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Post by xerxez on Jun 11, 2014 22:16:43 GMT -6
My fiancé introduced me to the new show, though as a teen I thoroughly enjoyed staying up to watch the Tom Baker episodes. I get tons of ideas from watching the shows, most especially from the alien races. I thought the episode with the multi-eyed spider woman hybrid presented a perfect interpretation of Lolth, Queen of the Demon Web Pits, and I can't help but believe that someone who worked on that episode played some Greyhawk AD&D. That creature in that Dr. Who episode actually successfully creeped me out, and TV seldom does that to me....usually takes some old horror movies like the Shining or the Prophecy.
It was after watching Dr. Who with my girl that I decided to add a time travel element to my campaign--it has been running for a full year now and I felt it needed something different so I had the party time travel within the setting by means of an ancient barrow. A certain relic is needed to let the forces of healy goodness prevail, but the relic has been destroyed--ah, no problem--just travel back in time and get it before it was destroyed--it is turning out to be fun, confusing, and unpredictable and it would not have happened had I not been watching the series. David Tennat is great, by the way.
Nice blog and that's some great stuff Vengersatanis!
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Post by xerxez on Jun 4, 2014 19:34:58 GMT -6
Very impressive and looks like a great gaming session! Good work.
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Post by xerxez on Jun 4, 2014 19:32:19 GMT -6
Not familiar with that S.R.G.- pretty heavy?
Heaviest I've read of late was Fletcher Pratt's Well of the Unicorn. It was published before Lord of the Rings and had one of the first detailed fantasy worlds in modern novels. Very interesting and authentic feeling but quite a bog at times. Pratt created a very strange dialect for the book or perhaps borrowed one from history--either way, it makes dialogue very challenging to follow, and after researching the novel online, I was relieved to discover I was not the only reader who felt that way.
For pure fun, it's hard to beat Xanth or the Myth Adventures series by Aspirin. I really need to update my reading!
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Post by xerxez on Jun 1, 2014 21:31:38 GMT -6
It's pure fun, Semi retired Gamer. Not heavy reading at all, it's quite a ride and I'm interested to read the second novel.
Thanks Vile! Good to see ya!
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Post by xerxez on Jun 1, 2014 11:06:43 GMT -6
Greetings Friends. I would like to share a new book with you written by an Oklahoma librarian. I read it a few months ago and loved it and I'm hoping the second one is out soon. There is a review and interview with Ms. Ito at the Forbidden Mazes of the Jennerak blog: jennerak.blogspot.com/Thanks. It really is a fun tale!
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Post by xerxez on Dec 12, 2013 20:35:55 GMT -6
Interesting replies, my fellow gamers. Interesting indeed. I suppose it's all in line with the lore, even if it does not expressly state in any of my books (that I am aware) that it is as you have said. This did in fact happen--the player characters were all armed with magical weapons and thus the werewolves' immunity to non-magical weapons did not reveal itself. The were-creatures in this campaign are unwilling servants to a Lower Power who has assumed some control over their shifting and their minds. I should state that it is never my intent to lead players astray--it is only that I sometimes lament that my players are full of knowledge from the gaming books that their PC's would not have and I simply wanted to revive some dormant instincts and emotions when one of them finally does realize they have been afflicted. It may be that at that point, someone will dispute the wolf corpse, but I'll call it metagaming if they do I claim a liberty or two when I am running a home stitched setting...
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Post by xerxez on Dec 12, 2013 20:34:01 GMT -6
Interesting replies, my fellow gamers.
Interesting indeed. I suppose it's all in line with the lore, even if it does not expressly state in any of my books (that I am aware) that it is as you have said.
This did in fact happen--the player characters were all armed with magical weapons and thus the werewolves' immunity to non-magical weapons did not reveal itself.
The were-creatures in this campaign are unwilling servants to a Lower Power who has assumed some control over their shifting and their minds.
