Monday, 19 November 2012

Turn to 400 - The Fighting Fantasy documentary film

As it's just passed the halfway mark, I thought I'd take the opportunity to plug  this Kickstarter project again:



If, like me, you grew up with the FF books and would like to see this worthwhile project come to fruition, please chuck some money at them! More info can be found at the project's Kickstarter page...

Friday, 16 November 2012

Today's eye candy... artwork by Russ Nicholson


I've been a big fan of Russ' work since I first saw it in 'The Warlock of Firetop Mountain' but I only discovered his blog today. It's full of pieces by him that I've not seen before, and has many interesting insights about how his work develops.

The thing I enjoy the most about Russ' work is his use of line. The balance and the contrast of his marks and how they work as an overall whole is very interesting. They seem very fluid but at the same time are very accurate and well placed. Every mark is there for a purpose and not just something to fill in open space.

Very much worth a look!

The Gallery: Russ Nicholson

Wednesday, 14 November 2012

Can RPGs be too clichéd (or worse)...?

A pet peeve...

One thing that's always bugged me about RPGs - especially those with a fantasy setting - is that they can tend to be chock full o' clichés. Not so much in how they read as a system or a world as such, but how they present themselves to potential players (and everybody else, for that matter). I noticed this as a new player back in the 80s, and it still seems to be a thorn in my side today. It doesn't seem to be as much of a 'problem' for, say, sci-fi or horror RPGs. Okay, this may be more about artwork than anything else, but art can sometimes be it's own strong theme within any given RPG. We can't deny that it's used in RPGs as a way to help frame the overall vibe of the game - but it seems that some clichés just won't go away. So let's consider a few of them...

Women

Let's face it, women are usually portrayed pretty bloody poorly in a lot of fantasy RPG art. This isn't just the case in '70s era D&D, where the social mores of the time were a little... different (not that that excuses it). It's still the case nowadays. WotC and Paizo are both guilty of this with D&D and Pathfinder. Much as they may try and wriggle out of it (i.e. see this interesting post over at the excellent Gaming As Women blog), they still tend to churn out the same old crap. Or variations on it. It's not exactly original nor is it something that sends out any sort of positive signals. Do I blame the artists? Well, yes and no. Maybe they just like to draw scantily-clad women. Or maybe their art directors say they should draw them that way. Either way, it's lazy.

The interesting thing is that the game world of D&D etc doesn't really mention anything about the role that women have in them. Okay, maybe these can be inferred in some way, but that's perhaps down to who's playing the game. Things seem to be inherently less polarised than real-world modern societies. But the way RPG art handles things tends to ignore this and instead plumps for tried and tested fantasy portrayals. To my mind this actually makes things less interesting. It seems that such portrayals have missed the plot.

Equipment

What do I mean by equipment? Well, I mean clothing, weapons, armour and general kit. There seems to be a tendency in modern versions of fantasy RPGs - and, again, D&D and Pathfinder being obvious examples - to seem to want to go down the World of Warcraft/Japanese digital RPGs route. That is, equipment is portrayed in a rather silly way, and some bits tend to get ignored completely. So the overall picture of any given character type focuses on certain things at the expense of others.

Let's take armour and weapons, for instance. Originally, D&D took it's influences for such things from the Medieval period, and with good reason. The way armour and weapons evolved up to and throughout that period fits the setting well, whilst at the same time suggests a plethora of styles and designs. However, this tends to get ignored. Your average depiction of a fighter-class person tends to owe more influences to Frank Frazetta than anything else. Or, as I mentioned above, World of Warcraft in mordern versions of some fantasy RPGs. Thus we see depictions of madly impractical armour and weapons - huge swords and double-headed axes, armour that you can probably only stand up in because of the spikes, huge curved sections, etc. Again, who's to blame? Well, I'd say artists. It seems that people haven't done some actual - even basic - research. Perhaps all that actual history just isn't enough. This is a real shame because if they stopped looking at how other lazy artists have done the same thing (a copy of a copy of a copy...), they'd see that armour and weapons from history can be interestingly eccentric. To give one example: many moons ago I created some artwork for the 'Ultima Thule' sourcebook for Ars Magica. I dug into my research and looked at how Viking and Scandinavian clothing, weapons, etc should look. This fed directly into my illustrations. All of that was then undone by the cover artwork, which decided instead to resort to clichés. The Viking even has a horned helmet. Oh well. Anyway - have a look at this page on medieval weapons and armour. Lots of odd designs there, but all evolved to be that way from practical use. This doesn't have to mean that it's boring. Similarly, if we have a look at the historical artwork of an artist like Angus McBride we can see that there's a variety of interesting shapes, designs and colours.

