Saturday, April 27, 2013

[D939.Ebook] Download Work the World with JT65 and JT9, by ARRL Inc.

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Digital Communication via Amateur Radio!

Thanks to these two revolutionary digital communication modes, any radio amateur can easily make contacts throughout the world. You don’t need high power or large antennas with JT65 or JT9. Ham radio operators have already used these modes to earn awards such as ARRL’s DX Century Club with nothing more than 5 watts RF output and indoor antennas.

Work the World with JT65 and JT9 shows you how to assemble an effective station and configure the software for best performance. You’ll learn how to make contacts, and also how to use these modes as tools to test your station and study HF propagation.

Includes:
Getting to Know the “JTs”
Get the facts about JT65 and JT9. Learn how these protocols work and the advantages they offer.
Let's Build a JT-Capable Station
Pull together all the hardware and software you’ll need to get on the air with JT65 and JT9. Chances are, you own several items already.
On the Air with JT65 and JT9
Set up your software and start making contacts!
Tricks and Tips
Learn how to get the most from JT65 and JT9.

  • Sales Rank: #187628 in eBooks
  • Published on: 2016-03-01
  • Released on: 2016-03-01
  • Format: Kindle eBook

Most helpful customer reviews

1 of 1 people found the following review helpful.
Thorough Overview
By Stahoo
This book provides the radio amateur with everything that he/she needs to know to get started in JT65 and JT9. It is written at a level that most hams will understand, leaving the technical nuts and bolts for exploration later. Because everyone's situation is different, it doesn't cover 100% of what you will need to get on the air, but most hams can fill in the blanks with ease. There are plenty of screenshots to help you get started. There is also a good discussion of what to expect once you are on the air.

0 of 0 people found the following review helpful.
Great Read for Those New to Digital Modes
By Harleymac1
This book gives info on the equipment and software you need to have digital success in JT 9 and JT65. It also provides the basic operating tips to get started.

0 of 0 people found the following review helpful.
LET YOUR FINGERS DO THE TALKIING
By Thomas L. McLean
A good set of basics for the new digital modes and the software that supports them. This will give you a new and fascinating insight to HF communication.

See all 29 customer reviews...

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Tuesday, April 23, 2013

[R431.Ebook] Free PDF James Bond 007 RPG: Basic Game (book), by Gerard Christopher Klug

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James Bond 007 RPG: Basic Game (book), by Gerard Christopher Klug

  • Sales Rank: #1380615 in Books
  • Brand: James Bond
  • Published on: 1983-10
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.50" h x 8.25" w x .50" l, .90 pounds
  • Binding: Paperback
  • 160 pages

Most helpful customer reviews

0 of 0 people found the following review helpful.
Now, Pay Attention, 007...
By Devin Parker
Though the system is old, it is, at its core, simpler than many game systems produced in its era. While many games were designed with the intention of modeling physics, and oft-times slipped into the error of thinking that more complexity equaled more sophistication, James Bond 007 was fairly innovative in its attempts to model the genre it promises to assist players in emulating. Once one grasps how the core mechanic works - Primary Chance multiplied by Ease Factor, roll percentile dice and consult the Success Chance chart for Quality Rating achieved - the rest of the game flows quite smoothly.

Especially interesting are the use of Hero Points, which can be used for various purposes such as improving your skill roll results, decreasing the rolls of NPC opponents, and making advantageous things happen (such as finding a flare gun in the glove compartment of the East German military fuel tanker truck you just hijacked in which to make your escape, to cite one actual-play example). Echoes of this would later be seen in games such as Savage Worlds and Fate. While you can just keep track of Hero Points on the character sheet, I purchased a set of 50 Brybelly Monte Carlo Premium Poker Chips in $10,000 denominations for use in my game. In addition to adding atmosphere to our session, the colors even match the orange and black of the gamebook's cover.

Bear in mind that GMs have a way to counter Hero Points if they so choose: major NPCs have Survival Points, which have a similar function. So while Bond will take down mooks with relative ease, he's going to have to work harder to bring down Dr. No or Auric Goldfinger.

