Sunday, July 08, 2007

100 Years of RAH!

Yesterday was the 100th anniversary of the birth or Robert A. Heinlein, one of the Trollsmyth’s favorite authors. I first came across his work in Boy’s Life magazine, where they serialized his novel, Between Planets as a comic. Unfortunately, these were old issues I was reading, so I never got to finish the story there. But I did pick up the book later. Before that, however, my father bought me Have Spacesuit, Will Travel on the recommendation of a friend. I loved the book, and buying a new Heinlein novel became a weekly thing for me. I still remember reading Starship Troopers by flashlight on a Boy Scout campout while my tentmate read one of the Dragonlance novels.

My favorite Heinlein story is still “Green Hills of Earth”. I’m a sucker for the Horatius-on-the-bridge sort of story, and that one has everything I love about them in spades. I've cruised the web a little bit for blog posts about Heinlein, and this has been my favorite post honoring the event of RAH’s birthday. If you haven’t read any Heinlein yet, do so.

If you’re feeling poor, however, or too lazy to get out, you may be interested to learn that much of H. Beam Piper’s work is now on Gutenberg. If you like RAH, you’ll probably also like Piper. I recommend Space Viking, Little Fuzzy, and Lord Kalvin of Otherwhen. For something a bit shorter, but still a great read, try Omnilingual.

Thursday, July 05, 2007

Walrus Porn!

Um, ok, maybe not. But it is one of the cutest things I’ve seen in a while. Seriously, if naked breasts don’t cause you to blow a gasket, this not-safe-for-work pic by Fredrik K.T. Andersson will probably put a smile on your face. There are six new pics on that page, ranging from the charming to the disturbing. It’s all what we’ve come to expect from Mr. Andersson. While some of the pieces look a touch sketchy, they’re all infused with the character and expressiveness we’ve come to expect from his work. There's also the sense of continuing story, of lives actually being lived. I continue to look forward to his updates.

Håkan Ackergård has also updated his Playelf Gallery. Again, not safe for work, but rather sweet. And again, no surprise. In fact, this is classic Ackergård, with a cute, scantily-clad girl in nature. The clothing is especially daring in this one, and a touch bondagy. (Are those roses around her right ankle? With thorns? OUCH!) But there’s a touch of the whimsical and the mystical about it. The expression is great. And Mr. Ackergård proves once again you can be sexy without screaming SEX!

One thing I find interesting is my reaction to Mr. Ackergård’s more anachronistic pieces. They really rub me the wrong way. The Underdark sketch series is a good example of what I’m talking about. At first, I was thrilled to see the title, as it promised a fun romp through traditional D&D territory. And while the drow babe’s armour was silly, it was an excellent display of talent, juxtaposing the hardness of the metal with the softness of her flesh. I even appreciated the pieces with Syline, though I’m not really in to piercings.

But “Orc Leatherboy” really rubbed me the wrong way. Why? Because the anachronism really blindsided me. If you go back to my review of Larry Elmore’s work, you’ll notice that one of the things I really appreciate about his art is the sense of verisimilitude. The people look real, the clothing looks real, even the monsters look like they could be real. The landscapes, the rigorous anatomy, and the equipment in Mr. Elmore’s art all look like they belong to a real world, a place you could actually visit. It’s the same thing that really helped to set the LotR movies apart from most fantasy film.

Mr. Ackergård usually delivers this in spades. His anatomy may not be as exacting as Mr. Elmore’s, but it rarely offends or looks completely wacky. It often has a softer, more cartoon-like feel, but that only heightens the sense of the fantastic in his work, and it’s exacting enough to draw you in, rather than shutting you out of his art. As I’ve mentioned before, the clothing, backgrounds, and characters all have a sense of the real to them. You could wear that clothing, fight with those weapons, sit on the chairs and drink ale in the taverns. But that only makes things like “Orc Leatherboy” or “Hell – Moe’s Tavern” (NSFW either) feel more like a smack in the face. It would be like Mr. Elmore slipping Prince Valiant into the background of the Inn of the Last Home, or seeing one of the puppet Feebles characters at the Battle of Helm’s Deep. Which in the end, I think, says more about me, as a viewer, than it does about Mr. Ackergård or his art. Mr. Ackergård has an appreciation for the absurd, for juxtaposing our expectations of the “high” fantastic with the coarser, more commercial fantastic of store-brand fetish and prime time television. I turn to the “high” fantastic to escape such things, which is why my reaction to their inclusion is so strong. Very much a “you got your peanut butter on my chocolate” thing.

Sunday, July 01, 2007

Return of the LGS?

The Troll Family is blessed with a number of great gaming stores, like this one, within easy drive of where we live. We don’t frequent them as often as we’d like to, but we enjoying stopping by when we can, even if we can’t buy anything. Each visit is like a mini-convention, hanging out with like-minded nerds, chatting about games, anime, comic books, and cool movies. Where else can you find people who think “The Chronicles of Riddick” is an underrated movie?

It has long been a perceived truth that gaming stores are dying. Their ranks have been dwindling for some time now, and even cash cows like "Magic: the Gathering", "Pokemon", and D&D’s 3rd edition have done little to stem the tide of store closings, at least in the US.

But something you might have missed has happened in the US Supreme Court. Luckily, Ryan Dancey had his ear to the ground, and has this to say on his blog:

Luke Peterschmidt & I in our consulting practice, have considered the full-service hobby game store model to be unsustainable, and have long believed that such stores were doomed. We have been advising our clients to pursue as many diverse retailing strategies as they can, to avoid being “trapped” in a failing business model. At the heart of our analysis was the knowledge that discounting, especially e-commerce discounting, was a clearly superior business model to full-service retail store support, and that given enough time, the e-commerce discounters would eliminate most full-price retailers.

Leegin changes everything. EVERYTHING. Suddenly, the fate of the retail tier is in the hands of the publishers. And the publishers already know that the full-service retail model is the best way to grow their businesses. Given the chance to “save the retailers”, the manufacturers are almost compelled by the logic of the situation to do so.

This is pretty exciting stuff, and ought to have significant impact on the RPG and other gaming hobbies. What Mr. Dancey is predicting is the end of online discounts. (Notice I don’t say online discounters. They’ll still have a place as dealers to folks who don’t live near a gaming store. But the price difference between brick-and-mortar stores and online stores will vanish, which means there’s less incentive for you to buy online what you can get at your local store.)

Read the whole thing. Mr. Dancey discusses the common objections and doomsaying in the article, as well as in the reader comments following. Since he’s done a great job of dealing with those issues already, I’ll jump off what he wrote to other topics.

Assuming Mr. Dancey is correct, and assuming we do see a rebirth of the local gaming store, what does that mean for the hobby? At first, I thought this would accelerate the trend towards more Ptolus-like products. Listen to this special interview on “Have Games, Will Travel”. Without the discounters, will customers be more open to spending a lot more money for higher quality or more expansive products? Doesn’t this encourage the return of the boxed set?

