Escolar Documentos
Profissional Documentos
Cultura Documentos
a b s t r a c t i o n
continued on page 16
14
imazine
purpose of the business is lost does not bother business
peopleafter all it is all business at the end of the day isnt
it? The impression given is that Phil does legal stuff for a
games company but really it could be any old thing. Hey, I
do legal stuff for a cheese cracker firm. It sure beats work-
ing!
abstraction
So Phil isnt a passionate committed gamer, get over it! Well
no, I refuse to accept this for two reasons: rstly it makes
for bad business. Its unusual, perhaps, to take this tack but
from my own observations of British industry and business
it seems that the worst kinds of managers and executives
are those who are disengaged from their product. All too
often the abstraction of business allows people to hide away
form the fact they are producing actual goods or services
that they themselves would not use or even want to use. I
would think it the saddest thing if a copywriter could not
bear to read their own advert, a car manufacturer drove
another companys car, a sausage maker would not serve
their own bangers to their children. Thats pride and involve-
ment in your business but beyond this you have to be inter-
ested in the whole field you work in if you want to excel.
How do my competitors products work? Are they better,
easier to use, more innovative? Could I imagine ever using
something other than my own product?
The reason GW has released W40K umpteen times in the
last decade and studiously failed to create a new area or con-
cept in the gaming field is because they are increasingly
referring only to themselves. By failing to engage their com-
petitors in a constructive and critical commercial dialogue
they are stagnating, relying on the old tricks on ever larger
scales to get them through. [Such stagnation has led them to
success beyond the dreams of LivingstoneEd]
Secondly, how can Gallagher make informed decisions
about the activities of his licensees when he has only the
memory of what they actually do day to day? If Gallagher
or why
Phil Gallagher
is so wrong
by Robert Rees
t h e n e e d
for a free
w o r l d
ast year phil gallagher, one of the writers behind
the original wfrp books and former Company Secretary
for GW gave an interview to UK fanzine, Warpstone.
The result was published in Warpstone 10 and if you
have not read it, while I recommend picking up a copy, do
not worry as Ill be reproducing some of the more interest-
ing parts here. Generally the tone of the interview was that
of someone who is generally given an understanding press;
if Warpstone was an adversarial periodical in the imazine
style I think Phil might have received a roasting for some of
the more dodgy statements he made.
For me the interview was shocking, partly because of the
candour but mostly because despite frequently decrying the
rpg industry you often think that its problems are those of
the system rather that the result of those who work within
it.
Early in the interview, Phil answers the all-important
question; do you game?
I have two small children and the demands of fatherhood
make it difficult to spend too many weekends playing
games These days I cant make the commitment to a
regular slot for role-playing.
At first glance this seems a normal answer, echoed count-
less times in the imazine letters column. I used to be a
gamer but then along came the job/girlfriend/spouse/kids/
life, something Im sure were all familiar with. Hold on
though, isnt Phil meant to be working with a games compa-
ny? Surely if his personal time is so crowded there should be
plenty of gaming in his work hours?
[Im] now all round in-house legal personbeats working
for a living, thats for sure! I keep tabs (in, hopefully, a
quiet unobtrusive kind of way) on Hogsheads proposals
and drafts.
Right, so Phil is the kind of gamer who doesnt game but
can tell others what constitutes a good game.
Phil seems to embody a certain attitude. Business can be
considered purely in abstract terms, a process that leads
subsequently to prot. The fact that in the abstraction the
L
15
imazine
last wrote a rolegame in the Eighties how can he have some-
thing meaningful to say to a modern rolegame publisher?
Indeed Gallagher then goes on to admit that he has little
to contribute:
Ive tried to stay in touch, but wont pretend to have my
finger on the pulse. It seems to me that more than any-
thing its become a players gamebelonging to the
gamers rather than the publisher.
Despite this the mindless hand of the corporation keeps a
firm grasp of the helm.
The control is about quality and consistency. The artwork
is very precious to us. New illustrations have to be consis-
tent with the world and of a comparable quality.
Translations have to use the same terminology as our own
translators of Warhammer. Otherwise the licensee can do
what they like I dont like surprises! Every licensee has
to get approval before they publish.
You see? As long as the artwork is good then you must be
getting something kosher innit just? Youll probably notice
that imazine doesnt have that much artwork, stands to rea-
son it must be rubbish. Already the Gallagher theory of quali-
ty is benefiting you in your everyday life.
Id be very reluctant to let someone casually introduce a
new race to wf rp, say, or to publish a Nippon or Cathay
supplement. The very fact that they were entering
uncharted waters would attract so much interest that the
pressure to please everyone would be overwhelming; and
yet, of course, it isnt possible to please everyone.
The ultimate corporate conservatism bound up with sur-
prisingly nihilistic pessimism. You cannot please everyone
so why should we even try?
Apart from that it does not have to be bound by what
we publish for Warhammer.
Ahem, maybe with such a vested interest [Robert is in the
process of publishing Dave Morriss Nippon supplement for
wfrp] I should not be trying to rock the boat. But goddamn
it Im not the only one involved in a half-life project.
Warpstone is constantly adding bits to the wfrp universe
and I bet they have not been run past Phil!
Wake up Foody! Cant you see that by editing a wfrp zine
youre doing the whole of roleplaying fandom a disservice?
You cannot please everyone so why do you constantly try to
please some people?
fan effort
Seriously though, and this is the crux of my argument so
bear with me, reading this kind of thing makes you reassess
the relationship between commercial roleplaying publishers
and roleplayers.
wfrp is a players game dropped from its original pub-
lisher because:
Games Workshop is a business It has a responsibility
beyond that of the individual gamer a bloody awkward
sod who can never be satisfied to its shareholders
looks whats happened to the rpg companies Steve
Jackson Games, White Wolf, Chaosium? rpg publish-
ers who are happy to stay small and exclusive
So when the game is finally unearthed essentially by dint
of the effort of its fans why the hell should the original pub-
lisher suddenly re-appear from the wings and get to decide
whether this supplement gets made or whether that sce-
nario should be allowed to be published?
Now do not get me wrong, all of the above is legal and the
only complaint I have with it is from the ethical and moral
dimension of things. Still, why do we allow companies to
use the law against us like this? Why do we as gamers allow
ourselves to get given such a raw deal?
When I first read the interview I could not understand
how the editorial team of Warpstone could bear to finish the
issue let alone put it all into print. How could you find the
will to continue when some ex-rpg writer could shut you
down if he does not like your artwork?
The truth is that when a writer, sorry, when a gamer cre-
ates something that is used in a roleplaying game they
should realise that what they create is only the original
image of something, not the totality of it.
At the time the interview was published I was writing a
wfrp scenario for carnel; I decided to try and change the
background and setting damn sharpish but let us use it as an
example.
In the scenario there is a character called Keenan. I made
him up and barring any subconscious plagiarism the charac-
ter is original. Now technically speaking I own Keenan. I
can proceed to write new scenarios, fiction, biographies,
etc. with him. I can also make badges, posters and any other
kind of Keenan merchandising I want to. If Keenan becomes
popular enough I could even him.
The one thing I cannot do though is tell you who Keenan
is. When (if) you play my scenario you will not encounter
my Keenan. The gm might add an accent, a mannerism,
change the description of his clothes, appearance. Keenans
motivations might change or his life story might be tweaked
subtlety. In short the gm will put their own particular spin
on the character.
