Free PDF Overdeliver: Build a Business for a Lifetime Playing the Long Game in Direct Response Marketing, by Brian Kurtz
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Overdeliver: Build a Business for a Lifetime Playing the Long Game in Direct Response Marketing, by Brian Kurtz
Free PDF Overdeliver: Build a Business for a Lifetime Playing the Long Game in Direct Response Marketing, by Brian Kurtz
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Review
“Overdeliver is the bridge that connects the timeless fundamentals of direct response marketing to the state-of-the-art marketing strategies, tactics, and channels of today. Brian Kurtz is a living legend. . . . Nobody but Kurtz could've written this book.”— Ryan Levesque, #1 national best-selling author of Choose and Ask“Brian Kurtz knows real marketing better than almost anyone. This book is a must-read for marketers of all generations.”— Ryan Deiss, founder and CEO, Digital Marketer“How many guys can put Dan Kennedy, Gary Bencivenga, Joe Sugarman, Ken McCarthy, Jay Abraham, a billionaire or two, and 300 of the best marketers on earth in one room? You can count them on one hand and Brian is one of those hombres.”— Perry Marshall, author, 80/20 Sales & Marketing, Ultimate Guide to Google AdWords, and Ultimate Guide to Facebook Advertising“Brian was not only one of the wunderkinds who practically invented DM publishing in the 1980s, he was also one of the elder statesmen of the industry that guided its transition from paper to electronic in the 2000s. [He is] the perfect person to write a book that assimilates the best insights and ideas of the industry’s best and brightest business leaders.”— Mark Ford, chief growth strategist, The Agora, and author of two dozen books, including the bestseller on building entrepreneurial businesses, Ready Fire Aim“Filled with more useful information and history than any other book I’m familiar with.”— Joe Sugarman, direct marketing legend“In Overdeliver, Brian shares how you can use offers, copy, multichannel marketing, continuity, and a lot more to be a better marketer, grow your business, make more money, and make a big impact in your market. If you want to learn from one of the greatest marketing minds alive, read Brian’s new book.”— Joe Polish, founder, Genius Network and Genius Recovery“In Overdeliver, Brian chronicles almost four decades of hard-core experience . . . condensing it down into something you can absorb in an afternoon. . . . He's forgotten more about marketing and sales than most newcomers will ever ‘discover’.”— Frank Kern“Nobody has paid closer attention to the world of direct response advertising than Brian Kurtz. . . . This is a must-have book for . . . anyone seriously interested in how people decide what, when, and how to buy.”— Bill Bonner, founder, The Agora“If the word ‘marketing’ makes you cringe, this book is for you. And if the word ‘marketing’ makes you salivate, this book is for you. Overdeliver is loaded with time-tested strategies and invaluable ideas . . . a marketing balm to the sore business soul.”— Victoria Labalme, performing artist, performance strategist, and member, Speaker Hall of Fame“There’s a very small group of true direct response wizards out there, [and Brian Kurtz is] one of the guys who can change your career and business in a heartbeat with just a casually tossed off piece of advice. This book is your invitation to join that elite conversation.”— John Carlton, copywriting know-it-all, grizzled consultant, and author of The Entrepreneur’s Guide to Getting Your Shit Together“For years, I’ve given to students of marketing a list of 14 must-read books—I’ve now added Brian’s book to a new list of 15.”— Richard A. Viguerie, pioneer of political direct mail and Chairman of American Target Advertising, Inc.
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About the Author
Brian Kurtz has been a serial direct marketer for almost 40 years and never met a medium he didn't like . . . and while he's had much success, he also must admit that trying to sell subscriptions and books on the back of ATM receipts and under yogurt lids were only a "good idea at the time." As a key business builder at Boardroom Inc. with founder Martin Edelston, Brian worked with, and was mentored by, many of the top marketers and copywriters who have ever lived. Today he consults and works directly with bleeding-edge direct response marketing companies and entrepreneurs in a wide variety of categories and in all channels through his two mastermind groups, Titans Mastermind and Titans Master Class (and soon to be a third, Titans Xcelerator). He also publishes books and materials for direct response marketers and writes and speaks regularly at marketing and copywriting events. The only thing Brian loves more than direct marketing is his family. And umpiring baseball is right up there with direct marketing.
