• Land of the Lost and DnD

    From Kyonshi@gmkeros@gmail.com to rec.games.frp.dnd on Sun Aug 25 22:20:01 2024
    From Newsgroup: rec.games.frp.dnd

    My son got really into Land of the Lost (1974) despite it's atrocious greenscreen effects. At least the claymation is actually decent.
    Funnily enough the series shapes up to be much more well-written than I remember from my childhood. I think the German dub I watched it with
    might have had something to do with that.

    I wonder how much it shaped fantasy roleplaying as a hobby, because it
    came out at exactly the right time, just around the time Dungeons and
    Dragons came out, and it has all the proper tropes of a weird
    scifi-fantasy game: There's a weird pocket dimension of lizard people,
    apemen, dinosaurs, and aliens. There's a lost city with an eldritch god lurking in the tunnels below. There's a psionic lizard
    sorcerer/scientist, weird artifacts, yetis, unicorns, and confederate
    soldiers hiding in caves.

    There's a subgame of figuring out useful combinations of crystals to
    create effects. (although the way they keep forgetting combinations they already used until the next episode is a bit stupid)

    It feels like someone just threw everything at the wall and looked what
    stuck, which likely is exactly like the series came to be. One just has
    to look at who actually wrote the series and the conclusion they just
    raided a local science fiction convention for writers: Walter Koenig,
    Larry Niven, Ben Bova, Norman Spinrad,... There was some A-list science fiction talent involved in writing this, and the worldbuilding of the
    first two seasons is quite amazing. Less so for the third one where one
    of the main actors got replaced and they forgot how some of the
    established laws of the world actually worked.

    It occurs to me that this is one of those series that definitely shaped
    the way people played the game, but which wouldn't have taken into
    account for e.g. Appendix N because it was out of Gygax' own experience.
    But Arneson said the whole idea of the first fantasy campaign came about
    with a bunch of old horror movies, and the whole idea of the monk as a
    class was due to the success of the Carradine Kung Fu series.

    It might be interesting to see what stuff did actually shape the hobby
    back then
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to rec.games.frp.dnd on Mon Aug 26 13:41:58 2024
    From Newsgroup: rec.games.frp.dnd

    On Sun, 25 Aug 2024 22:20:01 +0200, Kyonshi <gmkeros@gmail.com> wrote:

    My son got really into Land of the Lost (1974) despite it's atrocious >greenscreen effects. At least the claymation is actually decent.
    Funnily enough the series shapes up to be much more well-written than I >remember from my childhood. I think the German dub I watched it with
    might have had something to do with that.

    I wonder how much it shaped fantasy roleplaying as a hobby, because it
    came out at exactly the right time, just around the time Dungeons and >Dragons came out, and it has all the proper tropes of a weird
    scifi-fantasy game: There's a weird pocket dimension of lizard people, >apemen, dinosaurs, and aliens. There's a lost city with an eldritch god >lurking in the tunnels below. There's a psionic lizard
    sorcerer/scientist, weird artifacts, yetis, unicorns, and confederate >soldiers hiding in caves.

    There's a subgame of figuring out useful combinations of crystals to
    create effects. (although the way they keep forgetting combinations they >already used until the next episode is a bit stupid)

    It feels like someone just threw everything at the wall and looked what >stuck, which likely is exactly like the series came to be. One just has
    to look at who actually wrote the series and the conclusion they just
    raided a local science fiction convention for writers: Walter Koenig,
    Larry Niven, Ben Bova, Norman Spinrad,... There was some A-list science >fiction talent involved in writing this, and the worldbuilding of the
    first two seasons is quite amazing. Less so for the third one where one
    of the main actors got replaced and they forgot how some of the
    established laws of the world actually worked.

    It occurs to me that this is one of those series that definitely shaped
    the way people played the game, but which wouldn't have taken into
    account for e.g. Appendix N because it was out of Gygax' own experience.
    But Arneson said the whole idea of the first fantasy campaign came about >with a bunch of old horror movies, and the whole idea of the monk as a
    class was due to the success of the Carradine Kung Fu series.