I think it does, but that’s only half the picture. The big thing browsing through a store does is encourage impulse buying. You go to the grocery store for a dozen eggs and milk, and end up coming home with a box of donuts and a bag of chips as well. Gaming stores are the same way. You go to pick up the latest expansion of your favorite game, and you end up buying something else too that caught your eye. This is a huge boon for folks that make small, fun games. Things like “Kobolds Ate My Baby”, “Munchkin”, or pretty much the entire “Cheapass Games” line, are the sorts of things that could really benefit from this sort of phenomenon. This could be the shot in the arm that the independent game publishers really need to push the current small-press revolution to the next level.

Things could be on the verge of getting very exciting again for the gaming industry.


Update: For those of you thinking that this is an excuse for the manufacturers to hold retailers and customers over a barrel while they rifle through their pockets for loose change, read this thread over at RPG.net. Ryan Johnson explains how Guild of Blades is taking advantage of this situation. Notice that there’s a sunset provision, after which discounting is permitted, and even before that kicks in, the price floor isn’t SRP, but a percentage of that, allowing retailers to offer loyal customer discounts and the like. There are also provisions for returns as well. This isn’t manufacturers twirling their mustaches and cackling with avaristic glee. This is manufacturers telling retailers that if the retailers will take a chance on new products, the manufacturers will have their back, and not let them get screwed by deep discounters.

Seriously, people, the manufacturers we’re talking about make games for a living. You think they don’t know how to min-max? ;)

Painful Dragonlance Update

Haven’t said much about this movie lately. There hasn’t been much to say, honestly. And now, what I have to say is disheartening.

There are four new pics up. These are labeled as “production shots”. I’m not entirely certain what that means, but there appears to be some confusion. Ms. Weis is quoted as saying the stills are over a year old. But it seems odd that they’re releasing year-old pics, and as I understand it, production shots are supposed to be from the actual, working production of the film, as close to final as you can get. So there may be some hope here that these are, for reasons I can’t even begin to guess, very incomplete and not very representative of what the final film will look like.

God, I hope so!

Let’s start with the pic of draconians on the march. Not bad, nice and atmospheric. But look closely. Notice that the two scuffed-up shields that we get a good look at are identical in every detail. That seems to hold true for every detail of the draconians in this picture. If you just see a flash of it, a few mere seconds, I suppose that will fly, but it is worrisome.

Even more worrisome, this is the best picture of the new quartet. Much has already been made of the fact that all of Takhisis heads are breathing flame in the still labeled “Takhisis vs. Paladine”. The juxtaposition of 2d and 3d elements is annoying, but not a deal-breaker for me. I’m afraid lots of that sort of thing handled with varying degrees of success in anime has already inured me to it. But take a look at Takhisis. Look at the shape of her chest and belly, or how her right arm attaches to her body, and the angle it’s being held at. She looks misshapen, like she was put together by someone who has a poor grasp of anatomy. She almost, kinda-sort, looks like an alligator. Sorta. But that is one ugly looking dragon.

Look at the close-up of Pyros. This is supposed to be a villain? Does he look sinister or comical to you? Notice the lack of texture, the lack of bump-mapping, the lack of shadow. Also notice the lack of teeth. I guess he lost his dentures somewhere?

Finally, and most horribly, we have Pyros in flight. Again, notice the arms. It appears the artist started with a snake and then tacked very human arms onto the sides, without consideration for or inclusion of such details as shoulders. Look how the limbs are splayed all akimbo, feet and arms going every which way, making the dragon look about as aerodynamic as a brick. This awkward pose is only exacerbated by the duck-like feet, hanging straight down rather than tucked up close to the body. Also notice that Pyros has apparently found his dentures, and now has fanglike canines. These are very ugly dragons that wouldn’t pass muster in your average MMOG, forget a movie.

There is a ray of sunshine in all of this. Karl Preusser’s Q&A has some very heartening things to say. In addition to a live orchestra, female choir, and female vocalists, he’s also drawing on the talents of a medieval instrument ensemble. He talks about building themes around characters as well, themes that take into account action from later books. If nothing else, we might get another cool and inspirational soundtrack to play at the gaming table.

Tuesday, June 26, 2007

More Green Ronin Goodness

The Fates have been unkind to Green Ronin. First, they had issues with the printer for their Free RPG Day stuff. So they made their freebies available on their website (which was better for you and me anyway, because there just wasn’t enough dead-tree freebie material to satisfy demand, from what I’ve heard). Only, the demand was so large, lots of people couldn’t get in to download the goodies. A real mess.

But Green Ronin, as I’ve said before, is a class act. They’ve turned Free RPG Day into Free RPG Week. Here’s the schedule for goodies listed on their web page:

Tuesday: The Mutants & Masterminds Beginner's Guide will be free once again for 24 hours. The following Mutants & Masterminds PDFs will also go on sale for the rest of the week: Mutants & Masterminds Second Edition for $15, Agents of Freedom for $10, and the Masterminds Manual for $13.50.

Wednesday: At long last the Pirate's Guide to Freeport will debut. The full price of the PDF is $19 but for this week we're offering it for only $17. The following Freeport PDFs will also go on sale for the rest of the week: Freeport Trilogy 5-Year Anniversary Edition for $12, Creatures of Freeport for $10, and Crisis in Freeport for $8.50.

Thursday: Bleeding Edge Adventure #5: Temple of the Death Goddess will be free once again for 24 hours. The following Bleeding Edge PDFs will also go on sale for the rest of the week: Mansion of Shadows, Beyond the Towers, Dirge of the Damned, and A Dreadful Dawn.

Friday: True20 Adventure Roleplaying will be free once again for 24 hours. The following PDFs will also go on sale for the rest of the week: True20 Bestiary for $12, True20 Companion for $10, and True20 Worlds of Adventure for $9.

I can certainly recommend True20. Hell, I’ve been recommending True20 when you had to pay for it. Getting it for free is really a no-brainer, folks.

At the risk of sounding like a shill (and seriously, I don’t work for ‘em and they don’t pay me for this), thanks again to the GR folks for stepping up to the plate and once again demonstrating that they are the sort of company I want to do business with.

Friday, June 22, 2007

Oops! Almost Forgot...

This Saturday, June 23rd, is Free RPG Day! Participating stores will have free rules, adventures, and other goodies. Check with your local gaming store to see if they're participating, then go out and learn a new game, or get excited again about an old one. :)

Thursday, June 21, 2007

Nazis. I hate these guys...

Just in case you haven’t heard, the SciFi channel’s next big project, now that they’re winding down Battlestar Galactica, is Flash Gordon. Of course, they feel a strong need to reinvent it, reinterpret it for modern audiences. They certainly seem to have struck gold with that technique on Galactica.

