikipedia.org/wiki/Redshirt_(stock_character)">that-character-is wearing-a-red-shirt-so-you-know-he's gonna-die"</a> trope/cliche/plot device from Star Trek  and the <a target="_blank href"https://en.wikipedia.org/wiki/Black_box_(fiction)">black box solution</a>would have not been particularly interesting if written by a less skilled author. (Anyone rolling their eyes toward the heavens imploring deliverance from such a story, as I did for months before reading it, rest assured, it is well worth reading.) <a target="_blank" href="https://whatever.scalzi.com/">Mr. Scalzi</a> lifts the premise beyond the usual pap one would expect to create a unique, well crafted story with flawless characterization and plotting. The story ends with three epilogues that resolve loose ends and allow the reader to feel the plight of the characters and feel their emotions at the close of the story.
My content <a target="_blank" href="https://creativecommons.org/licenses/by/4.0/"> Creative commons attribution required share alike</a>
<a target="_blank" href="http://www.isfdb.org/cgi-bin/pl.cgi?657911"> Coverart from ISFDB under fair use</a>
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b2binfographic · 6 years
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Content Writer in Nashville, TN at National General Insurance
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testbankforyou-blog · 7 years
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4, ISBN 0072972904 Test Bank Baumgartner - Measurement for Evaluation in Physical Education & Exercise Science - 8, ISBN 0073045268 Test Bank Baye - Managerial Economics & Business Strategy - 5e, ISBN 0072983892 Test Bank Baye - Managerial Economics & Business Strategy - 6, ISBN 0073375683 Test Bank Baye - Managerial Economics & Business Strategy - 7e, ISBN 0073375969 Test Bank Baye - Managerial Economics & Business Strategy - 8e, ISBN 0073523224 Test Bank Bayens - Probation, Parole, and Community-Based Corrections - 1e, ISBN 0078111501 Test Bank Bayes - BBA, MEd:Medical Office Procedures - 7e, ISBN 0073401986 Test Bank Bayes - Medical Office Procedures - 8e, ISBN 0077862031 Test Bank Beamer - Intercultural Communication in the Global Workplace - 4e, ISBN 0073525065 Test Bank Bearden - Marketing: Principles and Perspectives - 5e, ISBN 0073101206 Test Bank Beechy - Intermediate Accounting Volume 1 - 6ce, ISBN 0071339477 [Canadian Version] Test Bank Beechy - Intermediate Accounting Volume 2 - 6ce, ISBN 0071338829 [Canadian Version] Test Bank Beechy - Intermediate Accounting, Volume 1 - 5, ISBN 0070001502 [Canadian Version] Test Bank Beechy - Intermediate Accounting, Volume 2 - 5, ISBN 0070002169 [Canadian Version] Test Bank Begg - Economics - 9, ISBN 0077117875 [European Version] Test Bank Begg - Economics for Business - 2e, ISBN 0077114515 [European Version] Test Bank Begg - Economics for Business - 3e, ISBN 0077124731 [European Version] Test Bank Begg - Foundations of Economics - 3, ISBN 007711423X [European Version] Test Bank Begg - Foundations of Economics - 4e, ISBN 0077121884 [European Version] Test Bank Begg - Foundations of Economics - 5, ISBN 0077145607 [European Version] Test Bank Begg and Vernasca - Economics - 10e, ISBN 0077129520 [European Version] Test Bank Begg and Vernasca - Economics - 11e, ISBN 0077154517 [European Version] Test Bank Begg and Ward - Economics for Business - 4e, ISBN 0077139453 [European Version] Test Bank Belch - Advertising - 2e, ISBN 0070997985 [Australian Version] Test Bank Belch - Advertising - 3e, ISBN 174307865x [Australian Version] Test Bank Belch - Advertising & Promotion - 4ce, ISBN 0070073384 [Canadian Version] Test Bank Belch - Advertising & Promotion - 5ce, ISBN 0070891303 [Canadian Version] Test Bank Belch - Advertising and Promotion - 1, ISBN 0074717669 [Australian Version] Test Bank Belch - Advertising and Promotion - 7e, ISBN 0073101265 Test Bank Belch - Advertising and Promotion - 9e, ISBN 0073404861 Test Bank Belch - Advertising and Promotion: An Integrated Marketing Communications Perspective - 10e, ISBN 0078028973 Test Bank Belch - Advertising and Promotion: An Integrated Marketing Communications Perspective - 8e, ISBN 0073381098 Test Bank Bennett - Employment Law for Business - 6e, ISBN 0073377635 Test Bank Bennett - Employment Law for Business - 7e, ISBN 0073524964 Test Bank Bennett - Empolyment Law For Business - 5e, ISBN 0073028959 Test Bank Bennett - The Legal, Ethical, and Regulatory Environment of Business in a Diverse Society - 1e, ISBN 0073524921 Test Bank Bentley - Traditions & Encounters: A Brief Global History - 1, ISBN 0073227846 Test Bank Bentley - Traditions & Encounters: A Brief Global History - 2e, ISBN 0073385514 Test Bank Bentley - Traditions & Encounters: A Brief Global History - 3e, ISBN 007340697x Test Bank Bentley - Traditions and Encounters - 3, ISBN 0072957549 Test Bank Bentley - Traditions and Encounters - 4, ISBN 0073406937 Test Bank Bentley - Traditions and Encounters - 5e, ISBN 0073385646 Test Bank Bentley - Traditions and Encounters (AP Instructors Manual) - 3, ISBN 0073256749 Test Bank Benton - Introduction to the Law for Paralegals - 1, ISBN 007351179x Test Bank Bernanke - Principles