Should you fear that the player characters are going to walk all over the GM's NPCs, be aware that characters are built with points rather than randomly rolled, and that there are three levels of character competency: Rookie, Agent, and 00 Agent. 00 Agents are built on far more points than the other two tiers, and begin the game with many more Hero Points. Again, this results in a feel appropriate to a James Bond game, where 00 Agents will get through many harrowing circumstances relatively unscathed. Meanwhile, if you want a game where the PCs will have to work harder to achieve their missions, consider running a game with Agent characters. As of this writing, I haven't yet tried to run a game where all of the player characters were Rookies, but I'd like to give it a try. It seems that it would result in a more low-key and challenging game where each character needed to specialize in one field and use teamwork to complete their objectives.

James Bond 007 is uncommon among RPGs in that it is designed to accommodate a single player and GM. Though they are sometimes assisted by Rookies and Agents, 00 Agents most often work alone. This means that you can play a single-player game without the GM needing to run a number of NPCs to supplement the "party," as one must in many other games. 00 Agents are highly-competent and have a broad range of skills and areas of expertise, after all, and the mechanics support that idea. The only drawback to this is if you have a group of players and one of them wants to play a 00 Agent, the other players need to be prepared to play a support or even comic-relief role (unless you want a game filled with 00 Agent-level characters). This flies in the face of most RPGs, where it is expected that all player characters will be roughly equal in terms of ability (though games such as Buffy the Vampire Slayer have handled this imbalance well).

Also enjoyable is the way in which chases are run. Each participant chooses one of five maneuvers to perform (though there are only five, any action you can think of is possible within them) and then begins to bid against the GM (representing the NPCs). Each bid makes your planned maneuver that much riskier to perform, but the one who bids the lowest determines who gets initiative. Those who fail their rolls or push their vehicles too hard have a chance of suffering a Mishap, which can damage their vehicle and/or their character, and take them out of the chase. Actual play resulted in the same sort of spectacular stunts and crashes for which the Bond films are justly famous. Though I've focused on vehicle chases, the same rules are used for pursuit on foot, horseback, and so on.

There are subsystems for playing casino games, seduction, and of course, hand-to-hand and gun combat. These each play out in a way that I felt mirrored how these elements manifest in the movies. The only downside that I found was that in order to play out the casino games, the GM actually needs to have some idea of how the games work. Easy enough for a game of blackjack, but when it comes to something more Bondian, like Chemin-de-fer, I'm a bit in the dark. A copy of Hoyle's would probably have been a good tool to have at hand back in the day, but fortunately, we can always refer to Wikipedia or watch a YouTube video to acquire this knowledge. And it does result in feeling like you're playing out a Bond movie rather than just making a single skill roll a la Pathfinder.

Of course, the book is of its time in ways that can't be helped. If you're setting your games in the 1970s or 80s, the core book will have most everything you need: weapons, vehicles, maps and guides to major cities of the world. If you want to run it closer to modern day, well, you're going to be on your own to figure out statistics, or just figure out a close equivalent in the book to copy. At least with cities, you still have Google Maps and the rest of the internet to consult. That said, I would still recommend getting other books in this series, such as Q Branch and Thrilling Locations, which offer much more. An old grognard like me is perfectly happy to run games set in the Cold War, but I can appreciate the desire to James Bond 007 in the here-and-now.

Where the author pleasantly surprises is in the adaptation from the source materials. The book is written to balance its inspirational sources, drawing from both Ian Fleming's novels and the films. This is reflected in the illustrations, as well, where James Bond has a uniform appearance throughout the book; I credit the illustrator, James Talbot, for drawing specific scenes from the movies and managing to blend the features of Sean Connery, George Lazenby, and Roger Moore. At the same time, Gerard Christopher Klug avoids the worse aspects of the novels and movies (namely, racism and misogyny); NPCs are presented with a bit more humanity than some of their characters were treated in their respective films, and in the example of play, the GM is female. While certainly not unheard of in games of its time, I still found it refreshing on a recent re-read.

On the whole, James Bond 007 is a solid, entertaining action-espionage RPG that does splendidly in recreating the feel of Bond films. There are many great games out there these days to tackle other styles of spy stories (as well as some that handle Bond's type of devil-may-care tradecraft), but you could do a lot worse than this.

8 of 8 people found the following review helpful.
007 Role Players Handbook (Basic Game Book)
By H. Yan
I first came upon this book in 1987. And almost twenty years later, I'm reading and going through it over and over again. The Basic Game Book is a manual of the workings of a James Bond role playing world and it's core rules. It is a RPG along the same lines of Dungeons and Dragons.

This book is not not only informative and insightful but the artwork is great as well. It is concise and very organized and structured when explaining how to bring the world of 007 to life. Whether you are a 007 fan or not, if you want to role play in the world of international espionage, this is the book for you.