One reason why roleplaying is not clearly identifiable as
Art is that it is unconventional in respect of the fact that it
is a collaborative process rather than an object that is con-
sumed or transmitted to an audience. The gm and the play-
ers create the thing (space, construct, entity, idea) known
as the Game. The creator of any material used to create the
Game is reduced to a ghostly third party, they are not autho-
rial figure that an artist is. This is the essence of Punk rpg
for me. It is a philosophy that guides not dictates what role-
playing is. It is whatever you are doing with your games
now.
habeus lud(icro)us
All game companies try to claim the Game. WoTC, WW, GW
they are all the same in this respect. They say that as they
created the rules or the characters or the background of the
a f r e e w o r l d
16
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game they, in fact, own the Game.
The truth is that the minute that any of these elements
were created they did not assume the immutable nature of
Truth. The written words were not the fact. The fact was
that each reader of the original manuscript creates instanta-
neously a copy of the original idea that is uniquely their
own. My Keenan becomes hundreds of Keenans, each slight-
ly different.
At most a commercial product creates a mutual founda-
tion for the Game. It is a collaborative bridge between the
participants. Any attempt to claim ownership of the whole
entity is unjust. Any attempt to control the Game is unjust.
Furthermore any attempt to control the recording of the
Game is unjust.
If I play a wfrp game set in Cathay and record the result
as a write-up, supplement, scenario, whatever, GW should
not and in fact does not own the result. It as a body has
become a witness to the creation of my players and myself.
Companies need to accept that they are not producing con-
sumables, they are in collaboration with us the gamers.
We need a free world and we deserve a free world. *
ing his xth level fighter with a +y sword. A key point about
these descriptions is that they were codified in rules terms.
What fantasy produced prior to D&D describes people in
levels and rates magic weapons with a number? Just as my
goal in character creation was to take a description of a
character containing no rules terms and translate it seam-
lessly into the rules (this is also the approach of Hero Wars,
reviewed this issue), I also want the reverse: I want a game
experience that is remembered without reference to
mechanics. While there may be some dice rolling involved in
the actual play of the game, it is entirely subservient to the
in-game reality. This is to say, using the terms of Daniel
Mackays book (reviewed elsewhere this issue), I want to
privilege the performative frame, the level of game experi-
ence inhabited and activated by the character.
Thus, wherever necessary, the terms used at other frames
of experience in the game (such as the game, narrative or
constative frames) should correspond to those of the perfor-
mative frame in order to minimise dissonance.
It was dissonance that led to my dissatisfaction with an
abstracted money system. Characters who should have been
talking about strings of cash were being represented by
rolling against levels of wealth. In fact, its interesting to
note that within the game we did start referring to strings,
taels etc, even though these werent explicitly part of the
abstracted system (and D&D has shown how this sort of
thing can break a system).
How do we encourage this immersion, this privileging of
the performative frame?
resolution problems
So far Ive been bouncing back and forth like a pinball
against a couple of targets: abstraction is bad; direct repre-
sentation is bad. How is this all to be resolved? Well, the res-
olution obviously has to be some sort of compromise. Thats
hardly a revelation. Is it possible to specify a little more pre-
cisely what sort of a compromise we need?
My solution involves a quality which I am going to dub
expressibility. What this means is that any abstract game
mechanic should be directly expressible in in-game terms.
Directly means without the aid of tables, or any calculation
more difficult that a multiplication by ten. Obviously there
is still a grey area, but I think the idea of expressibility
makes it easier to establish principles on which a decision
can be made.
So, to return to my point of departure money I find
myself accepting that some sort of abstraction is necessary
if we are not to see our game disappear under a mound of
financial details. Part of this abstraction can be achieved by
simplifying our representation. In Outlaws, for example, I
quietly forget about the complexities of varying discount
rates for different commodities, and the variability of
exchange rates for different forms of coinage. Some of these
can be reintroduced, if necessary, as spice in a scenario (as
long as the inconsistency problem can be skilfully avoided).
But overall they add far less than they take away.
The remaining abstraction should be guided by the princi-
pal that it could easily be converted to in-game expression.
These means that rather than the Outlaws and Hero Wars
approach of rating purchasables in essentially skill-system
terminology, they should be rated in price terms within the
game, and any superstructure of game abstraction should be
built on top of this. Questions of wealth and income can
profitably be represented by an abstract number, but when
it comes to buying little things in an inn, if its worth repre-
senting at all, it should be represented in terms of the actual
monetary units being used within the game.
This may seem unaesthetic, in that it may well lead to a
non-unified system. But as has become obvious, a unified
system is something of a conceit, an imposition of an exter-
nal abstract form upon a multifaceted in-game reality.
The implications of all this for rules design in general
should be obvious, and it messes up a lot of grand plans. At
the same time, once we (and I probably mean I there,
because most of you are way ahead of me and never were
seduced by the pristine form of a unified system) rid our-
selves of an obsession with form, it provides opportunities.
Actually, it doesnt even mean that we have to return to the
ramshackle ad hoc mechanics of AD&D as its probably still
possible to develop a core mechanic, so long as we remem-
ber that rather than impose our core mechanic on game real-
ity, we have to use it to express game reality. *
Abstraction v Mess
a f r e e w o r l d
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l i n g u a f r u p p a
Language in Rolegames
by Gianni Vacca
introduction
This article is a mere rant on the subject of linguistic real-
ism, or at least verisimilitude, in a pseudo-mediaeval frpg
campaign. I know it does not make any sense to write about
realism with regard to frpgs. In a universe where beasts
breathe flames, men can walk through walls and, above all,
where resurrecting dead comrades is routine, the word real-
ism should be avoided at all costs. Nonetheless, I shall try
and establish what limits we can put to linguistic delusion,
by drawing on what after all is the source of all these
imaginary worlds: ours, and more specifically between
antiquity and the Renaissance.
language in rolegames: ouch
In all fantasy worlds, settings, or campaigns, were always
served the same junk food: a common language. I know of no
single frpgwithout this fundamental myth of common.
Even in Outlaws, a culture rolegame, we are given the fol-
lowing:
In modern China, a large proportion of the population
understand Mandarin Chinese, as it has been propagated
as a standard language by the government. This certainly
wasnt true in the past: Mandarin (which was far more
complex than it is now) was, as the name suggests, the
language of the bureaucracy. Ordinary people would
speak different languages, some of which were related,
others of which were as dissimilar as French and German.
I decided to have a standard spoken Chinese to make
play easier.
It is true that it would be most difficult to teleport round
the world, to infiltrate enemy strongholds, to disguise one-
self, to chat with gods and demons alike without this arti-
fice. Ninety-nine per cent of commercial adventures being
based on like stories, it would be nave to assume game
designers would make an effort to take some more linguis-
tics into account when designing their games. Yet this is
what I expect whenever I buy a game or game supplement. If
we analyse the history of our world (i.e. the source, avowed
or not, of frpg worlds), we realise that there never was such
a thing as a common language. In antiquity, for instance,
there were certainly fewer languages than today, but there
were still many, and extremely diverse at that. Ancient
Egyptian had nothing to do with Persian, which in turn had
nothing to do with Phoenician, which in turn had nothing to
do with Cretan. That is why scribes played such a major role;
they not only knew how to read and write (which was
already something of an achievement in those days), but
most of them also knew how to speak foreign languages,
which made them invaluable for diplomatic or commercial
missions.
