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Can I give it 10 stars
SURRENDER ~IS~AWESOME!!~~The title lets you know that someone is going to have to SURRENDER, because although Ashton is in love with Netherland, she has vowed to never get involved with a military man since she grew up an army brat, moving around. It takes an awesome man like Ashton to change her mind.
In SURRENDER Ms. Jackson manages to tell a very captivating love story, full of romance and passion, and bring you up to date on characters from her previous stories in the Madaris family as well. She also manages to introduce a few new characters, all without missing a beat or taking away from the storyline. I started reading this book around 11 p.m. and found myself up reading all night because I could not put it down.
SURRENDER has the depth to stand alone, but after you read it, you will definitely want to read the previous books in this dynamite series. A list of the previous titles are listed in the front of the book. It wil be well worth it. This one is a definite keeper for the bookshelf.
5 stars are not enough!The first time Ashton met Netherland he was determine to have her for his wife. But being a military brat Netherland swore that she would never give her love to someone in the military. But once she met Ashton her vow was tested to the ultimate level.
I can't give the full details but I will tell you that you will not be disappointed with this book. The love scenes are HOT, you are caught up with previous characters. You get to guess the sex/name of Trevor and Corinthians baby, meet new Madaris members as well as new friends of the family.
I personally can not wait for Alex and Christy's story. Mrs. Jackson leaves your mind wondering if they will ever get together.
Thank you Mrs. Jackson for books that will keep you wanting more and for helping me lose sleep.


That "Naked Place"
An Inspiring "Love Story"
Thoroughly enjoyed this book!

Best role-playing system. Period.
GURPS: What's Not To Like?Fantasy: GURPS Magic is _vital_ for any fantasy campaign. Grimoire is OK, but not as useful. Compendium I is necessary for designing nonhuman races. The currently released "GURPS Fantasy" is for a specific world that I never found too interesting, but watch for the upcoming GURPS Fantasy Campaigns.
Science Fiction: Ultra-Tech is good, as is Compendium I for the reasons described above. Space is very useful, but not as necessary as you might think. I've heard that Aliens is great, but haven't been able to find a copy.
Other/General: High-Tech is a useful reference. Religion is one of my favorites; it's useful for any world-builiding efforts. As for GURPS Illuminati, I really can't say anything about it except that I liked it. They could be watching me...
Very Impressive RPG SystemThe basic game mechanics are not complex, and once understood allow you fairly easily simulate almost every conceivable situation. For example, there are straightforward rules on determining whether or not an archer's bowstring has snapped when an arrow is loosed, or for determining if a sword breaks on a parry, or how much damage a shield can take before it is no longer any good. Indeed, the combat system can be as simple or as complex as you want it. In the advanced combat system the body is divided up into at least six areas where one must designate what kind of armor is being worn. A character may have on a helmet and a breastplate, but if he has not armored his arms and hands or legs and feet, those areas, while relatively harder to hit, will be more vulnerable to taking serious or critical damage, if they are struck. This combat system can be used to create a more sophisticated tactical environment than any of the other systems I have played, which more often than naught reduce combat to a series of dice rolls where opponents merely stand toe-to-toe with each other swinging back and forth until one is no longer standing. In GURPS different weapons have different advantages and disadvantages depending upon an adversary's armor. Thus in combat you must consider how an opponent is armored and what weapon they are using vs. your armor and weapons, and act accordingly. Also, in each turn you must also decide how best to move. For example, should you try a feint maneuver to fake your opponent out, stand back in an all out defense, or do you make an all out berserker charge heedless of your own defense? The rules also let you decide whether you want to try and merely wound or disarm your opponent, rather than kill them. While my examples above focus on primitive or hand-to-hand combat, the rules for advanced weapons, such as automatic rifles, futuristic beam weapons, and explosive devises are equally detailed, realistic, and playable.
So far, in my admittedly limited experience with GURPS, one of the only areas I can offer any genuine criticism is with the limited number of attributes. To achieve simplicity GURPS uses only four attributes, Strength, Dexterity, Intelligence, and Health. In my mind, the Intelligence attribute is entirely too generic, and tries to cover too many different character traits. In addition to representing raw IQ, the Intelligence attribute also represents such divergent character qualities as willpower, discipline, wisdom, and education. On this one point I think GURPS sacrifices realism for simplicity. Certainly a character's raw IQ is not identical to his or her willpower or mental discipline. Also, intelligence is not identical to wisdom or even education. All is not lost, however, for supplemental rules in "Compendium I" do allow for the addition of a Willpower attribute. Also an individual game master can easily insert additional attributes, as they deem appropriate. This criticism being noted, I should state that it will not stop me from using the system, and tweaking it as I see fit. This is one of the strengths of GURPS in that the rules and basic mechanics are given in such a way that they can be fairly easily adapted to any style or system of play; thus the "G" for "Generic" in GURPS.
Everything you need to play GURPS, with the exception of dice, is contained in this one basic book. The supplements are excellent and add additional rules and details for various types of campaign environments such as futuristic space, fantasy, supers, Feudal Japan, horror, Ancient Rome, or you name it. Whatever your gaming preference, GURPS can accommodate you. I highly recommend this system for anyone interested in RPG adventuring. Steve Jackson Games definitely has their act together!