of Macroeconomics - 2, ISBN 9780070135277 [Australian Version] Test Bank Bernanke, Olekalns - Principles of Macroeconomics - 3e, ISBN 0070281580 [Australian Version] Test Bank Bernardin - Human Resource Management: An Experiental Approach - 4e, ISBN 0072987251 Test Bank Bernheim - Microeconomia - 2e, ISBN 9788838667749 [European Version] Test Bank Bernheim - Microeconomics - 1e, ISBN 007290027X Test Bank Bernheim - Microeconomics - 2e, ISBN 0073375853 Test Bank Bernhiem - Intermediate Microeconomics - 1, ISBN 0070969272 [Canadian Version] Test Bank Bevans - Civil Law and Litigation for Paralegals - 1, ISBN 0073524611 Test Bank Bidlack - Introduction to Plant Biology - 13e, ISBN 0073369446 Test Bank Biehler - The Mathematics of Money: Math for Business and Personal Finance Decisions - 1e, ISBN 0073524824 Test Bank Biemans - Business to Business Marketing - 1e, ISBN 0077121899 [European Version] Test Bank Bissonette - Business: Strategy, Development, Application - 1e, ISBN 0070967466 [Canadian Version] Test Bank Blackett - Career Achievement - 1e, ISBN 0073377007 Test Bank Blake - Perception - 5, ISBN 0072887621 Test Bank Blank - Engineering Economics - 2ce, ISBN 0070071802 [Canadian Version] Test Bank Blank - Engineering Economy Canadian Edition Test Bank Blocher - Cost Management - 5e, ISBN 0073526940 Test Bank Blocher - Cost Management : A Strategic Emphasis - 4e, ISBN 0073128155 Test Bank Blocher - Cost Management: A Strategic Emphasis - 6e, ISBN 0078025532 Test Bank Block - Foundations of Financial Management - 9ce, ISBN 0070385629 [Canadian Version] Test Bank Block - Foundations of Financial Management - 12e, ISBN 0073027200 Test Bank Block - Foundations of Financial Management - 13e, ISBN 0073382388 Test Bank Block - Foundations of Financial Management - 14e, ISBN 0073530727 Test Bank Block - Foundations of Financial Management - 15e, ISBN 0077861612 Test Bank Block - Foundations of Financial Management - 8, ISBN 0070965447 [Canadian Version] Test Bank Bloisi - An Introduction to Human Resource Management - 1, ISBN 0077109686 [European Version] Test Bank Bloisi - Management and Organisational Behaviour - 2e, ISBN 0077111079 [European Version] Test Bank Blonna - Coping with Stress in a Changing World - 4, ISBN 0073026603 Test Bank Blonna - Coping with Stress in a Changing World - 5e, ISBN 0073529710 Test Bank Bluman - Elementary Statistics - 2, ISBN 0070005508 [Canadian Version] Test Bank Blumberg - Business Research Methods - 2e, ISBN 007711745X [European Version] Test Bank Blumberg - Business Research Methods - 3e, ISBN 0077129970 [European Version] Test Bank Blumberg - Business Research Methods - 4, ISBN 0077157486 [European Version] Test Bank Bodie - Essentials of Investment - 7e, ISBN 0073405175 Test Bank Bodie - Essentials of Investments - 6e, ISBN 007304153x Test Bank Bodie - Essentials of Investments - 8e, ISBN 007338240X Test Bank Bodie - Essentials of Investments - 9e, ISBN 0078034698 Test Bank Bodie - Investments - 10e, ISBN 0077861671 Test Bank Bodie - Investments - 7ce, ISBN 0070071705 [Canadian Version] Test Bank Bodie - Investments - 7e, ISBN 0073530611 Test Bank Bodie - Investments - 8e, ISBN 007338237X Test Bank Bodie - Investments - 9e, ISBN 0073530700 Test Bank Bodie - Investments - Australian Edition - 1e, ISBN 9780074716946 [Australian Version] Test Bank Bodie - Principles of Investments - 1e, ISBN 0071012389 [Australian Version] Test Bank Boggs, Petrie - The Art of Watching Films - 7, ISBN 0073535079 Test Bank Bohlin - EdPsych - 2e, ISBN 007809786x Test Bank Bohlin - EduPsych - 1, ISBN 007337850X Test Bank Bohm - Introduction to Criminal Justice - 8e, ISBN 0078026539 Test Bank Bohm - A Concise Introduction to Criminal Justice - 1, ISBN 0073401501 Test Bank Bohm - Introduction to Criminal Justice - 5, ISBN 007337993x Test Bank Bohm - Introduction to Criminal Justice - 6e, ISBN 0073527955 Test Bank Bohm - Introduction to Criminal Justice - 7e, ISBN 0078111536 Test Bank Bohm, Haley - Introduction to Criminal Justice: Updated Edition - 4, ISBN 0073527912 Test Bank Bohnart - Welding - 4e, ISBN 0073373710 Test Bank Bond - PsychSmart - 1ce, ISBN 0071091238 [Canadian Version] Test Bank Booth - Administrative Procedures for Medical Assisting - 4e, ISBN 0077340078 Test Bank Booth - Anatomy, Physiology & Disease for the Health Professions - 3e, ISBN 0073402222 Test Bank Booth - Clinical Procedures for Medical Assisting - 4e, ISBN 0077340086 Test Bank Booth - Electrocardiography for Healthcare Professionals - 3e, ISBN 0073374350 Test Bank Booth - Math and Dosage Calculations for Health Care - 3, ISBN 0073374172 Test Bank Booth - Math and Dosage Calculations for Healthcare Professionals - 4e, ISBN 0073374695 Test Bank Booth - Medical Assisting: Administrative and Clinical Procedures - 5e, ISBN 007340232X Test Bank Booth - Medical Assisting: Administrative and Clinical Procedures with Anatomy & Physiology - 3, ISBN 0073520837 Test Bank Booth - Medical Assisting: Administrative and Clinical Procedures with Anatomy & Physiology - 4e, ISBN 0073374547 Test Bank Booth - Phlebotomy - 3e, ISBN 0073374555 Test Bank Booth - Phlebotomy for Health Care Personnel - 2, ISBN 0073510971 Test Bank