    It might be interesting to see what stuff did actually shape the hobby
    back then

    The old D&D module "X1 Isle of Dread" always seemed to owe a lot of
    its tone and ideas to the "Land of the Lost" show, even if the module
    was set on an island (obviously, X1 also takes from old monster movies
    too; Monster Island, anyone?). But both early D&D and Land of the Lost
    stole liberally from pulp adventures, even if it often didn't make for
    a cohesive whole. Both often felt very experimental, filled with a lot
    of 'wouldn't it be neat if...' moments that were fun to play (or
    watch) so long as you didn't think too much about it.

    Later D&D (and fantasy in general) stepped away from this style,
    focusing on stronger world-building, better characters and generally a
    more epic feel overall. Like television shows, there was a growing
    interest in longer, better structured stories over stand-alone
    episodes. The silliness of the old modules (and shows like "Land of
    the Lost") was seen as too childlike; something for young kids.

    Overall, I prefer the later adventures over the adventure-pulp that
    was mainstream D&D in the 70s and early 80s. Still, I recognize that's
    a personal preference, and I'm not condemning anyone who likes the
    'classic' style (I mean, that's pretty much what "Dungeon Crawl
    Classic" has built its brand around, so obviously there's still an
    audience). Nor am I entirely opposed to playing that sort of game
    (with moderation). It's almost tongue-in-cheek lightness adds a
    certain verve to the game that is too often missing in more epic
    quests.


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  • From Justisaur@justisaur@yahoo.com to rec.games.frp.dnd on Tue Aug 27 08:52:56 2024
    From Newsgroup: rec.games.frp.dnd

    On 8/26/2024 10:41 AM, Spalls Hurgenson wrote:
    On Sun, 25 Aug 2024 22:20:01 +0200, Kyonshi <gmkeros@gmail.com> wrote:

    My son got really into Land of the Lost (1974) despite it's atrocious
    greenscreen effects. At least the claymation is actually decent.
    Funnily enough the series shapes up to be much more well-written than I
    remember from my childhood. I think the German dub I watched it with
    might have had something to do with that.


    I loved that as a kid. The Sleestacks with their sssshhhhwwwuuusssshsss
    were great.

    The old D&D module "X1 Isle of Dread" always seemed to owe a lot of
    its tone and ideas to the "Land of the Lost" show, even if the module
    was set on an island (obviously, X1 also takes from old monster movies
    too; Monster Island, anyone?). But both early D&D and Land of the Lost
    stole liberally from pulp adventures, even if it often didn't make for
    a cohesive whole. Both often felt very experimental, filled with a lot
    of 'wouldn't it be neat if...' moments that were fun to play (or
    watch) so long as you didn't think too much about it.

    Later D&D (and fantasy in general) stepped away from this style,
    focusing on stronger world-building, better characters and generally a
    more epic feel overall. Like television shows, there was a growing
    interest in longer, better structured stories over stand-alone
    episodes. The silliness of the old modules (and shows like "Land of
    the Lost") was seen as too childlike; something for young kids.

    Overall, I prefer the later adventures over the adventure-pulp that
    was mainstream D&D in the 70s and early 80s. Still, I recognize that's
    a personal preference, and I'm not condemning anyone who likes the
    'classic' style (I mean, that's pretty much what "Dungeon Crawl
    Classic" has built its brand around, so obviously there's still an
    audience). Nor am I entirely opposed to playing that sort of game
    (with moderation). It's almost tongue-in-cheek lightness adds a
    certain verve to the game that is too often missing in more epic
    quests.

    It seems squarely based on/expanded from Edgar Rice Burroughs' 1918 "The
    Land That Time Forgot." Which I'm sure was an influence, even if Land of
    the Lost wasn't.
    --
    -Justisaur

    |+-|+
    (\_/)\
    `-'\ `--.___,
    -|-4'\( ,_.-'
    \\
    ^'
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  • From Kyonshi@gmkeros@gmail.com to rec.games.frp.dnd on Wed Aug 28 14:14:55 2024
    From Newsgroup: rec.games.frp.dnd

    On 8/26/2024 7:41 PM, Spalls Hurgenson wrote:
    On Sun, 25 Aug 2024 22:20:01 +0200, Kyonshi <gmkeros@gmail.com> wrote:

    My son got really into Land of the Lost (1974) despite it's atrocious
    greenscreen effects. At least the claymation is actually decent.
    Funnily enough the series shapes up to be much more well-written than I
    remember from my childhood. I think the German dub I watched it with
    might have had something to do with that.