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Product details
Hardcover: 312 pages
Publisher: Hay House Inc. (April 9, 2019)
Language: English
ISBN-10: 1401956750
ISBN-13: 978-1401956752
Product Dimensions:
6.2 x 1 x 9.2 inches
Shipping Weight: 1.2 pounds (View shipping rates and policies)
Average Customer Review:
5.0 out of 5 stars
1 customer review
Amazon Best Sellers Rank:
#5,648 in Books (See Top 100 in Books)
This is such a great book. This man is a genius! I cant agree more that the way to grow a business is to over deliver and under promise. This book takes that concept and grows it into a thought provoking and incredibly useful guide. Well written. Highly recommended
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Overdeliver: Build a Business for a Lifetime Playing the Long Game in Direct Response Marketing, by Brian Kurtz PDF
Download PDF Mutants and Masterminds Gadget Guides
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Mutants and Masterminds Gadget Guides
Download PDF Mutants and Masterminds Gadget Guides
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Product details
Paperback: 136 pages
Publisher: Green Ronin Publishing, LLC (October 8, 2014)
Language: English
ISBN-10: 1934547573
ISBN-13: 978-1934547571
Product Dimensions:
7.2 x 0.4 x 10.8 inches
Shipping Weight: 14.9 ounces (View shipping rates and policies)
Average Customer Review:
4.6 out of 5 stars
7 customer reviews
Amazon Best Sellers Rank:
#128,607 in Books (See Top 100 in Books)
I primarily run the DC Adventures roleplaying game, which uses the same rules as 3rd Edition Mutants and Masterminds-- the two games are so nearly identical that they're practically carbon copies of each other! This book, Gadget Guides, is an incredibly useful reference for either system.Gadget Guides isn't required to play the game, but it's helpful in a couple of different ways. For one thing, it makes it much easier for new players who aren't familiar with the rules to create gadgeteering characters-- if you want to make a character with a utility belt, for example, you might stock it with a codebreaking device from the "Cybertech" chapter, a tracking device and a listening device from the "Spytech" chapter, and even select a couple of signature bat-shaped boomarangs from one of the chapters on offensive weaponry. With this many examples to choose from, conveniently categorized for easy browsing, it's a simple task for new players to shop for gadget ideas during character creation (with a little tinkering assistance from the GM, perhaps, to tailor these selections to the player's concept). Easy peasy!This same principle also makes Gadget Guides a quick reference for GMs to use when creating gadgeteering non-player characters. With a little experience, it becomes really easy for GM's to select a few items from this book "on the fly" to form the basis for an NPC which, if needed, can be more fully-developed later.Essentially, this book does for gadgets what Power Profiles did for powers-- it adds page after page of gadget examples, categorized by the type of game effect they create, making it a very similar type of resource. The out-of-print version of the Mutants and Masterminds GM's Kit and the deluxe version of the Mutants and Masterminds core rule book both provide quick-start instructions for randomly generating player characters or NPC's; if you have these quick-starts, along with Gadget Guides, you have everything that you need so that players who already have a great character concept in mind can "shop" for gadgets which fit that idea, while players without that solid concept can still create their character by rolling a few dice.All in all, this is an incredibly useful supplement for your Mutants and Masterminds or DC Adventures roleplaying games.
You want to know about killer robots, super death rays, or giant mecha suits? If so, this book is an absolute must have. Using what I consider to be one of the best super-systems around, this supplement for Mutants & Masterminds 3rd edition, is FILLED with options for pretty much anything you might need. With plenty of pre-built devices, it also gives you detailed examples on how to use the rules to make whatever gizmo you might need, and even how best to use said inventions. Even more, sections dedicated to various types of technology offer insight beyond the base mechanics, helping you to understand just how technology fits into the supers genre as a whole.All in all, another stunning achievement all around. The art, layout, writing, and design all mesh together pretty seamlessly, and the book is more than worth the price. So don your goggles, strap on your jet pack, and power up your death ray, cause this book is for you!
of the M&M 3e expansions next to Power Profiles. Use it quite often.
I do appreciate that they are looking at gadgets broadly. A "gadget" can be a magical item or a psychic item as well.This is a very useful book to have for any character who wants an item with a power cost.
good book. helps with options fro character development as well as evil characters.
A very handy compilation of gadgets and tools. This book makes pointing out powers a little easier for heroes who rely on equipment rather than innate power.
This book has a great breakdown of each flavor of gadgeteer and how those technologies might manifest using the "powers" of M&M's system. Further HQ rules as well which is neat.
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