Good, but not as good as "The Basics of Craftsmanship"
A Must For Both Beginners and ProfessionalsI will guarantee that this is an investment - a fully illustrated (in colour) reference book - a complete manual.
Best woodworking reference guide there is!PROS
** Touches on nearly all aspects of woodworking.
** Tells you about the material that you are working with ... WOOD.
** Detailed dimensions of the average "good feeling" piece of furniture. EX: Counter top height of kitchen base cabinet is generally 36"
CONS
** If you are the type of person who likes project books, this has none.


A quick read with a delightfully funny cast
The Importance of This Play"Comedy of Manners," Wilde's play is on the very shallow surface, a funny play that is full of some of his greatest epigrams.
At a deeper level, this play is full of political commentary, social satire and a look at the upper class British of a hundred years ago.
Using his world renound style and wit, Wilde, wrote a play that brought to light the majors flaws of the idle rich and the hypocracy that lived right on the surface of their every day lives.
Often immitated but never surpassed, Wilde had a way with words and an ability to get to the heart of matters while protecting himself; by making the people he was pointing his finger at, laugh at themselves.
This play should be bought, even if one has seen one of the many film versions, or a live revival of the show. The jokes are piled so thickly on top of each other, that in real time, it is imposible to catch everything, or to digest all of the deeper meanings that this play attempts to expose.
Possibly the funniest play ever writtenNot only is the play brilliantly ironic and witty, it's quite cheerful and good-natured. The characters are likable, the plot never takes itself too seriously, and the ending is happy. It seems that Wilde knew exactly what he wanted: to write a light-hearted, amusing play without serious overtones, and he succeeded wildly. This isn't to say that he sacrificed any literary qualities, as the play is recognized for the marvelous writing, but it is considerably more fun and entertaining than many other literary works.
In sum, Oscar Wilde's "The Importance of Being Earnest" is a classic in every sense of the word, and it's tremendously fun to read. I can't recommend any comedy more highly.


WONDERFUL!
The First Book in The Cat Who... SeriesAlthough this is a pretty good book, I was a little disappointed that Koko didn't show up earlier. I suppose since this is the first book in The Cat Who... series, the author didn't want to rush character introductions, but I hope Koko's more in the spotlight in the following books. Still, this is a great series for animal and mystery lovers.
Purrrfect

A quick read and enjoyable story
excellent, well written, looking forward to more from author
Outstanding!

Mindful Book
Spirituality does apply to the world of glitz and glamorBut Jackson is not focused solely on success for the sake of success. He recounts his fundamentalist upbringing, his forays into Zen Buddhism and Lakota spirituality, and his efforts to bring ideas of oneness and attunement and selfless play into an NBA dominated by ego, money, cynicism, and media hype. He describes the esoteric "triangle offense" that was based on those philosophical principles.
I was very impressed by this book. It takes many of the principles I've learned in other places and applies it directly to something that I would normally not think of as spiritual. Moreover, Jackson and his Bulls are a powerful and very prevalent example of how spiritual principles can be applied in the real world and made into a success.
Plus, there's a foreword by ex-Senator and ex-Knick Bill Bradley, and numerous stories about Jackson playing with the Knicks and coaching basketball greats. Though I'm not a basketball fan, the magnetism of personalities still fascinates me, and these personal anecdotes only add depth to the lessons Jackson conveys.
Sacred Hoops was very refreshing and thought-provoking.

Terrific as usual!
One Of The Finest Cat Who... Books made
Thief tailed and caught