I should state that it is never my intent to lead players astray--it is only that I sometimes lament that my players are full of knowledge from the gaming books that their PC's would not have and I simply wanted to revive some dormant instincts and emotions when one of them finally does realize they have been afflicted.
I claim a liberty or two when I am running a home stitched setting...
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Post by xerxez on Dec 11, 2013 20:20:26 GMT -6
Hello folks.
In your games, when a were-beast dies in animal form, do you assume the creature will change back to human form during it's throes?
Having one not do so is, frankly, a good way to make the players believe they have encountered a dire wolf or some such creature, being heedless of the danger of lycanthropy.
This would not be so that one could be an evil DM, but to serve up a fresh take on an old theme, instead of player knowledge of were-creatures informing character actions.
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Post by xerxez on Aug 31, 2013 21:12:03 GMT -6
I was at the used book store today and stumbled onto a relatively good condition hardcover of the 1st Edition rules for Earthdawn.
The art was gorgeous and the setting looked great--the rules seemed d6 based and looked clear enough.
I almost bought it--did I pass up a good thing? Anyone ever play? Reminded me of the Bard Games "Atlantis" setting but better art, simpler source material.
I may go back....
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Post by xerxez on Aug 14, 2013 18:45:38 GMT -6
I appreciate everyone's response. Stormcrow's answer put it in perspective. Thank you.
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Post by xerxez on Aug 7, 2013 17:22:33 GMT -6
Then why did they mention it (the C.M. system) in the rule book and call the D20 tables a variant....confusing.
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Post by xerxez on Jul 30, 2013 0:09:09 GMT -6
I like the idea of mushgnome, making the actual mechanics more abstract. Have to muse on that.
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Post by xerxez on Jul 30, 2013 0:07:22 GMT -6
I appreciate all these answers, I will have to read them again when it's not 1 am and I have work the next day...
I suppose I wanted to use the M2M system across the board for all D&D melee for lower levels and use the fantasy combat table for the exotic monsters listed thereon. Namely because the fighter truly becomes a tank using that system!
It happens that magic users occasionally have to use a melee weapon in our games and I was simply curious as to how that works using M2M. Because I knew that the Fantasy Combat Table was for C.M. because in D&D if a magic user casts a spell the monster gets a savings throw--the mage doesn't have to roll anything to hit with the spell. I suppose you could make the F.C.T. number the monster's saving throw.
Ill have to think more on your replies, thank you gentlemen.
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Post by xerxez on Jul 29, 2013 18:30:31 GMT -6
I may have missed something but my question is since the level progression notes in M&M show that a 10th level Magic User fights as a Wizard in C.M., how should this be played on the Fantasy Combat Table?
Can a 10th level MU really have a better chance to melee with a Dragon than a 9th level fighting man (a Lord)?
Or wasn't the Fantasy Combat table for their fireball and lightening bolt attacks in C.M.?
And if using the Man to Man Table--what is a Wizard "equal to" in Men, for purposes of calculating numbers of attacks?
Thanks for any light.
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Post by xerxez on Jul 21, 2013 12:42:11 GMT -6
Last night marked the character creation and introduction session of a new campaign, fresh and largely from scratch. I omitted halflings from the world setting but kept dwarves and elves.
The elves which dwell in the woodlands of the world are sylvan elves and I have incorporated the Arthurian ideal of Avalon Isle, where dwell the Deep Elves. I did incorporate a great deal of Tolkien into my setting.
I also permitted a hill giant PC race (7'-9' tall) and a Merling race--half human, half Merfolk. I greatly enjoy settings like Tekumel and perhaps Jorune, non Tolkien stuff, but there is something about the original flavor of D&D.
I have two other races I will allow as a PC race after these first adventures--because discovery of these races and the element of the unknown needed to be a part of the adventures, I did not allow them as a PC option yet. But when the players move on and are familiar with these races, if someone wants to play them I will allow them, one is basically a Lizard Man (the Shen of Tekumel were a major inspiration) and the other an amphibious frog people called simply the Bogfolk.