Booth - Spanish Translation Test Bank for use with Medical Assisting - 4e, ISBN 0073374547 Test Bank Bordens - Research Design & Methods - 7, ISBN 0073129062 Test Bank Bordwell - Film Art: An Introduction - 10e, ISBN 0073535109 Test Bank Bordwell - Film Art: An Introduction - 8, ISBN 0073535060 Test Bank Bordwell - Film Art: An Introduction - 9e, ISBN 0073386162 Test Bank Borjas - Labor Economics - 4e, ISBN 0073402826 Test Bank Borjas - Labor Economics - 6e, ISBN 0073523208 Test Bank Boss - THINK - 1e, ISBN 0073134902 Test Bank Boss - THINK - 2e, ISBN 0078038200 Test Bank Bostwick - Medical Terminology - 2e, ISBN 0073402249 Test Bank Bostwick - Medical Terminology: A Programmed Approach - 1, ISBN 0073335053 Test Bank Bowerman - Business Statistics in Practice - 2ce, ISBN 0070000237 [Canadian Version] Test Bank Bowerman - Business Statistics in Practice - 3ce, ISBN 0071339604 [Canadian Version] Test Bank Bowerman - Business Statistics in Practice - 4e, ISBN 0072977477 Test Bank Bowerman - Business Statistics in Practice - 5e, ISBN 0073373591 Test Bank Bowerman - Business Statistics in Practice - 6e, ISBN 0073401838 Test Bank Bowerman - Business Statistics in Practice - 7e, ISBN 0073521493 Test Bank Bowerman - Essentials of Business Statistics - 2e, ISBN 0072977485 Test Bank Bowerman - Essentials of Business Statistics - 3e, ISBN 0073373680 Test Bank Bowerman - Essentials of Business Statistics - 4e, ISBN 007340182X Test Bank Bowerman - Essentials of Business Statistics - 5e, ISBN 0078020530 Test Bank Boyer - Global Politics - 1e, ISBN 0078024811 Test Bank Boyer - International Politics on the World Stage, BRIEF - 8e, ISBN 0073378992 Test Bank Bradley - Advanced Programming Using Visual Basic - 4, ISBN 0073517224 Test Bank Bradley - Programming in Visual Basic 2008 - 7, ISBN 0077238214 Test Bank Bradley - Programming in Visual Basic 2010 - 1e, ISBN 0073517259 Test Bank Bradley - Programming in Visual C# 2008 - 3, ISBN 0073517216 Test Bank Bradshaw - Contemporary World Regional Geography - 3e, ISBN 0073051500 Test Bank Bradshaw - Contemporary World Regional Geography - 4e, ISBN 0073522864 Test Bank Bradshaw, etal. - Essentials of World Regional Geography - 1, ISBN 0073522813 Test Bank Brannan - A Writer's Workshop: Crafting Paragraphs, Building Essays - 3e, ISBN 0073385689 Test Bank Brannan - A Writer's Workshop: Crafting Sentences, Building Paragraphs - 1e, ISBN 0073385719 Test Bank Brannan - A Writers Workshop: Crafting Sentences, Building Paragraphs, Designing Essays - 1ce, ISBN 0070271437 [Canadian Version] Test Bank Bray - Employment Relations - 1, ISBN 0070135320 [Australian Version] Test Bank Bray - Employment Relations - 2e, ISBN 0070287260 [Australian Version] Test Bank Bray - Employment Relations - 3e, ISBN 1743070136 [Australian Version] Test Bank Brealey - Fundamentals of Corporate Finance - 5ce, ISBN 007040089X [Canadian Version] Test Bank Brealey - Fundamentals of Corporate Finance - 5e, ISBN 0073012386 Test Bank Brealey - Fundamentals of Corporate Finance - 6e, ISBN 0073382302 Test Bank Brealey - Fundamentals of Corporate Finance - 7e, ISBN 0078034647 Test Bank Brealey - Principles of Corporate Finance - 10e, ISBN 0073530735 Test Bank Brealey - Principles of Corporate Finance - 11e, ISBN 0078034760 Test Bank Brealey - Principles of Corporate Finance - 1e, ISBN 0073405116 Test Bank Brealey - Principles of Corporate Finance - 8e, ISBN 0072957239 Test Bank Brealey - Principles of Corporate Finance - 9e, ISBN 0073286982 Test Bank Brealey - Principles of Corporate Finance, Concise Edition - 2e, ISBN 0073530743 Test Bank Brean - International Financial Management - 3ce, ISBN 1259075435 [Canadian Version] Test Bank Brenda Wegmann, Miki Knezevic - Mosaic 1 Reading - Silver Ed., ISBN 0-07-340639-2 Test Bank Brenda Wegmann, Miki Knezevic - Mosaic 2 Reading - Silver Ed., ISBN 0-07-325849-0 Test Bank Brewer - Introduction to Managerial Accounting - 3ce, ISBN 0070002177 [Canadian Version] Test Bank Brewer - Introduction to Managerial Accounting - 3e, ISBN 0073048836 Test Bank Brewer - Introduction to Managerial Accounting - 4, ISBN 0073379352 Test Bank Brewer - Introduction to Managerial Accounting - 4ce, ISBN 0071339612 [Canadian Version] Test Bank Brewer - Introduction to Managerial Accounting - 6e, ISBN 0078025419 Test Bank Brewer, Garrison, and Noreen - Introduction to Managerial Accounting - 5e, ISBN 0073527076 Test Bank Brickley - Managerial Economics and Organizational Architecture - 4e, ISBN 0073523011 Test Bank Brickley - Managerial Economics and Organizational Architecture - 5e, ISBN 0073375829 Test Bank Brinkley - American History: A Survey - 12, ISBN 0073124923 Test Bank Brinkley - American History: A Survey - 13e, ISBN 0073385492 Test Bank Brinkley - American History: A Survey - 14e, ISBN 0073406953 Test Bank Brinkley - The Unfinished Nation - 6e, ISBN 0073385522 Test Bank Brinkley - The Unfinished Nation - 7e, ISBN 0073406988 Test Bank Brinkley - The Unfinished Nation: A Concise History of the American People - 5, ISBN 0073513237 Test Bank Brooker - Biology - 1, ISBN 0072956208 Test Bank Brooker - Biology - 1ce, ISBN 0070741751 [Canadian Version] Test Bank Brooker - Biology - 2ce, ISBN 