Showing posts with label artwork. Show all posts
Showing posts with label artwork. Show all posts

Saturday, June 7, 2025

F is for Forestry

I missed the April A-Z Blog Challenge this year, so I'm doing my own...in June. This year, I will be posting one post per day discussing my AD&D campaign, for the curious. Since 2020, this is the ONLY campaign I run. Enjoy!

F is for Forestry and Forests, something the Pac Northwest has in abundance. All apologies to Davy Crockett, the Evergreen State is "the greenest State in the land of the free;" fight me!

Ha! Actually, when one compares forest cover to square mileage, Washington ranks only 25th at 52..74%, behind Tennessee (52.83% and 23rd) and well behind Maine's #1 position (89.46%!). Blame Eastern Washington with its vast stretches of farmland (or "vast stretches of nothing" as I used to call it). But we do have thick, dense forests from the Pacific coast to the eastern foothills of the Cascades, all (or mostly) evergreen. You can see why a native Seattleite like myself would operate under the illusion that we're all lumber jacks 'round these here parts. 

Just my side of the mountains (at least till you get out to Okanogan and the northeast part of the State). 

Still, it's a D&D campaign and forested wilderness is a necessity...after all, I need some place to stash all the rangers and druids. And for me, these guys are squarely over on my side of the state's political border (i.e. the Cascades), though you'll find them poking around the Inland Empire on occasion.

I've described my rangers before, and I haven't stopped loving them since I made the mental transition from floofy Aragorn to Jeremiah Johnson. These guys are rough, and it doesn't bother me in the slightest that PC rangers use charisma as a "dump stat:" it doesn't affect their ability to gain (animal) followers at high level and it's reflective of long periods of time spent living in the woods and not talking to folks. Or only talking to them with an axe. 

If you know what I mean.
; )

Taciturn. Yep, that's the word of the day for rangers. These guys prowl the forested slopes of the Cascades and Olympics making the land safer for the settlements of human woodsmen living on the edge of the wilds. Any half-elf ranger grew up on the peninsula, more likely than not, and their human parent was probably a ranger, too. They are the avenging protectors of humankind (whether they get along with and are appreciated by their fellow humans or not). Gosh, they're a great archetype.

Then we have the druids.

We do have druids on the east side of the Cascades, but they're still in the shadow of the mountains where there's still plenty of forest. I set N2: The Forest Oracle in Thorp, and the Village of Hommlet (with its "Old Religion" druid cult) is set in Twisp. But that latter town is about the farthest east you'll find druids...the wood elves of Colville hold no great love for druid types and do not encourage their sect in the northeastern forests. As with rangers, if your half-elf is a druid, you probably grew up on the Olympic Peninsula (almost certainly the west side of the Cascades) and your human parent was probably a druid, too.

Druids are an interesting bunch. I've mentioned the inspiration my campaign has taken from Bob Pepper's artwork, specifically his DragonMasters card game. Well, one of the "suits" of those cards are the Druids, and one might well wonder if my druids bear any resemblance to Pepper's. The short answer is: no, but there is a little more to it than that. See, Pepper's druids DO make an appearance in my setting...as the (human) Atlantean refugee types that were part of the campaign when originally conceived as South American. Those guys? The shipwrecked Numenoreans that every fantasy campaign needs? They're the folks populating the greater Seattle area.

Yeah, Atlanteans as the Denny Party. Welcome to Hollywood, people.

So the druid religion is tied to the forests of western Washington (i.e. west of the Cascades) and thus tied to the Sea Kings (as I call them...though I'm pretty sure I swiped that term from an MZB novel) who have settled the City of Seven Hills, thus uniting form with function to close the circle. We'll talk about the Sea Kings later, but suffice is to say they're a pretty godless bunch (unlike the actual Denny party, who were devout...if pretty conservative...Christians) with a lot of their own magical woo-woo stuff going on. 

We'll leave Tacoma for a later post, too. There's a reason why there's no "Emerald Empire." Not yet.

Anyhoo...foresters. The sea and the woods have long been the lifeblood of the western Washington economy, but my setting doesn't have the maritime economy of the real world (because there isn't anything beyond the west coast...just endless ocean). As such, it is the forests that are of prime importance, and much of the shipping that does occur (along the coast, down to the mouth of the Columbia) includes a substantial amount of timber.  In a D&D world full of monsters, deep dark forests would be especially perilous to "puny humans," if it wasn't for the work of the rangers and druids. Not that they aren't dangerous individuals themselves, but they act as a balancing 'check' against hostile forces that would quickly overwhelm small communities of ship-building woodsmen. The unicorns of my world aren't very nice.

Thursday, June 5, 2025

E is for Elves

I missed the April A-Z Blog Challenge this year, so I'm doing my own...in June. This year, I will be posting one post per day discussing my AD&D campaign, for the curious. Since 2020, this is the ONLY campaign I run. Enjoy!

E is for Elves...duh.

How short should I make this? I mean I can be pretty short: in my campaign, elves = Melniboneans (as per Michael Moorcock's Elric stories). Derivative? You bet. But I've confessed many times before that I'm hack. I may be the Anne Burrell of adventure critique, but when it comes to adventure design, I'm definitely the Joe Cocker

It is what it is. No need to be dishonest.

So, for those who haven't read Moorcock's books (and why haven't you? You play D&D don't you?), Melniboneans are a "pre-human" people...similar to humans, but not the same. By "human standards" they're fairly amoral: their wealth and sorcery has made them decadent and prone to excess, apathetic to the anything outside their own whimsy and desire, hedonistic and (mostly) unambitious...this last explaining (in AD&D terms) the reason for their level cap.

Now, the elves of my campaign are NOT the slave owners of Moorcock's island kingdom but (similarly) they hold nothing like "Christian values" or organized religion. Their life expectancy isn't much more than humans (about 120 at the max)...they simply have an older civilization with a longer history, more ingrained traditions, and a (somewhat) more sophisticated society of protocol and etiquette. In many ways, they are a post-anarch (in the 'rational anarchy sense) society...they are, more or less, self-governed as individuals (the extensive magic-use/sorcery facilitates this) with every wizard a noble and every individual a 'prince' of their own castle.

However, there is no island of Melnibone in my setting; instead, high elves rule the city-state of and Port Townsend, AKA "The City of Dreams" (an actual moniker for Port Townsend in our real world, and close enough to Moorcock's "Dreaming City" of Melnibone to be downright eerie). I don't speak any (Tolkien) elvish, by the way, but to distinguish my elves further as a separate culture, they all speak Spanish, and "Port Townsend" is thought to be a human corruption of the city's "elvish" name of Puerto Sueño. There are many parts of Western Washington that carry Spanish names (the San Juan Islands, for example) from Spanish explorers; in my campaign world, these are areas that have seen elvish influence.

Aside from the Pac Northwest-isms, most of my inspiration for elves in my campaign can be traced back to the original origins of the campaign (when I still wanted to set it in South America), as I wrote about in 2020. Bob Pepper's artwork, specifically the old Dragonmaster card game, is a major source of inspiration for the look and feel of my high elves (get it? Dragon Lords? Melniboneans? See how that fits?). Elegant, decadent, and a little strange...they are very human-like, just not quite human.

Yes, half-elves are a thing in my campaign, unlike "half-orcs."

Elf longevity is more-or-less the same as humans...they have a slightly longer average life expectancy, but perhaps this is due to better drugs/pharmaceuticals.

Tolkien-wise, elvish stuff is just crafted better than humans stuff...but usually it can only be purchased in Port Townsend, and then only at exorbitant rates. The elves (being elves) shun gold and instead base their economy on a "silvery metal" system, trading mostly in silver, electrum, and platinum. Because of the AD&D exchange rate, this gives their economy an almost Metric flavor:

100 silver pieces = 10 electrum pieces = 1 platinum piece

...which is the BTB exchange rate found in the PHB, if you ignore copper and gold pieces. My high elves also have a fourth "silvery metal" coin they use: the mithril piece (or m.p.) worth 10 platinum pieces (or 1,000 silver pieces) each. An m.p. is a silver/sea-green color (silver streaked or flecked with sea-green) is non-corrosive and (like gold and platinum) does not oxidize. It is not minted or exchanged in other kingdoms, and is only rarely found outside of the Peninsula region. Visitors to Puerto Sueño can exchange their gold for m.p.s (for a pretty steep fee), which is useful when you're trying to buy high-quality elvish goods.