2 of 2 people found the following review helpful.
Excellent Spy RPG
By D. Pulver
A classic and innovative design, this really captures the feel of 007 adventures. You can create your own spy for Her Majesty's Secret Service, or play Bond or another character from the novels or movies.

This game was an early pioneer of some key concepts in tabletop gaming, notably the use of a "fate point" system
to keep player characters alive. It also makes good use of levels of success in action resolution. The basic concepts of its vehicle chase system have been borrowed my many game designers since. It has a decent combat system, but also appropriately spends a lot of time on social and other non-combat interactions suitable for James Bond setting, e.g., gambling. There is excellent advice to support the game master and encourage roleplaying.

A few weaknesses show up. The equipment section is functional but basic (the Q-Manual supplement fixes that). The point generation system for characters, while fine, is a little unwieldy (you end up juggling thousands of character points). Licensing issues meant that photos from the films were unavailable and that SPECTRE could not be used. This is not a huge issue (many of the movies featured non-Spectre villains) and the game substitutes a stand-in agency, Tarot, but it is a minor irritation to some readers.

The technology and references date the book to the 80s, but it would be fairly trivial to update it to the present-day Bonds or another spy genre game.

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[J656.Ebook] PDF Ebook If You Hopped Like A Frog, by David M. Schwartz

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If You Hopped Like A Frog, by David M. Schwartz

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If You Hopped Like A Frog, by David M. Schwartz

Did you know that a frog can jump 20 times its body length? Or that an ant can lift an object 50 times its own weight? By applying these ratios and proportions to their own bodies, readers will discover what they could do if they had the amazing abilities of animals.

  • Sales Rank: #53719 in Books
  • Brand: Scholastic Press
  • Model: FBA-|280102
  • Published on: 1999-09-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.75" h x 9.00" w x .50" l, .89 pounds
  • Binding: Hardcover
  • 32 pages

Amazon.com Review
Einstein wondered what it was like to be a beam of light, but the rest of us are happy wondering what it's like to be a flea or a brachiosaurus. David M. Schwartz's engaging picture book is for the rest of us. With the help of James Warhola's colorful, exaggerated illustrations, we learn about the cool things we could do if we were various nonhuman types of creatures. If you high-jumped like a flea, for example, you could jump straight into the Statue of Liberty's torch. If you ate like a shrew, you could devour over 700 hamburgers a day! Each comparison is explained scientifically in a comically illustrated appendix, where young readers will find questions designed to elicit further comparing and calculating. The best surprise by far is finding out what would happen if you grew as fast in your first nine months of life as you did in the nine months before you were born. (Ages 3 to 8) --Richard Farr

From Publishers Weekly
In this high-spirited book, Schwartz does for ratio and proportion what he did for numbers in How Much Is a Million? The author, in an opening letter to readers, admits his secret childhood wish: that he could "hop like a frog," which leads to its corollaryA"Once you know that a frog can jump twenty times its body length, you can figure out how far you could hop if you hopped like a frog." Schwartz continues to extrapolate such kinds of information into fun-filled comparisons: "If you ate like a shrew, you could devour over 700 hamburgers in a day!" Warhola (Bigfoot Cinderrrrrella) matches the text with wit and whimsy, as he imagines what would happen if children grew as fast in their first nine months after birth as they do during pregnancy: a gigantic baby tips an enormous seesaw that uses a mountaintop for a fulcrum and raises a mound of 2.5 million elephants at the other end. Author and artist wisely let the dramatic facts speak for themselves, with just a bit of a wink: "If you flicked your tongue like a chameleon... you could whip the food off your plate without using your hands! But what would your mother say?" The book concludes with straightforward mathematical and zoological explanations for each vignette, then invites readers to undertake some simple and amusing equations of their own. Trivia fans and aspiring scientists alike will revel in these pages. Ages 5-9. (Sept.)
Copyright 1999 Reed Business Information, Inc.