I’m thinking this is one of those lightning-doesn’t-strike-twice things. Seriously, what do you think of when you imagine Flash Gordon? This is planetary romance, descended from the Barsoom novels of E.R. Burroughs. It’s two-fisted action, with a ray gun in one hand and a sword in the other. It’s exotic locals, wild costumes, beautiful women, aliens based on animal motifs, and the struggle of larger-than-life heroes against fiendish tyranny. For a hint of what I’m talking about, look here.

The folks over at SciFi have released some still photos from their shoots of the new Flash Gordon series. So far, I’m less than thrilled with what I’m seeing. Most of the sets appear claustrophobic, or dark with a few props under spotlights. Black leather abounds. Everyone appears to be human (though additional effects both in scenery and costuming may be planned for digital insertion). Many of the costumes look more mundane and commonplace than what we saw on Babylon 5. And I don’t see a single sword anywhere.

Clearly, the SciFi folks are shooting from the three-point zone, but I’m thinking their footwork is all wrong. They want to make Flash more edgy, and more relevant. Edgy might work, but what Flash is about is wild, escapist adventure. Relevance, while not antithetical to Flash, is something you have to be subtle about. When Ming’s goons bear a disturbing resemblance to the police who yanked Elian Gonzalez out of his relative’s home in Miami, something is out of kilter. Planetary romance this is not.

Now, I haven’t seen an episode yet, and it’s possible this thing will be really good, or wildly popular with folks who are dealing with Galactica withdrawal. But right now, I’m not seeing anything I might want to schedule my evenings around.

Wednesday, June 20, 2007

Ziggurat Con a Success!

Even such matters as a small war won't stop geeks from gettin' their game on.

Pictures and roundup here.

Congrats to everyone involved, especially those who sent stuff. Very cool.

Making a Game?

Some of you may be coming over from an RPG.net discussion I started about reward systems. Yes, I am making a traditional tabletop RPG. It’s a fantasy heartbreaker with stats and elves and most of the usual elements you might find in most commercial games. The genesis really came from me trying to modify existing games for play with the Trollwife, and being inspired by the Basic Fantasy RPG and the no-longer-recent string of Fear the Boot episodes on making your own game. It’s kinda grown into something bigger than was originally intended, and I’ll probably publish it in some form or another. Why? Because I think it does a few things differently enough, and in ways I haven’t seen before, that it warrants sharing with the public. Believe me, if it was just another “better than D&D” Frankenstein’s monster, I wouldn’t bother you about it. I’ve made a few of those in my time, and they’re fun, but hardly worth getting excited about. So yeah, I’m excited about this new one, and taking it far more seriously than I have other gaming projects in the past. But I really don’t have much more to say about it just yet.

Yep, that’s right. After a long spell of silence, I just posted a blog entry to tell you that I’m not going to tell you anything. ;)

Tuesday, June 19, 2007

Wayne's Worlds

And another dry spell comes to an end.

Wayne Reynolds is, in many people’s eyes, the Man when it comes to fantasy gaming art right now. He’s recently updated his web page and reorganized it a bit to take better advantage of his latest projects. While many will decry his embrace of the “dungeon punk” style, his attention to atmosphere and personal details really is second to none right now. And his trademark “wall o’ action” style really embraces the feel of many mainstream RPGs today.

Be sure to check out the updates to his Eberron work, Gallery 2. I know I’m tweaking some of his fans by saying so, but ClawsotTiger_02 (closet tiger?) certainly cements his place as one of the best furry artists in the business. His ability to seamlessly integrate the dramatic with the realistic with the absurd (as he does so well with Paizo’s goblins), really sets him apart from most of the rest of his field.

Saturday, April 21, 2007

Paizo's Goblins

So now there's a Pathfinder blog. The second entry is all about goblins. These goblins are a touch... odd. There's an obvious cute-and-sinister vibe going here that reminds me a bit of "Nightmare Before Christmas". And this song is way too trolly:

The Goblin Song

Goblins chew and goblins bite,
Goblins cut and goblins fight,
Stab the dog and cut the horse,
Goblins eat and take by force!

Goblins race and goblins jump,
Goblins slash and goblins bump,
Burn the skin and mash the head,
Goblins here and you be dead!

Chase the baby, catch the pup,
Bonk the head to shut it up!
Bones be cracked, flesh be stewed,
We the goblins—you the food!

Friday, April 20, 2007

Gungir Comics and D&D Stuff

From Joseph Rossow (I think) comes a new gaming and art blog, Gungir Comics. The author is also an artist, and has included origional sketches and drawings with most of his entries. But unlike most artist blogs, almost all the original art is there to support original gaming content. He has a D&D adventure posted, and some character concept sketches.

My favorite part, however, is "
The Magical Shop of Fiddeus Crackpot":

When adventurers stop at Crackpot’s Shop, they are often in need of specific things. A wizard browses for a scroll of Detect Invisibility, a rogue looks for a pair of Slippers of Spiderclimbing, but never in Crackpot’s shop do they find quite what they are looking for.


What follows is a description of four non-standard magical items that might, or might not, work like your players expect them too. Much fun!

A Sad Day

Tis a sad day at the Troll Cave. News came yesterday of two passings. The first, and certainly less tragic, is the news that the magazines Dungeon and Dragon will soon no longer be published. The first issue of Dragon I ever read was a present to me from my brother. I loved it. I still have the poor, battered, thing. Among other goodness inside, it had an article by Ed “Forgotten Realms” Greenwood called “Seven Swords” that rocked my world, and changed the way I play RPGs. The Trollwife is currently earning her DM’s spurs by running me through an adventure in an old issue of Dungeon.

Apparently, WotC will be featuring Dragon and Dungeon-like content on their web page, possibly behind a for-pay gate. It’s a bold move for them, and it’ll be interesting to see if the possible benefits outweigh the loss of a presence on magazine stands.

Paizo, for their part, are replacing the magazines with a monthly book. That’s right, a perfect-bound, softcover book weighing in at 96 pages. The book, called Pathfinder, focuses in on their biggest success from their five years of running the D&D magazines: the Adventure Path. Adventure Paths are like those series of modules that were released in the heady early days of 1st edition AD&D. Things like the Temple of Elemental Evil series, or the Giants, Underearth, Drow series, adventures that could take your PCs from lowly neophytes to seasoned heroes ready to save the world. Pathfinder will be published every month, and six issues will constitute a complete “path”, taking PCs from 1st to 15th level. They’ve got heavy-hitters like Wolfgang Bauer (who gave the Trollsmyth his first professional game-writing rejection letter) and Wayne Reynolds (who is quickly becoming 3rd edition’s Larry Elmore) to work on the first six books. I think this is the ultimate expression of the subscription model of RPG publishing. Its success or failure could be significant for the RPG industry.

(And click on the pics on the main Paizo page. Each expands into a larger picture. I am especially intrigued by the fighter, the middle piece. Yeah, the sword is still too heavy, but both of his blades look functional, as does the armour. His hair is mussed, and his face looks dirt-smeared and maybe even scarred. In short, while there are clear “dungeonpunk” elements to the piece, there’s also a very strong “old school” vibe. Very interesting…)

The sadder news came via RPGnet. Apparently, Tom Moldvay, the man who wrote the Basic D&D book that started the Trollsmyth in RPGs, passed away last March 8th. I got the boxed set (I think most folks refer to it as the purple one) with the Erol Otis cover for Christmas many years ago now. He’d also written many adventure modules that are now considered classics.