Of course, that assumes you can even get into the Port...unless you have elvish blood (or traveling with an elf who vouches for you) outsiders typically aren't allowed into the City of Dreams, and their defenses are quite a bit more formidable than our real world Port Townsend...more like a cross between Melnibone and Gondolin (which also serves as an inspiration). Fees for entry are steep for foreigners, just by the way...elves be making money hand-over-fist and any apparent apathy they exhibit towards money and material wealth is due more to how passé they find the whole money-making exercise (they mastered the art of the merchant years ago).

Mm, let's see, what else can I tell you? Lot of elvish and half-elvish assassins have popped up in my campaign world (all player characters), which certainly colors the feel of the species. "Commodifying murder" is an ancient elvish tradition, apparently, helping them approach revenge as a cold business proposition, rather than one of hot blood and high emotion. That elvish assassins cannot reach a great level of experience makes no nevermind to me: remember these are a CHAOTIC people, and they don't need no guilds and guild masters...leave that stuff for the humans. They're still really good at killing people...just one example of how player actions/choices impacts a campaign.

My campaign, at this point, only makes use of the elves listed in the Monster Manual: high elves, grey elves, aquatic elves, wood elves, and dark elves. Except with regard to longevity, they are pretty much exactly as described. 

Grey elves are a secretive offshoot of the high elves with no real city, living in the wild's of peninsula, in what is Grays Harbor county (south and west of Port Townsend). In my campaign, Grays Harbor is named for the grey elves (duh), but Aberdeen is no elf-town and any elvish communities that might have once been found on the water were long ago abandoned and/or destroyed. They are rumored to be great sorcerers, yet twisted and insane.

Aquatic (sea) elves are mutated elves who long ago chose (or were forced) to become an aquatic species through the application of sorcery. They live in the ocean but are sometimes seen in the Puget Sound, where they are hunted (and eaten) by Orca. Very little is known about their culture.

Wood elves
are the name given to the elves of Colville Forest in eastern Washington. They do not refer to themselves as "Colville;" that name and the name of the forest is derived from the human city of Colville, a fortress town founded on the edge of the woods, some ten miles east of the Columbia River. The wood elves are far less organized and far more scattered than their coastal brethren, but they still do a brisk trade with the humans and, if not exactly hospitable and welcoming, are at least on amicable terms with their neighbors. They mainly keep to their woods, but...in Eastern Washington...are the most likely type of elf to be encountered aside from high elf adventurers. In terms of Bob Pepper artwork, their look is best represented by the Nomad cards.

Dark Elves (or "Drow" as they are called by their elven brethren) are a legend. They have never yet seen an appearance in my campaign. My players don't know a thing about them. Some day, perhaps.

There are no other elves.

All PC elves are considered to be of high elf stock (the most likely type of elf to be wandering adventurers)...this includes half-elves (people of human and elf blood). With regard to half-elves: these people are assumed to have been raised in an elvish fashion, most likely on the Peninsula if not specifically in Port Townsend. All multi-class magic-users are definitely assumed to have been schooled in Port Townsend, where such cross-training is common. As a player character option, the choice to play a half-elf assumes a character who is either the child of an elf-human couple or (possibly) two half-elf parents. Any player may choose to have had a distant ancestor (a single grandparent or great-grandparent, for example) of human or elf species without it affecting their "racial type" (elf or human). A half-elf is a child of two worlds.

Okay, that's enough for now. Well, maybe one more "wood elf:"



Sunday, December 5, 2021

Pix of the New Book

Kelvin Green asked me if I could send his some photos of the new book to post on his blog (though I'm not particularly sure this is his plan...at the moment he seems very into pie). Anyway, since he DID do all the art for Comes Chaos, I figured the least I could do is mail him a print copy; however, international postage being a bit wonky at the moment, it might take a while to get to him.

SO, I sent him some photos, and I figured I might as well post them here as well...just in case folks are considering the book as a stocking stuffer this holiday season. Here you go:

Softcover, 64 pages


Some really good art pieces from K.G.


It's a B/X setting supplement, so
includes rules for designing/running the setting.


A few adjustments to the standard B/X
rules to incorporate the vagaries of the Chaos gods.

For folks like me, who grew up wishing they could find a way to make GW's Realms of Chaos books in their D&D campaign...well, this adapts many of those books various ideas (as well as stuff from other games/works of fiction). Works well for a Moorcock style "Chaos takeover" or medieval-style Mutant Chronicles. It is NOT designed for Advanced D&D (most of it was written while living in Paraguay, back when I was still "all B/X, all the time") but most of it is pretty adaptable. And it should work perfectly well with OSE...although the chapters are written in the same layout format as B/X.

People might be wondering why and how they might ever find a use for a book like this. "I'm not planning on blowing up my campaign world, a la Moorcock's Elric saga...and I definitely don't want my PCs running around as mutant champions of evil!" There are still many ways to use the book. It has new monsters, magic items, and spells that you can throw into your campaign world. It has alternate B/X rules (and an alternate B/X class or two) that you might find useful. It can be used to create small pocket areas of "bad juju" for PCs to heroically explore and combat. It has ideas for how to unify various "kitchen sink" themes found in D&D (like all the weird, Chaotic humanoids and the "funhouse" dungeons in which they live).

Anyway, it's a neat little book. And I just happen to have a big ol' pile of them on hand.
; )

By the way: just while I'm on the subject of hocking my wares, my B/X Companion is once again sold out. A new print run HAS been ordered, so I'll be able to send out copies in the next week or so, but if you don't want to wait there ARE retailers (like Wayne's Books) that have it in stock. You should NOT need to buy copies from eBay for hundreds of dollars (those keep popping up for some reason; not sure why). If your money is burning that big a hole in your pocket, email me directly...I'll take your $300 and send you my kid's copy (he'd happily split the money with me and wait for a copy from the new print run). 

[okay, no, don't send me hundreds of dollars for a book that costs less than $30. My POINT is, please don't be a sucker]

Finally, one last thing I want to note before I sign off and start prepping for Football Sunday (I'm going to the Seahawks game today, which will be really depressing given the way they're playing this season...): while Comes Chaos is the work of myself and Kelvin Green (illustrator), the impetus for creating it AS A PROJECT is largely due to James V. West who, back in the days of G+, issued a challenge to folks to design a 64 page "setting book" for B/X. When I took up his gauntlet...many years ago...I do not think I envisioned actually publishing a printed book. I'm not sure who else might have participated or completed their projects (if any of my readers do, I'd be interested in being informed) but...well, I did. Finally. 

Now, onto the next project. Cheers!

Friday, July 16, 2021

Modular Art

So I did make it down to my favorite local game shop yesterday, where I sipped a delicious IPA in the middle of the day while paging through copies of the 5E PHB and DMG. My time was rather limited, so it's possible in my haste that I missed an image or three. However, with regard to illustrations depicting actual peril, I found the count in both books combined to be zero.

Sure, there's a picture of a dwarf comforting a fallen companion (page 256 of the 5E DMG...in the "siege equipment" section?) who one might interpret as mortally wounded or something (and the dwarf doesn't look like a cleric)...but her eyes are open and she doesn't have any visible injury. Maybe she's supposed to have a disease (the next section) but there's no indication it's a fatal one...she could just have really bad stomach cramps or fever.

And, yes, there's a picture in the 5E PHB of a character facing a medusa and seeing his arm is turning to stone, but I have a hard time interpreting what this image is supposed to represent. Partial petrifaction? Is the character succeeding at their saving throw (and thus withstanding a "full body stoning")? Or have they failed their saving throw and the magical curse is taking its sweet time creeping up from his fingers? Or is it just his arm that met the medusa's gaze? Or does medusa petrifaction work differently in 5E?  I don't know...but he looks more startled (perhaps by a "near miss") than actually "zapped" and incapacitated.

