Showing posts with label inspiration. Show all posts
Showing posts with label inspiration. Show all posts

Friday, October 24, 2014

Baleful Beasts

HAVE FUN, KID
Rod Ruth, illustrator of children's books like Album of Dinosaurs and Baleful Beasts and Eerie Creatures -- which I compulsively checked and re-checked out of any number of childhood libraries and public school media centers as a child -- is an unsung master. Everything he painted was filled with mad, vibrant energy and color (and often, terror).

If I could commission RPG artwork from anyone who has passed beyond the veil, this man would be near the top of the list.

(Yes, this post is laughably low on content. It's been an extremely busy week for me.)

Friday, January 3, 2014

Toward a Rifts "Appendix N"


The AD&D Dungeon Masters Guide rather famously included a list of inspirational reading for the game, called Appendix N. In recent years it's become fairly common to see people make "Appendix N" lists for their campaigns, often branching out beyond prose media into films, comics, TV series, etc. that are supposed to give insight into the game's setting and mood.

Rifts is a difficult property for which to create such a list, partially because the feel of the game can vary so radically depending on the region of the world in which one's campaign is set, not to mention which elements are emphasized and which are downplayed. I've said this before, and it might sound a little trite, but Rifts is very much what you make it. One could say that about almost any long-running RPG -- Dungeons & Dragons is a blend of practically every conceivable flavor of fantasy at this point, for example -- but as a huge conglomeration of assorted science fiction and fantasy concepts that explicitly encourages the importation of elements from other popular genres, Rifts is particularly mutable. To put it another way, if you're using all of the books, Rifts is like dumping an appetizer sampler, a plastic jack-o-lantern full of Halloween candy, and a pu-pu platter into D&D's Chex mix.

With that having been said, the Rifts campaign in which I participated for years as a teenager had a distinct feel of its own. It was set primarily in the game's original backdrop, North America, which at that point was very much a "points of light" setting. Magic was largely downplayed, even though there were several spellcasting characters (one of which was my longest-running PC). The focus was on high-tech, post-apocalyptic action and heroism. As I've mentioned before, our characters were essentially soldiers of fortune that wandered a dangerous world, tackling powerful foes for money; initially similar to the "runners" of Shadowrun or Cyberpunk 2020, but increasingly more like a giant superhero team or (even GI Joe) as the campaign went on.

Though I've recently begun to reapproach Rifts as an adult, the fact remains that for most of my experience with the world, I and my friends were adolescents in the 1990s playing a game that was arguably targeted directly at us. The media that makes me say "that's Rifts" is almost always a product of that era. So, unlike Gygax's list, the "Appendix N" for my take on Rifts doesn't include much prose fiction (something in which I still don't partake much, considering my background in English and librarianship). It's mostly comics and animation, particularly the Japanese stuff that had so captured my imagination twenty-plus years ago, when playing Rifts was my favorite pastime. For me, at least, Rifts was basically an "anime RPG" before that came to mean something very un-Rifts-like in style, and that interpretation still colors the way I envision it.

Comics and Manga
Claremont, Chris. Uncanny X-Men series, particularly the Asgardian Wars paperback.
Kishiro, Yukito. Battle Angel Alita.
Macan, Darko. Grendel Tales: Devils and Deaths.
Otomo, Katsuhiro. Akira.
Shirow, Masamune. Appleseed; Orion; et al.
Takada, Yuzo. 3X3 Eyes.
Warren, Adam. Dirty Pair series.

Film & TV
ARTMIC Studio. Genesis Climber MOSPEADA; Genesis Survivor Gaiarth; Metal Skin Panic MADOX-01; Riding Bean; Bubblegum Crisis; M.A.S.K.; et al.
Kawajiri, Yoshiaki. Vampire Hunter D: Bloodlust; Cyber City Oedo 808; et al.
Kitakubo, Hiroyuki. Black Magic M-66; A Tale of Two Robots.
Oshii, Mamoru. Patlabor series; et al.

Video Games
Gearbox Studios. Borderlands; Borderlands 2.

There are tons of things I've forgotten to include. I should probably come back and add to this as I think of them. (See the comments below for some excellent suggestions for additional material.)