Tuesday, April 10, 2007

Powered Armour in Betatesting

Well, sorta. Much of this I’d seen before, like the helmet with the heads-up displays and translation capability. The four-barreled gun, however, is new to me. The work on artificial muscles is real (in spite of the somewhat cheesy-looking web page) and absolutely fascinating. It’s the real deal, and promises the artificial limbs of our dystopian cyberpunk games, as well as a huge leap forward in robotics. The War on Terror may be the best thing that’s happened to nanotech, as it promises to solve all sorts of problems, from sniffing out and neutralizing bombs to more comfortable, full-body body armour.

Even if you don’t believe in the Singularity, the next decade promises to be pretty exciting.

Monday, April 09, 2007

Maps and Cabbals

Jürgen Hubert, author of the exceptional D&D campaign setting Urbis, has started a thread on EN World to be a cartography workshop. It’s really taken off, with many amateurs and professionals chiming in with neat techniques and step-by-step instructions on how to use various graphics software to make striking and useable maps. Not only that, but you may also learn the well-guarded secrets of the mysterious society of Photoshop users:

I just wanted to tell you THANKS for this thread. I've been begging someone to show me how to use Photoshop for years and all I've ever gotten was a suggestion to just start playing around with it and figure it out for myself. You've taught me more about photoshop in one night than dating four animators and two years of film school ever did.

THANK YOU!!!!!

- Dykstrav

Be sure also to peek at the still rather tiny stub Mr. Hubert has created on RPGnet dealing with the same topic.

Saturday, April 07, 2007

Housecleaning

The RPG Blog is on hiatus, so I've removed it from my list of active links on the left side of your screen. However, I've replaced it with a new one, of Dice and Dragons. Scot Newbury is the proprieter,and, unlike a certain troll, he appears to update daily. He's got a lot of interesting topics on the most recent page, like a discussion of climate and a link to a neat world-building climatology page, and using OpenOffice for tracking character info. Be sure to check it out.

Vogel Reviews the Magic Item Compendium

Over at Kill the Wizard First, Mr. Vogel's given us a very brief review of D&D 3.5's latest official book out of Wizards:

D&D 3.5’s recent Magic Item Compendium is a useful book, mostly for compiling and updating the six hojillion magic items and weapon/armor properties, as well as introducing a bunch of new ones, with the primary aim of making utility magic more accessible, particularly to lower-level characters. I have a few balance complaints, particularly weapons that land a no-save dimensional anchor on hit for a +1 equivalent bonus. But overall, good book.


What follows is an interesting comment on the trend of D&D towards MMOG conventions. Can't say I'm really comfortable with that, but I also can't say I'm really surprised, either.

The IRS Wants Your Phat Lewtz!

"Dude, I'm sorry, but if I go on one more raid, it'll bump me into a higher tax bracket..."

(By way of Instapundit.)

Friday, April 06, 2007

Romancing Mars

Adamant Entertainment has finally today released their long awaited Mars: The Roleplaying Game of Planetary Romance.

Not Mars as it is – airless, most likely lifeless, with only the faintest hints of what might have once been a damp, if not necessarily lush and living, world billions of years in the past. No, this is Mars as it should be and as it was once imagined to be – an ancient, dying, but not yet dead world, a world where a vast canal network reaches from pole to pole, bringing water and life to vast and fantastic cities. A Mars where albino apes run a vast empire in the last surviving jungle, a world where warrior tribes of Green Martians raid the outlying cities of the canal dwellers, a world where, in places dark and quiet and forgotten beneath the surface, ancient and terrible intellects plan dark and dire deeds.


Looks like fun to me. And a perfect match for these cool miniatures.

Thursday, April 05, 2007

101 Uses for a Space Opera Campaign

Neat thread at RPG.net on alternate ways to run a space opera campaign. Just ignore my incessant whining about the lack of Alternity being played in the Trollcave.

Wednesday, April 04, 2007

Personal Subplots

You are reading Treasure Tables every day, right? If you aren't, you probably should be. It's not always earth-shaking, but it is chock full of good advice for GMs of just about any game system.

Today, in the comments of a post about avoiding boring your players with "chores", WeaveWarden says:

Two words: Personal Subplots.

Pay attention to making certain that every session, or at least every story arc, ties into some aspect of each character personally. This may come at the expense of a little plausibility if you overdo it, but generally speaking, if there’s a little something extra going on for every player to consider their angle on in relation to the main plot, they have something to burn that excess mental energy on when things are slow. Naturally, these subplots shouldn’t be time-consuming, or the momentum of the central story may be lost.

With personal subplots, the players know that if sit back and stack dice, no-one else is particularly incentivized to pick up the slack for them, so they’d better stay involved to get the most benefit (and fun) for their character.


Subplots are a great way to make the game personal for your players. They focus the attention, and make the game feel more responsive to player actions. The importance of this cannot be understated; the one area where table-top gaming still whips computer gaming of all sorts hollow is in how the game can respond, react, and adapt to the actions of the PCs, and the desires of the players.

If you’re a player, you can seize the initiative here not by just providing your GM with possible hooks when you create your character, but also by building relationships between your PC and your fellow players’ PCs. There’s no rule that says you can’t collaborate with another player during character creation. One question you can answer while you make your characters together is why these particular heroes will have each others backs through thick and thin. Are they blood brothers? Did they save each others lives at the Battle of Serenity? Are they siblings, like Caramon and Raistlin? Lovers? Under a curse that threatens to kill them both if they should ever be separated by any distance greater than a mile? Have fun, let your imagination run wild, bounce ideas off each other, and see what you can come up with. If your GM approves it, you don’t have to wait for her or him to create subplots for you. You and the other player can riff off each other, based on this pre-existing relationship you have. And you can drag the other PCs into it as well. Can the cleric break the curse? Was the pilot on the other side during the war? Maybe it looks like the paladin is spending a bit too much time with your little sister. ‘bout time you and he had a talk, huh?

And while you're surfing the web, you might check out Myth-Weavers, linked from WeaveWarden's name. If you're interested in play-by-post, that might be the place to find a good game. If you try it out, and want to right a review of the place, I'd be happy to post it on Trollsmyth.

RPG in a Box

Old Geezer, one of my favorite posters over at RPG.net, recently said this about a c-note burning a hole in his pocket:

I would gladly pay $100 for a "campaign on the hoof" for Star Wars. Give me EVERYTHING I need. Much like Ptolus, maybe, but not so narrowly focused. I would gladly pay $100, no questions asked, for something that I could skim and then start to GM.

He later explains his thinking:

And to be fair, I'm stealing an idea from a different hobby (which I've ranted at length about).