0079018229 [Canadian Version] Test Bank Brooker - Biology - 2e, ISBN 0073532215 Test Bank Brooker - Biology - 3e, ISBN 007353224x Test Bank Brooker - Concepts of Genetics - 1, ISBN 0073525332 Test Bank Brooker - Genetics - 3e, ISBN 0072992786 Test Bank Brooker - Genetics - 4, ISBN 0073525286 Test Bank Brooker - Genetics: Analysis and Principles - 5e, ISBN 0073525340 Test Bank Brooker - Principles of Biology - 1e, ISBN 0073532274 Test Bank Brooks - The Process of Parenting - 8e, ISBN 0073378763 Test Bank Brooks - The Process of Parenting - 9e, ISBN 0078024463 Test Bank Brown - Business Law with UCC Applications - 12e, ISBN 0073524948 Test Bank Brown - Business Law with UCC Applications - 13e, ISBN 0073524956 Test Bank Brue - Essentials of Economics - 1e, ISBN 0073019674 Test Bank Brue - Essentials of Economics - 2e, ISBN 0073511315 Test Bank Brue - Essentials of Economics - 3e, ISBN 0073511455 Test Bank Brueggeman - Real Estate Finance and Investments - 13e, ISBN 0073524719 Test Bank Brydon - Between One and Many - 7e, ISBN 007340683X Test Bank Brydon - Between One and Many: The Art and Science of Public Speaking - 5, ISBN 0072959770 Test Bank Buckwold - Canadian Income Taxation - 17ce, ISBN 1259094332 [Canadian Version] Test Bank Buckwold - Canadian Income Taxation, 2013-2014 - 16, ISBN 1259024873 [Canadian Version] Test Bank Budd - Labor Relations: Striking a Balance - 2e, ISBN 0073404896 Test Bank Budd - Labor Relations: Striking a Balance - 3e, ISBN 0073530336 Test Bank Budd - Labor Relations: Striking a Balance - 4e, ISBN 0078029430 Test Bank Buelens - Organisational Behaviour - 3e, ISBN 0077107233 [European Version] Test Bank Buelens, Sinding, Waldstrom - Organisational Behaviour - 4e, ISBN 0077129989 [European Version] Test Bank Bulmash, Chhinzer, Speers - Strategic Planning for Human Resources - 1ce, ISBN 0070951772 [Canadian Version] Test Bank Burdge - Atoms First - 2e, ISBN 0073511188 Test Bank Burdge - Chemistry - 1, ISBN 0073025542 Test Bank Burdge - Chemistry_Algorithmic Problems - 1e, ISBN 0073025542A Test Bank Burns et al. - Management Accounting - 1e, ISBN 9780077121617 [European Version] Test Bank Byar - Human Resource Management - 9e, ISBN 0073530255 Test Bank Byars - Human Resource Management - 10e, ISBN 0073530557 Test Bank Byars - Human Resource Management - 8e, ISBN 0072987286 Test Bank Byrd - Small Business Management - 6e, ISBN 0073405078 Test Bank Byrd - Small Business Management - 7e, ISBN 0078029090 Test Bank Byrd - Wardlaws Perspectives in Nutrition - 8e, ISBN 0072969997 Test Bank Byrd - Wardlaws Perspectives in Nutrition - 9e, ISBN 0073522724 Test Bank Byrd-Bredbenner - Wardlaws Perspectives in Nutrition: A Functional Approach - 1e, ISBN 0073522740 Test Bank Byrdon - Between One and Many: The Art and Science of Public Speaking - 6, ISBN 0073327441 Test Bank Camp - College English and Business Communication - 10e, ISBN 0073397121 Test Bank Cardon - Business Communication: Developing Leaders for a Networked World - 1e, ISBN 0073403199 Test Bank Carey - Organic Chemistry - 7th edition, ISBN 0073047945 Test Bank Carey - Organic Chemistry - 8e, ISBN 0073402613 Test Bank Carey - Organic Chemistry - 9e, ISBN 0073402745 Test Bank Carlson - Physical Geology - 8e, ISBN 0073376671 Test Bank Carlson - Physical Geology: Earth Revealed - 9E, ISBN 0073369403 Test Bank Cascio - Managing Human Resources - 7e, ISBN 0072987324 Test Bank Cascio - Managing Human Resources - 8e, ISBN 0073530263 Test Bank Cascio - Managing Human Resources - 9e, ISBN 0078029171 Test Bank Casper - Introduction to Early Childhood Education - 1e, ISBN 0073378488 Test Bank Castleberry - Selling: Building Partnerships - 8e, ISBN 0073530018 Test Bank Castleberry - Selling: Building Partnerships - 9e, ISBN 0077861000 Test Bank Castro - Marine Biology - 7, ISBN 0073028193 Test Bank Castro - Marine Biology - 8e, ISBN 0073524166 Test Bank Castro - Marine Biology - 9e, ISBN 0073524204 Test Bank Cateora - International Marketing - 13e, ISBN 0073080063 Test Bank Cateora - International Marketing - 14e, ISBN 0073380989 Test Bank Cateora - International Marketing - 15e, ISBN 007352994X Test Bank Cateora - International Marketing - 16e, ISBN 0073529974 Test Bank Cateora - International Marketing - 2c, ISBN 0070984956 [Canadian Version] Test Bank Cateora - International Marketing - 2e, ISBN 0071014837 [Australian Version] Test Bank Cateora - International Marketing - 3ce, ISBN 0070136793 [Canadian Version] Test Bank Cateora - International Marketing (Aus) - 1, ISBN 0070144478 [Australian Version] Test Bank Cecchetti - Money, Banking and Financial Markets - 1e, ISBN 0072452692 Test Bank Cecchetti - Money, Banking and Financial Markets - 2e, ISBN 0073523097 Test Bank Cecchetti - Money, Banking, & Financial Markets - 1ce, ISBN 0070983992 [Canadian Version] Test Bank Cecchetti - Money, Banking, and Financial Markets - 3e, ISBN 007337590X Test Bank Cecchetti - Money, Banking, and Financial Markets - 4e, ISBN 007802174x Test Bank Cengel - Thermodynamics An Engineering Approach - 7e, ISBN 9780073529325 [European Version] Test Bank Certo - Supervision: Concepts and Skill-Building - 5e, ISBN 0072987529 Test Bank Certo - Supervision: Concepts