Showing posts with label art. Show all posts
Showing posts with label art. Show all posts

Wednesday, August 14, 2019

Rulebook art?

What is the minimum necessary amount of art for an rpg rulebook? I know that (with the notable exception of the original "little black book" edition of Traveller) rpg rulebooks have traditionally included a lot of illustrations, and that certain types of products (bestiaries, adventures with scene-setting illustrations intended to be shown to the players, products aimed at beginners who aren't necessarily familiar with the genre and its tropes) need illustrations, but is this also true for a "standard" rulebook aimed at experienced players containing "crunch" info on classes, spells, magic items, and procedural stuff? Other than making the book more attractive to look at, are "filler" illustrations that just exist to set a mood (and fill white space) and aren't depicting anything practical really needed?

This isn't just idle navel-gazing, since I'm working on a product for publication that I am not capable of illustrating myself (at least up to a standard I would consider acceptable) so I'm trying to gauge how much art I'm going to end up having to buy (or beg) for this thing. A cover illustration is surely necessary, but what about the interior? RPG audiences are accustomed to seeing an illustration at least every 3-4 pages because that's what we've been given for the past 45 years, but if a book doesn't include that would it necessarily be seen as incomplete and unprofessional? Do I need little pictures of adventurer-types rappelling on cliffs in my section on wilderness adventuring, or a guy strumming a lute in the section on bard spells? And if I do need to include some interior illustrations, what is the minimum acceptable amount? Would 3 or 4 illustrations in a 128 page book be sufficient or if I'm going to have that few would I be just as well off not having any at all?

On the one hand I'd obviously prefer not to sink all of my potential dozens of dollars of profit (and more) into art, and I especially don't want to feel obligated to buy or accept a bunch of low-quality art because it's the only stuff I can afford, but on the other hand I think the text of this book is of high quasi-professional quality, and I'd like the presentation to be at a similar level if possible. If I'm going to expect people to pay real money for this then they should feel like their money was well spent, and I'm trying to get a sense of how important interior illustrations are to that determination.

I'm wondering how my 12 (!) readers feel about this. Given that a lot of good art isn't an option, what are folks' preferences between (a) no interior art at all; (b) a couple-three pieces of interior art; or (c) the book must be fully illustrated, even if the illustrations are of amateur quality?

Wednesday, October 24, 2018

[D&D] [Review] Art & Arcana first impressions



I received my copy of the Dungeons & Dragons Art & Arcana Deluxe Set in the mail yesterday, and while I've only had a few brief minutes to peruse it so far, my first impression is very positive - that this is a substantial and very interesting book that does everything the previous D&D art books (from 1986, 1989, and 2004) did not. While the focus is on the "visual history" of the game, they've taken a much more expansive view of that concept than the previous books, including not only art from the rulebooks and modules, but also extensive discussion and examples of things like logos, trade dress, maps, advertisements, etc.


The book is arranged in chronological order, from the earliest days of Chainmail and the Castle & Crusade Society up through the latest D&D 5th Edition releases, but there are sidebars interspersed throughout - on topics like the evolution of mapping and how different characters and monsters have been depicted throughout the years - that keep the "early edition" content that I'm interested in present throughout pretty much the entire book. I haven't actually read any of the text (aside from some photo captions) yet, but from flipping through the book there is a ton of stuff of historical and nostalgic interest, not just reproductions of art (cover and interior) and old ads and pictures of oddball 80s-era licensed products, but really cool unpublished tidbits as well. Some of this is stuff that people who follow historically-oriented D&D blogs (like Playing at the World) and ebay auctions (like those from  The Collector's Trove) will already have seen - like Gary Gygax's original "Great Kingdom" map that eventually became The World of Greyhawk, and pre-publication versions of some of the famous TSR cover art, but there's also stuff that is new (or at least new to me), such as Gary's hand-drawn maps of the village of Hommlet and the upper works of the Temple of Elemental Evil from his 1976 home campaign, that are intriguingly different from what was later published by TSR (Hommlet is the same but smaller - the "main street" around the Inn of the Welcome Wench is exactly the same, but many of the outlying buildings - the church, the jeweler, the brewer, and the tower - aren't present; while the Temple upper-works are almost completely different). The book is over 400 pages long, and I've only looked through a small portion of it (I confess I got so distracted by studying the TOEE maps that I didn't really look much further after that) so there may well be more surprises of that nature that I haven't spotted yet.

It's worth mentioning that (again, in contrast to the earlier D&D art books) this book is very solidly and well-produced. It is heavy. The paper is thick and glossy and all of the reproductions are very clear - many of them looking better than their original appearances. This feels like something you'd get in a museum store, and justifies its high pricetag.