Model railroading manufacturers hit this realization about 15 years ago.

There are still some people who build an engine out of brass sheet metal and patience. But they do it because they want to, not because it's the only way to get an engine.

You can buy a model that cannot be told from the real thing in a photo for under $100. You can buy just about everything you want.

So, people who wouldn't otherwise be in the hobby are spending money, and people who ARE in the hobby are able to go broader and deeper.

I hope this marketing strategy drifts into RPGs.

If I could buy out of the box RPGs I'd run at least once a week.

Frankly, I think this is a workable model. It would require either grafting on to a well-known system (like maybe d20, but I think Old Geezer would prefer something a tad more user friendly) or a very simple system that’s traditional in its design and easy to pick up. You might be able to get most of what OG wants in PDFs as well, though I imagine he’d rather buy a real, physical box.

I think this is the direction Ptolus is pointing us. As gamers age, time becomes a serious factor in our gaming. Spending time working on our campaigns starts to cost you real money when you really start to hit your professional stride. Everything you need to start, run, and end a long-term campaign in a single box would mean you could still indulge your yen for good gaming, without sacrificing time with your family or spent on your profession.


Others in the thread discuss selling a complete campaign under a magazine model. Frankly, as a designer, I’d much rather create and sell a single box, but I can understand as a publisher you’re assuming a lot more of the risk up-front that way.

Tuesday, April 03, 2007

Fett's Vette

I'm just on a video roll today, for some reason.

In an essay about what hard core really means in MMOGs, Damion Schubert links to this music video made by hard core dancers in SWG. Much fun.

Looking for a Few Good Dralasites

CleanCutRogue over at RPG.net is looking for characters to include in a rogue's gallery publication. He's got an artist signed on, he just needs characters. Here's what he's looking for:

For Each of the Four Core Races:
  • 4 starting-level characters, made with Alpha Dawn core rules
  • 3 mid-level characters, made by making a normal starting-level character then improved by spending 50 experience points and 5,000 Cr.
  • 2 elite-level characters, made by making a normal starting-level character then improved by spending 100 experience points and 10,000 Cr.
  • 1 legendary character, made by making a normal starting-level character, then improved by spending 200 experience points and 20,000 Cr.

That's 40 characters! Each character will be 2 pages in size. On the left-hand-page will be a picture and three topical sections: Background, Personality, and Appearance. Below is an example:

http://www.snapdrive.net/files/324758/RoguesGallery.pdf

The page on the right-hand-side will be a printable fully-functional character sheet, able to be printed and played as either a PC or an NPC. This particular example was rolled up then I made the background/personality/appearance. His DEX/RS was rolled as 70/70, then I shifted 10 points from RS to DEX, then added my Human's 5 points to DEX, resulting in an amazing starting DEX score!! Fun.


If you're willing to lend a hand, be sure to drop a post in this thread and let him know.

ALEENA!!!

Not safe for work. But amusing, if you're familiar with the Mentzer, red-box version of D&D.

Monday, April 02, 2007

Record of Lodoss War: the RPG

While browsing the True20 forums, I came across this. It's a PDF of a Record of Lodoss War RPG done for the Fuzion system. I've only glanced through it briefly, but it seems surprisingly complete. However, a few things don't look quite right to me. I think the elves, for instance, don't get a large enough boost to their dexterity. The elves in the OVA, at least, seemed to have kung-fu levels of agility and speed, dancing from treebranch to treebranch, parrying arrows and thrown daggers, and just generally being so fast that few mortal men could ever hope to even touch one in combat.

I've toyed a few times with this idea, having races with a default statistic in the superheroic range. Balance, of course, becomes a serious issue. If elves are super fast, dwarves are super tough, and orks are super strong, why would anyone play a human? Still, it's a fun idea to kick around.

Sunday, April 01, 2007

Gaaaaaaaay!

This is simply too precious for words.

How Mr. Ralya Lost his Virginity

Er, his play-by-post virginity, that is. (Yeah, I know you have your minds in the gutter. I see how many of you find me via a Google search for "succubus porn". ;) ) Play-by-post, where you publish your actions to a message board, is quickly becoming a standard method of playing RPGs. It fits very well in our heavily scheduled world. A few minutes a day, every day, can give you a shot of your RPG fix, keep you in touch with friends no matter where they might be, and allow you to practice your writing skills. It does, however, move very, very slowly.

If PbP, as it's often abbreviated, is something you're interested in, be sure to check out Mr. Ralya's two posts about it. In the first, he describes how he set up the game, and why. In the second, he gives a brief post mortem, describing what went well, and what didn't.

Friday, March 30, 2007

Treasure Tables on Helping your Players Connect to their PCs

Good stuff once again at Treasure Tables. This time, it's a short list of things GMs can do to help their players connect to their characters. I found this tidbit made me sit up and take notice:

Have the NPCs play to the PCs’ concepts, including strengths and weaknesses. This is an offshoot of making use of background flags, but it stands pretty well on its own. If one of your players builds a character who’s all about being big and tough, have NPCs comment on their stature, seem slightly intimidated in their presence and (once the PCs are well known) recognize them from stories they’ve heard about their martial prowess. In other words, reinforce what your players think is cool about their characters.


I think too many GMs do the exact opposite. They try to hold the PCs back, rub away what makes them special, and try to bury them in minutiae, rather than letting them shine. The ability to challenge your players while allowing the PCs to be and look heroic is, I think, among the skills that separate the decent GMs from the great ones.

Read it all, of course.

Wednesday, March 28, 2007

Griffons, Girls, and Clumsy Cats

Fredrik K.T. Andersson has updated his Elfwood gallery with four new pieces. Only one is NSFW, but the gallery in general isn't. For some reason, they new pieces are not outlined in red as has been the case in the past, so here are some direct links for you: "The Female Fellowship" (I have no idea why this one is under parental controls), "The Griffin Rider", the NSFW "Human Satyr Family", and the crude but humorous "Love Hurts". I especially like "The Griffin Rider" for its rough, slightly unfinished feel that gives you something of an insight into how Mr. Andersson creates his images. It's also a very light-hearted piece with lots of energy and character.

A Hex on Saturn?

Cassini has sent us pictures of odd hexagonal shapes in the clouds over Saturn's north pole. This isn't a maybe-kinda-if-you-squint-funny thing like the face on Mars. These are serious, regular shapes, almost identical in the lengths of their sides and immediately obvious to the casual observer.

So what are they? A star gate? It's interesting to note that Saturn's moons may have icy surfaces, something interstellar travelers might find useful for a cosmic pit-stop. And, contrary to the way most games work things, because of the way dense objects bend space-time, it might actually be easier, not harder, to enter and exit hyperspace the closer you are to a large gravity well. With its flashy rings, making it easy to spot in a crowded solar system, Saturn might be the perfect place to stick such a gate.

Maybe the hexagons are the seal on a prison of a Great Old One. The planet has long been associated with primordial fertility deities. It's zodiacal properties are capricious and potent.