Whatever. 5E is its own animal. I see the book still has the spell regenerate; is there a 5E condition called "maimed?" I kind of want to write 5E adventures that feature limb-chopping traps and monsters. Wonder how that'd fly.

*AHEM* Which is a fine segue to my last post on this subject of art (I hope). 

I often get the urge to write adventure modules...as in, write them for publication. Part of this comes from reading other bloggers' (often negative) reviews of recently published adventures and thinking, hey, even I could write something that doesn't suck. I mean, it might be mediocre, but at least it wouldn't be a terrible travesty...and it might put a buck or two in my pocket.  But, as with all my gaming ambitions, the main thing that holds me back from my enterprise (aside from a lack of time) is the need for artwork in a published gaming product. And that, my friends, was before I started doing this research/analysis of the last few days.

Because the truth is, before this work (yes, it's "work"...I've spent hours on this thing!) I didn't see much value in adventure art other than 'well, it's kind of expected from the consumer.'  I mean, who is the art for? A cover entices a buyer, sure. But the interior of an adventure module is supposed to be For The DM's Eyes Only...are we just putting illustrations in the book to entertain the DM? I will say I even considered writing and publishing a new line of publication called "Artless Adventures," describing both their lack of illustration and my own ham-handedness in a single phrase.

Now I'm thinking differently.

I've long held that adventure modules...especially the old TSR ones I grew up with...provided a very distinct value to the game. Specifically: they provided a model for how to design adventures AND (in some cases) provided additional advice on how to run the game and handle certain aspects of it. Without adventures like B2, X1, the S-series, etc. what would my dungeons have ended up looking like? How would I have structured my adventures and campaigns? These old adventure modules provide examples and context for the instructions found in the rule books...instructions which, to be fair, are pretty "bare-bones" especially if you consider the reader to have been someone with NO experience creating fantasy adventure scenarios (as I was, once upon a time).

But more than that, I now see the importance of these early adventure modules from the standpoint of the artwork they provide. These images of giants and Drow and robots and volcanoes aren't only providing seeds for the imagination...they are helping to describe difficult concepts and illustrate aspects of game play that might be unclear. Sure, they offer excellent pictures of "peril" (see Delta's post for some great examples), but they also offer images that might be tough to conceptualize from a reading of text alone. The inverted ziggurat or suspended disk cavern of White Plume Mountain; the open-floor pit chamber of Slave Pits of the Undercity; the shadow of the vampire tomb in Shrine of Tamoachan; Lolth's spidership (and the demonweb itself) in Queen of the Demonweb Pits. The artwork does more than entertain: it helps elucidate and cement ideas so that the participants (DM and players) have a firm understanding of the play occurring at the table.

Limited by imagination, remember? Feed the imagination.

I have an extensive collection of old TSR adventure modules, but relatively few from the post-Gygax days. The few I do have are extremely hit-or-miss (and generally more "miss" than hit). The 2E Return to White Plume Mountain has some good pieces that help illustrate the certain unusual monsters that might otherwise be hard to conceptualize. But 2E's Return to the Keep on the Borderlands is extremely poor in this regard, providing almost nothing (save a good external view of the Keep) and even screwing up the illo of the minotaur lair (showing a chamber of three doors where no such place exists on the map). But the earlier 1E stuff, whether American or done in the UK, all do a good job of communicating concepts pertinent to the adventure scenario they present. Some of the UK stuff (UK1-3 and B10) is especially good at depicting tricky locations, events, and NPC characters with their art, illustrating fortresses and half-orcs and medieval towns in a way that really helps strengthen the imagination. 

There just seems...to my eye...to be a lot LESS of this in current adventure publications. And that is, I think, to be expected when so many of the adventures being published these days are being put together by poor independent shmucks (like me) scrambling to find any clipart to fill white space, rather than big companies with staff artists (like TSR, back in the day). 

Perhaps the big 5E campaign books WotC regularly publishes are better in this regard (I haven't purchased/read any of them, so I can't say), as they clearly have the resources to staff or outsource artwork of a higher quality and have actual real art direction. Then again, I do have a copy of Dragon of Icespire Peak (for 5E) and there are no images that spring to mind when I try to recollect. 

[hold on a moment...]

Okay, yeah...no. With the exception of an illo of a couple adventurers looking over a hill at Phandelvin, there's really no art portraying adventurers doing adventuring stuff in the book. There are full color illustrations of the monsters and major NPCs that will be encountered (good stuff that)...but I'm not sure DoIP expects much more than "PCs go to location/PCs kill monsters/PCs return to town." So...um. Yay? Is that a "win" for WotC's art department?

I mean, even the Dragonlance art showed PCs getting killed sometimes.

Yes, the "boobplate" is terrible. But
look! Dead adventurer!
It's like D&D or something!

The point of all this being: this stuff, this artwork (high quality or not) matters for how we conceptualize the game...and being a fantasy game, the ability to conceptualize is a key component to playing the thing. Just what that artwork illustrates serves to build our imaginations and inform our expectations of play.

Yes...we all have lots and lots of media to help give us an idea of what "fantasy adventure" means. We've seen Harry Potter and Lord of the Rings and Star Wars and tons of other media: comics and cartoons and instagram extravaganzas. But those images alone don't inform what the (D&D) game is. The D&D game is its own thing. Its rules provide for a certain type of play. And while I may be snarky about what 5E does or does not do, the fact is I have no interest or concern for "5E game play." I play AD&D (and, before that, B/X). And, hey, there are other people who are still playing these old editions.  And people writing adventure modules for these old editions. And people buying and reading and running these adventure modules for old editions.

And so it matters whether or not the artwork ("a picture being worth a thousand words") helps describe the game play of these old editions. Because they're not really "old" if they're currently being played. Hell, they're not even out-of-print anymore (pick up your POD copies of AD&D core from DriveThru right now!). So the discussion is actually pertinent to games currently being played.

And THAT, I suppose, is my final takeaway from this week's "adventure" down beautifully rendered byways of art and illustration. Art is something that I need to attend to (in my own design and publication)...something helpful and important for showing players how the game is meant to unfold, not simply an expected bit of decoration. 

Man, am I glad I commissioned a lot of mutating PC illos for my Comes Chaos book!
: )

Thursday, July 15, 2021

Addendum To "The Art Of Peril"

Something I completely failed to mention in yesterday's post on the subject of D&D artwork:

Despite what one might assume from the generally "down" tone of my last post, I quite like A LOT of the artwork in both 2E and 3E (or, as I call it, DND3). This may well come as a surprise to some. However, much of the art quality from both 2nd and 3rd edition D&D towers over the stuff in the 1st edition AD&D books. While many of the original 1E pieces are (rightly) considered iconic, the skill and artistry with which later illustrators execute their craft is, more often than not, simply better.

Everyone got that? I like many of the pieces in these later editions. Some are extraordinarily good. The color plates in the 2E PHB and DMG are some of my favorites in any fantasy RPG I own (check p.7, p.72, and p.110 of the 2E PHB and p.8 and p.116 of the 2E DMG). And many of the less manga-y, MtG-type art in 3rd edition is stuff I find incredibly evocative...and inspirational (as in: it fires up my juices and makes me want to play the game). 

I don't get that from classic pix like "A Paladin in Hell" or the single-panel cartoon jokes in the original DMG. Sorry, no.

But as far as communicating what the game is about...as far as providing building blocks for the imagination (not just vignettes for one's daydreams), the first edition of AD&D does the best job of any of these three editions of the game. Yes, there are excellent, evocative pieces of art in the 1E books (I said later works were better "more often than not," not always) but MORE than just "good art" or "bad art" or "mediocre art" there is EFFECTIVE art. Art that is effective at communicating what game play is about. Game play is NOT about a lone monk taking out an umberhulk with a spear single-handedly (much as I like John Foster's illo on p.168 of the 3E DMG). Sorry...it just isn't.