As for other bits of kit, things tend to get worse. Practicality is out the window. If a woman is wearing anything, it tends to be scanty in some way. If it's a magic user or magical character class, they wear some sort of elaborate cassock - unless they're a female magic user, in which case they wear something scanty but long-flowing (i.e. see the Pathfinder core rulebook cover). You rarely see 'in-action' scenes with the characters lugging about the stuff we all know they should have: rope, baggage, lighting, bedding rolls, etc. No-one seems to be wearing anything that would help you in a cold, dirty, inhospitable dungeon environment. Why can't someone depict a magic user in a more practical garb? A cassock-like thing doesn't seem all that sensible to me. Imagine the draughts, for starters.

To sum up (for now)...

Okay, this may seem like a bit of a rant. Perhaps I'm taking things too literally. But why should the depictions in fantasy RPGs be doomed to stick to clichés? It seems a bit half-arsed. Things don't seem to have changed all that much since the '80s. It's all a little too staid and predictable. Whilst I'm not saying that fantasy RPGs have to take their influences from medieval stuff, it might actually help drive things along more original paths. Failing that, is it perhaps too much to ask that something more imaginative gets added to the mix?

That's it for now - until I can write about some other stuff along similar lines. Please feel free to pick holes, disagree, etc...

Monday, 12 November 2012

On the Physiology of... the Otyugh - Part Five.

Inside and out...

Two areas will be considered in today's update. First of all, the mouth. The Otyugh is described as having a sucker-like mouth that's full of teeth, and one or two of my previous scribbles have suggested how this might look. The scribble below goes into a bit more detail:


If we run with the idea that Otyugh is a sort of dungeon hoover, this area would usually be busy chowing down on various nasty things. At the same time, this also suggests that the whole mouth and throat is like a nozzle and a pipe - only a lot more dangerous. It also occurred to me that the mouth and teeth might be able to extend a little in order for the monster to get more of a bite, and this is what I've suggested in the lower part of the scribble above. The overall look is a cross between a pig's snout and a shark or lamprey mouth. If we zoom in on the only solid part of the whole area, a tooth looks like this:


The idea here is that the teeth are scooped shard-like pieces arrayed inside the mouth. These would act both to cut and perhaps also to rotate backwards from the root to convey it's food into the mouth. Imagine hundreds of these teeth acting in unison and the Otyugh seems more like a garbage disposal unit - which is effectively what it is.

The second point for consideration is how the monster might appear under the surface. I don't imagine the Otyugh having a skeletal structure in any practical sense:


Instead there's a main spine-like cartilaginous mass running along the top of the body, which is flexible but tough and acts as an anchor point for both the internal organs and the outer muscle layers. You can see more of this in the cross-section detail below:

Seen from the front: (A) skin/hide (B) muscle layer (C) internal organs

The upper left of the scribble is a section of the 'spine' as seen from the side; the detail in the bottom left shows the underside of a spine section with the tendon, etc attachments to the internal organs. The greater mass of the Otyugh is still fleshy lumps of muscle and organs. The spine, teeth, eyes and tentacle edges are made of tougher, solid stuff but the overall design is still one which is both flexible and resilient.

Next up for consideration is how the muscle mass might work and be arranged around what I've shown in the above scribbles...

Wednesday, 7 November 2012

More monster scribbles...

While the Otyugh stuff is on hiatus (I need to do some more scribbles of it's internal structure), here's a pic of a Gnoll...


... and a Bulette:


I like the Bulette because, as with the Otyugh, it's a bit of an oddity. Mind you, I've not put much thought into getting the details right (i.e. the armoured bits). It's just interesting to play around with as a design. If anything, I need to stress the 'armoured armadillo' vibe of it some more.

As for the Gnoll, it's another D&D creature that I find interesting. They're a bit more uncouth and raggedy than your average Orc, Kobold or Goblin. The only problem area with design is how much the neck should extend from the shoulders. The hyena-like features would suggest a longish neck, but I'm not sure yet if it looks right. I think I need to do more studies of hyenas to get my Gnoll looking less like a dog.

Tuesday, 6 November 2012

Some tasty eye candy...


If, like me, you find 'old' sci-fi book and magazine artwork a constant source of interest, inspiration and delight, you might want to go and have a look at this Flickr Pool.

Be warned: it will eat up hours of browsing time without you realising it...