I did want something like the Puck race of the movie Willow, so I might have allowed the halfling on those grounds but I felt people might play it as a Hobbit. I know some feel Willow ripped off the Hobbit but I think the culture of Willow's race stood very well on it's own and was very distinct. They would make a good PC.
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Post by xerxez on Jun 13, 2013 17:38:00 GMT -6
Finarvyn, I actually have created a game which although it requires a GM, a person could GM a game of it for the first time as easily as any newbie learns to play D&D for the first time. In the hands of an experienced DM it works even better! You can pre-plan an adventure as we are accustomed to or do it off the cuff using only the cards. The game tales the abstraction of a game like Talisman or Hero Quest and blends it with role playing game mechanics, striking a balance between both. I think I have developed a few devices and secrets a GM would love and could easily be incorporated to D&D. I will share them in a bit and I think some will enjoy them. I do fancy spawning a game from it, one I would hope to be able to actually profit a tiny bit from, though that is not my primary aim.
Why create a new mechanic system? Two reasons. 1. I wanted a game you could play one time and then have memorized all you need to know to play as far as rules. 2. The class and magic system from D&D won't work because of the setting. That's all I can say for now. I'm not about to claim I have created alchemy in gaming or that these notions are mind blowing revelations but they would make for an interesting game, a fun game you could play right out of the box. And as to the basic concept of the GMless game, I'm sure many have thought of ways to do it and if we all took a crack at it we would see an amazing variety of very fun and unique ways of doing it. I am being conservative because of industry observers...
I realize the dicing mechanic is not highly inventive--I am simply wondering how it will work, play-test begins in 2 weeks, I was hoping I could improve my game with help from the forum.
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Post by xerxez on Jun 13, 2013 17:11:57 GMT -6
Are you sure you aren't just remaking Talisman...? ~Scott "-enkainen" Casper No, it's not Talisman, unless you played Talisman as a role playing game. I love the simplicity of Talisman, though, and there are actually talismans in the game.
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Post by xerxez on Jun 12, 2013 23:46:12 GMT -6
Greetings, everyone. A wise man always surrounds himself with people wiser than himself so I am mining the collective gaming experiences and theories of the forum.
Lately it seems I do more designing and crafting game mechanics and gaming pieces than actually playing D&D! I have created a card based game using d6 for a very simple story telling campaign based on the Outdoor Survival Board. I have made over 100 illustrated cards for the game and it is set up to where any first time DM could run a game simply by following the cards and embellishing the encounters and directions with a little story-telling. There are cards for everything!
It does not have a character generation system at this point--I made up character cards, named characters that fit most basic archetypes of the D&D game with setting adaptations. Each character has skills and powers with a score of 1-3 and three basic attributes, Body Mind and Spirit that contain a point spread of 7. The game is meant to be super Rules Light--character "progression" is mostly a matter of acquiring various magical items and treasure and holding onto these. There is no leveling up, though I may later add a mechanic for skill improvement. I had young people in mind when I decided on the concept.
Today I formulated a basic action resolution system based on d6 and would like some hole-finding, advice on improving the mechanic, etc.
There are only 3 attributes for every character--Body, Mind and Spirit. Highest possible score in any attribute is 5. My thought was to allow characters, when undertaking any action in the game that is governed by a given attribute, to throw a number of d6 equal to the attribute score against the DM's handful of Control Dice, the number of Control Dice being from 1-6 based on the difficulty level of the task at hand, as assigned by the DM. If the player ties or beats the Control Dice, they are successful. Saving Throws would function the same way--you would use whatever attribute is relevant to the danger and toss a number of d6 equal to the Difficulty factor of the Save (which in the case of Monsters is tied to the Monster's score on a monster card). Skills function the same way--if your character has a Watercraft skill of 3, you would throw 3d6 against the Control Dice.
There are bonuses, mostly through the aid of magical items. Bonuses can be +1, +2 or +3.
