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Author: Scott Taylor

Art of the Genre: Game Review, Paizo Bestiary Collection

Art of the Genre: Game Review, Paizo Bestiary Collection

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One day, long ago, I went to a Waldenbooks and picked up a copy of TSR’s Monster Manual II. It was my first monster compendium, the only other I’d seen was a borrowed copy of Monster Manual I with the rather mundane David C. Sutherland III cover. It was this book, covered by Jeff Easley, that taught me just what it was to hold the power in your hand over a world of fabled monsters.

Still, the journey into the realm of the enemy, the monster, was on well its way with that purchase, as was my apprenticeship in the profession of Dungeon Master. That trip has taken a long and twisting road through more realms of imagination that could be spoken of this day, but nonetheless, it’s been a truly special one.

Monsters, you see, are the key to everything that truly IS a role-playing game. Sure, you could make the argument that it’s about the players, the story, the social interaction, but at the core it all revolves around the conflict. This conflict, and the experience points born from it, is inherently tied to the realm of monsters.

Simply put, to be an effective Game Master [as the term Dungeon Master has become antiquated over the decades, I guess, although I still use it…] you need to have a plethora of monsters at your disposal.

This is true of any system, but even more so in a fantasy setting, and as I started playing Paizo’s Pathfinder upon its release, I’ve had the pleasure of filling my shelves with some of their rather incredible monster supplements.

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Art of the Genre: I.C.E.’s Middle-Earth Roleplaying Part Two, Angus McBride [1931-2007]

Art of the Genre: I.C.E.’s Middle-Earth Roleplaying Part Two, Angus McBride [1931-2007]

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It’s the day after Christmas here in L.A. as I write this, the office quiet, but I felt like going in anyway and getting some work done. Perhaps it was because yesterday, after a wonderful feast of turkey, potatoes, and all the fixings, I took a walk with the family three miles from my home out onto the Palos Verdes peninsula. This walk, in seventy degree temperatures with a slight easterly breeze and done in shorts and a T-shirt, held an immense amount of physical beauty.

With a cloudless azure sky, and a tranquil ocean all the way to the mountainous shadows of Catalina Island, the channel is was an epic vista. Still, what strikes a writer’s soul is often the movement of it all, the flights of pelicans looking like pteranodons sailing at eye level as you walk atop the hundred foot bluffs that drop into the whitewater curls of water churning below. If you look down into the kelp fields further out from the breakers you can spy the blazing orange Garibaldi, the state fish of California, as they shine under the waves amid the deep green strands, and further out into the endless blue go the whales.

Gray’s this time of year, majestic and high breaching, they spew mist into the air in pods traveling south, their monstrous tales fully lifted from the waves before plunging down once more into the depths.

It’s a stirring event, these migrations, and as I went home I couldn’t help but think about my next article and how the artist I’d be featuring had first seen and been moved by similar events, this time humpbacks, off the western cape of South Africa.

This gift of nature, and having shared his life between England and Africa, helped shape an artist who transitioned from full-time historical military drawer to the role of visionary painter in J.R.R. Tolkien’s Middle-Earth.

So, today I bring you the next part of my argument as to why the Middle-Earth Role Playing game is the most beautiful RPG ever made.

PART TWO:

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Art of the Genre: What came first, the writer or the artist?

Art of the Genre: What came first, the writer or the artist?

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As I walked into the office today Ryan Harvey was talking Avengers with Kandi at the front desk, a figurine of Captain America in his hand and a smile on his face. Now, for any of you who don’t know, Cap isn’t my favorite super hero. I’m not saying I dislike Cap, but when it comes to heroes, and the Avengers in particular, my personal hero is Tony Stark, aka Iron Man.

Ryan, for his part, can’t stand Iron Man, so the office is often a place of contention between the two heroes, and with this new movie coming out the debate has been taken up a notch.

Still, there’s an interesting note about both heroes, and that is the depth in which people are vested in them. Comic book characters, by their very nature, should inspire people to both discuss and enjoy what lies beneath the costume even more than what happens while the person is in it.

Some might argue that comics are about the art, and there have been times when this was abundantly true, but the hard reality is that at their core it’s really the story that matters. In the world of comics, everything America knows and loves about its heroes was the creation of a writer, the art involved that helped galvanize their place in our subconscious a simple technicolor window-dressing that was added later to an already solid foundation, or so I would contend.

Walking by Ryan, I lifted his Captain America figure from his hand, unceremoniously dumped it in the trash, and then went into my office to write the beginnings of a tale I hope you’ll all find interesting. Now granted, I’m biased here, but since no one jumped up to storyboard this particular piece, it will have to stand on the words alone [although there are pictures… there are always pictures, because John O’Neill once told me that if you want readers for your blog you need to include lots of images because people love them… go figure.]

