Showing posts with label art. Show all posts
Showing posts with label art. Show all posts
28 February 2012
Orc War Party
I can't remember what this is from for the life of me, but it's really interesting seeing old ideas for orcs before fantasy races became so monolithic and easily defined. These guys are short, scaly, almost lizardlike orcs who live in some sort of cave system but are still fairly believable. God, as they say, is in the details, and this art is very nearly divine.
13 November 2010
Salvador Dali
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Salvador Dali's "Debris of an Automobile Giving Birth to a Horse" |
"I'd like to go see that, " I'd say to my girlfriend.
"Yeah, me too!", said she.
And we put it off for a while. But it's hard to put off going to see one of the most striking, original, and creative artists of the modern age when the museum he's in had free admission yesterday. So we gathered ourselves up and went.
Let me tell you, actually seeing the pictures is a beautiful thing. How can you get a true sense of the detail that went into some of the enormous (easily 12+ feet tall) paintings through a computer screen or a book? It loses something ethereal and undergoes a transformation from an actual artifact of dedication and passion to a pedestrian image, little more than a postage stamp. It's a damn shame more people can't go out and see real art.
Speaking of damn shames, this excursion made me realize two things. One: How coarse I feel. Not because people around me are so fancy, or so enlightened when I am not, but because I felt like yelling at people to quit standing two inches in front of the painting so that nobody else can see it, or to move your ass, you've been standing there trying to look smart for ten fucking minutes or the always delightful, Will you quit goddamn giggling at breats, you pre-pubescent shitheads? It's never felt more bizarre to be outside of my comfort zone, to be honest with you. The only time I'm around real crowds is when I'm on active duty, and it's a different feel of a crowd. Sure, people are, as they say, gaggle-fucking around, but everybody has a purpose. You're not standing in the way because people need to get by, and if people need to get by, you all part like the damn red sea to let people through. I guess it has to be something in the training that makes you other-centered. Even if you're a selfish prick, you can at least realize that you're not the greatest thing out there. Hopefully.

Was it a comment on how memory isn't as persistant as we think, with the clocks representing the breakdown and inconsistency of that most rigid construct itself, of time? Is it a metaphor for how everything is flexible and flowing no matter how we decide to categorize it?
Let me tell you.
Dali was painting a landscape, and then wanted to add something a little more unusual to it. He then thought of adding soft clocks, painted them, and asked him what his wife thought of it. She said that anybody who saw it would never forget it. Thus the name. That's it. That's all the meaning you get.
Like my girlfriend said, "People need meaning. Art does not."
11 August 2010
The Two Potential Covers
This was supposed to happen with the Servants of Plague cover, where I posted two different options for consideration, but if that project stalled anymore, it'd go straight into a death spiral, ending only when it smashed into my head and severed into hemispheres. Nobody wants that.
So in the interest of continued sanity, here is a new prototype I'd been working on. I'm not too terribly sold on either one, but the first one is the layout I'd been using, and the second one is the one I've been working on. It's not a finished prototype, but there are certain things I like about them both.
Option One
This one is the basic, utilitarian version. It's got a black bar, then a picture, then some description text. It's simple, and unpretentious. It emulates the modules of old without assuming prior knowledge of them. It's clean, and is composed of sharp lines and straight edges. It's got a timeless look to it, as proved by the fact that it's how most adventure modules have looked since, well, adventure modules started looking like adventure modules.
On the other hand, it's fairly basic looking. There hasn't been a lot of innovation in module design, and it mostly looks like this. There's nothing wrong with that, per se, and it certainly beats some modern designs. There's a lot of modules that look like this, and that's kind of a problem. Mostly, because any comparison of my hobby's products will pale in imitation to the original greats, or especially anything that the OSR comes out with. Much like any other form of lazy presentation, it makes one wonder as to the effort made inside. If they can't be bothered to create an original and appealing cover for their work, what makes anybody think they put any effort into the inside? Of course, that's vastly unfair to those of us who are not artists by any stretch, but such is life.
Option Two
This cover keeps the solid background and the emphasis on text over art, but adds a splash of color in the corner and a little beveled text boxes, two things which help the cover stand out at least a tiny bit in comparison. In addition, there's room for a silly little woodcut graphic of a knight, an image I like very much.
The cons? Well, I'm not sure about the red, or the bevelled box for the title, or the fact that it cuts over the image. In addition, I'm feeling that the "V2" text should be white, not black. Other than that, it's ok. It seems perhaps like it tries a little hard to have a "new and improved!" feel, when it's really impossible to improve over the balanced and classic design of the originals.
What do you think? Emulate the originals, try and improve on them, or try something else entirely?
EDIT: Hybrid Option
This is a hybrid design, taking the rounded box and font of version two and keeping the more reduced aesthetic of version one. The knight on the lower left is still there because, after all, he's still pretty cool. The attribution could stand to be a little bigger, and the knight image a little smaller, but still, tweaking isn't such a bad thing.