[apologies...couldn't find an image]

And ALSO, just by the way: before 3rd edition I don't think much of this art had any real intentionality of "communicating game play" (or its perils) aside from 'let's put a party fighting orcs in this space, and let's have an illo of a cleric turning undead over here.' 3E's art seems to be placed in appropriate locations (in relation to text) and...outside the MM3...is generally captioned to show its pertinence to the instruction at hand.  1E and 2E just throws "cool fantasy stuff" willy-nilly all over the place. I think the main difference, though, is that many of the artists in 1E doing pictures of peril in the core books were long-time D&D players themselves and...consciously or not...brought a lot of insight for the game to their works. I believe this is a large part of why there are so many humorous illos in the first edition books.

I have one more post to write in this series, but I just wanted to add this quick note. 

Wednesday, July 14, 2021

The Art Of Peril

 Continuing from the prior post...

As several astute commenters deduced, this discussion on art in D&D was "goosed" into action by Delta's blog post on "old school" art from Monday. Delta's main point was that:
"...one of the biggest sensibility differences between old-school D&D art and and newer-school art is the amount of violence depicted against ostensibly player-character-types..."
I have some quibbles with Delta's conclusion ("flipping through the earliest 1st Edition materials, you're going to get the idea that in D&D, player-character life is cheap") but not with his declarative that the images presented are going to create particular ideas in the minds of the reader. Again, returning to my prior post, our imagination constructs ideas and images from memories, and memories at their base are generated from external (sensory) stimuli.

Dungeons & Dragons is a fantasy game that absolutely requires imagination (in all participants) to play effectively. I would go so far as to say imagination is probably the defining characteristic of role-playing games, as opposed to computer (video) games, board games, or card games, ALL of which are playable without imaginative input from the participants involved. As such the importance of exercising one's imagination (both through use and through assimilation of pertinent memories for use) cannot be understated. The ability to play the game is limited by one's imagination (or lack thereof), and as we wish to pay attention to how that imagination is cultivated, we should take a hard look at the purpose and objective of the game.

Dungeons & Dragons is a game of facing peril and overcoming its challenges.

This is clearly evident from the rules of the game. No, D&D is not a game about "telling stories;" as I have written (often) before, there are MANY role-playing games that are designed to create/tell stories (in many genres!) and that serve that purpose better than D&D. Folks using D&D as a vehicle to tell stories are pretty lazy (or else suckers for the marketing). Systems are not included to be ignored; dice are not rolled because players "like rolling dice." The fantasy world of role-playing IS designed to amuse, entertain, fascinate, astound, and escape reality. Yes, absolutely. But the game is designed with the mechanics it's given in order to face peril and overcome challenge. This is the reason for combat rules. And armor class. And hit points. And saving throws. Etc.

SO...given the above raison d'etre of D&D, let's take a look at the artwork that is Oh So Necessary for implanting those building blocks of imagination (integral to the game) and the job they do at conveying the perilous nature of the game.

I spent roughly three hours this morning combing through the core books (PHB, DMG, and MM) of 1st, 2nd, and 3rd editions of D&D making notes on the artwork and just how much "peril" was communicated. Things I looked for were instances of evident fear (either on terrified faces or actual flight), instances of helplessness or restraint/capture, killing blows (i.e. an attack from which the individual was most definitely NOT going to walk away from without clerical assistance), "zaps" (from traps or magical monster attacks that may or or may not be lethal), and the presence of Already Dead Bodies. At first, I attempted to do a simple count for each book, giving more weight to some illustration over other (half a point for a scared face, two points for a killing blow that shows entrails/viscera, etc.), but the results were somewhat confused and, for my purposes, not nearly descriptive enough. So I went back through all the illos (again) and simply made tallies for each particular instance of each category for each book.

For an illo to be counted, the recipient of the "peril" had to be a PC type (the dragon on p.21 of the 1E DMG doesn't count, for example, as all the creatures being killed are kobolds). Overwhelming odds (the purple worm on p.166 of the 1E DMG) or potential surprise (p.91 of the MM, p.99 of the DMG3) were NOT counted for purposes of "peril" as such illustrations could simple be viewed as "precursors to heroism," or some such. Neither were the cover illustrations of ANY edition counted in any way (as covers are prone to change, even within editions)...only interior artwork was reviewed. Artwork taken from earlier products (2E illos include a LOT of previously published artwork from 1st edition) still count towards peril, as the illos were used in the core books and thus help teach the game to prospective players.

Here then are the results, as I calculated them:

1st Edition (AD&D)
Fear: 18
Held/Helpless: 12
Kill Shot: 8
Dead Body: 6
Zapped!: 7
Total: 51

AD&D 2E
Fear: 4
Held/Helpless: 1
Kill Shot: 2
Dead Body: 4*
Zapped!: 1
Total: 12

DND3 (3rd Edition)
Fear: 6
Held/Helpless: 10
Kill Shot: 1
Dead Body: 2*
Zapped!: 3
Total: 23

*Dead bodies! Okay...let's talk about these for a moment. Three of these four instances in 2E feature "bodies in repose" that may or may not simply be sleeping, they looked so peaceful (and no evidence of violence...see p.125 of the PHB2 and p.24 of the DMG2). The final one seems obvious; equally obvious, however, is the party's intention to raise their companion (p.116, DMG2). The "dead bodies" in 3E are even more "iffy" in nature: the caption on p.153 of the PHB3 tells me the individual is dead, but he looks more like someone having his leg regenerated. The other image (from the MM3) appears to be a mermaid helping a drowned man (p.135)...hardly "peril."

Oh, and speaking of iffy...the thing that's really absent from 3E, compared to the first two editions is any sensations of fear...hell, there's hardly any trepidation illustrated. The six instances of "fear" counted for DND3 all come from the MM3. Four counts come from the illustration of the tarrasque (where four small figures are seen running from one of the most tremendous threats of the D&D universe, p.174). Yes, I count each character as one "instance"...more fear, more death makes more impression from a single illo. The other two instances of fear in the MM3 are also instances of small figures running from gigantic foes: the remorhaz (p.155) and the red dragon (p.67). There are plenty of other illos where small figures stand toe-to-toe with impunity against huge and colossal monsters.

Yeah...no.
And that's what really causes me to shake my head in looking at these late editions. Just what do the art directors think D&D is about? What are they conveying to the reader? Because, I'll tell you that any adventurer who thinks he's going to stare down a purple worm in ANY edition is probably asking to be eaten. 

The illustrations of post-1st AD&D simply fail in communicating the perils inherent in the game. Keep in mind that 1E has plenty of illustrations that do NOT contain peril: images showing heroic confrontation, or fantasy and wonder abound in the pages of the PHB and DMG (whose share of "peril images" I count as 9 and 12, respectively). Yet, 1E still manages to communicate the danger of the game world to the reader. Not (as Delta concluded) that "life is cheap," but that fear and death are a part of the game.  This is preparation for the imagination. 

Failing to prepare the mind with art showing only heroic confrontation, victorious parties, and happy tavern scenes (a lot of these in 2E for some reason...) is going to lead to false expectations and, I can only imagine, DM fudging and protectionism to stave off player disappointment. At least in 2nd edition, which is close enough to 1E that players should be gaffled just as readily for stupid shit as in the original Advanced game.  In 3E, I suppose disappointed expectations can be avoided with careful use of that edition's complex challenge system and obsessive attention to optimal "character builds."

Anyway... some folks asked me about B/X and how its art helps illustrate the perils of that particular edition. By my method of calculation there are only two instances of character peril illustrated in the contents (both in the Basic book; both of the "zapped!" variety). My own B/X Companion (which was illustrated to my specifications and in like vein to the original books) contains only two instances of peril, one each of the "kill shot" and "dead body" variety (actually, just a severed arm being gnawed by a Baba Yaga-like hag). That ain't much peril. However, Moldvay's basic book supplements this by providing detailed play examples (in both the Encounter/Combat section and the Dungeon Mastering section) featuring player character death. Gygax does likewise in the 1st edition DMG (p.71 and then p.97-100...the latter describes a particularly gruesome PC demise). While such textual examples are helpful in making explicit the perilous nature of the D&D game, I don't think there's any debating the old saw "a picture is worth a thousand words." More images of peril would go a loooong way.