One intended effect of this mechanic is that fortune would favor the players most of the time and failure would be relatively rare... except when they use weaker skills or attributes! That's the pitfall I see in it. I have not playtested it yet because I feel something is missing. I know it is not realistic as Attributes and Skills have little relationship but then again, I was able to arbitrarily design each character card and thus give each character an internal sense of logic. After someone has played the game once or twice and has an idea of how the character card works in the game, I will allow people to craft there own character cards, subject to DM approval and modification, setting being another factor.
How do you think this mechanic sounds? I have heard of similar systems, albeit not as barebones. How might I improve it and keep it simple and d6 based? I would appreciate any input, even though this is not D&D (but it will feel like D&D in many respects as to how it is run...). Thanks in advance.
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Post by xerxez on May 27, 2013 8:45:59 GMT -6
Kabuki, thats nice. My family is in Moore and lives just blocks from the twister's path. Im here now and the damage is literally mindboggling--I get lost biking in what were once familiar streets. Im thankful the gaming community did something. God bless.
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Post by xerxez on May 17, 2013 22:19:58 GMT -6
Or the Against the Giants series!
Anyone else pleasantly surprised by Jack the Giant Slayer film? The giants were done awesomely, great concepts that really took me back to G1 and G2.
Hope a good D&D movie comes about, maybe they will do one that alternates between the game world and the real one, with Gary Gygax as the protagonist!
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Post by xerxez on May 11, 2013 10:29:26 GMT -6
I know you will enjoy it owlorbs! I so need to get back to reading avidly, I
have backed off in recent years.
I am always reading something but not at the rate I once did.
Currently, I am very into "A Tree Grows in Brooklyn", which I had never
actually picked up until a week ago when my son returned from college
with a copy. Not a fantasy title but pretty good stuff, I'm enjoying it. There
is one part where the old Catholic mother (from the Old World) is telling
her daughter who just had a baby in 1902 that she must not only teach
her daughter to be a good Christian and read a page everyday from the
Bible and Shakespeare, but that she must also teach her daughter about
elves and dwarves and faeries and ghosts, the little people who are not of
the earth and live forever, as well as a belief in Irish folk magic.
The daughter responds this would be teaching the child foolish lies and
things she does not believe in herself--but her mother says they might be
lies and might not be, "You don't know...". When the daughter asks why
she should teach the child things she does not believe in herself, the
mother tells her that it is so the child will have the most important thing--
imagination. And the child must believe in these things in her childhood so
that when she is old and the world becomes ugly sometimes, she has a
place of beauty inside herself to which she can retreat. I think D&D is
something like that!
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Post by xerxez on May 9, 2013 23:33:05 GMT -6
You asked what the characters did, Kesher, in our game--lots of stuff!
We used a rotational GM system I both loved and hated--you DM'ed a
number of adventures, I thin it was 5 or 7, then you took up playing and
another player took over as DM. We all co-created the world details.
It was still about seeking treasure and glory--there were alot of town and
adventures and even a full scale siege warfare once involving thousands of
warriors!
There were too many adventures for me to recount now but one very
memorable one involved the heroes being sent to retrieve a lost sword
from a desolate isle--it was guarded by a terrible White Worm which aside
form being able to kill and eat you also had the power to possess people
spiritually--the party survived, though my character's hand was hacked off
by a Dwarf PC whom the Worm managed to get control of and had him
attack me! I played a Buchaneer named Captain Hachar Al-Hazket. They
killed the hideous beast, won the blade, but another Dwarf in the party
decides he will smith a replica of the blade to give to the Emperor who
wanted it, keeping the real relic for himself. When we handed over the
fake, the Emperor's magic users immediately declared it a counterfeit and
we, hailed only moments before as conquering heroes, were suddenly
consigned to the gladiatorial pits....but that is another adventure! Fun
times!
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Post by xerxez on May 9, 2013 23:18:47 GMT -6
Okay, I did not read these books until 2010, or 11.