An even higher price (which, of course, I paid) gets you the "deluxe edition" which includes not only the book with a special matte cover, but comes in a box (with the same cover art) that also includes a pouch of extra swag - loose prints of various key pieces of D&D art through the ages (text-free versions of the cover art of the AD&D Players Handbook and Fiend Folio, Dave Trampier's glorious art from the original AD&D Dungeon Master Screen, and various pieces of later-edition art) that are theoretically suitable for framing, though the larger ones are folded and have visible creases, and most intriguingly a reproduction of the original 1975 tournament version of Gary Gygax's Tomb of Horrors. This is a typescript of a dozen or so pages, a hand-drawn map, and 20 or so illustrations, just like the 1978 module version (but the art is by Tracy Lesch rather than Trampier and Sutherland, so it's of considerably lower quality). The map and at least most of the encounters appear to be the same (though even in a very brief skim-through I spotted at least one or two differences). The summer of 1975 is very early in D&D's history, long before TSR became a professionalized operation, but it's interesting how much of what later became the standard for TSR's modules is already fully formed here - the only real difference between this version and the 1978 version is the production values of the art and map and the typesetting of the text.

And, as a bonus to the bonus, and even more intriguing, the TOH booklet also includes a reproduction of a short dungeon (5 hand-written pages and one map covering 14 rooms) that D&D fan Alan Lucien sent to Gary and that inspired him to create the Tomb of Horrors - the "Tomb of Ra-Hotep." As the name suggests, and which has gone curiously un-commented-on that I've seen in a brief scan of other previews and reviews of this book (and the introduction within the book itself) is that Lucien's dungeon seems to have been a very close and direct inspiration not just for the TOH, but for Gary's later expansion of the same concept as Necropolis: The Tomb of Rahotep. Not only is the villain's name the same, but so is the map and many of the traps and encounters! Lucien was acknowledged with (presumably non-royalty-bearing) "special thanks" in the 1978 TOH module for inspiring its design, which is probably appropriate, since although the idea was similar the specifics are not really. But he curiously was not given any such thanks or credit for Necropolis, even though roughly half of that adventure's tomb section is directly lifted from his dungeon.

The deluxe version costs a lot more than the book version. I don't know that the TOH reproduction, even with the bonus Ra-Hotep content, justifies the price difference, but I'm still glad to have it.

Is this product (either version) worth buying? That really depends on where your primary interest in D&D lies (and, of course, how much disposable income you have). There's little if anything in this book that you will ever use directly in a game - its value is strictly historical and nostalgic and meta. If you're interested in the history and development of D&D you also probably already know most of what's in here and have seen most of the art and maps and ads and ephemera before (and maybe even own most or all of the products). This isn't a utilitarian product by any means - it's a toy, a luxury, a way to feel like you're still connected to the D&D culture even if you haven't purchased a D&D game-book in a quarter-century or more. And, on those terms, it's a winner. It's a very attractive, very well-produced set that will look nice on your coffee table, that you'll have fun perusing, and that might even make some of your non-gaming friends and family more interested in giving this thing a try than they would be from a dry (and, potentially musty) set of vintage rulebooks.

Tuesday, July 18, 2017

[D&D] Under the influence of art

As I've mentioned before, I was part of the second (or even third) generation of D&D kids, and didn't have much notion of fantasy before starting to play D&D (outside of Disney movies and fairy tales and He-Man) and I didn't really get into reading fantasy fiction (outside of The Hobbit, a book of King Arthur stories from my school library, and TSR's own Endless Quest series) until a bit later, so for the first two years or so my idea of fantasy and sense of "what fantasy looks like" was very heavily influenced by D&D and, especially, D&D art.

Alongside the canonical TSR artists (who, thanks to TSR's practice at the time of keeping old material in-print, I got the experience several generations of simultaneously - from David Sutherland, David Trampier, Tom Wham, Darlene, Erol Otus, Russ Nicholson, Jeff Dee, Bill Willingham, Timothy Truman, Jim Holloway, Larry Elmore, Jeff Easley, Keith Parkinson, and Clyde Caldwell all side by side by side) there was also some ancillary licensed stuff that was influential on me.

Back in the 80s, when D&D was a fad and everybody was anxious for a piece of that money, there was a lot of licensed, non-game D&D branded stuff (jigsaw puzzles, posters, beach towels, etc.). By 1983-84 that material generally featured either the characters from the AD&D toy line or reproductions of the same handful of book covers by Larry Elmore and Jeff Easley. But if you go back a couple years further, things get more interesting and there were some unique, now mostly-forgotten D&D-branded items floating about.