Friday, August 16, 2013

What Is A Demon? (Part I)

Though my campaign is called "The Demon Verge", I don't really have a clear idea of what the titular "Demons" are. This is largely because the game it's based on doesn't provide much information about them. That sketchiness has mostly been a boon for me thus far. Still, I feel kind of strange about leaving the villains of the setting in such a vague state, so I might as well start figuring some things out.

As I've discussed previously, the wargame Demonlord includes a dwarven kingdom that is menaced by something called "the Balron". It's one of the few things in the game that is a transparent Tolkienism. For the Demon Verge campaign, I try not to directly contradict anything from the game that inspired it, but I have to admit that I kind of roll my eyes every time I have to mention the Balron. For that reason, I decided that the Balron is understood to have been slain by a powerful wizard during the last war. (I figured if I'm going to have a Tolkien ripoff stomping around in the backstory, I might as well write it out with another Tolkien ripoff.)

For laughs, I decided to do an image search for "Balron" (as opposed to "Balrog", which gets you a lot of images of the monster from Jackson's Lord of the Rings films and the big boxer from Street Fighter II). Here's what I get:


Both are apparently from manuals for the Ultima series of computer games, which also used the name "Balron" instead of "Balrog". They've both got the sword-and-whip thing going on, just like the Balrog. Like the designers of Demonlord, the Ultima people obviously liked Tokien's Balrog enough to use it in their game, but probably feared legal trouble from those controlling his intellectual property. Fair enough, but I find this kind of direct ripoff a bit uninspiring, even though I have a soft spot for Denis Loubet's artwork.

I stumbled across another "Balron" during my search, though:


This Balron is a villain from the Saint Seiya anime series, as far as I can tell. The sword has been jettisoned from the standard Balrog armament, and instead of a big leathery beast, this version is a pretty man in demonic armor. I actually find this take kind of interesting, because to me it seems to be somewhat in line with what little is written about the Demons in the Demonlord rules manual:

On Narth, once called the “continent of man”, the origins of the Demons are obscure. Some say a wizard’s summoning went out of control. Others suggest that the Demons themselves opened a magical gateway, still extent [sic] at the gate of Tor’zem, the Demonlord Capital. A few philosophers even believe that the Demons are a natural race, like humans or dwarves, except the Demons became stronger than others.

In that rulebook, it's never stated that "the Balron character" is a Demon.  But the mention of the Demons possibly being "a natural race, like humans or dwarves," suggests to me that they are probably not completely monstrous in appearance. The Demonlords themselves are depicted on their chit counters as horned heads with Dracula-style collars, and one could reasonably assume that the individual on the cover of the game is meant to be a Demonlord. (The Balron's chit looks a little different from that of the various Demonlords: its silhouette is vaguely humanoid, with horns, wings, and big feet.) Whether or not the Balron was a Demon, the idea of mostly human-like Demons like "Balron Rene" is an appealing possibility for my campaign.

Thursday, August 25, 2011

Unholy Matrimony

Hey look, more Adventurer Conqueror King content!

As I was a "Visionary" contributor to ACKS' original Kickstarter funding project, I was given the opportunity to place an art order for an illustration I'd like to see in the final product. Not long after I pledged my support, Ryan Browning, the lead artist for the game, contacted me and asked what I'd like to see. I had recently read a section of the draft rules document that detailed the creation of crossbreed monsters -- something that high-level mage characters can attempt in the Adventurer Conqueror King system -- and asked to see some part of that process.

(By the way, the crossbreeding stuff is just one small example of how ACKS goes out of its way to explain and support the backdrop of classic fantasy RPGs in its rules system: we now know why there are all these bizarre composite monsters roaming the countryside.)

Working with Ryan to nail down the exact image we wanted was a pleasure. We ended up with the illustration you see above: a giant centipede/shark hybrid bursting from its creation vessel, lunging out at the viewer. A new terror unleashed!

The Autarch crew recently posted a detailed account of Ryan's artistic process. As you can see, he did a fantastic job of working from my vague guidelines and turning them into something fun and dynamic. I'm proud to be a contributor (in my own small way) to ACKS.

