Lotro Unofficial Champion Strategy Guide


Book Description

Free to download. For a PRINTED copty go to HTTP://WWW.LULU.COM/PRODUCT/PAPERBACK/LOTRO-UNOFFICIAL-CHAMPION-STRATEGY-GUIDE/6523884. The Lord of the Rings Online Unofficial Champion Strategy Guide is entirely for the class of Champs eager to excel in PVE (Player vs. Everything/enemy npc's) solo play. The focus of this manual is strictly on combat and is geared toward characters 60+. Skill rotation, Virtues, Class Traits, Racial Traits, and Equipment are all covered including how to acquire them. Situational combat is explained, and different Champion Stances are analyzed. If you want to build a Champ that can survive the toughest solo encounter, and dish out the maximum amount of damage, this is the guide for you.




Representation in Western Music


Book Description

This volume assembles leading scholars to provide a comprehensive study of representation in music from the nineteenth century to today.




Konflikt '47: Defiance


Book Description

Delving deeper into the weird world of Konflikt '47, this supplement presents a range of new material for the game, including: - New units: Options for troops and technology that can be added to the armies presented in the rulebook. - Special characters: Field the best of the best, elite men and women who may singlehandedly be the crucial element between victory and defeat. - New background: The history of the world of Konflikt '47 is detailed in more depth. - New rules: All-new means of waging war, including material previously published online.




MMOs from the Inside Out


Book Description

This is an astonishing collection of ideas, information, and instruction from one of the true pioneers of Massively-Multiplayer Online Role-Playing Games. MMOs from the Inside Out: The History, Design, Fun, and Art of Massively-Multiplayer Role-playing Games speaks to the designers and players of MMOs, taking it as axiomatic that such games are inspirational and boundless forces for good. The aim of this book is to enthuse an up-coming generation of designers, to inspire and educate players and designers-to-be, and to reinvigorate those already working in the field who might be wondering if it’s still all worthwhile. Playing MMOs is about fun, immersion, and identity. Creating MMOs is about imagination, expression, and art. MMOs are so packed with potential that today's examples are little more than small, pioneering colonies on the shore of a vast, uncharted continent. What wonders wait beyond the horizon? What treasures will explorers bring back to amaze us? MMOs from the Inside Out is for people with a spark of creativity: it pours gasoline on that spark. It: Explains what MMOs are, what they once were, and what they could – and should – become. Delves into why players play, and why designers design. Encourages, enthuses, enrages, engages, enlightens, envisions, and enchants. Doesn't tell you what to think, it tells you to think. What You Will Learn: Myriad ways to improve MMOs – and to decide for yourself whether these are improvements. What MMOs are; who plays them, and why. How MMOs became what they are, and what this means for what they will become. That you have it in you to make MMOs yourself. Whom This Book is For:MMOs from the Inside Out is a book for those who wish to know more about game design in general and MMO design in particular. It's for people who play MMOs, for people who design MMOs, and for people who study MMOs. It's for people with a yearning to see beyond the world around them and to make manifest the worlds of their imagination.







Understanding Video Games


Book Description

Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third edition of this textbook, students will: Learn the major theories and schools of thought used to study games, including ludology and narratology; Understand the commercial and organizational aspects of the game industry; Trace the history of games, from the board games of ancient Egypt to the rise of mobile gaming; Explore the aesthetics of game design, including rules, graphics, audio, and time; Analyze the narrative strategies and genre approaches used in video games; Consider the debate surrounding the effects of violent video games and the impact of "serious games." Featuring discussion questions, recommended games, a glossary of key terms, and an interactive online video game history timeline, Understanding Video Games provides a valuable resource for anyone interested in examining the ways video games are reshaping entertainment and society.




Productive Fandom


Book Description

This book offers a media ethnography of the digital culture, conventions, and urban spaces associated with fandoms, arguing that fandom is an area of productive, creative, and subversive value.




From Hobbits to Hollywood


Book Description

Peter Jackson’s film version of The Lord of the Rings (2001-2003) is the grandest achievement of 21st century cinema so far. But it is also linked to topical and social concerns including war, terrorism, and cultural imperialism. Its style, symbols, narrative, and structure seem always already linked to politics, cultural definition, problems of cinematic style, and the elemenal mythologies that most profoundly capture our imaginations. From Hobbits to Hollywood: Essays on Peter Jackson’s Lord of the Rings treats Jackson’s trilogy as having two conditions of existence: an aesthetic and a political. Like other cultural artefacts, it leads a double life as objet d’art and public statement about the world, so that nothing in it is ever just cinematically beautiful or tasteful, and nothing is ever just a message or an opinion. Written by leading scholars in the study of cinema and culture From Hobbits to Hollywood gives Jackson’s trilogy the fullest scholarly interrogation to date. Ranging from interpretations of The Lord of the Rings’ ideological and philosophical implications, through discussions of its changing fandoms and its incorporation into the Hollywood industry of stars, technology, genre, and merchandising, to considerations of CGI effects, acting, architecture and style, the essays contained here open a new vista of criticism and light, for ardent fans of J.R.R. Tolkien, followers of Jackson, and all those who yearn for a deeper appreciation of cinema and its relation to culture.




Lame of Thrones


Book Description

From Harvard's legendary humor publication comes an outrageous, uproariously funny parody of Game of Thrones, in the tradition of their previous bestselling parody book classics Bored of the Rings, Nightlight, and The Hunger Pains. An affectionate but take-no-prisoners send-up of the massive literary and television franchise, Lame of Thrones offers fans a way of reentering the fictional world they have come to love and merrily explodes all of its conventions -- as well as their expectations of the characters -- to hilarious ends. It may even leave you more satisfied than the actual TV ending of Game of Thrones. In fact, if it doesn't the Lampoon has really dropped the ball. Lame of Thrones will take you to Westopolis, where several extremely attractive egomaniacs are vying to be ruler of the realm and sit on the Pointy Chair. Our hero Jon Dough was a likely bet, but his untimely murder at the hands of his own men of the Night's Crotch has made that seem less likely. Will Dragon Queen Dennys Grandslam escape from her Clothkhaki captors and return to conquer the world? Or will she just get left in the desert counting grains of sand for the rest of the book? And what about Jon Dough's siblings? Will they be mentioned? Probably? Almost definitely, yes? It would be weird if they weren't prominent characters in the book, you say? To find out, read the book you wish George R.R. Martin would write but never will. The Lampoon -- the place where such comedy writers and performers as Conan O'Brien, Colin Jost, B.J. Novak, Patricia Marx, Alan Yang, Andy Borowitz and many more all got their start -- is ready to serve parody notice to the most entertaining, infuriating, and inescapable cultural phenomenon of the past decade.




The War Of The Ring


Book Description

The third part of The History of The Lord of the Rings, J.R.R. Tolkien's The War Of The Ring is an enthralling account of the writing of the Book of the Century, which contains many additional scenes and includes the unpublished Epilogue in its entirety. The War of the Ring takes up the story of The Lord of the Rings with the Battle of Helm’s Deep and the drowning of Isengard by the Ents, continues with the journey of Frodo, Sam and Gollum to the Pass of Cirith Ungol, describes the war in Gondor, and ends with the parley between Gandalf and the ambassador of the Dark Lord before the Black Gate of Mordor. The book is illustrated with plans and drawings of the changing conceptions of Orthanc, Dunharrow, Minas Tirith and the tunnels of Shelob’s Lair.