In any case, until NASA explains exactly what's going on up there, you can have all sorts of fun with this little fact in your sci-fi, weird history, or supernatural games. Enjoy!

Avonia, ho!

Avonia is the name of a website and blog devoted to pen-and-paper RPGing, specifically of the d20 variety. The caretaker of Avonia, Patrick, also posts frequently at Treasure Tables, and it's from there I was pointed to this topic. Patrick's curious why we continue to play our old-fashioned, analog, pen-and-paper games when there are lots of fancy computer games out there just begging for our attention. He's got some ideas of his own, but he's curious to hear your thoughts. So why not pop on over and give him your two cents?

THIS IS SPARTA... in Second Life

Second Life has been much in the news this past year or so. Many pundits of the online gaming world, as well as financial and social observers, have felt spurred to chip in with comments pro and con. I’ve got a theory as to why Second Life, which after years of being almost free to play and still hasn’t garnered as many users as World of Warcraft racked up in the first six months, is a press darling. But that’s for another post, maybe…

Yes, I play in Second Life sometimes. Even there, I’m heavily in what you’d call the “casual gamer” group; even in my wild MUDding days, I was never a 30+ hours per week player. I doubt I’ve spent much time in the heady stratosphere of 20+ hours per week. I’m afraid I’m too easily distracted, especially by table-top-style gaming. This is why I don’t talk about online games that much. They fascinate me as intellectual exercise, they entertain me when I can’t get a better game going, but I’m not the rabid fan some folks are.

Ok, nice long-winded introduction there, Trollsmyth. What the heck does Second Life have to do with Bronze Age warriors? Well, there’s a territory in Second Life, referred to by the locals as a “sim”, devoted to the movie “300”. It’s a very cool little set-up as well. The sim is divided into five small islands. The central island is a large amphitheater which apparently was used for a roundtable discussion with Frank Miller and other notables from the film. One of the other islands, reached by a cute but rather silly little tram system, or by much more expedient flight, is a mock-up movie theater, where I assume clips were shown to the roundtable’s audience. I missed all that cool stuff, and the documentation I got implies it was by invitation only. I’m certainly no Second Life bigwig to get invited to an event like that.

Those are the least interesting parts of the territory, though. There’s a reading room that includes a big, in-game flip book with stills from the movie and production sketches. Kinda neat, especially since your Second Life self can take a copy to enjoy in the leisure of your virtual abode. Cooler than that, though, is the next island, which holds billboard sized side-by-side comparisons of the comic book and the movie. So you’ll see a tall board with a page from the comic where the oracle does her thing beside a still from the movie in wide-screen dimensions of the same scene. Frankly, either are works of art worthy of hanging on your wall. And since the images can both be had for free, you can hang them on your virtual wall.

What? Am I serious? Absolutely, true believers. I’m talking free textures. Granted, I’m not sure how often you’ll feel the need for a texture of Xerxes’ throne, or a phalanx of advancing Spartans. But they are available, and very cool.

But it gets better. The next island is a walk-through reproduction of Sparta. It’s not big, just three buildings and the famous well. You know the one I’m talking about. The one the dude gets kicked into? And yes, you can jump down in the well. The place is fully explorable. They’ve got a Spartan warrior costume and a copy of Gorgo’s costume, both created by AdamandEve, available for free. Both are cool sources for bits for your own look, even if they are unmodifiable. And the buildings are stocked with all sorts of neat little Bronze Aged goodies you can copy for free. Yes, it’s a decorator’s paradise, and who doesn’t enjoy sprucing up their little corner of Second Life?

Not everything is available to be taken, but there are pots, helms, spears, bowls, cheese, and other goodies to give your Second Life dwelling a homey, if obviously a tad spartan, touch. Poke around for a bit, and you can also find an in-game gesture, so you too can kick people into wells while shouting the now famous line.

Liam Kanno (his SL handle), the builder of the village, is understandably proud of the work he did on it. He told me he’s not certain how much longer it will remain up. That’s entirely up to Warner Bros. I have no idea if the sim, called Silverscreen, is owned by Warner Bros. or is a private parcel that’s rented out for the promotion of movies. Regardless, it’s something I’m going to keep my eye on from now on. I can’t see them doing something like this for “Music and Lyrics”, but Harry Potter or one of Shyamalan’s flicks might be a perfect fit for a Second Life promotion.

Saturday, March 24, 2007

What the...

Ok, I've no idea why Blogger decided "SF Revival" needed to be in all giganto-text. The fix wasn't too hard: just go into edit mode and tell it what font and size I wanted. Still, I'm using one of their pre-made forms for a reason. Ah well, I shouldn't complain. It's a hell of a service for free.

The overwhelming response to my question about links was something like:

Dude! Lighten up! You ain't the Blogfather. The only people who really pay any attention to your links are folks bored at work. Put what you want, and to hell with why.

- Joe Trollsmyth-reader
So I'm just going to leave them as they are for now. I might toss in a heading for games, and another for movies.

Friday, March 23, 2007

The SF Revival

In this case, SF stands for “Star Frontiers”, TSR’s entry into science fiction RPGs. The game originally came out in 1982, and there was a review of it in the first issue of Dragon magazine I ever read. This was back when Dragon was more about the hobby of RPGs as a whole, with a sprinkling of war gaming and other fun stuff, and less a mouthpiece for a single company.

The game itself was pretty good, and a lot of fun. It had a surprisingly hard-science foundation. I remember thinking that using acceleration to replicate gravity and shielding your ships from lasers with a cloud of water vapor to diffuse the beam were clever ideas. The races were surprisingly alien as well. Yes, everything had a recognizable face, but the dralasites, sentient ameboides capable of producing a number of limbs dependent only on the character’s stats, didn’t have to. The yazarians were like a cross between a baboon and a flying squirrel, but they were the only other humanoid race. The villains were giant slugs with arms and paddles called slathar, and the remaining PC race were insectoid-like centaurs called vrusk. Compared to most other sci-fi games, then or now, having half of the PC races be non-humanoid really makes Star Frontiers stand apart from the competition.

The feel of the game was perfect for reproducing the space opera of the 50s, 60s, and 70s. The setting was a sparsely settled frontier, the worlds loosely united in a mutual defense league, but multi-stellar mega-corps often wielded more power than governments. Computers straddled the line between the number-crunching tools of the 70s and the wonder makers of the 80s. The robotic rules were a lot of fun, and while you couldn’t play a robot yourself, you were certain to interact with them, or possibly even build a few of your own. (If you’ve ever seen the movie “Ice Pirates”, you might have a good idea how the robot rules were often used in Star Frontiers.) Combat was notorious for dragging on, however, due to the low levels of damage done by the weapons. Still, if your idea of good SF reading included the works of H. Beam Piper, Robert, Heinlein, or the Commonwealth stories of Alan Dean Foster, Star Frontiers was a good fit for your science fiction RPG needs.