I tend to be a bit fossilized in my reading--what I read in the 80's or heard
of in the 80's, I find myself going back to again and again, most notably Tolkien, Leiber, Howard, and the like. I picked up one of these Gandlara
books one day at work during a lunch break, just on a hunch, started
reading, and was pretty hooked right off. I devoured them, which I hadn't
done with many books in recent years. I gave them to my son, who was
sixteen when he read them, and he also got hooked.
One of my co-workers, also one of my players/fellow DM, whose favorite
author is Salvatore, reads nearly everything and anything. His most recent
feast was the Game of Thrones, but he has been knocking down fantasy
books since the 80's as well and reads everything new...I loaned them to
him and he came back pretty stoked and said this was one of the best
series he had read in a long time. He's pretty discriminating.
They are good! And pretty unique. I believe the author had somewhat of a
following from previous science fiction novels, he was somewhat brainy.
This was the series he worked on until he died. He did not write the last
novel, but his wife, who had worked on them with him from the beginning
in a supportive role, penned the last book in his memory by following
detailed outline notes he had made, and I think she did great.
It's hard to write any synopsis of this without spoilers but essentially it's a
body transfer story, kind of like den of Earth in the Heavy metal movie, but
different. An old and dying man from our world survives a cataclysmic
event and awakens in the body of a young native warrior of Gandlara,
almost a soul replacement. You are not given to know where and what
exactly the world of Gandlara is...He awakens at the scene of a battle and
there is immediately a mystery to solve..he doesn't know why the battle
took place or even who he is now, though he does get some psychic
residue from the previous soul who owned the body he is in. He finds out
eventually that a great relic is at stake, deals with some bad karma that his
Gandalaran counterpart drummed up, establishes new relationships with
people the young warrior new, and finds out he is one of the ancient order
of cat-riders. There is a pretty good love story thrown in the mix as he
sets out to rescue the great relic and confront an evil mastermind with
psychic powers that seem nothing less than magical, though in fact they
are scientifically and genetically explained. And of course, the hero has
some powers of his own....
In answer to your question, Kesher, we used a percentile based "no rules"
free form game--no real mechanics at all to speak of, it was borrowed
from the Tekumel forums. The d100 is rolled, high is bad, low is good,
middle is neutral. The GM told you what your roll did based on this. There
wasn't even a hit point or armor class system. Surprisingly, this system
survived almost a year. You can see the obvious weaknesses in it, mostly
due to power gaming tendencies in some, and that did it in, but without
doubt we had some of the best characters and games in that campaign we
had ever played, lots of good memories. I liked all players, but one player
had the tendency to keep pushing the envelope and abuse the lack of any
codified rules system and his character became a downer for everyone, it
just killed all the fun. There were no rules to hold him in check, he seemed
to enjoy this fact, and rather than stop playing with him, we simply moved
back to D&D. But thats water under an old bridge.
Anyway, it would be much like Barsoom as a setting, but without
technology or alien races. In fact, that might make it unappealing to some
as a setting--no magic, no demihuman or alien races, just humans that
have some slight modifications. When we used the setting, we changed it
to fit D&D races and concepts. We added all D&D races and monsters, but
adapted them to fit the culture and history of Gandalara. Although there is
no magic, there are psionics, this is a cornerstone of the tale. I actually
think it would be cool as a setting without adding fantasy elements, but
probably not as a regular campaign.
It is an appealing world, harsh and barren as it is, the author creates some
interesting culture and history and really, that's all stage scenery to what is
really a character driven tale--it has probably a dozen characters who
loom large in the story and leave very lasting and memorable impressions.
The criminal underworld, with it's seedy home city of Chizan, is nicely done,
with it's army of thieves, assassins and cutthroats--Chizan would make a
great place for city adventures based on thief intrigues.
That's another cool thing about the series...there are some breathtaking
cities described. I really want to visit Raithskar, city of the Falls--one of the
coolest fantasy cities I've seen in any setting.
I typed this thread in because I'm tempted to turn back to Gandlara as a
campaign setting, this time without any outside elements, maybe using
OD&D rules. The AD&D rules would probably also be great, especially using
the Psionics.