From Library Journal
Grade 1-3-This picture book invites children to learn about some of the amazing things that animals can do. For example, "If you ate like a SHREW...you could devour over 700 hamburgers in a day!" These tidbits of information are accompanied by cartoonlike illustrations that add to the fun of imagining what readers could do if they had the physical characteristics of different creatures. While this is an amusing, although simplistic picture book, the author's note presents it as a math concept book intended to introduce children to the concepts of ratio and proportion. Thus, children learn that the ant is "lifting 50 times its own weight." Kids are then challenged to use their own weight to figure out what they could lift if they had similar strength. However, the math portion is relegated to a few pages of small print at the end of the book, where readers are much less likely to pay attention to it. It will take an enterprising teacher or parent to extract the intended math lesson. Nevertheless, youngsters will enjoy the humor of both the text and the full-color illustrations.
Arwen Marshall, New York Public Library
Copyright 1999 Reed Business Information, Inc.

Most helpful customer reviews

0 of 0 people found the following review helpful.
Five Stars
By Catherine Jones
Love this book!

8 of 8 people found the following review helpful.
Wonderful
By MARCIA E BABIAK
I am a high school math teacher and I use this book to help my freshmen learn about ratios and proportions. They use the proportions to calculate how much they could swallow, how far they could jump, etc. They're astonished at the results!

7 of 7 people found the following review helpful.
If You Hopped Like a Frog
By A Customer
This book was so enjoyable! The pictures were great!It gave you facts, and then expanded on those facts to give you information how it would affect you. As a teacher, I could use this book as an introduction and then have my students make a spin-off class book.

See all 21 customer reviews...

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Saturday, April 20, 2013

[D569.Ebook] Free Ebook Tadanori Yokoo: Complete Book Designs, 1957-2012Tadanori Yokoo

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Tadanori Yokoo: Complete Book Designs, 1957-2012Tadanori Yokoo

  • Sales Rank: #1760280 in Books
  • Published on: 2013-10-23
  • Original language: English
  • Dimensions: 9.72" h x 2.09" w x 7.76" l,
  • Binding: Hardcover
  • 534 pages

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0 of 0 people found the following review helpful.
MASSIVE OVERVIEW, NOT TO BE MISSED.
By dadaloco
ONE OF PIE PUBLICATIONS MOST INTENSE TRIBUTES TO ANY ARTIST ,BEAUTIFULLY BOUND AND LOADED WITH MUST BE THOUSANDS OF THIS ARTISTS BOOK AND MAGAZINE WORK, MANY COLLAGES INCLUDED ALSO...A PERFECT BOOK, JUST ASK DAL LAZLO, HE OUGHTA KNOW.

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Thursday, April 18, 2013

[Q746.Ebook] PDF Download Identity and Agency in Cultural Worlds

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Identity and Agency in Cultural Worlds

  • Published on: 1800
  • Binding: Paperback

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Thursday, April 11, 2013

[Y825.Ebook] Ebook Download THE SECOND SIEGE: The Tapestry, Book 2., by Henry N. Neff.

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THE SECOND SIEGE: The Tapestry, Book 2., by Henry N. Neff.

  • Published on: 2008
  • Binding: Paperback

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Wednesday, April 10, 2013

[E720.Ebook] Download Design for Communication: Conceptual Graphic Design Basics, by Elizabeth Resnick

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Complete coverage of basic design principles illustrated by student examples

Design for Communication offers a unique approach to mastering the basic design principles, conceptual problem-solving methods, and critical-thinking skills that distinguish graphic designers from desktop technicians.

This book presents forty-two basic to advanced graphic design and typography assignments collaboratively written by college educators to teach the fundamental processes, concepts, and techniques through hands-on applications. Each assignment is illustrated with actual student solutions, and each includes a process narrative and an educator's critical analysis revealing the reasoning behind the creative strategies employed by each individual student solution.

Assignments are organized from basic to advanced within six sections:
* The elements and principles of design
* Typography as image
* Creative word play
* Word and image
* Grid and visual hierarchy
* Visual advocacy

Design for Communication is a highly visual resource of instruction, information, ideas, and inspiration for students and professionals.

  • Sales Rank: #599812 in Books
  • Published on: 2003-06-10
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.25" h x .58" w x 7.55" l, 1.21 pounds
  • Binding: Paperback
  • 264 pages

From the Back Cover
Complete coverage of basic design principles illustrated by student examples

Design for Communication offers a unique approach to mastering the basic design principles, conceptual problem-solving methods, and critical-thinking skills that distinguish graphic designers from desktop technicians.

This book presents forty-two basic to advanced graphic design and typography assignments collaboratively written by college educators to teach the fundamental processes, concepts, and techniques through hands-on applications. Each assignment is illustrated with actual student solutions, and each includes a process narrative and an educator’s critical analysis revealing the reasoning behind the creative strategies employed by each individual student solution.

