Sunday, May 26, 2019

The Genre of D&D Art?

Jason "Dungeon Dozen" Sholtis and I were talking the other day, after we both watched Eye of the Beholder, the new documentary on D&D artists (which you should see too). Jason was skeptical of the idea (mentioned in the documentary) that "D&D art" was a genre, instead viewing it as part of the wider field of fantasy illustration. I put forward an argument, that he found at least somewhat convincing, that D&D (or rpg) art, might at least constitute a subgenre of fantasy art, and that it could be identified by its tendency to emphasis certain traits across several editions. Here are the traits I came up with:

Prosaic or Humorous Scenes
While fantasy illustration is no stranger to humor or protagonists that are less than competent, but not large than life, these sorts characters are depicted in a higher proportion of D&D art.


More Detail on Monsters
Monsters in much traditional (pre-D&D) fantasy illustration are best described as "phantasmagoric" or fanciful, charitably--and perhaps even outright goofy. D&D monsters are not always anatomically or realistically considered but they are generally detailed and usually dynamic.

Placing the Viewer with the Protagonists
The eye of the viewer is often positioned as if they might be a companion of the pictured protagonists or at least a close observer, rather than viewing the action at a remove. The primary focus then is often placed on the antagonist (or monster) rather than the heroes.


Emphasis on Small Groups Rather than Individuals or Clashing Armies
This one is obvious due to the "party" structure of rpgs, and it is perhaps the one most frequently supported by the art. The party is often displaying teamwork.

Anyway, I think those sort of make the point. I do think there are some others regarding costuming and composition of scenes, but these are the ones I feel most certain about. Of course, there is a lot D&D art that don't show these characteristics and there is some non-rpg fantasy illustration that does. These are really about tendencies, not absolutes.

Friday, May 24, 2019

Weird Revisited: Ursoid Mutant Dunes

The original version of this was posted in 2015, shortly after I had seen Mad Max: Fury Road.

I've got just the thing for a Mutant Future or Gamma World mini-sandbox: do a bit of reskinning on Chris Kutalik's Slumbering Ursine Dunes (if you don't have copy--well, it's available now.)  Here's some thoughts on changing the basic setup.

Out in the desert, there's an ancient rune and a crashed alien spacecraft, slowly burning holes in reality itself.

The Background as Only the GM Knows It
Milt Grisley was an underground cartoonist who got his chance to sell out in the eighties. His Sleepy Beartm character went from counter-culture anti-hero to toyetic, afernoon cartoon pitch-man--and made Grisley rich in the process. Theme parks followed--the one outside of Las Vegas was the biggest, Once Grisley was well into Howard Hughes level eccentricity, he even had a futuristic, planned community built nearby. It was going to be a utopia in the desert run by a super-conputer and thoroughly Sleepy Bear-branded. Then the bombs dropped.

The super-computer has grown more self-aware over the centuries--and also crazier. It thinks it's the real Sleep Bear, now. Its public face is one of the old animatronic, amusement park bears. Somewhere along the way, a tribe of mutated ursoids found it (perhaps following the old signs emblazoned with Sleepy Beartm) and now worship it like a god, following the computer's every command no matter how ridiculous.


They lived peaceable and kept to themselves. They even allowed some humans to settle nearby. Everything was fine until the crash. A saucer full of Greys, sliding across dimensions, went down in the desert near the installation. Maybe it had something to do with a top secret military installation the government never officially acknowledged that was hidden near Bear Town, or maybe it was just a freak coincidence. Whatever the cause, crash it did, and its reality-shifting engines went critical, dumping their cosmomorphic fuel all over the landscape, turning everything weird...


So, hopefully the recastings are clear: Medved is the super-computer whose avatar is an animatronic cartoon bear. The Eld are Greys and their golden barge is a big saucer (don't worry about the different deckplans. It's weird on the inside.) The Weird is created by spaceship fuel. Ondrej is probably a mutant shark and cartoonish pirate, holed up in the pirate island in the middle of the brackish and radioactive artificial lake in the amusement park.

See, not so hard? I'll let you take it from there. Make your own adventure in the Mutants Dunes.