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Art of the Genre Review: Jeff Dee’s new Kickstarter

Art of the Genre Review: Jeff Dee’s new Kickstarter

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Last month I was intrigued to see that former TSR artist Jeff Dee had started a project on Kickstarter to recreate his classic images from the Egyptian pantheon in Deities & Demigods. Now, first, I didn’t really know anything about Kickstarter, but the more I looked at it the more interested I became.

If you don’t know about it, I’ll give you the Cliff’s notes version. Kickstarter is a site that provides creative people an outlet to connect with fans and take contributions for projects they might otherwise not get to do.

In this fashion Jeff, who hadn’t seen work from TSR in nearly 30 years, got to go back and recapture some of AD&D’s faded glory.

You see, in those early days of TSR things were changing fast, money was coming in like water into a sinking ship, and nobody really had any idea what they had. That being said, all of Jeff’s original works for the company were unceremoniously tossed in a dumpster to make room in the files for newer artwork, so original copies of his stuff no longer exits.

Jeff decided that it was high time he remedy that fact, and so he went out to recreate the images he did for Deities & Demigods, one pantheon at a time, with an added caveat that he’d also create several new images of Egyptian gods that the former TSR deadlines didn’t allow time for.

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Art of the Genre: Redheads hate clothes!

Art of the Genre: Redheads hate clothes!

Nope... you're wrong, this is Jirel of Jory, but nice try.
Nope... you're wrong, this is Jirel of Jory, but nice try.

I walked into work today, a holiday themed hot chocolate in my hand and was greeted by Kandi as usual, although her normally blonde locks were now blazing red. Granted it was eye-catching, perhaps even stunning, but as I looked at her from my office I couldn’t help but wonder what the obsession was with redheads… especially in fiction.

I picked up my phone, buzzed Ryan next door and hear the distinctive Black Hole Soundtrack ringer.

“Hello?” says Ryan.

“Hey,” I reply. “Did you see Kandi?”

“Yeah, why?”

“What did you think?” I asked.

“I thought she was channeling some Christina Hendricks,” he answered.

Exactly! Kandi turned from Barbie to Firefly’s Saffron in the course of a night, but she still had something going for her that the bulk of fantasy redheads don’t… clothing.

You see, redheads don’t like clothes… At least that’s what I was brought up to believe. I’m really not sure why this is considering that in my forty years on this planet every single redhead I’ve known was intelligently required to wear clothes because their freckled skin would burn a nice shade of crimson in less than five minutes if exposed to the sun.

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Game Review: Castle Ravenloft

Game Review: Castle Ravenloft

61sthemncpl_sl500_aa300_I recently received a copy of Castle Ravenloft and I wanted to take a moment this Saturday to talk about it. Not that I’m looking to pitch or anything, but I’ve had the chance to play several of the ‘big box’ games rolling off the presses this year and it’s been kind of fun to compare what I’m seeing with each.

To me, Castle Ravenloft is a bastion from my youth, a place where I went only because I was dragged there by my DM, Mark, as a particularly creepy and nasty torture for my Dungeons and Dragons characters.

When I had the chance to crack the seal on this newest piece of the Ravenloft legend I was immediately taken back to my youth while also being brought forward in time to the newest incarnation of D&D thought up by the creative minds of Wizards of the Coast.

First off, know that this is a HUGE box, and as I started pulling stuff out of it I kept getting flashbacks to GenCon 2011 when I was trying to put together a physical copy of King Snurre Ironbelly’s throne room for the climax of my current Against the Giants Campaign. As I walked that huge conference hall in Indianapolis I was amazed at the cost of creating a dungeon and the denizens that populate it. I mean, I could have spent my entire budget trying to do it, and yet this box held four times the quantity of stuff I would have needed to run a successful dungeon.

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Art of the Genre: Darrell K. Sweet [1934-2011]

Art of the Genre: Darrell K. Sweet [1934-2011]

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I walked into the Black Gate L.A. building this morning and Kandi read me the following message as I passed the reception desk:

Fantasy and Western Artist Darrell K. Sweet passed away on Monday morning.”

I looked at her, those silky blues eyes staring back at me as if to ask what she should do. I had no answer, simply taking the note and walking into my office before closing the door…

I’d spent the past year working to get in contact with Darrell, all my attempts falling short, and now it was too late. Too late to find some unknown tidbit of information from one of the most recognizable fantasy artists of the past thirty years.