I expect to hear the usual counter-example of the
Hellenistic world or the Roman Empire. Well, in Alexanders
empire, as in the successor states, only the upper classes
spoke Greek. In each province, the people kept speaking the
language in use before the Macedonian conquest. In
Ptolemaic Egypt, for instance, if Greek was the language of
court, ethnic Egyptians still spoke their language inter-
spersed with Greek, yet purer and purer as you travelled far
from Alexandria.
The same situation could be observed in the Roman
Empire. Only the ruling classes spoke Latin (and not always!
At certain times, it was trendy to speak Greek). People usu-
ally spoke a patois consisting of their original language
mixed with Vulgar Latin, and all the less Latinised as the con-
quest of the land was recent. In those provinces that had
been conquered a long time ago, people spoke Gallo-Roman,
Liguro-Roman, Veneto-Roman, Rhaeto-Roman, etc. In
Britain, people still spoke Celtic; in Africa, Berber; in Illyria,
Illyrian. In Rome, people spoke Vulgar Latin, as in the
colonies that had been settled with war veterans who had
been given some land as their pension savings (which
explains Swiss place names such as Romanens or Rmerswil).
But even in the very heart of the Empire, in Southern Italy
and in Tuscany, people were not really speaking Latin. We
must not forget that it was the triumphant Christian reli-
gion that brought back Classical Latin, which was all but
lost, for liturgy, communication between prelates, etc.
But even this Church Latin cannot be considered in any
way the common language of Mediaeval Europe. At the
time, there were even more languages than to-day. In the
Kingdom of France, for instance, people from Picardy and
Burgundy, or from Maine and Champagne, were unable to
understand each other. As for Brittany or Lorraine, the lan-
guages there were altogether foreign. If common under-
standing was very difficult between Paris and Compigne
(100 to 200 km), and impossible between Paris and Toulouse
(800 km), I would like it to be explained how it could be pos-
sible between places several thousand km away (like, say,
Damara and Chondath in the Forgotten Realms). This is why I
advocate using, for frpgs, a system at least as good as the
Note: This article was originally written in
French for the French fanzine Holobar Soir in
1992. I quite profoundly modified and
expanded it rather than simply translating it
for imazine.
18
imazine
one in merp. Every country has its language(s), and its
inhabitants understand more or less the neighbouring
dialects. Intercomprehension may vary between very good
and none, depending on the linguistic family each dialect
belongs to. For instance, there are way more chances of
intercomprehension between two langue dol dialects than
between a langue dol dialect and a langue doc one.
writing systems in rolegames: oouch!
Another thing I simply cannot stand (even more than this
common thing) is the way tsr (for instance, though I
doubt other companies did any better) tackled the issue of
writing systems. In the Forgotten Realms booklets, only two
or three alphabets are presented, and they are ridiculous. I
fail to see why the languages of the Forgotten Realms should
be written using 26 letters just like Latin or English. If we
have a short look at the way European languages that do not
use Latin script are written, we can see that, of course, the
alphabets they use do not number exactly 26 letters (Greek:
24 letters; Russian: 32 letters). And yet they are Indo-
European languages, and I guess very much closer to English
than any imaginary Damarese or Thavyan language. Even
two extremely similar languages like Italian or Spanish do
not really have, on a close inspection, the same alphabet: in
Spanish, they use the letters and , which are not used in
Italian.
I could go on at wish (German , French , Scandinavian ,
all kinds of accents, umlauts, tildes, cedillas...). Also, letters
take on very different values depending on the language
(compare the English, French, Spanish and German js:
theyre all pronounced in a different way!); some letters are
mute, other are not always pronounced the same way... The
issue is almost beyond comprehension. And cannot be dealt
with, as in tsrs material, in two or three lines of text. Once
more, merp defines what is acceptable, with logical and
diverse alphabets (runes, Fanorian letters, all having differ-
ent values depending on the language or the age theyre
used... this is good!)
place names in rolegames: yikes!!!
Another laboured constant (yes, another!) in almost all fan-
tasy worlds is the utter stupidity of place names, and espe-
cially of cities. Id say at least half of all frpg cities are
named Xwzlz, Yawalla, Zglurk, or maybe Rhunge.
What people do not seem to have understood is that place
names do have a meaning. Our ancestors just did not go
round and randomly distribute whimsical names; usually,
the place name was created after its owner, or it could have
been a short description of the place or of the kind of pro-
duce it would yield. Some of these names are, as of to-day,
still extremely clear or at least quite clear (e.g. Maidstone);
others can only be deciphered by linguistically skilled people
(e.g. Champreveyres in Switzerland means the priests
field). But, and I know I am repeating myself, all place
names did originally have a meaning, a meaning that was
rendered obscure by the passing of time and by pronuncia-
tion or even language shift.
solutions
Whingeing is all and good, but what about any practical
solutions?
We saw that contemplating a single, universal language
for a whole universe was more than unrealistic.
Yet this does not mean that we should consider each and
every frpg world as a potential Babel. I propose the follow-
ing system: all the languages of the setting are divided in
groups; every group is divided in subgroups; every subgroup
in families. There is no intercomprehension between
groups. There is next-to-no comprehension between lan-
guages pertaining to different subgroups within a given
group (one might recognise the most ancient words, like the
names of numbers or family ties). There is little intercom-
prehension between languages pertaining to different fami-
lies within a given subgroup. Then there is slight intercom-
prehension between languages pertaining to the same fami-
ly.
To illustrate my system, let me use Italian, of the Indo-
European group and the Romance subgroup (for gaming pur-
poses only; this is not a scientific article). Compared with
Italian, Turkish is from another group (Altaic): no intercom-
prehension. German is from another subgroup (Germanic):
next-to-no intercomprehension, one might notice that drei
and tre are similar, as are mutter and madre, but thats about
the farthest you can get. French is from the same subgroup,
but not the same family; one might be able to explain that
hes hungry or thirsty, or that he wants to know the way to
Saint Denis. There is going to be misunderstanding aplenty
(comedies draw inspiration from such situations... so should
a skilful referee, and put the too-confident party on the
wrong foot).
What about writing systems? According to the ones in
the Forgotten Realms booklets, there are no runes for ch,
sh, th, etc, and the latter are written, just like in Latin
script, c+h or s+h! I am wordless in face of such profound
incompetence.
Ancient or mediaeval languages always went for syllabic
writing systems or for alphabetic scripts yet always pho-
netic ones (in Old English, light was pronounced as it is in
German to-day) or for logographs. Game designers and ref-
erees, please bear this in mind! No more c+h runes to write
ch, create a new, additional one. Or maybe decide that in a
given alphabet the sound ch is represented by the k+j
combination. Be inventive and consistent. Also devising a
phonetic alphabet is very useful for naming people and
l i n g u a f r u p p a
continued on page 26
19
imazine
c o l l o q u y
nother bunch of letters for you here, this time in
some quantity because of the delay in the publication
of this issue. This means also that many of these letters
are rather old, and I would like to apologise in advance
to anyone whose views are thereby being misrepresented.
Just call me an immoral butcher; its all the rage nowadays.
Still, butcher or not, youll find more letters intact this
time, and less intervention from me. It happens occasional-
ly; make the most of it.
hors doeuvres
Ian Marsh
I liked the new layout. What happened to the content?
Youve become as bad as I ever was...
Well, the content is still all about roleplaying games. Is it
possible that what happened to the content was that it
continued to be about roleplaying, while you were look-
ing for something else?
Rob Alexander
I am pleased to say that although I have suffered a total loss
of interest in tabletop gaming, I still find Imazine to be fine
and readable.