Fortunately, we also have adventure modules to help us out:

"Uh-oh."

By the way, I also calc'd out the first edition Fiend Folio art because I consider it part of my personal "core" AD&D volumes, even if the numbers weren't added above. Here's how that most grim and perilous tome stats out in terms of communicating "peril" through its artwork:

Fiend Folio (1E)
Fear: 12
Held/Helpless: 22
Kill Shot: 8
Dead Body: 2
Zapped!: 2
Total: 46

I think the fact that the total instances of character peril in the FF alone is more than the combined core books of 2E and 3E says quite a bit about the game's art direction post-1988.

[I don't own copies of 4E or 5E so I can't comment on those particular volumes. However, as game play for those two editions are fairly distinct from earlier editions...even 3E...perhaps those editions' artwork conveys exactly what they're supposed to communicate]

Comments, as always, are welcome.
: )

Tuesday, July 13, 2021

Imagination & Art

"[the rules] provide the framework around which you build a game of simplicity or tremendous complexity -- your time and imagination are about the only limiting factors, and the fact that you have purchased these rules tends to indicate that there is no lack of imagination..."

Thus wrote Gary Gygax in the first paragraph of his introduction to Men & Magic (OD&D, volume 1), and every Dungeons & Dragons rule set since have included some similar words regarding the importance of imagination to the playing of the game.

Just what is imagination? The dictionary definition ranges from "the formation of a mental image or concept of that which is not real or present" (AHD) to "the act or power of forming a mental image of something not present to the senses or never before wholly perceived in reality" (MWD) to simply "the ability to create pictures in your mind; the part of the mind that does that" (OED). Conceptualizing ideas...especially visual ideas (images, pictures)...would seem to be the main purpose/use of one's imagination, and we can thus infer that it is this ability (to mentally conceptualize images) that is so important to the D&D hobby.

It's important to a LOT of things (duh) but it is of utmost importance to a tabletop game that utilizes no board, and that requires participants to create mental images in their heads of the action occurring with little more than a handful of dice, textual notes, and narrated description to help. Players that fail to possess exceptional imagination will have a damnably hard time playing D&D, especially if the Dungeon Master, too, lacks the faculty to visualize and/or effectively describe their vision. Fortunately, imagination as a mental faculty can be exercised, becoming stronger with training and effort.

What might not be readily apparent, however, is the importance of external stimulus to imagination. Imagination, as a process, involves arranging the relationship of ideas and images to form a mental construct, but these ideas/images/relationships are not generated from nothing, nor is their significance/meaning. Instead these things come from our memories, both long- and short-term, and while memories can be created from our own imagination, their original impetus must necessarily derive from outside ourselves, from something learned.

FOR EXAMPLE: to a person unfamiliar with the term "minotaur," no mental image can be constructed with the simple utterance of the word. However, if I explained that a minotaur has the body of a man and the head of a bull, the person could use imagination to construct an image in their mind...provided they have learned (i.e. have memories) of both "a man" and "the head of a bull." Lacking one or both of these terms, the imagination will fail to produce a concept of a minotaur, unless more elementary descriptions are used.

For your memory.
All of which is (hopefully) really basic stuff to grasp. But fantasy role-playing games are not so basic (not even the basic ones!) and require substantially more mental gymnastics to play effectively...and even more so when one considers not only the need to use the mind for imagination (in play) but also the need to formulate strategies and tactics based on both situations/scenarios presented AND the rule set being used. That's a lot of computing power for the poor brain to handle (and, perhaps, part of the reason that some folks find the playing of D&D to be beyond their abilities).

All of which is preamble to declare the immense importance of artwork to the role-playing game. We've all heard the old saw "a picture is worth a thousand words" but in the sphere of fantasy RPGs, a picture's value may be even more valuable. Those visual illustrations found in the rule books work to imprint memories in the minds of the reader...memories that will be used in the process of imagination to form and arrange concepts and mental images, providing meaning and significance that will become the foundational building blocks needed in a game that often times emulates situations not found in our "normal reality." What is our mental image of an orc or goblin or dragon? How about a lucerne hammer or studded leather armor? From where do we draw our memory of a magic-user? Is it a man in cape pulling a rabbit out of a top hat?

Consider for a moment how important it is for an RPG like Dungeons & Dragons to provide visual images as "seeds" for the imagination; consider what you, dear reader, would be left with for your imagination withOUT the illustrations provided in countless fantasy gaming products. For me, I know that as a child I was exposed to many fantasy images prior to my first encounter with D&D...it was my love of all things fairy tale and fantastical that first drew me to a game involving the same.

[I would guess that the bulk of my gaming is informed by primordial memories of Ray Harryhausen "Sinbad" films, with a huge helping of Rankin-Bass Hobbit on the side]

[younger gamers would probably draw their mental images of fantasy from Jackson's Lord of the Rings films (can you believe those things are 20 years old?!) ...or perhaps Harry Potter.  *sigh*]

Anyway, once you've considered how important artwork is for a fantasy role-playing game, and how integral such artwork is to the formulation of a foundation for imagining the actual (in-game) action that occurs during play, I'd invite you to reflect on just what that artwork illustrates in the instructional, core texts of "the world's most popular role-playing game," and how said artwork differs across editions of the games. And then consider how those differences in artwork might influence differences in play.

I'll be writing about that in my next post.
; )

Tuesday, June 22, 2021

10:21, Wednesday, June 22nd, 2021

Mmm.

I started writing something but it was just...sad. And, no, it wasn't about the state of the world or anything; it was about the state of my publications. Or (rather) the lack thereof.

But I'm not really depressed. I'm not really sure what I feel...I don't have a simple word to describe it. It's a kind of mental constipation. Ideas are stuck in my head that I'm not sure how to express. Books are on my laptop that I'm not sure how to publish. Concepts are crystalizing that I'm not sure how to best articulate in a literate format. I feel blocked.

This blog has received nearly 3 million views over its life; based on the rate at which people "check-in" that number should be surpassed by the end of July (thanks to all my readers). The last book I published was in 2013. That's a long ass time ago. I'm hopeful that I'll be able to add a new one to my resume fairly soon...just waiting on a half dozen or so illustrations from my artist (he's already given me three times that many) to complete this book that's been sitting (finished) on my hard drive since, oh, 2019 or so. Most of it was written while still in Paraguay.

One of these days I'm going to have to learn to draw.

And speaking of artwork and books: in January of 2020 I commissioned an artist to pen a total of SIX illustrations for Cry Dark Future so that I could finally publish that book. To date, I have received ZERO finished pieces. This has been my second attempt at paying artists to give me illos for this book (the last time was 2014 or 2015??)...I don't know why people hate money so much. Maybe if I offered a thousand dollars per B&W illo? Is this why people use Kickstarter? 

Erol Otus charged less for a color cover...at least he did back in 2010. Just saying.

Anyway, despite having several ideas for various books and publications, I think the next thing I want to work on publishing is a handful of adventures. I don't know if these will be for sale or just "for download." My "Tomb of Bendan Fazier" post had over 600 views, though the PDF was downloaded less than 200 times (perhaps if I hadn't put all the text in the blog post...hmmmm...). Probably, though, they will be on DriveThru for a small amount of scratch...the price of a beer, maybe.

(*sigh*) This is a terrible idea; I can already feel it in my bones. 

Okay, everyone is (finally) awake in my house. Back to the mundane grind. Later, Gators!

Tuesday, August 18, 2020

"New" Stuff


"New" being pretty much a relative term.