and Skill-Building - 6e, ISBN 0073405000 Test Bank Certo - Supervision: Concepts and Skill-Building - 7e, ISBN 0073381519 Test Bank Certo - Supervision: Concepts and Skill-Building - 8e, ISBN 007802918x Test Bank Chambers - The Western Experience - 10e, ISBN 0073385530 Test Bank Chambers - The Western Experience - 9, ISBN 0072883693 Test Bank Chambliss - Criminology - 1e, ISBN 0073527971 Test Bank Chang, Raymond - Chemistry - 9, ISBN 0072980699 Test Bank Chang, Raymond - General Chemistry - 5, ISBN 0073048518 Test Bank Chang, Raymond - Qu?mica - 11e, ISBN 6071509289 [Latin America Version] Test Bank Chapleau - The Paramedic - 1, ISBN 0073520713 Test Bank Charlton - Experience Music! - 1, ISBN 0072462442 Test Bank Charlton - Experience Music! - 2e, ISBN 0073401390 Test Bank Charlton - Experience Music! - 3e, ISBN 0078025133 Test Bank Charlton - Rock Music Styles - 6e, ISBN 0078025079 Test Bank Chase - Operations Management for Competitive Advantage - 11e, ISBN 0072983906 Test Bank Cherlin - Public and Private Families: An Introduction - 5, ISBN 0073528080 Test Bank Cherlin - Public and Private Families: An Introduction - 6 Test Bank Cherlin - Public and Private Families: An Introduction - 6, ISBN 0073404357 Test Bank Cherlin - Public and Private Families: An Introduction - 7e, ISBN 0078026679 Test Bank Child - Experience Communication - 1e, ISBN 007803700x Test Bank Christensen - Advanced Financial Accounting - 10e, ISBN 0078025621 Test Bank Christian Soe - Comparative Politics 0708 - 25th edition, ISBN 0073303399 Test Bank Coakley - Sports in Society - 11e, ISBN 0078022525 Test Bank Coakley - Sports in Society: Issues and Controversies - 10e, ISBN 007337654X Test Bank Coakley - Sports in Society: Issues and Controversies - 9, ISBN 0073047279 Test Bank Coakley, Pike - Sports in Society: Issues and Controversies - 1e, European Edition, ISBN 0077117441 Test Bank Coakley, Pike - Sports in Society: Issues and Controversies - 2e, ISBN 0077160541 [European Version] Test Bank Cobb - Adolescence: Continuity, Change, and Diversity - 6, ISBN 0073194727 Test Bank Cohen - Psychological Testing and Assessment - 7e, ISBN 0073129097 Test Bank Cohen - Psychological Testing and Assessment - 8e, ISBN 0078035309 Test Bank Cohen - Theater - 9, ISBN 0073382183 Test Bank Cohen - Theater, Brief - 9, ISBN 0077333519 Test Bank Cohen - Theatre - 10e, ISBN 0073514225 Test Bank Cohen - Theatre - 8, ISBN 0073514187 Test Bank Cohen - Theatre Brief - 10e, ISBN 0077494261 Test Bank Cohen - Theatre: Brief - 8, ISBN 0073330906 Test Bank Colander - Economics - 7e, ISBN 0073402869 Test Bank Colander - Economics - 8e, ISBN 0073375888 Test Bank Colander - Economics - 9e, ISBN 0078021707 Test Bank Colander - Macroeconomics - 6e, ISBN 0072978856 Test Bank Colander - Macroeconomics - 7e, ISBN 0073343668 Test Bank Colander - Macroeconomics - 8e, ISBN 0077247175 Test Bank Colander - Macroeconomics - 9e, ISBN 0077501861 Test Bank Colander - Macroeconomics - Test Bank B - 7e, ISBN 0083343668 Test Bank Colander - Microeconomics - 6e, ISBN 0072978848 Test Bank Colander - Microeconomics - 7e, ISBN 007334365X Test Bank Colander - Microeconomics - 8e, ISBN 0077247167 Test Bank Colander - Microeconomics - 9e, ISBN 0077501802 Test Bank Colander - Microeconomics - Test Bank B - 7e, ISBN 008334365X Test Bank Collins and McKeith - Financial Accounting and Reporting - 1, ISBN 0077114523 [European Version] Test Bank Colquitt - Organizational Behavior - 1e, ISBN 0078112559 Test Bank Colquitt - Organizational Behavior - 2e, ISBN 0078137179 Test Bank Colquitt - Organizational Behavior - 3e, ISBN 007802935x Test Bank Colquitt - Organizational Behavior - 4e, ISBN 0077862562 Test Bank Colquitt - Organizational Behavior Essentials - 1e, ISBN 0078112559 Test Bank Colquitt - Organizational Behavior: Improving Performance and Commitment in the Workplace - 3e, ISBN 007802935x Test Bank Colquitt - Organizational Behavior: Improving Performance and Commitment in the Workplace - 4e, ISBN 0077862562 Test Bank Colquitt - Organizational Behaviour - 1ce, ISBN 0070967458 [Canadian Version] Test Bank Colquitt - Organizational Behaviour - 2ce, ISBN 0071051627 [Canadian Version] Test Bank Colwell - Introduction to Statistics for Social Sciences - 1ce, ISBN 0070735220 [Canadian Version] Test Bank Conklin - Principles of Computer Security - 2e, ISBN 0071633758 Test Bank Conklin - Principles of Computer Security CompTIA Security+ and Beyond (Exam SY0-301) - 3e, ISBN 0071786198 Test Bank Cooper - Business Research Methods - 10e, ISBN 0073401757 Test Bank Cooper - Business Research Methods - 11e, ISBN 0073373702 Test Bank Cooper - Business Research Methods - 12e, ISBN 0073521507 Test Bank Cooper - Marketing Research - 1e, ISBN 0072837861 Test Bank Copley - Essentials of Accounting for Government and Not-for-Profit Organizations - 11e, ISBN 0078025451 Test Bank Copley - Essentials of Accounting for Governmental and Not-for-Profit Organizations - 12e, ISBN 0078025818 Test Bank Copley - Essentials of Accounting for Governmental and Not-for-Profit Organizations - 9e, ISBN 0073379425 Test Bank Copley - Essentials of Accounting for Governmental and Not-for-Profit Organizations - 10e, ISBN 