    I wonder how much it shaped fantasy roleplaying as a hobby, because it
    came out at exactly the right time, just around the time Dungeons and
    Dragons came out, and it has all the proper tropes of a weird
    scifi-fantasy game: There's a weird pocket dimension of lizard people,
    apemen, dinosaurs, and aliens. There's a lost city with an eldritch god
    lurking in the tunnels below. There's a psionic lizard
    sorcerer/scientist, weird artifacts, yetis, unicorns, and confederate
    soldiers hiding in caves.

    There's a subgame of figuring out useful combinations of crystals to
    create effects. (although the way they keep forgetting combinations they
    already used until the next episode is a bit stupid)

    It feels like someone just threw everything at the wall and looked what
    stuck, which likely is exactly like the series came to be. One just has
    to look at who actually wrote the series and the conclusion they just
    raided a local science fiction convention for writers: Walter Koenig,
    Larry Niven, Ben Bova, Norman Spinrad,... There was some A-list science
    fiction talent involved in writing this, and the worldbuilding of the
    first two seasons is quite amazing. Less so for the third one where one
    of the main actors got replaced and they forgot how some of the
    established laws of the world actually worked.

    It occurs to me that this is one of those series that definitely shaped
    the way people played the game, but which wouldn't have taken into
    account for e.g. Appendix N because it was out of Gygax' own experience.
    But Arneson said the whole idea of the first fantasy campaign came about
    with a bunch of old horror movies, and the whole idea of the monk as a
    class was due to the success of the Carradine Kung Fu series.

    It might be interesting to see what stuff did actually shape the hobby
    back then

    The old D&D module "X1 Isle of Dread" always seemed to owe a lot of
    its tone and ideas to the "Land of the Lost" show, even if the module
    was set on an island (obviously, X1 also takes from old monster movies
    too; Monster Island, anyone?). But both early D&D and Land of the Lost
    stole liberally from pulp adventures, even if it often didn't make for
    a cohesive whole. Both often felt very experimental, filled with a lot
    of 'wouldn't it be neat if...' moments that were fun to play (or
    watch) so long as you didn't think too much about it.

    Oh yeah, Land of the Lost definitely is full of pulp adventure tropes.
    But it's the interesting way this all got mixed together which makes it interesting.


    Later D&D (and fantasy in general) stepped away from this style,
    focusing on stronger world-building, better characters and generally a
    more epic feel overall. Like television shows, there was a growing
    interest in longer, better structured stories over stand-alone
    episodes. The silliness of the old modules (and shows like "Land of
    the Lost") was seen as too childlike; something for young kids.

    I think it lost a lot of charm when it stepped away from it, and never
    really got it back. Even the development of the OSR later on never
    really caught up with the potential weirdness that could have been a possibility (because those were all written by adults remembering their childhood and putting way too much sex and violence into them)

    Overall, I prefer the later adventures over the adventure-pulp that
    was mainstream D&D in the 70s and early 80s. Still, I recognize that's
    a personal preference, and I'm not condemning anyone who likes the
    'classic' style (I mean, that's pretty much what "Dungeon Crawl
    Classic" has built its brand around, so obviously there's still an
    audience). Nor am I entirely opposed to playing that sort of game
    (with moderation). It's almost tongue-in-cheek lightness adds a
    certain verve to the game that is too often missing in more epic
    quests.


    I prefer the tongue-in-cheek lightness. The more epic adventures are
    often too heavy-handed to make for good play in my experience. They want
    stuff to be all epic and amazing, but in the end you are dependent on
    the writer, and if that person doesn't know how epic works, it won't be.

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