And apparently still is! Bill Logan (aka CleanCutRogue on RPG.net) has “digitally remastered” the game. He’s taken the same rules, unchanged from their release a quarter of a century ago, and reformatted them to match the look and layout of modern RPGs. You can find the impressive results here. His efforts have spawned a small community of Star Frontiers revivalists who will soon be putting out the third issue of their monthly web magazine, The Star Frontiersman. If this is a game you have fond memories for, or one you haven’t yet had the chance to enjoy, I’d recommend giving these new “editions” a look. Also, be sure to check out the thread that started it all, and is still going strong, at RPG.net.

Sunday, March 18, 2007

The shame. The shame!

Four months since my last update?!? Ok, that’s just inexcusable. Especially since so much has been going on. Things feel a bit quiet on the RPG front, admittedly, but there’s lots of new art stuff to talk about. Lea over at Paintpots has been working with sculpture, a medium that I feel fits her style very well. In Dragonlance movie news, there are new backgrounds. The first gave me a strong and worrisome Scooby Doo vibe, but the newest look to be very strong nods towards the brothers Hildebrandt. My feelings remain mixed, but hopeful.

But the big news for me is that I’ve finally gone through and begun to organize and update the massive mess of links I’ve been accumulating for this blog. You can see the fruits of this on the right-hand sidebar. If you know a link worthy of mention, please let me know. I’m still not entirely certain how I want to judge worthiness, honestly. You’ll notice I didn’t link to Parkinson or Elmore, or others in that league. Do I really need to? Doesn’t everyone already know them? Nene might arguably be in that league, I dunno. PvP and RPG.net certainly doesn’t need me to plug them, but I hit those almost every day, so they made the list. What do you think? Should I be linking the “big” names?

Thursday, November 30, 2006

A Multitude of the Heavenly Host

Just in time for your holiday shopping, Ruth Thompson releases her first book! The Book of Angels includes not just Ms. Thompson’s exceptional art, but also the art of L.A. Williams (whose "Stone Cold" has long been a Trollwife favorite) and Renae Taylor. The writing is supplied by Todd Jordan.

Ms. Thompson has had angels in her repertoire for years, ever since I can first remember seeing her work. Her figures have a heroic, elongated elegance to them, and her cool, translucent watercolors give them a pale, luminosity that feels celestial. Her pairing of unearthly heroes (and anti-heroes) with realistic backgrounds and animals gives her fantasy work a wonderfully dream-like quality. While some of her early work was a bit too comic-book for my tastes, her style has matured into something entirely her own. Even her black-and-white work, like her starkly arresting “Beauty”, is stunning in its textures and shadows.

If you get the chance to see her work in person, either at a faire or con, take the time to check it out. The web doesn’t do her skills justice. And congrats to all involved in making this book.

Catspaw Napping

From Storn over at RPG.net:

Y'all might have noticed that there haven't been any new Catspaw pages.

Unfortunately, Catspaw is going on hiatus. While I'm continuing to work on Chapter 3, we need to create a more complete website to host Catspaw. We want to have a more integrated site, possibly showing the pages a bit larger on the screen, maybe forums, blog for John C. Hocking to wax forth and of course, the inevitable merchandice.

We are looking towards launching at the beginning of the year. This will give us all time to spend with our families over the holidays and give me some time to get a few pages in the can. Each Catspaw page is really a time consuming endeavor.

So, watch this space for the website address, and thank you for being patient.

It's good to see Mr. Hocking and Mr. Storn taking such a big step with their work. I think this is a good move for Catspaw, and I’ll be sure to let y’all know when it’s active again.

Sunday, November 19, 2006

At last, Part V!

I’m almost afraid to link to it, considering his hosting problems in the past, but Fredrik K.T. Andersson has finally updated the Pawn website with Part 5! Thrill as the pantless Ayanah and the clothing deficient demoness Baalah take on the three-headed, er, I mean “skulled”, monstrous undead spidery thingus. Do I really have to tell you it’s not safe for work? Click here to find out how our heroines escape nearly certain icky and unpleasant death.

As an added bonus, there’s a link to Mr. Andersson’s gallery on the web page of David R. Dorrycott. Again, it’s NSFW. It includes older work by Mr. Andersson, including a few pieces that have vanished from his Elfwood gallery.

Sunday, November 12, 2006

Online Meets Offline

Now this could be very interesting. For those of you who don't know, Eve is a sci-fi game of economic politics that breaks all the rules. In spite of everything "known" by the conventional wisdom, it promotes player conflicts as the primary source of fun, and has been quite succesful.

And White Wolf was, of course, the architects of the great Second Wave of gaming in the 90's with "Vampire: the Masquerade". Their "Exalted" is a current darling over at RPGnet. This is a development that bears watching...

Because Not Everything Needs to be About Art

While checking out the search path of a recent visitor (Hello, Uzbekistan!), I stumbled across a very neat web page for the halfling burglar in your life. It’s called The Thieves Guild, and it’s unlike every other D&D page I’ve been to. Its focus is D&D 3.5. Unfortunately, it doesn’t appear to have been updated in just over a year. Don’t let that stop you from giving it a look, however. It’s got all sorts of neat stuff, like 21 pages of ready-to-use riddles, a catalogue of poisons, an automated potion description generator, an article on medieval jewelry, fonts, and, oh yeah, an art gallery.

So I guess everything is about art.

Well, in that case, I might as well mention that you can get your fill of NSFW fantasy art by checking out the recent updates to Fredrik K.T. Andersson’s Elfwood page (new stuff outlined in red) and all three of Håkan Ackegård’s galleries: Fantasy, Playelf, and Grigbertz. Be sure especially to check out the latest update to his fantasy gallery. It’s a real shocker: a completely safe for work drawing, in color, of a guy!!!

Friday, November 10, 2006

A Critique of Larry Elmore’s Art

Continuing with my thoughts on gaming art, especially art associated with the various incarnations of D&D, I’ve jotted down some of what I think of Larry Elmore. Recent back-and-forth over at RPGnet implies that Mr. Elmore is something of a divisive figure. People either adore his work or abhor it. All agree, however, that it is very closely associated with D&D and fantasy gaming in general for a specific period of time.

About Elmore’s work. I like it. But I think if you didn’t come to it at the right time, it may rub you the wrong way, because it’s very dated in its style.

Today’s fantasy art, especially in D&D, is very superheroic. The guys have rippling, sometimes bulging muscles, extremely broad shoulders, chiseled features. The ladies are all slim, almost ethereal. Weapons are oversized, shields and armour are highly ornamental, and the action is over-the-top to match that look. Even the great Lockwood isn’t immune; check out his pencil-sketch races on pp 12-14 of 3.0’s PHB. The men sport overly long arms that reach almost to the knee. The women are all lithe and cut, with the bodies of gymnast. There’s not an hourglass figure to be seen on any of them.