I also wish it to be known that Imagine is the first thing I
have won in over a decade.
Robert Rees
I liked the idea of Zundering; almost as good as adequate.
Tom Zunder
Nice issue, best in a series of good ones.
Good wodge of reviews.
Layout... well if you must
Bill Hoad must die
Hiya Bill!
Nobody zunders like the master...
Kociak aka Kitten
As for the reviews in this issue, while I find their content
both amusing and informative, I am somewhat surprised by
the amount of space devoted to Dragon Fist, as it seems nei-
ther a seminal work nor a very major release (or a possible
A
'cult classic,' for that matter). I suppose the reason is its
Oriental setting, which you seem to be quite fond of, but I
would have still preferred a shorter rebuttal (as this was
basically what it amounted to).
Oh no that wasnt a rebuttal! By my standards it was
pretty favourable. The main reason for its inclusion was
the Asian setting. And the opportunity to discuss some
general issues relating to this idea of publishing culture
games which appropriate elements of an Earth culture yet
locate them in a fantasy setting.
Robert Rees
I was deeply insulted by Matthew Pooks insinuation that I
actually read Imazine. Of course I dont! Writing letters to
Imazine is the job of my crack team of untrained drunken
monkeys. The very idea!
I do think that this is another competition time though. If
anyone can answer Matthews question and my own pet vex-
ation Why do so many people called Robert write letters to
Imazine? then I would be happy to chip in part of the prize.
How about Lords of the Rising Sun by Dave Morris and Jamie
Thomson?
That, like most of the other Fabled Lands books, is appar-
ently something of a collectors item. Feel free to enter
the competition if you like...
Jeff Diamond
I am offended at your remarks regarding my alleged use of
big breasted alien cat-girls to sell copies of my sci-fi rpg,
Orbit. There are also some excellent ass shots inside the
book.
Jeff is issuing a more professional edition of Orbit soon,
and has released another game, so check out his web site
at http://www.geocities.com/~allianceprime/
George Pletz
All this heady talk about games and gaming has really start-
ed me to wondering how you run a game. Have you written
about this and I just missed it? How one runs things is really
indicative of what one wants from a game.
If thats the case then I apparently want interminable
journeys from a game Im reluctant to write about how I
run a game. I dont think Im very good at it, for starters.
On balance I prefer being a player to being a ref, though
20
imazine
c o l l o q u y
when a bunch of improvising players start bouncing
things off each other in my games I might change my
mind.
Robert Rees
I liked the immoral butcher tag, sums up your letter editing
style to a tee.
Didnt Traveller have Mazon guns? I think they damaged
the crew but not the ship by squirting overly complicated
game design theories through the targets intercom system.
Ashley Southcott
I thought Imazine had died around February after its non-
appearance, the reasons probably being uni work and efforts
towards your forthcoming Masters thesis. It was thus a nice
surprise to find it had merely gone into fandoms no mans
land for a while. Incidentally, shouldnt the Imagine guide
have gone to Robert Rees as part of his hobby elite initiation
kit?
Having first looked at Puppetland when it came free with
an old copy of Arcane it seems that John Tynes has come up
with a genuinely novel idea for a roleplaying game. I sus-
pect it was never thought of as a potential boardgame, yet
the subject matter might make for an entertaining one.
Being disposable would you recommend it to newcomers
precisely because it can be immediately picked up?
Never having seen the H*gsh**d edition, I cant really rec-
ommend it.
art & character
George Pletz
Most of the talk about gaming I have had in real-time life is
more about how things went and how they can be improved.
Never has it come done to someone saying too arty or not
geeky enough. And to extend even further, no one has said
there is not enough culture or hey this doesnt follow genre
convention. All the players Ive had, from good to poor,
either grasped what was going on intuitively or didnt. Much
of rpg as I have played it and seen it played is an unspoken.
When something is askew or missing, you know it.
Sure I probably missed out on a lot of good insights but I
learned as much from running something as I had from play-
ing in other peoples games.
Robert Rees
As a good post-modernist I am suspicious of arts need for
consumers to act as an audience. Art is one-way communi-
cation from artist to audience; the audience is often shack-
led to the role of consumer. Thats why I hate all the exhibi-
tion rules about no touching, no photographs, no fun just
admire the greatness of the elite. Roleplaying is a collabora-
tive system in which you rightly point out the roles of cre-
ator and audience become hopelessly muddled until the dis-
tinction is almost irrelevant.
I think the question is not so much is roleplaying art? As
shouldnt art be more like roleplaying?
Bill Hoads suggestion that roleplaying has no right to
bring raw emotion to the players seems daft to me. What is
he suggesting? That rpgs introduce only rarefied emotion
or no emotion at all? From the outset rpg have relied on the
player having a strong emotional connection to their protag-
onist in the game. I might be able to agree that creating a
game that has deliberately been structured to offend the
players might be poor taste I cannot really agree that you
have to set out to disconnect the players from the game
though. The latter seems pointless, if I were to play a game
of CoC that genuinely had me feeling proxy fear through my
character I wouldnt call foul on the gm for introducing raw
emotion I would be more likely to congratulate the gm for
running a great game.
I couldnt agree more that not all art is one step
removed, perhaps that is true of well-known or familiar art
where its status as art precedes its content. Perhaps also
true of abstract or abtruse art where the meaning of the
piece takes time to unravel but there is far more art that
connects on a visceral emotional level before acquiring an
intellectual level. In the latter I would offer examples from
Hurst, Chapman brothers, Goya, Otto Dix, Picasso; exam-
ples of the former Richard Long, Picasso (again too prolific
and varied for his own good), Warhol, Henry Moore.
Straddling the divide Pollack, Vietnam photographers...
what the fuck is this? Art Today?
More generally music often connects purely on an emo-
tional level and rarely on the intellectual level. Performance
art ditto.
Kociak aka Kitten
I'd like to point out to Robert Rees that it was Marcel
Duchamp rather than Piet Mondrian who exhibited a urinal
entitled fountain.
Apparently this is Art Today. And why not?
Andy McBrien
I thought Id send some thoughts on different approaches to
playing characters in roleplay. Our last session got quite
heated which has lead me to thinking about this aspect of
play.
You could perhaps simplistically split the issue into two
broad camps: those who play their characters such as to
make what they say in character sound like they (the play-
er) really mean what theyre saying, i.e. when another char-
21
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acter pisses them off they might call them a fucking dick-
head, in other words say exactly what the player really
would say if he was pissed off by someone. The other camp
are those who play their character such as to make what
they say in character sound like they (the player) do not
really mean it (though their characters do), i.e. the player
makes it clear that they are just pretending in the situation
being played. For example the player might call someone a
pointy-eared old-aged fairycake, thus making it obvious
that the sentiments expressed are not directed personally
towards another player.
As you might expect, I am very much of the former camp.
From my experience the first approach compares to method
acting, and the second only to ham acting (given that role-
players are usually crap actors). While in the method
approach you obviously will not be talking in the style of
your character: this is sacrificed. But what is expressed is
done so with conviction. All attention is concentrated on
making it seem as real as possible. In the ham approach,
the player makes sure that nobody confuses the sentiments
expressed for their character, with those of themselves. But
he sacrifices some conviction in the way those things are
expressed.
The key thing about the method approach, I think, is that
you are not trying to pretend to have particular
feelings/emotions. You just express the feelings you have (as
a player), assuming the conditions described for your char-
acter. This means that when another player in character
pisses you off, you (the player) get pissed off with them. If
they havent pissed you off, you dont try and roleplay/pre-
tend that they have.