007352705x Test Bank Copley - Essentials of Accounting for Governmental and Not-for-Profit Organizations - 8e, ISBN 0073130966 Test Bank Corbin - Concepts of Fitness and Wellness - 10e, ISBN 0078022568 Test Bank Corbin - Concepts of Fitness and Wellness - 8e, ISBN 0073376388 Test Bank Corbin - Concepts of Fitness and Wellness - 9e, ISBN 007352381X Test Bank Corbin - Concepts of Fitness and Wellness: A Comprehensive Lifestyle Approach - 6, ISBN 0072972653 Test Bank Corbin - Concepts of Fitness and Wellness: A Comprehensive Lifestyle Approach - 7, ISBN 0073523593 Test Bank Corbin - Concepts of Physical Fitness - 15e, ISBN 0073376396 Test Bank Corbin - Concepts of Physical Fitness - 16e, ISBN 0073523828 Test Bank Corbin - Concepts of Physical Fitness: Active Lifestyles for Wellness - 13, ISBN 0073028533 Test Bank Corbin - Concepts of Physical Fitness: Active Lifestyles for Wellness - 14, ISBN 0073523577 Test Bank Corbin - Concepts of Physical Fitness: Active Lifestyles for Wellness - 17e, ISBN 0078022576 Test Bank Corbin - Fundamental Concepts of Fitness and Wellness - 2, ISBN 0073079138 Test Bank Cornett - Finance - M2e, ISBN 0078034817 Test Bank Cornett - Finance: Applications and Theory - 1e, ISBN 0073382256 Test Bank Cornett - Finance: Applications and Theory - 2e, ISBN 0073530670 Test Bank Cornett - Finance: Applications and Theory - 3e, ISBN 007786168x Test Bank Cornett - Finance: Applications and Theory (Test Bank II) - 1e, ISBN 0077315987 Test Bank Cornett - M: Finance: Applications and Theory (Test Bank I) - 1e, ISBN 0073382248_TBI Test Bank Cornett - M: Finance: Applications and Theory (Test Bank II) - 1e, ISBN 0073382248_TBII Test Bank Cortina - Developmental Reading Opening Doors - 4, ISBN 0072871962 Test Bank Cortina - New Worlds: An Introduction to College Reading - 3, ISBN 0073513466 Test Bank Cortina - New Worlds: An Introduction to College Reading - 4e, ISBN 0073407178 Test Bank Cortina - Opening Doors: Understanding College Reading - 6e, ISBN 0073407186 Test Bank Cortina-Elder - Opening Doors - 5, ISBN 0073407135 Test Bank Coulthard - Computing Now - 1e, ISBN 0073516856 Test Bank Coulthard - Microsoft Office 2013: ProjectLearn - 1e, ISBN 0073519405 Test Bank Cowan - Microbiology - 2e, ISBN 0072995289 Test Bank Cowan - Microbiology - 4e, ISBN 0073402435 Test Bank Cowan - Microbiology Fundamentals -1 temp Test Bank Cowan - Microbiology Fundamentals: A Clinical Approach - 1e, ISBN 0073402354 Test Bank Cowan - Microbiology: A Systems Approach - 1, ISBN 0072918047 Test Bank Cowan - Microbiology: A Systems Approach - 3, ISBN 0073214612 Test Bank Cowan - Microbiology: A Systems Approach - 4, ISBN 0073402435 Test Bank Cox - Palkos Medical Laboratory Procedures - 3e, ISBN 0073401951 Test Bank Cox - Sport Psychology - 6, ISBN 0072972955 Test Bank Cox - Sport Psychology, Concepts and Applications - 7e, ISBN 0078022479 Test Bank Cozby - Methods in Behavioral Research - 10e, ISBN 0073370223 Test Bank Cozby - Methods in Behavioral Research - 11e, ISBN 0078035155 Test Bank Cozby - Methods in Behavioral Research - 9, ISBN 0073531812 Test Bank Cozby - Methods in Behavioural Research - 1ce, ISBN 0071056734 [Canadian Version] Test Bank Crandell - Human Development - 10e, ISBN 0073532185 Test Bank Crandell - Human Development - 9e, ISBN 0073370428 Test Bank Crane - Marketing - 7, ISBN 0070984948 [Canadian Version] Test Bank Crane - Marketing - 8ce, ISBN 0070009902 [Canadian Version] Test Bank Crane - Marketing - 9ce, ISBN 0070878692 [Canadian Version] Test Bank Cravens - Strategic Marketing - 10e, ISBN 0078028906 Test Bank Cravens - Strategic Marketing - 8e, ISBN 0072966343 Test Bank Cravens - Strategic Marketing - 9e, ISBN 0073381004 Test Bank Crawford - New Products Management - 10e, ISBN 0073404802 Test Bank Crawford - New Products Management - 11e, ISBN 007802904x Test Bank Crawford - New Products Management - 8e, ISBN 0072961449 Test Bank Crawford - New Products Management - 9e, ISBN 0073529885 Test Bank Crawford - Transformations - 1, ISBN 0073120634 Test Bank Crawford - Transformations, Women, Gender and Psychology - 2e, ISBN 0073532150 Test Bank Crossman - Business Communication for the Global Age - 1e, ISBN 0070140049 [Australian Version] Test Bank Croteau - Experience Sociology - 1e, ISBN 0073193534 Test Bank Croucher - Introductory Mathematics and Statistics - 6, ISBN 1743072929 [Australian Version] Test Bank Cruickshank - The Act of Teaching - 4, ISBN 0072982071 Test Bank Cruickshank - The Act of Teaching - 5e, ISBN 0073378399 Test Bank Cruickshank - The Act of Teaching - 6e, ISBN 0078097916 Test Bank Cruz - Fundamentals of Taxation - 6e, ISBN 0077862287 Test Bank Cruz - Fundamentals of Taxation 2007 - 1e, ISBN 0073312002 Test Bank Cruz - Fundamentals of Taxation 2008 - 1e, ISBN 0073379344 Test Bank Cruz - Fundamentals of Taxation 2009 - 2e, ISBN 0073379638 Test Bank Cruz - Fundamentals of Taxation 2010 - 3e, ISBN 0073379670 Test Bank Cruz - Fundamentals of Taxation 2011 - 4e, ISBN 0078110998 Test Bank Cruz - Fundamentals of Taxation 2012 - 5e, ISBN 0078025478 Test Bank Cruz - Fundamentals of Taxation 2014 - 7e, ISBN 0077862295 Test Bank Cunningham - Environmental Science - 10, ISBN 0073051381 