When I did my infamous ‘Top 10 Fantasy Artists of the Past 100 Years’ article earlier this year, I didn’t include my personal Top 10 list, only the added and evaluated contributions of 50 industry experts. Darrell didn’t make their list [actually he didn’t get a single vote other than mine], which I thought was a huge travesty, but nonetheless he’d made mine prestigious list because I can’t readily remember fantasy literature without him.

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Art of the Genre: Maztica Memories

Art of the Genre: Maztica Memories

Fred Field's wife?  Only he can tell us...
Fred Field's wife? Only he can tell us...

After taking a moment to pull down the Dragon Mountain Boxed Set, I thought it might be fun to do the same with other lesser known boxes that came out of TSR around 1990. That period was actually the beginning of the end for the role-playing giant, Gygax ousted, sales flagging, and the need for fresh ideas and worlds seemingly all that the company could see as its savior.

As we are well aware, the next wave in the gaming industry wouldn’t come from the RPG table, but instead from cards, ala Magic the Gathering, but still TSR struggled to not only survive but come up with something fresh enough to gather new players.

It was here that we find various new titles rolling hot off their press, but many of the games in that period simply turned into boxed campaign settings along the lines of Maztica, which in itself is set in The Forgotten Realms.

This campaign was written by TSR staff author Douglas Niles, and although not as famed in novel fiction as Weis and Hickman, by 1990 Niles was pleasantly entrenched in the Forgotten Realms with his Darkwalker on Moonshae Trilogy. He also penned the Maztica Trilogy, including Ironhelm, Viperhand, and Feathered Dragon, but I’ve never read these three books so I can’t speak as to their worth for the purpose of supporting this setting.

Niles was challenged in this project to create a Mesoamerican world that mingles with the fantasy setting of the Forgotten Realms. In my opinion, after several so-so attempts at reading this set, he fails to deliver on what would make such a setting uniquely cool, ala demi-humans! The work tends to bog down in a kind of repetition of real-world conquistadors waging a campaign against indigenous peoples of the far south continents where the only change in the story line is that the priests actually had working magic.

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Game Review: The Paizo ‘Ultimates’ both Combat and Magic

Game Review: The Paizo ‘Ultimates’ both Combat and Magic

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Ultimate… by Websters the definition [d] reads: the best or most extreme of its kind. Thus, Paizo entails that two of its creations for 2011 are the very pinnacle of gaming mechanics gold.

After spending two years in the Pathfinder universe and plumbing the depths of the system with the Pathfinder Core Rulebook and then the Advanced Player’s Guide, I wasn’t convinced that there was an obvious need for any further bulk supplementation of the system.

You see, this is the crux of ‘old gamers’, a belief that what they’ve pre-built into their own world is ‘enough’ and they can just coast on their own imagination thereafter. Now I’d never say this is a false statement, but with many Grognards, they fail to take into account that the more information you have, the better your personal worlds and systems will be.

Do you need to implement every detail of every supplement ever written? Absolutely not, but the opportunities involved in finding different wrinkles, classes, items, etc can only help to make a world richer for both players and game-masters alike.

This brings me to Paizo’s two Ultimates, those being Magic and Combat. Now make no mistake, when Paizo chose the word Ultimate they weren’t kidding around. These books are chocked full of the kind of stuff that truly needs unearthing.

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Art of the Genre: I.C.E.’s Middle-Earth Roleplaying Part One, Gail B McIntosh

Art of the Genre: I.C.E.’s Middle-Earth Roleplaying Part One, Gail B McIntosh

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Yes indeed, I bring you another tale of art before you attempt to burst the buttons off your jeans with a hearty Thanksgiving feast. All winter holidays are something strange here in L.A., and it’s hard to think about turkey, snow, and roasting anything when the sun is bright and ocean breeze carries the promise of white-tipped surf and meditative tranquility.

Art, however, never takes a holiday [nor do we here at Black Gate L.A. since John O’Neill thinks days off are a grand waste of time]. That being said, I began a project some time ago that is very dear to my heart, so much so that Ryan Harvey doesn’t even argue with me about it which is saying something.

Below, I’ll lay the groundwork for my argument in case you who read this would like to contradict me, but I warn you, my passion is unmatched, and without vacations I’ll simply outlast you. Today, then, begins Part One of a small series dedicated to this topic, and I hope you’ll take the time to read them and educate yourself.

Part One:

I would argue that the prettiest role-playing game ever produced was Iron Crown Enterprises the Middle-Earth Role-Playing. Certainly the game’s popularity in the RPG boom decade of the 1980s was only rivaled by the gorilla in the room of TSR’s AD&D, statistics from the time indicating MERP was second in sales totals for the decade behind the RPG giant.

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