Elmore’s art usually isn’t like that. He came into gaming art early in the 1st edition AD&D years. The look was still defined by the rough and scruffy art of Otus, Trampier, Pekul, and Southerland. Even comic-styled artists like Willingham and Dee “reigned it in” by modern standards, giving us characters with more human proportions and less fantastical equipment. There seemed almost a tendency towards realism, whether it was Holloway’s armour and weapons, or Trampier’s spent-last-night-sleeping-in-a-ditch hair styles.

Elmore brought to this trend an exacting knowledge of anatomy. You never look at an Elmore piece, even in his most humorous work, and think, “arm’s don’t move that way.” Whether a figure was standing, kneeling, sitting, sprawling, running or leaping, the movement looked natural and the body looked real. Clothing hung naturally from the body’s frame, flowed in realistic breezes, or swung under the body’s motions. Weapons and armour may have been fantastic, by they also looked like they worked. Shields would deflect blows, not catch them. Swords clearly would slide easily in and out of scabbards or enemy bodies without getting hooked on bones, or shattering due to bizarre metallurgies.

We’d seen similar before, from Frazetta (though I’d almost say that Frazetta’s muscular men and voluptuous women are more akin in their superheroism to today’s dungeonpunk style in many ways). But where Frazetta’s backgrounds were vague, obscured by smoke and mist, Elmore brought the same exacting detail that he applied to the human body into his backgrounds. We saw the intricate detail of bark upon the tree, autumn leaves curled and caught among the grass, the dusting of snow upon the mountainside, wisps of cloud scudding across blue skies. His environments were rich in such details, and he wasn’t afraid of distance or depth. Giants thundered in the middle distance, castles perched upon distant mountain peaks, and even further out and up, dragons soared far, far above.

The total effect, which extended to beasts both mundane and mythological, gave his art a sense of verisimilitude. They felt less like expressions of boundless imagination and more like portraits of a world just next door. These were images of our world, as it might have been, maybe even as it should have been. The restraints of gravity and physics, weather and sunlight, anchored his amazing people and creatures in a reality that felt solid and three-dimensional.

I think the zenith of this style is found in the late Parkinson’s “Druid Stone.” You can taste the crispness of the autumn air, feel the cool solidity of the granite rocks. The girl’s body is both voluptuous and in the grip of gravity; no balloon breasts here, but honest flesh, soft and warm. Her posture and attitude are so relaxed, it doesn’t feel like a pose, but like a memory. This isn’t so much a portrait as it is a snapshot, a moment of time captured on the canvas. You want to say you’ve known her, heard her grinch about what a mess her hair is, eliciting chuckles from the scaley friend at her side. I love the way the lizard’s forelegs are locked, pushing up and back into the girl’s nails as she scratches the back of its head. This is what we were aiming for in our gaming, back then: a sense of being there, of walking through elven woods, or wyrm-infested caverns. It wasn’t about the wild wire-fu acrobatics of action movies, or the brilliant lens-flares of computer animation. It was about the crunch of dried leaves beneath your boots, the weight of mail across your shoulders, the smell of leather and horse in your nostrils, and the thrill of wondering what was beyond those hills, or past that turn in the trail.

One thing that made Elmore great, however, was that while his art felt wonderfully real, it wasn’t quite photographic. Some artists of the time painted too much what they knew and not enough of what they dreamed. You ended up with characters who looked less like adventurers and more like Bob and Cindy from accounting, dressed in funny costumes. Elmore struck a balance, and you can see it in the faces of his characters, especially the women. Cool, almost cold, with lips just shy of pouting, doe-eyed beauties gaze out of his paintings and sketches. To a teenage boy in the 80’s, these were not the girls we knew, but the women we dreamed of deserving some day. There was confrontation in their eyes, hesitation in their postures, the sense that, if you didn’t do or say just the right thing in the next moment, blades would be drawn, ensorcelments would be cast, and a chance would be forever lost.

And there was the hair. Oh, gods, that 80’s hair! Not the mussed, sleeping outdoors look, or even the finger-combed, practical ponytail of Parkinson’s druidess. This was the full on, big hair of the 80’s. Poofed, curled, styled, descending in thick waves, cascading in bouncing curls, escaping loose and heavy braids. To my eyes, the eyes of a man who came of age watching Cybill Shepherd in “Moonlighting”, Stephanie Zimbalist in “Remington Steele”, and Madonna, who changed her hair every other week to something new and shocking, the hair of Elmore’s women is simply a dash of fantasy, a playful touch that gives his ironclad realism a magical flourish. Instead of the jarring image of the girl next door brandishing a cleaving blade of war, you know you’re looking at the princess of a fantasy realm, with just enough of the common touch to make her possibly approachable, but never taken for granted. I can only imagine, however, to sensibilities not forged in the decade of “Miami Vice” and “Dynasty”, that this hair must look, at best, mildly anachronistic. To today’s teenagers, obsessed with regimentally straight and “natural” hairstyles, Elmore’s choices must seem laughably baroque.

That sense of almost real applied the costumes he created as well. Worn and used, clearly, but also clearly in the style of traditional fantasy tropes. The billowing cloak was kept in proportion to the body. The wizard’s robes, while trimmed with arcane sigils, was short enough to not impede walking. Boots were sensible, and it was rare to see anyone in high heels, or sporting bizarre projections or hooks upon their armour. His outfits were almost always sensible, and looked to be the sort of thing people would actually adventure in. Yes, he did have a few babes in chainmail bikinis, but he hardly deserves to be singled out for that. Metal bikinis were more the province of Boris Vallejo. Elmore’s men were commonly showing as much skin as the ladies. And the ladies were more likely to be in gowns, robes, or armour themselves.

For me, Elmore’s vision of fantasy armour became my expectations: separate pieces, sometimes mismatched, strapped to the body for protection but as slimmed down as possible. The profile was human, not fantastic, and there was little to hinder the nimble adventurer, whether wading away from a sinking ship or squeezing through a tight crevice in a deep cavern. Protection balanced against encumbrance, with style lagging far behind both as a concern. But a bit of “costume” armour was fun too, every now and then.

In terms of realism versus superheroism, the period dominated by Elmore and Parkinson is something of an anomaly. Before them, we have the superheroisms of Vallejo and Frazetta, earthy and muscular, passionate and wild. They painted with a certain realistic veneer atop a Dionysian poetry. Today, it’s the superheroism of comics and action movies, frozen in snapshots, baroque in its costumes, and vertigo-inducing in its composition. But because Elmore was central to the look and feel of gaming for nearly a decade over a broad range of material, his influence on the genre has been profound. From “Star Frontiers” to the covers of the Dragonlance novels, an entire generation of gamers grew up with his images shaping their assumptions about the fantastic.

UPDATE (Jan 27, 2008): Mr. Elmore has reorganized his web page, and all my links to his art were broken. They're fixed now, but some of the art I originally linked to is gone. I've done my best to replace them with other options that still represent my point. In any event, you shouldn't take my word for anything I say here. Browse his site, find something you like, and buy a work of your own from this master of the genre. You know there's more than one thing over there you've always wanted to hang on your wall.