Cutting the number of pretence elements of a game down
to just those necessary for the needs of the game, is very
much what I advocate in roleplay. Another example of this is
excluding players from the room when their characters
arent present, so the players dont have to pretend they
dont know stuff that they do know. I suppose the method
approach relies on the players having a certain amount of
confidence in their roleplaying, so that when things do get
really heated they are really enjoying it, rather than just get-
ting really upset.
I dont know about you, but whenever Im revising my
attitudes to roleplay, one of the things I do is look back to
my best roleplay experience as a player, when everything
clicked. And use this as a sort of model to test whatever idea
Im thinking about. One of the chief elements of the exam-
ple I go back to, is that although me and another player got
completely pissed off with each other, instead of the role-
play suffering as a result of this, it sort of got pushed further
than we had gone before. So we ended up basking in all the
excitement instead of frustrated by our inability to roleplay.
One of the really exciting things about it was the discovery
that losing control was nothing to do with bad playing: in
fact it was good playing. It was something to promote not
something to avoid.
But thats not quite right. Losing control is a problem.
What I should have said is expressing emotions you feel as a
player is not something to be avoided (and regarded as poor
roleplaying) but is to be promoted. Provided they are the
result of identifying with your character. If the player (as
well as his character), is completely pissed off about some-
thing/someone it doesnt mean the hes lost control/isnt
roleplaying. It isnt a problem. Its good not bad! Thats
what I meant.
This makes it sound such an elementary matter and no
doubt its completely obvious to very many players. But I
think it is an issue worth highlighting because its not obvi-
ous to everyone.
The really exciting discovery was that losing control is
not a problem etc, etc... provided you keep roleplaying in
character.
What motivated me to write was not the idea to convert
those who prefer the alternative (equally valid) approach to
playing a character. What I was shooting at was the attitude
that if the player isnt pretending then they arent roleplay-
ing (and then are thought to be a problem). My own atti-
tude (the immersive approach) is that the roleplay tends to
be better the less a player is pretending.
What I see as a problem are situations where players iden-
tify out of character influences on the way a character is
played and see this as not roleplaying. But I suggest its
much more productive if its not reacted to as a problem
even when non-character issues are obviously influencing
how the character is being played. For example if John is
pissed off because he had to go for the chips again and then
plays his character pissed off, the other players can either
suggest hes not really playing his character, or they can
accept that the character seems pissed off.
It is of course better if outside influences dont intrude so
much on play (John is not roleplaying very well). But they
inevitably do to some degree and its better to play with
them rather than let play break down as a result of them. The
most productive attitude is to avoid letting out-of-charac-
ter issues dominate the way you play your own character,
but to accept that they will influence the way the other char-
acters will be played, and that their emotions are valid
whatever way they are played.
layout
Sergio Mascarenhas
Ive read your column with interest, since this is one of my
preferred old issues about rpg design. I must say that I
agree with most of the points you raise.
For instance, the idea of an introductory fast-play section
is something that I think should be standard fare by now in
rpgs. In a sense, I learned this with my first rpg, Runequest
II boxed set which included the Basic Role Playing game
booklet. This was a short, fast, wonderful way to introduce
c o l l o q u y
22
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a new player to the game. Yes, it had no setting or adven-
ture, but it allowed one to understand the rules, and then
just move on to more complex issues. The key thing is that,
in order to do this, the whole game must be developed
around a core set of basic concepts, instead of being an
accumulation of disparate elements.
Most companies seem to be heading in this direction any-
way, at least to a certain extent, by providing free, rules-lite
modules.
A second aspect where I agree with you is the idea of a
game book as a reference instrument. It seems that, as rpgs
departed from their wargame and boardgame roots, they
also departed from some basic game design rules that great
wargames and boardgames seem never to forget. One of the
things that was lost is the notion of scalability. Many
boardgames and wargames have scalable rules: Both rules
and scenarios are organized according to complexity and
depth, so that the player learns to play while playing, each
step leading to new rules and new scenarios that apply those
new rules (while the players can re-play the scenarios in the
previous steps with the new rules, and get new twists in
their gaming experience). I think that rpg rules should fol-
low this example, and be organized according level of com-
plexity/depth; and that any scenario should be playable at
any level of the rules. This means that players can do two
things: learn the rules step by step, alternating rules acquisi-
tion with playing; decide at which level they want to play.
So, we may have two players playing fighters where player
decides that he wants to play combat the basic level, while
the other player wants to play combat at the advanced level.
Or a player may want to play combat at the basic level,
magic at the advanced level, and social interaction at the
intermediate level; another player wants to play combat at
the advanced level, no magic, but alchemy at the intermedi-
ate level, and social interaction at the basic level.
One of the problems with rule book design is that, when
they undertook the literary paradigm, they chose the
wrong paradigm (novels and storytelling). I mean, this para-
digm may be valid for actual play, but its completely wrong
for game books. Game books should follow two other para-
digms instead: one is the one you mentioned, reference
books. This is useful for presenting rules and the system.
The other is journalism writing. This is to be used for pre-
senting setting material. Another thing that people writing
rpg books should familiarize themselves with is the tech-
niques for producing books intended for distance learning.
After all, many players are distance learners: they buy a
book, read it, and attempt to play without a tutor. (They
may also learn with a playing group, but usually suffers from
the fact that the focus is on playing right away, without tak-
ing time to learn how to play... unless the gm is also learning
the game.)
Finally, what I would like to see is a book that:
1. Presents setting information separate from system infor-
mation. Of course, system information should be illus-
trated with situations that comply to the setting.
2. Organizes both setting information and system informa-
tion in a simple-to-complex way.
3. Has two types of indexing: based on complexity vs. based
on content. What I mean is, one may separate info by lev-
els of complexity: In this case we have, first the simpler
rules for all the different aspects of the game, next the
intermediate rules, next the advanced rules. Or one may
separate info by content: magic, combat, social interac-
tion, etc. The ideal game will have both these types of
indexing. This means that it will have pagination, tables
of contents, and indexes based both on content, and
based on complexity. Of course, the book as sold would
be organized according to order of complexity, since this
facilitates learning, but latter the player would be able to
separate the pages of the book, and put them in a binder
organized the way that suited his tastes (he may even
separate the sections he knows he is not going to use).
Whats more, this ability to separate different info would
mean that, even if setting and system info would be sepa-
rate (see 1 above), it could be alternated along the book,
in order to facilitate the learning of these two compo-
nents. Latter the owner of the book could organize it
according to his tastes, either combining setting and sys-
tem info, or separating it all together.
I know that this can be hard to do, and involve difficult pagi-
nation issues, but Im sure it can be done.
John Morrow
Concerning your comments that:
a Better to have four sentences on a topic, which can be
found very rapidly, than two pages which take time to
find.
b What culture game requires is as much detail as is neces-
sary for whats happening, and no more.
I think you are implying (but not explicitly clearly stating) a
very important point for all role-playing settings. The mate-
rial in a role-playing setting book should be relevant to what
the players will be doing in the setting and should not focus
on elements that no normal person would worry about.
When someone gets off of a space ship onto a new world,
they want to know what the weather is like. Instead, most
space games leave the players and gm with planetary orbital
distances from a primary star, all specified in exact detail.
Player: Whats the weather like when I step off the ship?
gm: Well, the planet is 1.1 au from a G0 primary with a
17 degree tilt and 2 moons and...
