The Wyrd Woods is a series of early reader chapter books for lower elementary children. It features chapter lengths, vocabulary, and subjects appropriate for young readers just starting their reading adventures. Each book also includes a special Parent’s Guide section with ideas to talk about with your child, and a sneak preview of the next book in the series.
Michelle Nephew has her Ph.D. in English Literature and is a co-owner of publishing company Atlas Games. She spends her weekends with her husband and three kids at their cabin in Minnesota’s magical Northwoods.
When the ever-curious Ralph spots Keith's red toy motorcycle, he vows to ride it. So when Keith leaves the bike unattended in his room one day, Ralph makes his move. But with all this freedom (and speed!) come a lot of obstacles. Whether dodging a rowdy terrier or keeping his nosy cousins away from his new wheels, Ralph has a lot going on! And with a pal like Keith always looking out for him, there's nothing this little mouse can't handle.
Correlates to the Common Core State Standards in English Language Arts
Fourth-grader Evan Treski is people-smart. He’s good at talking with people, even grownups. His younger sister, Jessie, on the other hand, is math-smart, but not especially good with people. So when the siblings’ lemonade stand war begins, there really is no telling who will win—or even if their fight will ever end. Brimming with savvy marketing tips for making money at any business, definitions of business terms, charts, diagrams, and even math problems, this fresh, funny, emotionally charged novel subtly explores how arguments can escalate beyond anyone’s intent.
Awards: 2009 Rhode Island Children's Book Award, 2007 New York Public Library 100 Titles for Reading and Sharing, North Carolina Children’s Book Award 2011, 2011 Nutmeg Award (Connecticut)
Check out www.lemonadewar.com for more information on The Lemonade War Series, including sequels The Lemonade Crime, The Bell Bandit, and The Candy Smash.
In this way, roleplaying becomes a locus for issues of identity, including questions of performance, spectatorship, and gender construction. And by allowing play in regard to identity, roleplaying games are able to transgressively navigate expressions of difference, encouraging players to subtly work against the traditional split between spectacle and narrative. The thriving fan subculture surrounding roleplaying only emphasizes the transgressiveness of the hobby; this is a social formation that aggressively utilizes new technology such as the internet, through which fans are able to explore culturally subversive methods of authoring in the face of hostility from the surrounding cultural environment. They, too, are active producers and manipulators of meanings, rather than passively accepting dominant ideology.
By fusing the broader perspectives of literary and cultural criticism with personal experiences, this study examines the development of roleplaying games from the fiction of individual writers to the interactive roleplaying based on them, wherein fiction writers, the hobby’s creators, designers, editors, publishers, fans, players, and the cultural environment are all invested with the creative power to contribute meaningfully to the narrative.