Assignments are organized from basic to advanced within six sections:

  • The elements and principles of design
  • Typography as image
  • Creative word play
  • Word and image
  • Grid and visual hierarchy
  • Visual advocacy

Design for Communication is a highly visual resource of instruction, information, ideas, and inspiration for students and professionals.

About the Author
Elizabeth Resnick is Chair of Communication Design at the Massachusetts College of Art in Boston. She also operates a design studio specializing in publication design and corporate communications.

Most helpful customer reviews

16 of 18 people found the following review helpful.
This work contributes to graphic design education
By Elizabeth Resnick
This review was sent to me by a colleague.

"I am particularly impressed with the strength of the sections and introductory texts for each section. It is very cleverly planned and well written. More importantly, the strength of the book for me lies on the fact that the assignments do not illustrate but on the contrary, strengthens your observations, aims/objectives, methodology, structure and propositions for the design education.

The book is also in excellent record of what goes on in design colleges in terms of methods of working (to record students statements and instructors evaluations is, on its own right, a great contribution to knowledge within the design education). The interaction between students statements and instructors evaluations are very important for me. The two different texts create a dialogue within the book.

The book brings theory and practice together for the students and educators which is very rare in design publication and education and even more so at the BA/ undergraduate level.

Thank you for your great work!"

14 of 14 people found the following review helpful.
Design for Communication: Conceptual Graphic Design Basics
By artnnature
This new book, like Elizabeth Resnick's earlier one (Graphic Design: A Problem-Solving Approach to Visual Communication), that was published in the early '80s, has a generous amount of student work on its pages, providing the reader with some wonderful and useful examples of solutions to the problems presented. There's even a section with some of these shown in full color!
When Ms. Resnick wrote her first book, no graphic design was being done on a computer. This current text, published now that we're fully into the digital age, also very wisely steers clear of a "how to" approach. It's all too easy for students starting out in graphic design now to think that it's about "how to use QuarkXPress" or some other software package, but Resnick's book stresses concepts, communication, and the art of creating fresh and thoughtful solutions to design problems. It will help students to learn the importance of research, and how to develop the analytical and conceptual skills they will need as professional designers later on.
The idea of using quality student work as a teaching tool is a very good one. It results in a book that is much more appealing to the student. Each solution has a statement by its creator as well as the instructor's feedback. I think students will find the author's approach to the subject fresh, direct, and very accessible. The presentation of each problem consists of: the Assignment Brief, Objectives, Specifications, Process, and Critiques. This results in a very clear, useful, and well-structured text. I highly recommend this book!

29 of 29 people found the following review helpful.
Finally, a graphic design text with depth
By LisaF
There are so many books out there on graphic design that are merely pretty picture books, and focus only on what a piece LOOKS like. What students need is something with depth, something that addresses the conceptual aspects that can be so difficult to grasp.
Resnick's book really targets this need, by presenting an integration of formal and conceptual issues and respecting the students' intelligence in the process. It shows them how FORM influences and strengthens CONCEPT, which I haven't seen in any other text. This is one of the most important (and elusive) issues in graphic design education.
The book is illustrated entirely with student work, all high quality. Students will love this approach; they are used to being shown only the work of experienced professionals.
The book is also going to be really useful for instructors
who want to improve the rigor and depth of their assignments but aren't sure how to go about it.

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Tuesday, April 9, 2013

[K272.Ebook] Get Free Ebook Lover in the Rough, by Elizabeth Lowell

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Lover in the Rough, by Elizabeth Lowell

Reba Farrall was lost―until a kindly old gentleman took her under his wing and helped heal her shattered spirit. Now her dearest friend is gone, leaving her with a doubting, broken heart…and half-interest in a California gem mine. But Chance Walker has burst into Reba’s life―a daring adventurer who believes in nothing except the priceless uncut stones for which he searches the Earth. In the blistering heat of Death Valley―in the intoxicating presence of a jewel more exquisite than any he has ever seen―Chance must confront a dire peril that stalks the sad and sensuous beauty. For only he can save Reba Farrall from harm―and only she can teach him how to love.