Player: But is it hot or cold outside?
George Pletz
As someone who recently ventured into game design (and
decided to leave it to the professionals. House rules is one
c o l l o q u y
23
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c o l l o q u y
cal, for lack of a better word, then the density of the materi-
al would be evenly distributed.
My quick example of informational density is First
Edition dmg with all its information weighted at the centre
with its not as dense intro and outro bits. Not that youd
noticed with that awful tiny print.
Another element of this density is how you see the book
in your head. Most rule hunts are not leisurely searches but
mad by the seat of your pants dashes for pertinent informa-
tion. Dont you hate when you think you know where some-
thing is but it isnt there where you thought it was?
Finally running a game again , I am using highlighters,
post it notes and a rule cheat. It is like an open book test
where opening the book is a sign of defeat. Opening the
book means the rules arent taking. A structure which could
be grasped intuitively would go a long way towards welcom-
ing people inside.
After the fear and loathing I had to overcome before wad-
ing into the games I reviewed this issue, I find myself in
total agreement with you. I want a rule book that is easy
to read, but rarely read during a game.
Ashley Southcott
Your comments on getting people started are laudable, but
I have yet to see a game which does this and still manages to
contain enough about the setting to reveal how to play a
character according to his place in that settings society.
Take Pendragon. This goes to huge lengths to emphasise a
characters place in Arthurian society. Is this in part because
its rules and background are interspersed? It doesnt imme-
diately spring to mind as a game which gets its players
immersed in minutes in part because of its organisation. Ars
Magica is another example that, in going all-out to empha-
sise the setting and pcs social positions in it, misses the
chance to get players started immediately.
I have no problem comparing boardgames and roleplaying
games. When you buy a boardgame, the setting and the
board layout are both explicit and immediate (well; they are
on any game Id spend my money on). The challenge there-
fore is to transfer this explicitness and immediacy to narra-
tive games. Granted that boardgames impose a certain lin-
earity on play, but a rules setup that insists on your going to
jail and not passing Go isnt a must. The artwork on a
boardgame constitutes not just a selling point but also con-
veys a feel for the setting in which the game is set. Im sug-
gesting something similar for describing settings.
I can live with short fictional pieces to set the stage but
this isnt an ideal solution and doubtless unpopular with
Colloquys regulars. Decent artwork for a game, and I dont
just mean industry-published games is one idea Id like to
bandy around, properly supported by rules on task resolu-
tion and combat (which are down to personal taste). Im
toying with the idea because good artwork allows you to
get a feel of the setting without having to wade through 10-
point text. Participants different views on the setting
viewed through the artwork are a possible conflict area, of
course.
If youre really not looking at the rules much during
Sengoku games, why gripe about its rules layout? It sounds
very much like youre merely adapting the game to your
groups style and referring to the rules whenever youre
uncomfortable with making a personal judgement.
In transferring your ideas for teaching roleplaying onto
paper, I think a minimalist rules preference (or at least a
style where a minimum of rules in published systems are
used) is now one taken by the majority of experienced
gamers. Most games seek to encourage non-slavishness to
their rules (funnily enough, unlike boardgames which rely on
adherence to the rules to make them work). Going back to
character generation, however, why bother with back-
ground in any detail? Old hands will probably say because a
characters background helps explain his actions and define
who he is. Not necessarily. Insane characters actions are
defined by their warped viewed of the world, which may
derive from a freak event, e.g. falling into a snake pit or los-
ing ones family during an earthquake. It strikes me that
defining a character closely is better done in play, since his
actions in front of other characters in part contribute
towards his definition. You can see this through npcs reac-
tions in social situations, but Im also thinking of other pcs
reactions to a characters behaviour within the party. A
discovery style of character generation merely serves to
bolster design-in-play over design-at-start. Show me a so-
called disposable rules setup that insists on defining a char-
acters past.
I understand why the likes of C&S and Pendragon go to the
lengths they do to define a character, but would argue that
defining a character to the nth degree particularly at the
beginning takes something away from the players free-
dom to play. You will correctly have spotted the magic con-
cept limitation (been there, discussed that). The length of
time these systems take to complete detailed definitions is,
of course, one of the reasons they remain very small niche
games. I guess players of such games adapt those parts of
lengthy cg systems they like and discard the rest what was
your reaction when you played Pendragon?
As to your conclusion that a brief indexed set of notes on
background is preferable to two or three chapters in a rule-
book, this is all very well at the beginning, but sooner or
later everyones going to want more. Conventional games
respond to this with supplements; is this really a viable
route for Outlaws?
Its been too long since I played Pendragon to have a clear
recollection of my reaction, but I dont honestly recall its
character generation being overly long and detailed not
in the C&S league, for sure.
The last point is dead easy one of the reasons for bas-
ing Outlaws on the world rather than constructing some
artificial simulacrum is so that the games supplements
25
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c o l l o q u y
(along with a few others) make the point that fiction isnt
reality and that you need to take liberties with reality for
the fiction to seem worthwhile and even plausible to the
reader. What may seem obvious or important to you when
you are writing can easily be lost on a reader unless you
hammer it home. What seems real or even is real can seem
inauthentic or fake to a reader when presented on a written
page. They might not get that the bad guy is evil to the core
unless you have them kill one of their underlings or wear a
black hat, even if you feel you are being too obvious.
Otherwise, they might actually start sympathizing with the
bad guy (as I often do on Star Trek: Voyager) because the bad
guy has a valid point to make or an understandable motiva-
tion.
In several science fiction writing books, they discuss the
role of aliens. In short, most agree that if aliens are too
alien, the readers will be unable to relate to them. But why
have aliens at all? In many cases, the purpose of an alien is
largely to take an element of humanity and amplify it to
make it easier to explore. If I discuss race relations using
real races, people are going to be influence by sympathy for
their own race. If I move a race relations story into elves and
dwarves, I dont have to worry about people being too close
to the issue to get the objective point.
Remember that historical and non-Western cultures are
more alien to modern Western thought. In his essay Living
the Future: You Are What You Eat, Gardner Dozois writes
(while describing Rome in space Star Trek), The Roman
Empire was vastly more complex, contradictory, surprising,
and multifaceted than the simplistic version we get from
television, movies, and bad historical novels. And the people
who inhabited it were as different from any citizens of
2100ad are likely to be. In fact, the Old Egyptians and the
Old Romans would be more alien to us than most authors
Martians.
While Im not a fan of over-rating the similarities
between rpgs and fiction, I do think there is a parallel here.
And the parallel is that in order to get the effect you are
looking for, you often need to emphasize things to an
extreme, much in the way that stage make-up emphasizes
facial features so that the person in Seat 19 ZZ can see the
expression on a stage actors face during a scene without
opera glasses. And you often need to simply things so that
people wont get lost in the details, much as a talking points
list or outline can convey important points more quickly
than an essay. It is a matter of compensating for the limited
time and data transmission speed of language.
All of which brings us to the end of another colloquy with
plenty to chew on. While I cant promise the next issue
any time soon, I do imagine it wont be as late as this
one. If it is, Ive probably folded.
places (see below).
Depending on your gaming style you might or might not
value immersion in the imaginary world you are playing in.
If, like myself, you do value immersion, then verisimilar
character and place names are paramount for the gaming
experience. For games who are not featuring a well-devel-
oped background (ie not Tolkiens Middle Earth), the burden
is on the referee.