Tuesday, June 7, 2011

The Ultimate God and Others

If you haven't already seen the latest post on Monster Brains, do so now. Aeron Alfrey has put a much-deserved spotlight on the artwork of Sidney Sime.

Sime was probably one of the finest popular illustrators of the 20th century. He contributed his artwork to stories by luminaries like Lord Dunsany and William Hope Hodgson, among others. In a dream world, my fantasy RPGs would be illustrated by Sidney Sime and Ivan Bilibin.

Anyway, if you find yourself in need of inspiration, do yourself a favor and take a look.

Friday, September 17, 2010

The Answer



The Advanced Dungeons & Dragons Coloring Album, expertly colored by my older siblings, was the first D&D book I can remember looking through. Later I picked up the Monster Manual and Monster Manual II, purchased at a WH Smith bookshop in Edinburgh, and later still the AD&D 2nd edition Player's Handbook, but it's this cover image that pops into my head when I hear "Dungeons & Dragons".

Wednesday, June 16, 2010

We've Got Crab Legs

A deadly and treacherous creature, no doubt. Clearly, the chefs at this restaurant are not to be messed with.

Wednesday, December 16, 2009

Inspiration Dump II

As a deck-clearing exercise, I'm going to post some images that are sitting on my hard drive, doing nothing worthwhile:












I hope to have the time to post something more substantive in the future.

Thursday, June 25, 2009

Onward, Dragon Warriors



My longtime friend Kent Bonifield drew an excellent sketch of the player characters from my Dragon Warriors PBP that I had to share. From left to right, we've got:

Iblis Smythe, a.k.a. "Ib the Pale", Assassin (played by my brother Chris)
Taebryn Kayatlaen, Barbarian (played by Bret)
Tobias Strangwald Wroxley-Nott, Sorcerer (played by Kent)
Olethros, Warlock (played by Keith)
Sir Yezekael of Rozhan, Knight (played by Dave, a.k.a. noisms)

Kent's art will soon be gracing the pages of at least one professional RPG publication (which I'm not allowed to mention by name just yet), but until that day, you can see more of his work here.

Thursday, May 7, 2009

The Work Of Demons

The book I'm currently reading, A Distant Mirror, is proving to be endlessly inspiring, especially for quasi-medieval games like Dragon Warriors. The following passage from Tuchman's book is a near-perfect summary of the mindset that I believe the setting of Legend seeks to evoke:

"People lived close to the inexplicable. The flickering lights of marsh gas could only be fairies or goblins; fireflies were the souls of unbaptized dead infants. In the terrible trembling and fissures of an earthquake or the setting afire of a tree by lightning, the supernatural was close at hand. Storms were omens, death by heart attack or other seizures could the work of demons. Magic was present in the world: demons, fairies, sorcerers, ghosts, and ghouls touched and manipulated human lives; heathen superstitions and rituals abided among the country folk, beneath and even alongside the priest and sacraments. The influence of the planets could explain anything otherwise unaccounted for."

Of course, in Legend, the flickering lights really are the work of goblins, the seizures are the work of demonic forces, and the fissures in the earth lead to underworlds dreamlike and nightmarish.

Must... run... game... now...

Friday, May 1, 2009

Inspiration Dump

These images aren't doing any good just sitting around on my hard drive!

Arthur Adams draws himself a mean sexy snake-lady. I was thinking of writing up D&D stats for this one, but then decided that between lamias, yuan-ti, mariliths, and succubi, it'd be pretty redundant.

This is a prehistoric animal whose scientific name escapes me at the moment. The image is called "Suthirinodon", but that was from a Japanese site, and they always butcher scientific names when translating them into katakana and then back into Roman characters. Anyway, "moleratpig" seems like an appropriate description. An animal like this would be the ancestor of the snuffling, tusked, xenophobic dwarves of the Freed Lands setting.

Jeff Rients posted this bad boy long ago. I am a big hobgoblin fan, but more than that, I love the Miyazaki-esque feel to this guy. This is literally one of my favorite RPG-related images, ever, and I wish I could find out who drew it.

Found this guy on a Russian-hosted site about a Forgotten Realms campaign. Looks like it might be D&D 3e art, but it looked vaguely Central Asian/Eastern European to me, so I saved it for Freed Lands inspiration.