Anyway, I am fairly certain nearly all in this forum would like the books, I
highly recommend them.
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Post by xerxez on May 7, 2013 17:57:34 GMT -6
Imagine a world where all of mankind, numbering less than several million
people, live on a vast desert hemmed in by towering walls of stone whose
tops reach the clouds but are insurmountable because the atmosphere on
high is not breathable. There is no technology beyond simple metallurgy
and stone craft. Powerful city states lie nestled against the cliffs in those
rare places where life giving waters cascade down from the unseen
heights…beneath these cities stretch the only forests in all the world,
relatively small woodlands that become fens and marshes and then
unbroken desert the further from the falls one follows them. No one leaves
the sight of the world's walls because out there lies only more desert, no
sea, no lakes…to travel into that waste brings one only to a strange mist
barrier and sinking wet sands.
Here and there are scattered mountain ranges lower than the great
walls, close in proximity to them, but harsh and forbidding, filled with
strange overgrown reptiles and giant insects. Beyond the cliff cities lie
scattered settlements of a mysterious desert people who by unknown and
secretive means eke water from the desert sands. Giant simians are used
for menial labor in the city states. A strange race of giant panthers serve
as the fighting companions and mounts of an elite warrior society, once
the protectors of a lost kingdom. The ancient bloodlines of the rulers of
that lost kingdom bequeath to its few heirs telepathic gifts which make
their possessors seem as sorcerers to the masses…and some of these
"sorcerers" use their psionic abilities to enslave weaker and unsuspecting
folk.
In this world, iron is rarer than gold and almost no one possesses it,
using instead weapons of brass or stone. What iron there is was mined
from a mysterious meteorite that fell from the heavens ages ago. To
possess an iron edged weapon is to possess what seems a blade of magic
to it's enemies, for armor does not exist.
Water is the most precious
commodity of all. There are no horses, no common mounts---only six
legged hairy pack animals which cannot be trained to carry men and are
good only for food or carrying goods across the desert. Except for the
panther riders, men walk where they need to go. All political power lies in
the hands of the city-state rulers and the merchant princes who influence
them, not to mention the influence of a ruthless and mysterious
underworld criminal syndicate who have an entire city state to themselves
and have servants hidden in the other cities of the world as well.
This is not a world for the faint of heart, but it is a world for those
who crave intrigue and adventure. This is the world envisioned by the late
fantasy author Randall Garret. This is the world of…GANDALARA! Anyone else on the forum ever read the "Gandalara Cycle"? It was a series of several books later condensed into a trilogy during the early eighties. Our gaming group used it as a setting for quite a long time. Aside from that, Garret and his wife and co-author Vicki are tremendous story tellers and writers.
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Post by xerxez on Apr 9, 2013 17:55:54 GMT -6
Ah, that was perhaps my favorite part of the Rocky and Bullwinkle show!
Yes, that fits!
I'll bet you can remember Underdog and the Little Rascals, too, ha!
You know, the films aren't too bad, but I'm going to posit that they really never needed made.
It was all neat, but it could not compare to the visions I had reading the books. The movies are really just other people's vision, after all.
Some awe inspiring imaginative moments for me while reading them were the Barrow Downs, the Old Forest, Tom Bombadil, the Argonath...wish I could have painted them.
Maybe I will try!
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Post by xerxez on Apr 8, 2013 23:03:11 GMT -6
I went to a You Tube channel that had the Hobbit (1977) on it almost as long as I've been on the Internet...I watched it there several months ago but tonite when I tried it I found that Warner Brothers, the Servants of Morgoth and Sauron, have struck since the Jackson Hobbit came out and have blocked the content. Fortunately, the Darkness of the North has not scoured every posting of the film yet...here is the film on the daily Motion www.dailymotion.com/video/xhrzbc_hobbit-1977-part-i_shortfilms#.UWOer5NJM1IWatch it for free while you still can--my intro to Tolkien was at the age of 11 when they showed this on TV. After being completely enchanted by the film, I read the Hobbit... and re-read it, and re-read it, and....you get it. That of course led to me reading the Rings trilogy, and afterward, discovering the Silmarillion. I remember being 15 years old at my high school, somewhat of a loner and a misfit, sitting on a bench at lunch and not only reading the LOTR but SEEING it in my mind's eye....when I would get home from school I would sometimes eat something, grab one of Tolkien's books, and lay on my bed and read for two hours or more. So the books will remain dear friends all my life! The paintings for the background in the animated films remain for me truest images of Middle Earth....