My world building has taken a small backseat to a couple-three other projects the last week or so. Part of this is normal delay and procrastination, of course: the work is hard, with very little immediate reward, and so it gets put aside in favor of the latest hotness. I am used to my proclivity for this type of distraction, and it bothers me less these days (i.e. I don't feel as guilty about it as I did in the past), knowing that I'm in for the "long haul" and shall be returning to it soon enough.

However: publications! As I mentioned, oh, sometime last year (or two years ago...time is slippery recently) I have a couple books that want publishing and the sole thing they're waiting on is the artwork. My artists have (understandably) been preoccupied in recent months (as have we all), but I have been in contact with both in the last week, and received a number of "final" illustrations.

Which is exciting and amazing and makes me want to do stuff with those (B/X based) books.

Thus, the last few days have been spent repurposing a certain classic adventure (hint: the title begins with the word "Keep" and ends with the word "Lands") with the idea of doing a little play-testing. The fam and I are heading out on a mini-vacation tomorrow (we'll be up in the mountains...far away from the densely populated plague lands), and I'm hoping to have some D&Dish fun with them. Depending on how it goes, I might write up the notes in some useable form, to be released with the book (when it's finally finally ready). We shall see.  Here's hoping.

Oh, yeah...and I have an idea for a "new" project (again, very loosely defined). It is (duh) rather masochistic of me to work on yet another book when I already have 2+ in the hopper with no publication date in sight, but what's a guy gonna' do? Just sit on my hands and bitch&moan? One of these days, perhaps, I'll have an idea for an actual non-gaming product (like a novel or screenplay or something), and I'll bang the thing out and sell it on Amazon. But that's not today. The concept needs a little tinkering and a lot of polishing, but...well, it IS interesting. If I find the thing has legs, I'll write more about it.

All right...that's all the updates I have time for at the moment.

Tuesday, August 11, 2020

Elves in Red Earth

Still lots and lots to talk (and rant) about these days, and I haven't yet gotten to around to the subject of elves in my Red Earth campaign; I just can't seem to help but get sidetracked.

Let's go ahead and get to it.

The original draft for this post spends the first thousand words quoting all the information found in the OD&D books as a foundation; but I've since decided NOT to go down that road. Here are the basic takeaways of note (with regard to OD&D elves):

  • They are never noted as having an exceptionally long life span; there is no mention of longevity at all in any of the books (nor are there special notes regarding elves under the entries for the potion of longevity or the staff of withering as there are in later editions, like B/X).
  • With regard to appearance, there are no notes stating elves have pointed ears or that they are beardless (contrariwise, the illustration labeled "ELF" on page 32 shows an individual with a longer beard than the "DWARF" on page 8). Per Greyhawk, elf skin color ranges from "tan to fair" with "wood elves being the darkest." Height is given as "five or more" leaving open the possibility of rather tall individuals.
  • The original books state that "elves are of two general sorts, those who make their homes in woodlands and those who seek the remote meadowlands." No distinction is made between these two types. In the Greyhawk description of the elf class, four types of elves are listed: wood, high elves, meadow elves, and fairies...this last being a term found in the Chainmail fantasy supplement where it was used interchangeably with "elf," much as was done with dwarves/gnomes, goblins/kobolds, and pixies/sprites. The 1E Monster Manual will "clarify" this by stating "faerie" is the term for Grey Elves, even as it removes the term "meadow elves" from the game lexicon. Aquatic elves are added (along with a host of other underwater variant monsters) in the Blackmoor supplement.
  • Elves are "not naturally adapted to horseback." While they have the split-move-and-fire ability found in Chainmail (and originally used to model the speed of horse-born archers like Huns, Mongols, etc.), it only applies to elves on foot.
  • In the wilderness encounter tables, elves are on the GIANT TYPES sub-list (along with dwarves, gnomes, and treants). It would appear that the "giant class" of monsters (i.e. the enemies against whom rangers receive a special damage bonus) was meant to apply to ANY type of nonhuman humanoid. 

It is highly interesting to me that elves, as originally presented in Chainmail, were NEUTRAL in alignment (albeit with "a slight pre-disposition for LAW"). By OD&D, of course, they appear on both the Law and Neutrality lists, but this explains why elven clerics (only available as NPCs) are limited to 6th level of experience...per OD&D no cleric may progress above 6th level unless aligned with either Law or Chaos.

So it is with MY elves: these are not the goody-goodies found in Tolkien, but something far more aloof from humanity. An ancient race, not in terms of longevity, but in terms of culture...these elves have been around for a looong time, and have already passed the apex of their civilization. Not demihumans but protohumans...another species of humanity (like neanderthals or denisovans) destined to one day be extinct or subsumed into what we know as the modern human race.

The main inspiration for my elves are Moorcock's Melnibonean fantasy race (Elric and all his kin). I've written before about the general similarities between the Elric books and D&D, and the specific similarities between Melniboneans and the D&D elf. For my campaign world, I am embracing these parallels, although they are not an island or sea-going people (I already have my Numenorean/Valyrian sea king-types in the descendants of Atlantean refugees...and they are all "normal" humans). Instead, elves are a coastal-mountain folk living in the Chilean region of the Andes...though I admit to being tempted to move them farther north.

Another inspiration for my campaign setting is the artwork of Bob Pepper, and specifically his illustrations for the old Milton-Bradley card game, Dragonmaster. Each of the "suits" found in the game provide visual clues and inspiration for distinct factions of my campaign setting. Considering the Moorcock influence, it should come as no surprise that the DragonLords are the model for my elves, although they are not literally "dragon lords" in the Melnibonean sense.

Still, they are an ancient culture with access to metallurgy and sorcery that is hard to find (or equal) in the young human kingdoms. Though they ceased their wars of conquest centuries before the coming of the Sea Lords to the temperate eastern plains, the elves maintain enough might to remain independent from the ever-expanding Red Empire of the north, and most human communities continue to hold them in superstitious awe.

[the Sea Lords being a notable exception]

For once upon a time, the elves were conquerors, and the early humans of the continent little more than primitive, nomadic tribes and a ready slave population. These slaves would eventually throw off the yoke of servitude, using lessons learned from their decadent masters to forge their own kingdoms in the lowlands (thus was the Red Empire born), but the animosity and dread of their former oppressors remain.

Nor is this their only legacy, for in elder days the elves experimented with dark magics and sorceries best left unknown. The result: fell beasts and twisted monsters, demonic enchantments and dangerous pockets of enchantment that continue to plague and bedevil those who stumble upon them. It is said that dragons were created by elvish magic, but most sages consider the possibility unlikely in the extreme. However, it is a certainty that both the orc and gnoll species were products of the elves' attempts to create pliant slave races that would not rebel as their human servants did. Unfortunately (for everyone), this was a disastrous failure.

In these latter days, the elves are very much a diminished people, but they still retain secrets and powers unknown to the younger human race. It is unlikely that they will ever return to their former splendor, but the occasional elvish adventurer has been known to come down from the mountains, searching for treasure and glory among humans of like mind.

These are the elves of Red Earth. They are otherwise as found in the OD&D books.
: )

Thursday, January 30, 2020

(Lack of) Patience

I have been a damn grouch lately. My apologies for that, especially if I happen to have written something mean and nasty on your blog the last few days or so.

I am not a patient man. Lazy at times, sure. Prone to inertia, of course. Easily sidetracked into procrastination and time-wasting, obviously. But patient? No...and I imagine I've written that more than once once on this blog (after a couple thousand posts, the occasional repeated thought is perhaps inevitable).

And I tend to be grouchy when I get impatient. Right now, I'm going through a phase where I'm running up against my own impatience in two separate areas, both having to do with some very exciting developments in my "publishing empire:" I've got two books nearing completion. One is waiting on art; the second is waiting on art, formatting, and a slight amount of rewriting.

The art (and this is the really exciting part) is coming. I've commissioned work from two different artists (one for each book) and both appear to be on the ball...I've received preliminary illustrations from both in the last few days. For me, that is excellent news. It is exciting news. The artwork is always the last piece for my books, seeing that (to this date) I have been unable to rely on my own inadequate drawing skills. Seeing illustrations get done...it's like smelling something delicious cooking in the oven and knowing that the feast will be ready in a very short time.

