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I love to know the behind-the-scenes of the days Gene Kelly made his magic at MGM, so Gene drew me to buying this book. Well, Mr Arthur Freed, if there could be more "bosses" like you today, the workplace would be a much happier place to be. Arthur and his "UNIT" or as I like to call them, "THE CREW" will have you laughing, maybe even crying and definitely astounded, amazed and so very happy that this man was the back bone and the money maker of this fabulous studio of the real movie days. His mind is one that could never be found again in any producer of today. They definitely cracked the mould when they made this man. So, I recommend that you buy this book, and even purchase the movie under the same title. Mr Hugh Fordin has done the most fantastic job on this book. You will feel like you are standing there in every scene that is described..
I think it says something that the title of this book is "M.G.M.'s Greatest Musicals", since the truly amazing thing is that one man was more or less responsible for all of them. Great behind-the-scenes stories.
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Cynthia Rylant has a unique talent for pulling on our heartstrings and tickling our funny bones.
What sets Arnold's book apart from the majority of books on network marketing is not the principles it extols, but the way in which the principles are embodied, and illustrated in the life of the book's characters. Few readers will find themselves unable to relate to the fumbling Mangler as he struggles to learn the lessons of networking success from Arthur and Merlin. The reader of this book is exposed not only to the precepts that entail success, but, also, to the process through which the precepts become actualised in life. As Arthur tells the Mangler, 'Champions aren't strong all the time . . . In the beginning, they are only strong minutes at a time . . . . The difference between champions and average people is when champions are down and hurting, they, through self-discipline and character, replace their image of a defeated person with the image of a positive, vital, strong crusader and go out and do it again, even though they are hurting inside.' Most of us easily give in to feelings of defeat, but the readers of The Multi-Level Mangler in King Arthur's Court will learn how to develop the self-discipline and character required for success in network marketing alongside the Mangler.
This is a book in the Elizabethan tradition of mixing education with entertainment in a way that creates a 'talking picture' for the edification of the reader. The Elizabethan's understood, better than we apparently do, that the right end of learning is action. Given the historical record of success of Elizabethan authors to motivate people on to action, perhaps more contemporary success authors should, like Arnold, emulate the Elizabethan technique of creating stories that instruct and motivate. If you, or the members of your team, want to learn both what needs to be done, and how to go about doing it, then The Multi-Level Mangler in King Arthur's Court is a must read.
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So, to keep it simple: this is the Arthurian roleplaying game. You play a knight, or maybe a clecrk or lady, or maybe even (though i would not reccomend it) a magician.
Yes, that is about it for "character classes". You see, the game depends a lot more on your characters background and personality than his "powers". Do not worry though, there will be lots of fights anyway.
If you like medival stuff (but not so much that you let facts get inthe way of fun, wich the medivals themselves would find silly) you will like this game.
A lot.
The not - so - simple, pretentious version...
I suppose one way to start would be its base material, the most splendid cycle of legend in Britain, the chronicle of King Arthur Pendragon. Sadly, the legend in our time has been tainted by superficial sentimentality, dried out by cheap attempts at making it historical (often just an excuse to make it but another version of poor conan the barbarian), and mocked by new - age foolishness. The wonder of this game is that it takes all these limited approaches and simply lets them be absorbed by the origional noble medival tales, creating a setting of vibrant richness.
Another important point: this is a game that is much larger on the inside than the outside. There are mysteries in it that simply never will be solved, even though one feels a hint of their massive importance. But building on them is a clear, if complex, world of heroism and everyday responsibillities. But even if you try to stick to "normal" knightly deeds, you can still get caught up in the labyrinths of politics and romance.
Last but not least, this game does exactly what it was intended to: rules, mood, and setting are in perfect symbiosis. This becomes painfully clear when talented but lesser designers try to muck about with the basics: just look at fourth editions pathetic magic system. Still, at least they had the good sense to make it optional.
This is the best role - playing game in the world. Try to be worthy of it.
This game lives up to it's title. While, perhaps, a bit more gritty than the "Once and Future King" stories, the rules do an excellent job of re-creating the world of King Arthur. I've been Role Playing for quite a while now... 14 years? And this is one of the best games out there, and a very refreshing change from the Monty Haul-ism of D&D and the like.
The emphasis here is on ROLE PLAYING. The rules focus on attempting to become a perfect knight, a paragon of virtue, and a knight of renoun. Unlike other games, this game incorporates a "winter season" that assumes downtime, and allows your character to age. Yes, aging is a part of this game, and perhaps your character's children will get to adventure as well.
The Traits operate on a balance scale of 20 points - The total of these two attributes add up to 20. So you have, perhaps, Merciful 17 - Cruel 3. Passions are things you feel strongly about, your Lord, hate of the Saxons, etc.
This is a sample of the way the rules are designed to help you Role Play rather than Roll Play.
Combat and Magic are taken much more seriously than in D&D. Your character's hit pionts are derived from their stats, and stay that way for the rest of the game (more or less). The most hit points you can have is 39. Armor absorbs damage. Now, what's the most damage our 39 hit point character can do with his sword? 7D6 - that's up to 42 points, with an average of 24/25.
Combat is to be taken seriously!
As for Magic, well. This isn't D&D. There's none of the flash-bang Magic that there is in D&D. In fact, Merlin would be impressed by the magic a 2nd level D&D wizard could do. Spells take a long time to cast. Holy Ground, High Holidays, group ceremonies, etc. have a great effect on the outcome of spells. This is a game where players will spend weeks or months preparing spells, to be cast in holy places, on high holy days. Then spending time resting and recuperating after spells have been cast.
I don't know how supplements handle magic, Faerie, etc. Notice again that the emphasis here is on Role Playing, Storytelling, not FLASH-BANG effects. This game gives you opportunities to describe events, tournaments, adventures, celebrations, not just hack-and-slash fighting.
This game isn't for everyone, even those who it is for may take a while to acclimate. Like Castle Falkenstein, and Amber, this game is designed to help you tell a story. The rules add to the drama, they aren't just a collection of rules on how to create powerful characters and how to fight with them. Role Playing came out of Wargaming, and it shows. This is one of the few games that elevates Role Playing to the status of art. This is a game that returns to us the lost art of Story Telling.
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---Megan W.
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