If this ends up being the final design, then it'll be absolutely no problem to edit Servants of Plague to conform to this standard, since these templates are made in Inkscape, which is about the best format known to man, as far as ease of use goes.
I kind of like the hybrid, to be honest with you. It might end up being the "final draft" so to speak.
So in the interest of continued sanity, here is a new prototype I'd been working on. I'm not too terribly sold on either one, but the first one is the layout I'd been using, and the second one is the one I've been working on. It's not a finished prototype, but there are certain things I like about them both.
![]() |
The current "look" of the V series of modules produced by yours truly. |
This one is the basic, utilitarian version. It's got a black bar, then a picture, then some description text. It's simple, and unpretentious. It emulates the modules of old without assuming prior knowledge of them. It's clean, and is composed of sharp lines and straight edges. It's got a timeless look to it, as proved by the fact that it's how most adventure modules have looked since, well, adventure modules started looking like adventure modules.
On the other hand, it's fairly basic looking. There hasn't been a lot of innovation in module design, and it mostly looks like this. There's nothing wrong with that, per se, and it certainly beats some modern designs. There's a lot of modules that look like this, and that's kind of a problem. Mostly, because any comparison of my hobby's products will pale in imitation to the original greats, or especially anything that the OSR comes out with. Much like any other form of lazy presentation, it makes one wonder as to the effort made inside. If they can't be bothered to create an original and appealing cover for their work, what makes anybody think they put any effort into the inside? Of course, that's vastly unfair to those of us who are not artists by any stretch, but such is life.
Option Two
![]() |
The potential new "look" of the V series of Labyrinth Lord modules. |
The cons? Well, I'm not sure about the red, or the bevelled box for the title, or the fact that it cuts over the image. In addition, I'm feeling that the "V2" text should be white, not black. Other than that, it's ok. It seems perhaps like it tries a little hard to have a "new and improved!" feel, when it's really impossible to improve over the balanced and classic design of the originals.
What do you think? Emulate the originals, try and improve on them, or try something else entirely?
EDIT: Hybrid Option
This is a hybrid design, taking the rounded box and font of version two and keeping the more reduced aesthetic of version one. The knight on the lower left is still there because, after all, he's still pretty cool. The attribution could stand to be a little bigger, and the knight image a little smaller, but still, tweaking isn't such a bad thing.
If this ends up being the final design, then it'll be absolutely no problem to edit Servants of Plague to conform to this standard, since these templates are made in Inkscape, which is about the best format known to man, as far as ease of use goes.
I kind of like the hybrid, to be honest with you. It might end up being the "final draft" so to speak.
06 June 2010
Why are all the good names taken?
The more work I put into my homebrew game, the more frustrated it gets that it doesn't even have a name. It has a codename, and that's about the extent of it. You see, I'm trying to avoid:
- Alliterations. Dungeons and Dragons, Labyrinth Lords, Tunnels and Trolls; while they're all classic games, they're not what the game should be compared with. This game isn't classic, and it's not particularly old-fashioned, although older roleplaying games are its main focus. It also has a good mix of some independent games, Forge-style, if you will. But trying to have a slightly silly name reminiscent of the old classic isn't something that I relish. To people that like D&D, they'll still play D&D. For people that don't like it, they'll have to waste their valuable first impression time on insisting that it's not like D&D even though it has an alliteration.
- Long, Wordy Names. I haven't the testicular fortitude to name a game something like Lamentations of the Flame Princess or Descent: Journeys in the Dark (which isn't strictly a roleplaying game, but c'mon), or Warhammer Fantasy Roleplay. They imply a certain grandiosity that makes one think of five hundred page games with complex, interlayering rules that I dislike. If my game gets to be more than 50 pages, I'll be shocked and probably have to cut something. My inspiration is the Little Brown Books, not the Encyclopedia Britannica that is 4th edition D&D. Long titles suggest long-winded writing, and a certain lack of economy of words.
- Acronyms. GURPS is a horrible name. Horrible. I don't care what it stands for, when one says the acronym it sounds like a vulgarism for vomit. And if you say it out, it's another Long, Wordy Name.
- Colons. White Wolf lives off of acronyms, and they make buyers sound like idiots. What do they call a game about Vampires? Vampire: The Masquerade or Vampire: The Requiem. I realize that the game is marketed towards people who are interested in a "gothic roleplaying game", but the game would have had a much, much better title of just "Requiem" or "Masquerade." For another stinker, try "Mage: The Awakening." Again, just Awakening would have been a much, much better name. I just don't understand the point of having such a formulaic name. No, "Subject: The Descriptor" is straight out.
I'm currently toying with sticking one-word titles on top of my rough draft and seeing what sticks. For example, the name "Portcullis" makes it sound like a game about defending keeps and "Iron Gauntlet" makes me think of power metal and arcade games.
Clearly, naming a game is an art more than a science, and unfortunately, I'm a poor artist.
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