And more than that, seeing the work from an artist is a validation of sorts. Sure, I am paying them, but the fact that they're doing the work and following my art direction and that the results are good...well, it makes me feel like a real live book publisher or something. Many are the times that I've felt like a big fraud...not just with the writing/design thing, but with other areas of my life. Just second guessing my choices, second guessing my motives, second guessing my authenticity. Probably because I believe I should have more to show for my life up to this point...which is pretty damn ridiculous when I actually take stock of myself.

[what can I say? People expected great things of me when I was younger. Writing the occasional RPG book every five years for an audience of a few hundred feels like pretty small potatoes]

[but still...ridiculous. I look up at the TV from my table (I'm drinking coffee at the Baranof...again) and see the immensely talented Wayne Brady is now hosting "Let's Make a Deal" on daytime television, sporting a gigantic lycra turban. I'm sure he's making a good living, but if I was in his shoes, I would probably be having the same misgivings (regarding my entertainment career) that I've been having this morning. Probably more...is the beard symbolic of his feelings? Does he day drink more than he once did?]

*AHEM* So, anyway...the waiting. I hate the waiting. We are at the "watching the pot boil" stage of things and there's no way to hasten the process. I've never been a pregnant woman (duh) but I'd liken the mental stress at this point to be around the 7th or 8th month range. Not just in wanting things to be done, but in preparing for what comes after.

No, scratch that. It doesn't really approach expecting a child...much more stress (especially regarding the "after" bit) with that, even as a father. Poor analogy. Point is, the waiting can't be helped. I want the books to have illustrations, I want the art from the artists I've commissioned, and I don't want the project botched or rushed. Well...maybe rushed a little.

Now...the OTHER bit of impatience: the second book that is ALSO getting artwork, but that requires a bit more work is Cry Dark Future. Yep, really. It is going to be published in the form that it was when originally play tested: all the gripes and grumps I've had the last few years about it being derivative trash, etc.? Don't care anymore. Yeah, it's derivative. And I'm a hack. I'm content to own both those facts so long as I can get the thing out the door.

Here's a thought: it's hard to really come up with an original idea. Few people can do it (or do it on a regular basis). I can't: I'm good at tweaking and polishing and reworking other people's stuff, but originating awesomeness? Eh...not so much. And is that so bad? Star Wars is mainly Kurosawa's The Hidden Fortress colored by Flash Gordon with some WW2 fighter plane action spliced in, and it's entertained a whole bunch of people over the years (as has the film's incredibly self-derivative sequels). And while I wouldn't expect CDF to meet the same sort of fanfare, I know some people will enjoy running it. After all, I did...and the Shadowrun concept doesn't fire my pistons nearly as much as it did when I was a young teenager.

As for the rules not being "simple" or "streamlined" enough: the fact is, they're simple enough. And just as I've gained a newfound appreciation for the "complexity" of Advanced Dungeons & Dragons, I've decided there's no reason to fear the fiddly. Look here: the systems are still more intuitive and straightforward than, say, the dice pools of Shadowrun, the asymmetrical systems provide interesting twists, and the internal consistency feels far more "realistic" than trying to push all the crunch into a universal or "one roll" system (which I was never going to do anyway).

And do I really need to do a game with another Vancian magic system? No, I do not.

But I'm digressing (as usual): the thing that tries my patience here is the reviewing, rewriting, and formatting, all of which takes time. Time, that most precious of commodities, and the one so often in shortest supply...at least for me. Finding the time to do what needs to be done with all the other pressing concerns in my life makes the reworks so...darn...slooooooow.  And things are just going to get crazier as I start a new part-time gig (next month), and have kids joining basketball and baseball teams. Plus there's the daughter's birthday, the wedding anniversary, the school auction, the last two months of soccer (three games last weekend...sheesh!), volunteer stuff, home improvements (need gravel for the driveway).

[thank goodness the Seahawks got bumped from the playoffs. One less distraction]

Finding the time to make progress is tough, and thus progress is slow...which makes me grumpy as hell, even though I still have to wait (anyway) on art. It doesn't help that I had to upgrade my MS Word to work with the new Mac OS (Catalina) and the damn thing looks different from the way it was the last, oh, 15 years or so.  Grrrrrr...

Time. Patience. I wish I had more of both. I know I should try cultivating more of both (I'll stress less and live longer)...but knowing and doing are two different things, as I'm sure my astute readers are all aware.

ANYway...I wish I had some zinger to wrap this post up with, but I don't. Just wanted to check in with folks, if briefly (while firing down a couple pots of coffee). Right now, I've got to get back to work.

Later, folks.

Wednesday, June 26, 2019

Nothing Helps Clear The Head...


...like adding a different type of Big Ball O Stress to the plate.

Heading out to Montana today. In fact, I have umpteen number of things to do, that I absolutely need to do, that I should be doing instead of blogging. Been out that way several times with the kids, but always via plane. Haven't made the road trip since long before the kids were born.

But we're doing it today. Finally got my wife to agree to the idea. When I was a kid, we traveled by car to see the relatives twice a year, starting when I was an infant (and being held on my mom's lap in a 1973 Datsun pick-up with no shocks). I can't see how my kids are made of any less sterner stuff than my brother and I were. They can tough it out for a few hours...jeez, we're going to be spending the night in Spokane anyway.

Still. Lots to do to prepare. That's the stress. I'm looking forward to the driving bit.

ANYway...I'll be (mostly) out of contact for the next few days, depending on internet connections and whatnot. Doesn't mean I'm ignoring you folks or anything.
: )

I am taking my sketch book to work on illustrations. More on that later.

Thursday, June 20, 2019

Let the Madness Commence

While I have no doubt there are some who just love to hear all about my personal stresses, I will forbear regaling you with tales of woe, save that I have been up since 5am in order to babysit a friend of my child (who lacked daycare this morning) and have only just now got my children down to sleep (it's a bit after 11:30pm). True, I did get a 90 minute siesta in around 3pm, but I've otherwise been "on the clock" the entire day...a day that started with something slightly less than a tremendous hangover (trivia night with the family at the local pub last night and I had one-too-many IPAs).

Even so, I still managed to finish the entire text of the new book, including the table of contents. Yes, I still have the headers to do (always a pain in the ass for these game books), and it has no illustrations (save for a few placeholders), but it's complete and done and I dig it. It's a nice bit of campaign setting for B/X, the first I'll actually be publishing, though I've got work on maybe four or six in Ye Old Hard Drive. I'll write more about the thing in the (hopefully) near future, but as of this evening I'm filled with at least a small sense of satisfaction.

Also a slight sense of trepidation. I've more-or-less decided to take a stab at doing my own illustrating for this thing though, frankly, the idea is pretty batshit insane. Still, I'll try doing a couple sketches and see how they turn out (need to set up the scanner my wife brought back from Paraguay in December)...if it's too shitty I'll start soliciting from artists I've got on my contact list. I toyed with the idea of some kind of "black album," but illustrating is a nice challenge. Besides my children like to color too, and it is summer vacation...had them both painting Blood Bowl miniatures last week (yes, the five year old as well); maybe I'll put them to work.

Or maybe not. I do have some money left in the kitty after all...enough for a small art budget anyway. We'll see, we'll see...this type of thing requires a very specific type of artwork and (if it's coming from professionals), I'm going to want to be a little choosey.

But first things first: got to finish those damn headers. And I've got to get up early tomorrow to get the car to the shop by 9am (we've got a road trip to Montana next week). And I've got to get some type of sleep, even a few hours. Man, I am beat.

Till later.

Thursday, July 19, 2018

Failed Fables

Just continuing from where I left off...

It was only a few weeks ago (when was Free RPG Day? A couple days after that) that I was in Around the Table Games in Edmonds and found a veritable motherlode of used D&D game product for sale, including a stack of adventure modules in near mint condition. And they were a wide variety: everything from Castle Caldwell to Queen of the Demonweb Pits to a first printing of Hidden Shrine of Tamoachan to the deluxe World of Greyhawk (not in the box). It was a really astounding collection, a mountain of books showing little evidence of actual play...just years of careful storage until the day some gentleman decided to clean out his closet.

