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

Saturday, December 15, 2018

Greatest Hits #15 - Which RPG cover best captures the spirit of the game?

Another art-related post ...



I think this question has come up before and my answer is always the same: Shadowrun. That single scene covers almost everything you do in Shadowrun and shows what makes it different: guy plugging in to computer, girl with a gun and some kind of magic effect, and then indian-painted guy with dual sub-machine guns, all in a dirty part fo town with a backdrop of skyscrapers and opposition - Yeah, that covers a lot of ground.


It's so perfect for the game that second edition kept the same cover - how often do you see that?

Later edition still have nice art but 3rd kind of lost it's purpose and became "generic action scene", 4th goes back to something similar to these covers (a step in the right direction), then 5th is so busy I can't tell what's going on.

My runner-up hasn't changed in a long time either:


Gamma World has had some incredibly evocative covers and this one really pushed my buttons as a kid when it was current - armed men going into a ruined, overgrown city - please tell me more! That is a whole bunch of what the game is about. Plus the whole style is pure 60's-70's sci-fi art and it really sets the tone.

Then with second edition we get this:


This is another winner with Giant Deadly Robot acting out against a human with a stone axe and some kind of mutant with an energy weapon - yep, that's pretty much Gamma World. The cover of the rulebook inside the box was pretty solid too:


Mutant with pistol and shield and another with a fusion gun against blaster guy on a horse? Yep, that's the game!

Honorable Mention:


It's not a rulebook but it is the origin of the legendary Stop Sign Shield! This picture, again, is totally in line with what a Gamma World adventure looks like.

In contrast ...

There are lots of good covers out there, and even more bad ones - static posed hero, static posed monster, symbol of something relevant to game + title of game = boring and non-evocative. They may be pretty at times but they are often just too plain. The covers for 5th edition D&D and for FFG Star Wars are usually pretty and well done technically but they don't tell me much about the game itself. Most Pathfinder rulebook covers have some kind of action happening and so in my mind are a step above. Look at Numenera or The Strange too - what do they tell you, visually, about the game or the setting? Even the new Trek game, for example, on the collector's edition has a cover picture that is a close up shot of a starship hull.





WHY? It's incredibly boring and tell you nothing about the game! At least the standard version has some characters doing something! It's a great example of "pretty but uninformative". People get excited about Star Trek ships, sure - but not hull textures. Not really.

It's an interesting question today and I ended up writing quite a bit more about it than I expected.

More tomorrow!


Friday, December 14, 2018

Greatest Hits #14 - Which RPG has the most inspiring art?

A companion to the prior post, a little bit apart in time...



This is a little tougher because I don't usually distinguish between cover art and interior art - I tend to think a game looks good or it doesn't.

That said, my initial thought was the FFG Star Wars line because it is really well done, consistent across books and lines, and makes for some very pretty game books. I don't know that it's really "inspiring" though. The Star Wars movies and shows and books and comic books and video games are already pretty inspiring and so it's more reinforcing an existing thing than starting a fire on its own. Also, while the illustrations are both numerous and well done they do not generally show you things that your characters might be doing during a game - they're Star Wars pictures for sure, but they are not really Star Wars RPG-specific pictures:

  • Here's a star destroyer flying near a planet
  • Here's Han Solo sitting at a bar
  • Here's a droid peering through some binoculars
  • Here's a scout walker
  • Here's a couple of characters standing still and looking "at the camera". 
So while they look good they are not really "inspiring" me to get a group together and roll some dice. They confirm the setting but do not really enhance it, in an RPG sense. 


So now that I've talked about what doesn't do it for me, here's one that does: Dungeon Crawl Classics. Why?
  • It's all strong black and white art.
  • It tends towards a "weird" vibe. You don't always know what you're looking at.
  • It shows things that could easily (and maybe should, easily) happen during the game.


It does, for me anyway, build an interest in playing the game as I read through the rulebook or an adventure. Heck, even the maps are more evocative of some lost document than in most other games and yet they remain as usable if not moreso than most others. 

Yes, some of it is the old-school thing which does have a certain appeal to those of us who started in that earlier era. 


But the very unexplored/unexplainable/rough around the edges tone of much of the art enhances the atmosphere of the game. We don't know everything about the setting. We can;t instantly identify every monster that is shown. We don't know why that character looks that way and this other character looks completely different as far as dress, gear, and attitude, and in the game you aren't going to know everything either!


When it comes to art-matching-expected/designed-tone-of-game I can't think of a better example than this game.



One more for the road:







Thursday, December 13, 2018

Greatest Hits #13 - Favorite RPG Illustration

It's nice to be able to say that art in everything from 5th Edition D&D to the latest M&M books to 40K is still strong.

There have been many illustrations over the years that have had an impact on my interest, and that's probably my primary interest when looking at an illustration for a game: does it tell me something about the game and more importantly, does it make me want to play?

There have been a ton of them over the years - spectacular covers, amazing interior pieces, small character/monster portraits ... how to choose?

Old School: A Paladin in Hell


I could have said "cover of the AD&D Player's handbook" but that's almost too easy. Once you get inside that cover this one always made me stop and look again. It's one signature element of D&D showcased in a full page drawing. There's bound to be a story here - how did he get here? Is he alone? Who is he, and does it matter or is it enough to know he's a Paladin?

Bonus Old School: Emirkol the Chaotic


This one, near the back of the original DMG, was always another stopper too. Trampier's work was a lot more elaborate than Dave Sutherland's but I like both for different reasons. There's even more of an implied story here too - what started this? What happens next?


Additional Bonus Illustration for the Special Edition: Cover of Dragon magazine #62


I loved this picture the first day I saw it and I still love it today.  Who is that guy? Why is he here? Where is he going? What happens next?


Different Flavor of Old School: Gamma World 3rd Edition - the cover of "Delta Fragment"


 Some kind of power armor putting the hurt on a dinosaur while another beast closes in - yeah! This is an image that some of my players and I bring up from time to time. It could equally be a part of Rifts or some supers game but it has stuck with us for close to 30 years so it's worth a mention.

Newer School: Pathfinder Mythic Adventures "the one with the monk and the barbarian and the dinosaurs"



I never get tired of this picture as it too effectively conveys just what "mythic" means in Pathfinder. The weaponless monk making a flying leap on a T-Rex while the barbarian throws a dinosaur at a dinosaur is exactly the kind of ridiculousness that generates table stories that last for decades. Pathfinder has a lot of great illustrations - they are right up there with old school FASA when it comes to art quantities -  I just like this one a bunch.

As far as "image that best conveys what the game is about" I think nothing compares to this:


The illustration so strong they used it for two editions of the game! I think it perfectly shows what a typical Shadowrun campaign is all about. Again, there's a story here - who are those people? Who are they shooting at? Where is this? When is this? It's a great piece for a game book.  It's only rival is this ...


...I mean, that is pretty much AD&D right there on the front. More implied story here - I mean, we all know in general what's going on here but where is this? Who are these guys? What happens next?


I could do a post on this every week and never run out of material...and that's not a bad idea ...