Thursday, May 23, 2019

The Secrets of Harveylands


This map of "various Harveylands" comes to us from Richie Rich #230 (1987). Before its publications, the proximity of many Harvey characters was apparent, but the fact that their entire kids comic "universe" existed in one locality was a bit of surprise. Looking at the map, I think we can discern other truths about the "Harvey Universe."

The mountains separating it from the outside world reveals it to be a hidden land in the old tradition of Oz or Opar. It is primarily inhabited by magical or fairytale creatures (some in semi-isolated subregions), with one isolated island being the home of talking animals. Based on the comics, these animals enjoy a higher level of technology and infrastructure than the surrounding "enchanted forest" dwellers (though so stories suggest at least the Devils have access to TV and radio.) There are also the two anomalous comics related industries.

Richville's wealth and isolation are a bit of a puzzle. I suspect it is something like the isolated Amazon cities of the rubber boom. The only question is what provided the fortune for the Richs and their city? Whatever it is, it likely has something to do with the magical nature of the surrounding countryside.

Spooktown seems to be the next largest city, and it is walled. Possibly it isn't open to non-ghosts? Maybe witches, since they seem to live in close proximity. Spooktown is big enough that it has suburbs, apparently, where Casper resides.

I always took Tiny Town to be a settlement of normal humans in the Stumbo stories--tiny only in comparison. I wonder now if they are actually smaller, and so Stumbo's size in the stories was exaggerated by the comparison.

Wednesday, May 22, 2019

Wednesday Comics: Charlton Action Heroes

Since I've covered the MLJ/Archie characters recently, and the Tower Comics T.H.U.N.D.E.R. Agents back in 2017, it's time the Charlton Comics "Action Heroes" got there due. Charlton had published superheroes in the Golden Age, but what they are remembered for (well, besides what DC has done with their characters since) is their Silver Age publications.

Like Archie Comics' hero universe, Charlton's had an early, false start. In the wake of DC's Silver Age success in the late 50s, Captain Atom by Joe Gill and Steve Ditko debuted in the science fiction anthology series, Space Adventures, starting in 1960. Captain Atom last appeared there in 1961 and by the end of that year, his artist was doing seminal work for Marvel.

In 1965, with Marvel and DC enjoying great success with superheroes, Charlton revived Captain Atom with reprints. The Golden Age Dan Garrett Blue Beetle had been reworked and re-introduced in 1964, but that character and Charlton superheroics really took off in 1966 when Dikto returned. His renewed work with Captain Atom and his introduction of a new Blue Beetle led Charlton editor Dick Giordano to debut the "Action Heroes" line. Along with these two Ditko characters (and later the Question), Giordano included Peter Morisi's Peter Cannon...Thunderbolt, Frank McLaughlin's Judomaster, and Pat Boyette's Peacemaker.

Unfortunately, the Action Heroes were not a resounding success. By the end of 1967, all the series were cancelled. After the demise of Charlton in the 80s, DC would acquire the characters. It's thanks to DC that we have any of the Action Heroes material collected at all. Maybe we'll eventually get an omnibus due the Watchmen connection?

Peter Morisi's estate owns Peter Cannon. Dynamite Comics currently has the license for him and has published two series since 2012, the latest is currently ongoing.

Monday, May 20, 2019

Greek Myth Godbound

Reading Kevin Crawford's Godbound (which is pretty cool!), I've been thinking about how I might use it, if I ever got around to it. I have two ways I might use it, actually, but here's one of them.

The first borrows some from my old Gods, Demi-gods and Strangeness idea, except it would shift to being more about Kirby-esque super-gods heroics like The Eternals or The New Gods rather than mortal plagued by science fictional gods.

The background: For reasons not fully known to anyone but himself, the titan Kronos sought to create a more permanent world of matter and time, something less mutable than the idea-space of chaos where the titans existed. Eleven of his peers were either dupes or co-conspirators in the creation.

The Titans were lessened by their participation in the Cosmos project. They were forced to embody and support fixed aspects of the architecture of Kronos's world: They entered as creators but became as much prisoners as those that came after them. Like in Greek Myth (and Exalted's Creation), the Earth is flat:


(The world probably resembles the world known to the Ancient Greeks, but maybe "blown up" slightly.)