  • Sales Rank: #135685 in Audible
  • Published on: 2008-07-18
  • Format: Unabridged
  • Original language: English
  • Running time: 436 minutes

Review
"Great!"-- Johanna Lindsey"Incomparable"--" Romantic Times"A Law Unto Herself In The World Of Romance!"-- Amanda Quick

About the Author
Elizabeth Lowell's acclaimed suspense novels include the New York Times bestsellers Die in Plain Sight, Moving Target, and Running Scared, as well as the four books featuring the Donovan family, Amber Beach, Jade Island, Pearl Cove, and Midnight in Ruby Bayou. Lowell has more than thirty million books in print. She lives in Seattle, Washington, with her husband, with whom she writes mystery novels under a pseudonym.

From AudioFile
The owner of half a California gem mine, Reba Farrall has a flourishing business trading stones when she meets Chance Walker, an Australian adventurer who seeks uncut precious jewels throughout the world. Amid Walker's obsession for digging stones and Farrall's preoccupation with her half of the mine, the two spark against each another in their search for happiness and love. Laural Merlington keeps the action going, quickening the pace during the headstrong lovers' fights. Their lovemaking is tantalizing as Merlington's voice grows rough and sensuous. This 1984 romance is more chaste than Lowell's current work, but the lovers sizzle and sparkle all the same. M.B.K. © AudioFile 2007, Portland, Maine-- Copyright © AudioFile, Portland, Maine

Most helpful customer reviews

16 of 16 people found the following review helpful.
I'm a Lowell fan, but this one missed the mark!
By Sassafras
This just was not Lowell's best work. Chance was a hard man in love and war. . . until he met Reba, the woman he had been looking for all his life. I found the intimate scenes between Chance and Reba to be rather chaste. The constant, almost non-stop talk of minerals, precious stones, crystals, tourmaline mines, diamond mines, pegimitite (or whatever!!!) and prospecting stories just got boring after a while; I started skimming, during those lengthy endless discussions, and I rarely skim!!! Reba could have been a much bigger challenge and she could have had a lot more backbone. Chance didn't even have to do any chasing--Reba just fell into his arms right off the bat---and stayed there with little prompting from Chance. The tension was fair, but seemed somewhat contrived to me.

Overall, this was a fair read. The book had some romance and most of the characters were fairly likeable---but the tension that arose between Chance and Reba about the ownership of the tourmaline mine was predictable and simply needed something more substantive and real-to-life.

28 of 32 people found the following review helpful.
Absolutely pitiful
By Tina Ferguson
Lowell's Amber Beach, Jade Island, and Tell Me No Lies were wonderful books. Lover in the Rough is an earlier work and it is evident in every sophomoric bit of dialogue. The characters are cardboard cutouts--the winsome (and, though previously-married, curiously innocent) heroine; the rugged, yet tender, hero; the malevolent, drunken, would-be rapist bad-guy. The dialogue and sex scenes have you rolling your eyes in disbelief.
The hero and heroine fall into each other's arms (literally) and into each other's bed for no discernable reason, other than they are both, of course, intensely attractive. This is dressed up as love, of course. (I don't have a problem with sex scenes. In fact, I really rather like well-written, hot and sexy love scenes. These, however, are ridiculously contrived, poorly written, and appear to only exist because she felt it was time for the obligatory sex scene.) Too, if I had to read one more comparison between driving on the freeway and the dangers of mining, I think I would scream. All in all, this book is a waste of time, money, and paper. The only thing I can think when I look at it is the fact that the time I spent on it is time I will never have again. Forget this one and stick with her newer books.

3 of 3 people found the following review helpful.
Comfort Read
By Emily
Lover in the Rough is a comfort read I return to again and again. I'm not sure I can explain why, because I recognize the book's flaws--sometimes Chance and Reba's dialogue is high-flown, overly dramatic , kind of cheesy. The descriptions of clothing and appearance are dated. Prime example: Chance has the ubiquitous Lowell-hero mustache.
And yet, there's something about this story I keep coming back to. Maybe it's how knowledgably and beautifully the characters talk about gemstones, jewelry, and geology; I'm a big fan of all three! Maybe it's the undeniably compelling and claustrophobic descriptions of the cave-in. It's a convincing adventure in a 20th century that doesn't leave much room for that stuff.
But I think I enjoy this book because the characters are always trying to be emotionally true to themselves and to each other. Despite the differences and tensions between them, Chance and Reba are always trying to give the best of themselves. Yes, Chance has a secret and the reader sees it coming. Reba's heart-broken response and Chance' subsequent desperation--they move me every time.
For all of their romance-land faults, these characters feel real to me.

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