Test Bank Cunningham - Environmental Science - 12e, ISBN 0073383252 Test Bank Cunningham - Environmental Science: A Global Concern - 11e, ISBN 007338321X Test Bank Cunningham - Environmental Science: A Global Concern - 13e, ISBN 0073532541 Test Bank Cunningham - Principle of Environmental Science - 7e, ISBN 0073532517 Test Bank Cunningham - Principles of Environmental Science - 4, ISBN 007305089x Test Bank Cunningham - Principles of Environmental Science - 5e, ISBN 0073383198 Test Bank Cunningham - Principles of Environmental Science - 6e, ISBN 0077337247 Test Bank Cunningham - The Reader’s Edge : Book Two - 1e, ISBN 0073407259 Test Bank Cunningham - The Readers Edge: Book One - 1e, ISBN 0077301307 Test Bank Curran, Jr. - Accounting Fundamentals - 7e, ISBN 0073014605 Test Bank Curriculum Technology - Criminal Law for Paralegals - 1, ISBN 0073376965 Test Bank Curriculum Technology - Law Office Management for Paralegals - 1, ISBN 0073376949 Test Bank Curriculum Technology - Real Estate Law for Paralegals - 1, ISBN 0073376957 Test Bank Curriculum Technology - Torts for Paralegals - 1, ISBN 0073376930 Test Bank Curtis - Macroeconomics - 2ce, ISBN 0070969558 [Canadian Version] Test Bank Curtis - Microeconomics - 2ce, ISBN 007096954X [Canadian Version] Test Bank Cushner - Human Diversity in Education - 6e, ISBN 0073525979 Test Bank Cushner - Human Diversity in Education - 7e, ISBN 0078110270 Test Bank Cushner - Human Diversity in Education - 8e, ISBN 0077827201 Test Bank Dacey - Human Development Across the Lifespan - 7e, ISBN 0073382655 Test Bank Dacey, Travers - Human Development Across the Lifespan - 6, ISBN 0072967358 Test Bank Dacey, Travers - Human Development Across the Lifespan - 7, ISBN 0073382655 Test Bank Dail - Kinesiology for Manual Therapies - 1e, ISBN 0073402079 Test Bank Data Analysis and Decision Making with MicrosoftR Excel Revised 3rd Edition by Albright Winston Zappe's Davidson - Experience History - 8e, ISBN 0073407011 Test Bank Davidson - Experience History: Interpreting Americas Past - 7e, ISBN 0073385670 Test Bank Davidson - Nation of Nations - 6, ISBN 0073406848 Test Bank Davidson - Nation of Nations Concise - 4, ISBN 0072970871 Test Bank Davidson - U.S. A Narrative History - 1e, ISBN 0073385468 Test Bank Davidson - US: A Narrative History - 2e, ISBN 0073385662 Test Bank Davidson - US: A Narrative History - 7e, ISBN 0077780426 Test Bank Davies - Business Accounting and Finance - 2e, ISBN 0077108094 [European Version] Test Bank Davies - Principles of Accounting and Finance - 1, ISBN 0077114213 [European Version] Test Bank De Cieri - Human Resource Management in Australia - 3e, ISBN 0070135037 [Australian Version] Test Bank De Janasz - Interpersonal Skills in Organisations - 2e, ISBN 174307154X [Australian Version] Test Bank De Janasz - Interpersonal Skills in Organizations - 1ce, ISBN 0070979901 [Canadian Version] Test Bank De Janasz - Interpersonal Skills in Organizations - 2e, ISBN 0072881399 Test Bank De Janasz - Interpersonal Skills in Organizations - 3e, ISBN 0073405019 Test Bank De Janasz - Interpersonal Skills in Organizations - 5e, ISBN 007811280x Test Bank Deegan - Australian Financial Accounting - 5e, ISBN 0070136777 [Australian Version] Test Bank Deegan - Australian Financial Accounting - 6e, ISBN 0070277745 [Australian Version] Test Bank Deegan - Australian Financial Accounting - 7e, ISBN 0071012400 [Australian Version] Test Bank Deegan - Financial Accounting Theory - 2e, ISBN 0074716719 [Australian Version] Test Bank Deegan - Financial Accounting Theory - 4e, ISBN 0071013148 [Australian Version] Test Bank Deegan - Financial Accountlng Theory - 3e, ISBN 0070277265 [Australian Version] Test Bank Deegan & Ward - Financial Accounting and Reporting: An International Perspective - 1, ISBN 0077121716 [European Version] Test Bank DeFleur - Fundamentals of Human Communication - 4e, ISBN 0078036895 Test Bank DeGenova - Intimate Relationships, Marriages, and Families - 8, ISBN 007352820X Test Bank DeGenova, Rice - Intimate Relationships, Marriages, and Families - 7, ISBN 0073528102 Test Bank DeJanasz - Interpersonal Skills in Organizations - 4e, ISBN 0078112567 Test Bank DeLong - Macroeconomics - 2e, ISBN 0072877588 Test Bank Denniston - Foundations of General, Organic and Biochemistry - 1, ISBN 0073511064 Test Bank Denniston - General, Organic, and Biochemistry - 6, ISBN 0073511102 Test Bank Denniston - General, Organic, and Biochemistry - 7e, ISBN 0073402621 Test Bank Desmond - Racial Domination, Racial Progress: The Sociology of Race in America - 1e, ISBN 0072970510 Test Bank DeSpelder - The Last Dance - 10e, ISBN 0078035465 Test Bank DeSpelder - The Last Dance: Encountering Death and Dying - 8e, ISBN 0073405469 Test Bank DeSpelder - The Last Dance: Encountering Death and Dying - 9e, ISBN 0073532010 Test Bank Dess - Strategic Management: Creating Competitive Advantages - 2, ISBN 0070979979 [Canadian Version] Test Bank Dess - Strategic Management: Creating Competitive Advantages - 3ce, ISBN 0070401810 [Canadian Version] Test Bank Dess - Strategic Management: Text & Cases - 3e, ISBN 0073102466 Test Bank Dess - Strategic Management: Text & Cases - 4e, ISBN 0073404985 Test Bank