Kronos's rule was in many ways a Golden Age, with human's living in protected gardens, yet at the caprice of Kronos and his allies. The Olympians also resented his command, and they led a usurpation, that toppled the Titans and imprisoned them away.  Humans were freer, but also suffered from disease and hunger and lived shorter lives. The Olympians restricted human technology, fearful initially of another revolt.

In the current age, the Olympians are decadent and distracted. Mighty heroes and demi-gods have appeared among human, ready to rediscover the technology of the Titans and challenge the gods themselves with their deeds.

The Feel: Mythic Greece as a science fantasy, superhero epic. This is a "ahistorical," mythical ancient Greece. I mean, more ahistorical than usual. It might be a distant past like the Camelot of 8000 BC in DC Comics' Seven Soldiers: Shining Knight. It has a bit of Kirby, a bit of Starlin, maybe a bit of Peter Chung's Reign: The Conqueror.


Thursday, May 16, 2019

Why Isn't There a Game for That? [Update]

I originally wrote this post in 2014, so it's probably time to check back in and see how the rpg landscape is changed. There are a number of genres/subgenres that are under-utilized or not utilized at all in rpgs, despite the fact they would probably work pretty well. Here are a few off the top of my head:

Humorous Adventure Pulp
Basically this would cover the whimsical, fantastical, and often violent world of Thimble Theatre (later Popeye) and the Fleischer Popeye cartoon. A lot of fist-fights, fewer guns. This would also cover Little Orphan Annie, various kid gang comics, and (on the more violent end) Dick Tracy.
Update: Still nothing. It's probably not a genre that has a lot of cachet for modern audiences.

Wainscot Fantasy
Little creatures hiding in the big world. Think The Borrowers, The Littles, and Fraggle Rock.
Update: I've found forums and blogposts where others are asking about this sort of thing, but no games still. Well, no published games. There's a quick and lite Fraggle Rock game here.

Kid Mystery Solvers
Scooby Doo is probably the most well-known example, but you've got several Hanna-Barbera returns to the same concept. Ditch weird pet/side kick, and you've got The Three Investigators, Nancy Drew, and the Hardy Boys. 
Update: Looks like there is a game called Meddling Kids. I don't know anything about it though.

Wacky Races
I've written about this one before--and Richard has run it. Still needs a game, though.
Update: There is a board game, which perhaps is a better fit for it.

The Dungeon That is Never Cleared


I'm sure there are the exceptions, but it seems like that Gygax-approved secondary goal of dungeoncrawling is to clear dungeons to make the land safe for decent folk or something like that. I don't know how much that's that's done these days, but at least dungeon rooms and levels are cleared to allow safe havens/base camps.

What if the dungeon were so alien that sort of thing were unlikely? A dungeon could be looted, but it never could be tamed. This wouldn't mean that the dungeon is static or unchangeable by adventurers, just that it would always retain its essential, deadly, character.

I've been reading The Vorrh by Brian Catling, a novel which has at its center (sort of) the eponymous, immense, ancient forest that is steals people's memories and is supposedly uncrossable. I'm also thinking of the toxic, alien nature of the Zones in Roadside Picnic.

Maybe a mythic underworld as hostile as either of these, would be a bit too much of a killer dungeon (but then again, maybe not) but some movement in this direction might be interesting. In both cases, the appropriate sort of preparation might be key. In the Roadside Picnic case, that means good intel and appropriate gear. In the case of the more mystical Vorrh, it might involve a separate quest to get the needed knowledge, blessing, or key.

Philotomy in his off-quoted "Musings" got it, particularly if we go light on "versimilitude" and allow just enough "internal consistency" for player choices to be meaningful:
"...a megadungeon should have a certain amount of verisimilitude and internal consistency, but it is an underworld: a place where the normal laws of reality may not apply, and may be bent, warped, or broken. Not merely an underground site or a lair, not sane, the underworld gnaws on the physical world like some chaotic cancer.   
It is inimical to men; the dungeon, itself, opposes and obstructs the adventurers brave enough to explore it."