[I asked about the person who'd sold the items...some local lawyer, apparently, and one "definitely older" than Yours Truly]

Needless to say, despite an eye-gouging markup, I acquired a fair portion of the collection, though I restrained myself somewhat (tempting as it was to double-up on copies of books I already own, I felt guilty at the thought of depriving others of the chance to acquire such treasures). Still...a good haul and (for me) more useful items than what I might have picked up at Free RPG Day, had I remembered to show up on time this year.

Mostly more useful, I should say. I'll admit that some items were more about nostalgia than anything else, and it's one of these books that I want to talk about: Carl Smith's 1984 adventure module The Forest Oracle. Designated N2 (the second of the "novice" series, after Against the Cult of the Reptile God), The Forest Oracle was one of the last 1E adventure modules I purchased prior to a hiatus from D&D that lasted more than a decade (my hiatus from "Advanced" D&D specifically has continued up through the present day...about 30 years).

[Jesus Christ! I hadn't even realized that till now!]

I ran The Forest Oracle at least once or twice "back in the day," but somewhere in the mists of time it was misplaced or stolen or tossed (not by my...I'm an absolute packrat when it comes to most things), hence the reason I was willing to shell out $15+ for a good copy. It is infamous in gaming circles, being considered one of the worst adventure modules of the TSR era...if not one of the worst of all time. Google its title and you can find several blog posts and and assorted forum rants describing the reasons why. It IS rather bad, on a lot of fronts, and I can specifically remember some issues when it came to actually running the thing, including an outright mutiny by my players over the "wererat robbery" incident.

[for the curious: players stay the night at an inn, where they are subsequently robbed by wererats. Even PCs setting a guard for the night gets put to sleep by a sleep spell (despite wererats not having access to such magic). It's a really heavy handed method of setting up a really stupid encounter for very nonsensical reasons. My players...who were not what one would call particularly sophisticated...railed at both the stupidity and unfairness of the situation, to the point that I believe we simply scratched it out of existence. If they'd actually read the adventure module, they would have seen the encounter was even stupider than it appeared]

Be that as it may, I adore this module. Despite the poor writing, the linear (often railroad) plot, the nonsensical challenges and pointless encounters...even when I was a kid (and didn't care or notice these kinds of things) and the only thing that mattered was the recommended level of PC (and levels 2-4 was far, far too low for my usual players), I still wanted to own and play the thing. Because stylistically I really dig on the promise their selling.

Just look at that cover. Keith Parkinson's color plates have been some of my favorite over the years, and this one is no exception. These aren't mischievous gremlins, subterranean wretches, nor Tolkien orcs of a lesser variety. No, these goblins are the dark fey of a Grimm Brother's forest, girded for war and sporting hell-colored skin that leaves no question of their evil nature or infernal origins.

And the threat implied by the cover goes perfectly with the themes and plot set out in the adventure scenario (a village cursed, a magical quest, benevolent druids, nefarious gypsies). Even the nonsensical encounters (the grieving nymph with her enchanted lover, the attack in the night by shapeshifting rats) go well with the "fairy tale" theme being presented, as does Jeff Easley's rather charming interior artwork. It's not "high fantasy" (what one might call Tolkien or Dragonlance); it's what I call prosaic fantasy, though of course I'm using the term "prosaic" incorrectly (sorry, I wasn't a lit or writing major). Prosaic actually means "common," "unromantic," or "lacking poetic beauty" and sure The Forest Oracle fits that description. But what I really mean is something delightfully quaint or of an older style, whimsical nature. Give me the word that means that in English and I'll endeavor to improve on my poor vocabulary.

[EDIT (several years later): "bucolic" may have been a better word than "prosaic"]

See, there's been a lot of ink (and blood) spilled over the last few years on the nature of the style of "Old School" D&D, discussions I've contributed to myself in enthusiastic and half-cocked manner. And while there's no denying both the gonzo design priorities and S&S inspirations, there is a LOT of this "fairy tale" style fantasy on display in D&D. Hell, it was what I brought to D&D when I first started playing.

I didn't get around to reading Moorcock and Leiber and Zelazny until I was well into my high school years. But I read a LOT of fantasy fiction even before I began immersing myself in fantasy role-playing: C.S. Lewis (of course), Frank Baum, Lewis Carol, Susan Cooper, Lloyd Alexander, Robin McKinley, and Peter S. Beagle. Tolkien, too, though only The Hobbit (I wouldn't finish LOTR till college). The Brothers Grimm. Hawthorne's Tanglewood Tales. Bullfinch's Mythology. Etc.

[true, I was also reading MZB, Asprin's Thieves World anthologies, and McCaffery's Get Off the Unicorn...we'll get to those in the next installment of this series]

Point is, my fantasy inspirations...the stuff of my imagination that was driving me towards D&D...was cut neither from the Howardian/Lovecraftian pulp cloth, nor from its imitators. Likewise, I had yet to be exposed to "high concept fantasy" in the Tolkien LOTR, Sam Donaldson, Terry Brooks, etc. sense...where a band of heroes struggle against some supernatural, mega-evil threat with the fate of a completely fictitious fantasy world hanging in the balance (i.e. the most popular form of serial fantasy fiction for the last several decades...see Robert Jordan, George Martin, Dragonlance, even Rowling's Harry Potter series).

And I don't think Dungeons & Dragons did all that much to dissuade me from that style of fantasy. If illustration and artwork is present to conjure and fire the imagination, many of the most prominent images found in my early D&D books fit right along side my prosaic (commonplace), fairy tale fantasy sensibilities. Outside the original Moldvay Basic book itself, I find a surprising lack of dungeon illustrations. There are few images in the original Monster Manual that depict or even suggest a subterranean setting, save for the Gygaxian "underworld cleaning crew" monsters, and aside from the joke illos (and the serial comic in the appendix on random dungeon creation) the DMG is likewise devoid of such artwork.

[while it's hard to argue against the cover of the original Players Handbook, keep in mind this was the last piece of the AD&D "puzzle" we acquired, instead operating with a combo of B/X, the MM, and the DMG, for a couple years...and when we DID finally get ahold of the PHB it was with the 1983 Easley ("Ringlerun") cover. I didn't see the 1978 cover till I acquired a copy in a used bookstore, circa 1987]

Check out the DMG illustrations on pages 48, 59, 154, and 193. Heck, just look at the cover leaf illos from all the original core books (DMG, PHB, MM): all show outdoor scenes...scenes I'd say deserve to be called pastoral (yes, even the bulette fight) in the light of day. Nothing so mean as grubby explorers in a fantasy Underworld. No one hanging from ropes or prodding cave walls with 10' poles or fighting desperate battles with brutish orcs by the light of torches and lanterns.

And yet those things...those scurrilous rogues who go (largely) undepicted...those are the stuff of actual gameplay, as written. It's HARD to use the D&D system to run games in the style of old fairy tale fantasy...the genre simply isn't supported by the system (let me tell you, I've tried!). A fairy tale druid grove like that described in The Forest Oracle isn't likely to be held in respectful awe...it's simply another lair waiting to be scouted and plundered by an enterprising party of adventurers (as soon as they feel they're of a level sufficient to take it on)! Roadside encounters with sad nymphs and dryads-in-distress are as likely to end in disaster as not, depending on what angle to the players see in helping such creatures. It IS possible to inject the fear and wonder of the mysterious and supernatural into one's game, but it seldom lasts...in the end, what matters most is how readily an encountered creature can hit Armor Class 2 (that's AC 18 for you ascending types).

Anyway, some of us were trying to do this type of fantasy. You see it in other modules of the TSR era (the UK series especially), but none quite so clearly as The Forest Oracle. It may seem like banal, overused fantasy tropes (I mean, it is, right?) but that in itself feels unusual to me. Which is probably why I like it.
: )


R.I.P. Keith Parkinson