One that I never actually owned but that had a subconscious impact from seeing (and coveting) older kids' copies was a line of D&D-branded folders and notebooks released in 1981-82 by St. Regis Consumer Products. There were a dozen or so different designs, all by an artist named Alex Nuckols (who is, apparently, mostly known for paintings of Jesus guiding 18-wheelers that were sold in truck-stops in the 70s). Unfortunately I can't find any good sample images to post (thanks to Photobucket changing their terms of service), but you can Google image search on "d&d st regis" and come up with a few. The art is very much in the same style stuff like the Brothers Hildebrand and Ralph Bakshi's Lord of the Rings, or perhaps Rankin & Bass' The Last Unicorn, and doesn't really have anything specific to do with D&D (no identifiable monsters or anything) so it was probably pre-existing fantasy art that got the D&D logo stuck on it as a quick cash-grab, but it's still pretty cool (and I wouldn't mind having a couple of those folders today).

[Actually, here's one of the pieces - hope this link still works!]



Another item that I did have was the sets of AD&D-branded "rub down" transfers (a la PrestoMagix - one of those genres of kids' toys that has since completely disappeared). These were apparently released in 1981, but I found them sometime around the spring of 1985 in the gift shop at the King's Island amusement park in Cincinnati (where I guess they'd been gathering dust for awhile?). There were several sets, each of which had about a dozen images that were drawn mostly from the Monster Manual, Fiend Folio, or Players Handbook, but rendered in full color. These were very cool to me - the combined familiarity of the images with the novelty of them being in color (and transformed from book illustrations to stand-alone figures) seemed "right" to me and really struck my imagination. I don't remember what I actually did with these - I know I didn't keep them unused, but I didn't put them into my actual D&D books, either. I think I must have drawn landscape scenes on blank paper which I inserted them into. Here's one of the sets I had:


Here's another one that I didn't have (there were 8 different sets in total; I think I had 2 or 3) but that is still a pretty cool selection of some of the most iconic AD&D monsters:


And last but not least is another item that was even older (released in 1979), but that my best gaming buddy at the time picked up "new" at a flea-market I think sometime around the summer or fall of 1985, and that we spent a lot of quality time with and was very influential on my mind's eye picture of D&D: the Official Advanced Dungeons & Dragons Coloring Album, with illustrations by Greg Irons and text by Gary Gygax.

This item has already been "rediscovered" by bloggers and gotten a fair amount of attention in recent years, including a blog post from 2011 that included the entire book (both text and pictures), but I still want to talk about it a bit, both because it was so cool and because thinking back it's likely that having spent so much time at this impressionable age with my friend and this book, reading Gary's text and carefully coloring the images to match it, as well as playing with those rub-down transfers of Trampier and Sutherland art, at the time when the look and feel of the official game was rapidly moving in a very different direction, is a big part of why my D&D tastes and aesthetic preferences were out of step with what TSR was offering up in the post-Gary era and why I gravitated towards the "old school" Gary-era aesthetic, even as it was disappearing from (and in some sense being actively repudiated by) TSR's official product lines.

Greg Irons was an underground comix and tattoo artist out of San Francisco, and his work didn't look like anything from the TSR art department, but - especially in combination with Gary's text - it still fit the mood of the game perfectly. The purpose of a coloring book is, of course, to present tableau images that will be fun to color in, so Gary's "story" is really just an excuse to set of a series of these tableaux, but he included enough detail and evocative flavor in those paragraphs to make it interesting, and to make sure that the subject matter wasn't just repurposed generic fantasy art, but was extremely specific to the AD&D universe. All of the characters and monsters come straight out of the game, and even though the style of the art is different than the rulebooks, the imaginary world being portrayed is unquestionably the same:

(Alas, one downside of the amount of fun my friend and I had with this coloring book is that once we had filled it up we went on to start coloring in the illustrations of the actual D&D modules - especially those illustrated by Jim Holloway, Jeff Dee, and Bill Willingham, including my otherwise-highly-collectible copy of R1: To the Aid of Falx...)

So all of that D&D art - the canonical TSR art, plus the AD&D toys, plus the D&D cartoon (especially those monsters that came out of the game - the orcs and bullywugs, shadow demon, Tiamat, etc.), plus these licensed oddities - are and always will be "what D&D looks like" in my imagination. And that association, as much or more as all of the changes made to the rules (which, as the books always told us, were really just a set of guidelines, suggestions, and examples anyway) is the reason why I've never been able to embrace the Wizards of the Coast editions of D&D. No matter what they call it, or how hard they try to play the nostalgia card, nothing they do ever looks or feels "like D&D" to me :(