The first step is setting up a limitation in sound patterns
for any given language or culture of the game world. In the
real world, for instance, if you meet someone called Arnaldo
or Roberto, youll guess hes from Southern Europe or Latin
America by the very sound of his name: lots of vowels, and
liquid consonant clusters. This can be achieved in an easier
way if the referee has already devised a phonetic alphabet
for each language/culture of his world (see previous para-
graph) hell have a pool of phonemes to draw from to cre-
ate names, and this step then is limited to creating rules as
to how names are built (e.g. no names shall end with a con-
sonant, or all male names shall end with an -a).
The second step is deciding how people are named in each
culture. In the real world, for instance, most Europeans have
a name and a surname. Americans love the additional middle
name (or initial), whereas Russians have a patronymic.
Arabs may go by a variety of names, and even change their
name in the course of their lifespan to reflect an important
event (the birth of a male child). Most Asians also have a sur-
name and a name (in this order), the surname being used
more frequently than the name.
Primitive cultures tend to use a given name only: in a vil-
lage of sixty, that is usually enough. They still can resort to a
variety of tricks to show family ties (e.g. all names in a given
family might begin with the same sound).
The third step is creating place names. The difference
with the previous step is that this one is for internal use by
the referee, it is not aimed at players. As explained in the
first half of this article, place names do have a meaning,
even if it may be lost to contemporary people. The system I
use for my own campaign is as follows: just as with charac-
ter names, I devise a few patterns or rule for word creation.
Then I draw up a list of the most common words for each
language (colours, terrain, numbers). I then create place
names randomly or on sound combinations I like. Most place
names would be the equivalent of big stone, Johns farm,
etc. To reflect the passing of time, some territories are
given place names of a dead or lost language; some others
are applied known linguistic transformation rules (ds
become ths, ts become tss, whatever). Again to keep
verisimilitude and consistency the referee must always
apply the same set of transformation rules to a given terri-
tory/language culture. If you end up with names that do not
look like anything familiar from fantasy literature or frpgs,
it might well mean that you were successful. *
Lingua Fruppa
27
imazine
by Matt Stevens
ears ago i saw a small gallery
exhibit of pulp magazine art from
the 1920s, 30s and 40s. As I looked
over the paintings, and admired
their power and imaginativeness, I
thought of the art in roleplaying
games. Decades from now, when were
all dead or doddering, will rolegame
artwork hang on gallery walls? Will
future generations admire it, and mar-
vel at the genius of our work, and won-
der why we never appreciated it at the
time? Or will rolegames gather dust in
musty attics, to be regarded as little
more than period curiosities?
I hope rolegames will be cherished
and admired long after the campaigns
have ended and the rolegame industry
is mouldering in the grave. But this will
only happen if people who never play
the games can appreciate our work.
The long-term prestige of our hobby
may depend largely on the books and
magazines we leave behind, and their
capacity to fascinate or entertain a
non-gaming audience. Two factors are
of critical importance: the quality of
their prose, and the quality of their art-
work. In this article, Im going to look
at the artwork in roleplaying games.
pabulum and
professionalism
Like most roleplayers, I think the
majority of rolegame artwork is crap.
On the other hand, and again like most
Y
roleplayers, I think at least some
rolegame illustrations are fairly good.
But when we get down to cases and try
to separate the best work from the
shit, I find I often disagree with many
roleplayers. Most rolegamers, it seems,
judge artwork on the basis of its real-
ism and professionalism. They con-
demn the amateurish scribbling of the
early rolegames, comparing them
unfavourably to the slick colour prints
of today.
Im not sure that rolegame artwork
is getting any better in some ways,
Id say its actually getting worse. The
problem isnt the skill of the artists,
which has improved greatly over the
past 25 years. Unfortunately, profes-
sionalism alone isnt going to produce
great works of art, and we have to rec-
ognize that if we want to promote
greatness in the future.
We could argue for months over
what makes a great piece of art great.
But for the sake of argument, Ill say
that a great piece of artwork intrigues
the spectator. It should catch her
attention, fascinate her, show some-
thing she never saw before. This some-
thing can be an unusual subject, some-
thing fantastic or surreal. It can also be
a strange juxtaposition of common-
place objects, or mundane things por-
trayed in unusual ways. It can even
refer to a perplexing expression, a look
that resists easy interpretation. A
great piece of art should provoke inter-
esting questions, without providing
simple answers to them.
I dont know if theres been any truly
Bri l l i ance &
Dross in RPG
A R T WO R K
The Cthulhoid unpleasantness of Erol
Otus (top) meets the authentic pulp
nastiness of M A R Barkers Tkumel
(bottom)
28
imazine
great roleplaying art, but some of it
has been strikingly inventive, even if
the vast majority has been bland and
unimaginative. The problem, unfortu-
nately, is that as roleplaying artists
have become more professional, and
the industry has grown more commer-
cially savvy, bland, corporate pabulum
is becoming even more prominent than
it used to be.
Its important for us to recognize
that much of todays rolegame art is
worse than bad. Its ordinary. The quali-
ty of draftsmanship has improved
mightily since the late 1970s. Clearly,
there are lots of people in the industry
who know how to draw. This makes it
all the more tragic when they produce
work of little or no value.
Take the artwork in 3rd edition D&D
Players Handbook please. An illustra-
tion by Todd Lockwood is reproduced
above. Its a picture of a dwarf with an
axe, a shield, a bow and a shitload of
armour. This dwarf is given a name,
Tordek, but its unclear why hes dif-
ferent from the thousands weve seen
elsewhere, from Lord of the Rings calen-
dars to DragonLance paperback covers.
Hes a generic short, stocky guy with a
beard. So what?
Wizards of the Coast spent thou-
sands to give us a Players Handbook
with full-colour illustrations of Tordek
and his fun-loving friends, but its
unclear what, if anything, were sup-
posed to get from them. Todd
Lockwood obviously knows how to
paint the human figure. His draftsman-
ship compares favourably to an old tsr
artist like Darlene Pakul, who drew that
notorious bat-winged succubus in the
first Dungeon Masters Guide. But
Darlenes plump, cowering demoness
titillated thousands of teenage boys.
Tordek will never titillate anyone. You
could replace his portrait with a photo
of a tractor or a piece of cabbage and
no one would notice the difference.
I could fill this entire issue with
mediocre art from two generations of
roleplaying games, and heap scorn and
abuse on every wasted artistic oppor-
tunity. It would be far better, though,
to point out the best published work,
and give well-deserved praise to artists
who transcend the ordinariness of so
much fantasy art. In the next few
pages, Ill point to some of the work I
respect, and suggest some paths we
might pursue in the future.
transcending naturalism
Youll almost never see rolegame art-
work that transcends a rigid natural-
ism. We may talk about creating a new
art form, but our art is decidedly reac-
tionary. We act as if the 20th century
or hell, even the late 19th never took
place.
Its too bad. While one could make
an argument for naturalism in rolegame
art one could say it helps make the
fantastic seem real, a vital role in a
roleplaying product one could also
argue that naturalism can never com-
pletely mirror the worlds of our imagi-
nation, and a freer approach may be
more evocative of other worlds and
other cultures. At the very least, in our
efforts to evoke alternate realities, we
should draw upon whatever sources of
inspiration we can find. By ignoring all
Western art after 1850 (not to mention
the indigenous traditions of Africa and
the Americas), weve cut ourselves off
from a huge visual vocabulary. Those
who transcend the limits of naturalism
should be commended for broadening
artistic possibilities.