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Post by xerxez on Apr 8, 2013 19:30:46 GMT -6
Good question, Otto, all of it cannot be explained simply by the need to condense, though some can.
I read the original blog article this was posted on that the Huff Post article links and it said it was changed both to make it condense better and also because this was supposedly common in the film industry, changing books that is, for example adding a love interest for Bilbo.
There was also an element of schedule..the rights to make the film had been bought and then nothing done...there was a late push to get a film made and submitted in hopes of getting an actual full length contract.
I can see the animator not wanting to draw the entire party of Thorin Oakenshield and Co. as opposed to four characters, though!
I dig the style, too, owlorbs!
I love how he rendered Gandalf and the tower. I seem to remember seeing this work in other animation and some children's books I had growing up in the 1970's.
I still love the Bakshi and Rankin Bass films, although the Return of the King animation film is a little tepid. I lucked onto it on VHS the other day and have a VHS player I reserve just for such lucky finds--the tape was in good condition but it just doesn't grab you like Bakshi LOTR and Rankin Bass The Hobbit animations.
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Post by xerxez on Apr 4, 2013 21:46:54 GMT -6
I searched the forum and did not find anything about this, so hopefully I'm not re-posting old news but I was unaware of this 2012 story from the Huffington Post until I was Google searching Hobbit Zines. Apparently, someone bought film rights for the Hobbit at a pittance in the early sixties and out of this came a 1966 animated short film at a little under 12 minutes. The filmmaker changed some very essential elements of the tale to condense it into a short film and the film is one of those painted art stills that have very little complex animation to them, mainly just "gif" type light and color shows, but all in all I enjoyed it and was amazed that I had never seen or heard of the very first actual Hobbit film in existence, enjoy. Here is the H.P. article, with links to the blog of the film makers. www.huffingtonpost.com/2012/01/11/gene-deitch-the-hobbit_n_1198864.htmlThe Hobbit (1966)
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Post by xerxez on Mar 4, 2013 21:12:03 GMT -6
Hi everyone. This week I remembered an old PC game I used to play and really wanted to see if I could find it again. But I'll be hanged if I can remember the name.
It was like King's quest 2, and it may have been that game but none of the videos from KQ that I looked up reminded me of this game.
It was a very colorful game and there was a screen shot you could interact with, clicking on the doorways of inns and taverns to go inside, or click on townspeople and merchants to buy items or gain information. I remember a beach with a small cutter moored, you could click on it and take a sea voyage. There was a tavern by the beach also where you could get into trouble...
There were humans in the city and other denizens were bipedal animal types like wolf and lion people. There was a witch in the market you could buy potions and the like from and a blacksmith with a stall where you could purchase armor and weapons...
This funky music played while you moved about and it had something to do with gaining the stones of a pentacle--the opening sequence was of a wizard explaining the power of the stones or something like that.
As I said, it played much like King's Quest and I think it had Quest in the title but I can't remember the name of it. I sure hope someone can remember this great game as I would love to give it another crack.
Thanks!
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Post by xerxez on Feb 23, 2013 16:17:15 GMT -6
A halfling thief with the very original name of "Shadow"...Shadow carried three silver throwing daggers and paid to have a wrist sling-bolt thrower constructed which he concealed in the folds of his cloak sleeves.
Of course the bolt only did 1-3 points damage so I'm not sure why he bothered but to a 13 year old it seemed highly cool.
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