Showing posts with label Art. Show all posts
Showing posts with label Art. Show all posts

Thursday, February 23, 2012

AD&D is in the air

[edit: The cover on the page I linked to, when I posted this, looked different than it does now. It was using the Trampier demon idol, changed around a bit. Thanks to Greylond for bringing it too my attention.]

I just browsed issue #183 of Knight of the Dinner Table, since I just came home from the local comic shop. In it was an ad for the upcoming "advanced" Hackmaster PHB. Guess how the cover looks like? I have no idea if it's a mock-up or the real deal, but let me say it sure is there to invoke nostalgia.

So, this makes me think of Hackmaster, WotC and AD&D. There's no secret that WotC wants to have the old gamers back. Whether they will succeed, nobody knows. But, reprinting AD&D sure is a good way to flirt with nostalgia. I do wonder why they did such a moronic thing as to limit the sales, though. If they really wanted all old gamers back, they would have sold as many as they could, right? Well, maybe not if they want anyone to by 5th ed. aybe they think that those guys have gotten their fix, and the rest have to buy 5th ed...

Poor us.

Anyway.

I'm thinking that Hackmaster, since it's also using the same AD&D nostalgia thing, might be a better choice for the rest of us. I have read Hackmaster Basic (but have not made a review, since I really couldn't make a review without lot of whining, and that's boring) and in some respects I can see that game as a successor to AD&D. It's filled with fiddly bits, and could work decently as a generic fantasy system in a way that, SRD and all those OGL games withstanding, 3rd ed never was. There are even parts there that are obnoxious and makes no sense, just like 1st ed.

So, is this a love letter to Kenzer and their Hackmaster line? No, not really. I have never played AD&D and many parts of it I find outright bizarre, and like I said I never managed to write a Hackmaster review that was very positive.

But, AD&D is in the air. Right now you see that Trampier cover every way you turn. I'm thinking that someone are right in line with the current. I wish them luck.

Saturday, October 9, 2010

Art that scream - adventure

You remember I posted a picture of the AD&D DMG when James asked what picture we associate with D&D?

This might not be D&D, but damn do it just spell "adventure" in big flaming letters, or what?



The picture is from the old school inspired game from The Sorceror under the Mountain, i.e. d101 games.

Tuesday, January 12, 2010

Skills in Lords of Creation and DragonQuest

Last night I had intended to work on my modules, but fretted and paced to no avail and wrote nothing. Today I was dead tired from not having slept enough (not easy while fretting and pacing), and decided to take a look at Encounter Critical for Jeff Rients' competition. Guess what, I got sidetracked and got down Lords of Creation from the shelf instead. Yeah, that focused.

Did you know that there are actually skills in this Tom Moldvay design? I took a gander at the skills and their descriptions, and there was an illustration which caught my eye. On page 11 there's a lady, clothed in a ankle-length cloak. But, she is holding it open exposing a body which is either painted too look like stars and planets, or is actually a gate unto the void. I'm not sure if it's supposed to be seductive or scary. It is weird. Imagine what impression that would have left on me if I'd gotten this game at a more impressionable age. Gaming illustrations are weird sometimes. Hmm. Focus.

Back to the skills. Let's see how they work. Just like DragonQuest, these are nothing like any skills I recognize (BRP experience talking). In DQ a skill is something like a whole profession, or a class. Putting more experience into the skill unlocks new abilities, not to dissimmilar to class abilities. I thumbed through the character generation chapter in LoC, and there are skills in there! I saw a odd looking chart and decided to read up on how it worked. So, in this game you put points into a Skill, which have levels and are actually called a profession. Just like DQ you also multiply the level with some funky number (yay! arithmetics!)  to get a percentage of success. Hmm. I wonder if Mr. Moldvay knew of DQ? LoC is published in 1984, so I guess it's possible, since 2nd ed DQ was published in 1981.

I will probably not write a module tonight either.

Saturday, December 12, 2009

What use is art anyway?

The Greyhawk grognard have started a very good discussion about a very good question. What use are art in an adventure module anyway?

If you ever have tried to create a sellable game book of your own, you have probably been thinking about it. It's easy to find cheap writing, and if you can't find anyone doing it for you it's easy to imagine your own scribblings to be good enough. For some reason most of us balk at the idea of having our drawing shown to all the world, though.

While that is a sign that most people have no idea how to write good and proper English, it also say something about our perception of art. Line art drawn by a ball-point pen isn't good enough for most of us. I remember when I, almost twenty five years ago, first laid eyes on the 1st ed AD&D PHB. I thought it looked terrible! Later I learned to like it better and these days I have two copies in my shelf.

So, what use are a piece of art in a adventure module? Apart from the aesthetic reasons there are a few. A page layed out without any art at all are going to be a bit tougher to read. Less text, and less text in a big chunk, is easier to get a grip on. Apart from that, which game book do I have that contained good art that made sense?

Take D3 - Vault of the Drow, for example. It has 9 pieces of art. Of those two are of vital importance, since they introduce two new monster which are not even described except for the illustration! One of those make the monster look like a fat guy dressed in a monster suit, though. But, what use are the others? Well, one is depicting a naked woman, which probably meant the difference between a sold module or not for those young men who thumbed through this booklet at the game store back in 1978.

Then there are pieces like the one on page ten of D3. For those who haven't read the purple prose in high gygaxian I feel sad. The "fungi growths in golden and red ochres, vermillion, russets, citron, and aquamarine shades ... The rock walls of the Vault appear hazy and insubstantial in the wine-colored light, more like mist thah solid walls. The place is indeed a dark fairyland." Looking at the black and white picture on page ten, I can see those scintillating colours and the mystery lining the vault is plain for all to see. It's the best thing Gary ever wrote, as far as I'm concerned. The illustration and text here enter a total harmony and complement each other.

So what use are art in an adventure module? Hard to answer, but it's a good question. I can only answer well by example of when it's done well, and manages to include an example of when it's terrible. If I manage to publish something, I hope I can achieve something powerful once, and that's it. The rest is text, baby.
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