Some of the earliest art in roleplay-
ing games was more inventive in this
respect. Consider Erol Otus for exam-
ple, an old favourite of mine. His work
was crude, sometimes even revolting,
and I would never claim that he was
consciously attempting to transcend
naturalism. He probably couldnt have
penned a realistic work if he wanted
to, his technique was far too primitive.
Still, I find that many Otus drawings
catch my attention, and stick in my
mind far longer than other early
rolegame artists do. His style evokes
the exotic and the macabre in a way
that few other artists can match. His
depictions of the Cthulhu Mythos in
Deities and Demigods (see previous
page) fascinated me far more than the
much more professional illustrations in
the Call of Cthulhu rulebooks, and I
believe its because his folk-art grotes-
queries suited the Mythos far better
than later naturalistic works.
Another early rolegame artist who
deserves a mention is Professor M A R
Barker, the visionary behind the world
of Tkumel. Im not particularly fond of
Barkers later work, in Swords and Glory
for example, which are often little
more than pin-ups of topless babes,
rendered in a dull naturalist style. His
more ambitious works in Empire of the
Petal Throne, however, deserve lavish
praise. Check out the illustration on the
previous page. You might respond with
knee-jerk hostility to the naked woman
in the corner, but it shouldnt blind you
to the power of the work. The masks,
which seem to float in the darkness,
are an imaginative touch, and there is a
palatable sense of horror and dread to
the scene. Its unfortunate that so little
work in todays rolegames can match
the power and imagination of this
primitive, 25-year old sketch.
Luckily, there are a few artists today
who transcend the limitations of natu-
ralism, and its clear that this is a con-
scious choice on their part, not just a
product of limited skill. Dan Smith is
one artist who should be familiar to all
b r i l l i a n c e & d r o s s
All technique and no soul: Todd Lockwoods
Tordek from 3rd edition Dungeons &
Dragons
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of us. You can find his work in just
about any recent gurps product, and in
my opinion he deserves all of the work
he gets and more. As you can see, in the
illo above, Smith uses strong black-
and-white contrasts to great effect.
Hes also one of the only rolegame
artists who combines collages of
photo-realistic images with pure
abstract design. Smiths style, unique
and easily recognizable, hip and ironic
yet unsettling all the same, contrasts
favourably to too many artists in the
industry, who produce works of cook-
ie-cutter sameness. I look forward to
seeing more from him.
While Dan Smiths work can be
found all over the place, other artists
worth noting are harder to find. As far
as I know, Aaron Boyd has only been
published in Daedaluss game Feng
Shui; I dont even believe his work was
reprinted in the Atlas edition of the
game. Considering that the Atlas edi-
tion has only black-and-white illustra-
tions, though, this was probably for
the best, because Boyds trademark is a
loose technique with an inventive use
of colour. Boyd appears to be one of the
few conscious modernists in the indus-
try. His style is clearly inspired by
Cezanne, and possibly the Fauves as
well. I look forward to seeing his work
elsewhere.
Another artist who deserves fulsome
praise is Amy Weber. Like Aaron Boyd,
she hasnt had much work in the indus-
try. Ive only seen her illustrations in
Everways vision cards, one of which
is reproduced above. If Cezanne
inspired Aaron Boyd, Weber seems to
take her cue from Marc Chagall. But
while Chagall painted blissful allegories
of his Russian childhood, Webers
images seem inspired by nightmares
and dread. Weber opens the window to
a sinister alternate reality, one over-
come with darkness and decay, but also
with a striking, eerie beauty. She
shows us how a well non-naturalistic
style can evoke a fantastic world and
make it real. I havent seen as much of
Amy Weber as Id like to shes only
credited with three vision cards in my
Everway box. Based on the work Ive
seen, though, Id say shes perhaps the
most talented artist in role-playing
games today. I sincerely hope we get to
see much more from her in the future.
evoking other worlds
Good work can be done in a naturalist
style, but it requires more than just the
ability to draw realistically. Most
rolegame artwork is mediocre not
because its naturalistic, but because
its subject matter is dull. That portrait
of Tordek (previous page) is typical:
Someone posing with his weapons. Just
about every rolegame illustration is
either (a) a portrait of someone with a
weapon, or (b) a combat scene. Thank
the Gods for creature catalogues and
monster manuals, because theyre the
only reliable sources of imaginative
artwork in the field today.
Still, some artists do good work in a
naturalist style. What sets them apart
is not their naturalism per se, put their
skill in composition. Consider Jim
Halloway. His figures are crudely
drawn, but I think hes better than at
least 80% of todays rolegame artists.
What sets him apart is his imagination,
his sense of humour and (again) his tal-
ent for composition, all of which are
clear in his illustration for Gangbusters.
Another genuine talent is Stephen
Fabian, like Halloway a frequent con-
tributor to tsr products. Fabian is one
of the few rolegame artists who seems
comfortable with landscapes. You
would think landscapes would be a nat-
ural subject for fantasy rolegames, but
most artists, sadly, would rather draw
half-naked barbarians pounding orcs
into oatmeal. Fabians paintings,
dreamy and imaginative, show us what
rolegame illustrations can do: they can
b r i l l i a n c e & d r o s s
Dan Smiths monochromatic moodiness
(above). Everway atmospheres from Amy
Weber (above right). Feng Shui action
depicted with fauvist tendencies by Aaron
Boyd (right).
30
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evoke other worlds and make them real.
The illustration above, from the Manual
of the Planes, is a good example of his
work.
Walter OConnor is another artist
who deserves praise. OConnor, like
Fabian, works largely in landscapes,
but he also seems comfortable with
scenes of everyday life as in the illo
on the left, a depiction of peasants in
the fields. (A refreshing change from
the usual sword fights, gun-battles and
Fireball spells.) As the illustration
shows, unusual perspective is an
OConnor trademark most rolegame
action scenes are strictly eye-level
affairs. OConnor makes peasants in a
field look impressive, while his com-
petitors draw the Battle for Algiers and
make it as exciting as Madison,
Connecticut on a Sunday afternoon.
new ways of seeing
What distinguishes the best rolegame
artists from the mediocre ones? If you
could summarize the difference in one
word, its imagination. The good ones
show us things we never saw before,
while the hacks churn out the same
stuff over and over again. Luckily,
imagination isnt an inherited trait,
like eye colour or blood type its
something that can be developed
through experience. I think most
artists in the field can produce good or
even great works. They have the tech-
nical skill; they just need the courage
to experiment with new ways of see-
ing. Only by doing so can they produce
artwork that will be admired by future
generations. *
copyrights:
Rob Lockwood: Copyright 2000,
Wizards of the Coast, Inc. Erol Otus:
Copyright 1980, tsr Hobbies, Inc.
M A R Barker: Copyright 1975, tsr
Hobbies, Inc. Dan Smith: Copyright
1995?, Steve Jackson Games. Aaron
Boyd: Copyright 1996 by Aaron Boyd
Amy Weber: Copyright 1996?,
Wizards of the Coast, Inc. Jim
Halloway: Copyright 1982, tsr, Inc.
Stephen Fabian: Copyright 1987,
tsr, Inc. Walter OConnor: Copyright
1994, Last Unicorn Games
Peasants in a field brought to life by Walter
OConnor (top), Gangbuster wildness from
Jim Halloway (centre), and plane but far-
from-plain landscapery from Stephen Fabian
(bottom).
b r i l l i a n c e & d r o s s