Dess - Strategic Management: Text and Cases - 5e, ISBN 0073530417 Test Bank Dess - Strategic Management: Text and Cases - 6e, ISBN 0078029317 Test Bank Dess - Strategic Management: Text and Cases - 7e, ISBN 007786252x Test Bank Dess - Strategic Management: Text and Cases: Creating Competitive Advantages - 2e, ISBN 0072933917 Test Bank Dewhurst - Quantitative Methods for Business and Management - 2e, ISBN 0077109023 [European Version] Test Bank Diana Renn, Scott Cameron - Hemispheres 2 - 1st Ed., ISBN 0-07-126444-2 Test Bank Diana Renn, Susan Iannuzzi - Hemispheres 4 - 1st Ed., ISBN 0-07-353371-8 Test Bank Dias - Core Concepts in Fashion - 1, ISBN 0073196223 Test Bank Dias - Introduction to Business - 1, ISBN 007337699x Test Bank Doane - Applied Statistics in Business and Economics - 1ce, ISBN 0070813795 [Canadian Version] Test Bank Doane - Applied Statistics in Business and Economics - 1e, ISBN 0072966939 Test Bank Doane - Applied Statistics in Business and Economics - 2e, ISBN 0073137685 Test Bank Doane - Applied Statistics in Business and Economics - 3e, ISBN 0073373699 Test Bank Doane - Applied Statistics in Business and Economics - 4e, ISBN 0073521485 Test Bank Doane - Essential Statistics in Business and Economics - 1e, ISBN 007337363X Test Bank Doane - Essential Statistics in Business and Economics - 2e, ISBN 0073373656 Test Bank Dobkin - Communication in a Changing World - 2, ISBN 0072959851 Test Bank Dominick - Broadcasting, Cable, the Internet and Beyond - 6, ISBN 007313581X Test Bank Dominick - Dynamics of Mass Communication: Media in the Digital Age - 10e, ISBN 0073378836 Test Bank Dominick - Dynamics of Mass Communication: Media in Transition - 11e, ISBN 0073378887 Test Bank Dominick - The Dynamics of Mass Communication - 12e, ISBN 0073526193 Test Bank Dominick - The Dynamics of Mass Communication - 9, ISBN 0073126705 Test Bank Donald Freeman, Deborah Gordon, Kathleen Graves, Linda Lee - ICON 3 - 1st Ed., ISBN 0-07-255049-X Test Bank Donald Freeman, Kathleen Graves, Linda Lee - ICON 1 - 1st Ed., ISBN 0-07-255039-2 Test Bank Donald Freeman, Kathleen Graves, Linda Lee - ICON 2 - 1st Ed., ISBN 0-07-255044-9 Test Bank Donald Freeman, Kathleen Graves, Linda Lee - ICON Intro - 1st Ed., ISBN 0-07-255034-1 Test Bank Donald Freeman, Kathleen Graves, Linda Lee - ICON Prep - 1st Ed., ISBN 0-07-340645-7 Test Bank Dont Use - Quality Checking - MacroEconomics2e Problems - 4, ISBN 3498349834 [Australian Version] Test Bank
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Conclusion: Elevate Your Brand with Mograph
In a digital world overflowing with content, standing out and making a lasting impression is a formidable challenge. Motion design, video editing, graphic design, and digital media design are the tools that can help your business rise above the noise and connect with your audience on a deeper level.
By harnessing the creative potential of these disciplines, you can enhance your brand's visual appeal, tell compelling stories, maintain consistent branding, and create memorable user experiences. The result is a powerful and effective marketing strategy that drives engagement, loyalty, and growth.
At 4E Creative Solutions, we understand the transformative power of Mograph, and we're here to help you unlock its full potential for your business. Contact us today to embark on a creative journey that will elevate your brand and propel your success in the digital age.
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fourecreativesolutions · 11 months
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Mograph in mumbai
In today's fast-paced and visually-driven digital landscape, businesses must continuously innovate and adapt to stand out among their competitors. One of the most effective ways to achieve this is by harnessing the creative potential of motion design, video editing, graphic design, and digital media. These disciplines, collectively referred to as "Mograph," are the key to creating visually captivating and emotionally resonant content that engages your audience and strengthens your brand identity.
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Graphic Design: Building a Strong Visual Identity 
Graphic design is the foundation of your brand's visual identity. It encompasses logo design, web design, print materials, and all other aspects of visual communication. Your brand's visual identity is often the first impression customers have of your business, making graphic design a crucial element of your marketing strategy.
A well-designed logo, consistent color schemes, and visually appealing marketing materials create a strong brand identity. This identity sets your business apart from competitors and ensures that your message is communicated clearly and cohesively across all platforms. Graphic design builds brand recognition and fosters trust among your audience.
In the digital age, graphic design is not limited to print materials. It also plays a pivotal role in web design and user experience (UX). A visually pleasing and user-friendly website enhances your online presence and ensures a positive interaction with your audience.
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