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Author: Scott Taylor

Art of the Genre: The Art of a Future Fallen

Art of the Genre: The Art of a Future Fallen

Looks like all those A-bombs sure cleaned up the air... but they also left some strange mutations...
Looks like all those A-bombs sure cleaned up the air... but they also left some strange mutations...

I grew up under the threat of a nuclear holocaust. Perhaps I’m not a child who was taught to jump under their desk when the nuke hit like those of the 50s, but I watched and wondered as President Reagan threatened the Soviet Union with Star Wars and certainly found some perverted joy in watching moves like The Day After and Threads.

At one point, I was thoroughly convinced I’d die in a nuclear attack well before I ever had sex. It’s true, and I even broke down and admitted as much to my mother who assured me that would not be the case. Still, how could she know? Did she control the secret briefcase with the red button that launched mutually assured destruction like the President? I think not! But alas, doomsday never came… and once again mothers everywhere were proved wise in the face of their twelve year-old children.

Still, my fascination with that A-bomb only grew once I started playing D&D in the early 80s. By the time I had a functional relationship with the rules of the game, probably 8th Grade, I began crafting my own post-apocalyptic RPG called ‘Future Warrior’.

I very much wish I could share some of the covers for that game with you, but they’ve found their way into storage (a tragedy, I know). Still, I had a core rulebook and four distinct supplements for the game all under my first LLC moniker RST Hobbies, which is of course the reverse of TSR. (Note: RST are my initials, Roger Scott Taylor, which isn’t the only odd connection I have to TSR because I also share a birthday, July 27th, with Gary Gygax)

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Art of the Genre: Spelljammer Reloaded: AKA Pathjammer!

Art of the Genre: Spelljammer Reloaded: AKA Pathjammer!

Distant Worlds, or as I like to call it, 'Pathjammer!'
Distant Worlds, or as I like to call it, 'Pathjammer!'

So as you may have seen last week, I was on my annual pilgrimage to Indiana for a full week of hardcore gaming with my boys. The ‘Week 2012’ included several games like AD&D 1E, Deadlands D20, Stars Without Number, and even a go at Pinnacle’s Savage Worlds: Tour of Darkness, which was outstanding.

My responsibility during the week was to DM what is considered our ‘super campaign’ which will take up to five full days of gaming. At a bit over 14 hours a day, that equates to roughly 70 hours behind the DM screens (this week I was enticed to do 6 days and 84 hours). To do this I’ve got to come up with an original idea, typically something that will throw the players for a loop, and certainly hold their attention as we move through an epic tale of adventure.

This year, as I sat staring at my shelves of RPG books, I couldn’t help but keep coming back to the old AD&D 2nd Edition campaign setting, Spelljammer. Now Spelljammer was an interesting and inherently simple idea, take D&D and put it in space. To do this, the development team found a way to make fantasy ships fly through space while they explored worlds around the base worlds TSR had created through the 1980s like Krynn, Greyhawk, and the Forgotten Realms.

Back in the day, I’d played Spelljammer no more than three or four times on mini-adventures with my most famous elven thief, Sefron Silvershoe. Thus, my DM, Mark, dubbed the game ‘Sefron in Space’ to be funny. Because of our devotion to Forgotten Realms and other science fiction games like Paladium’s Robotech, Spelljammer didn’t stick and we quickly went back to other things.

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Art of the Genre: The Art of the DM

Art of the Genre: The Art of the DM

Me at right, Murph in middle, and my personal DM Mark to left, circa 1990 as we prepare for a Shadowrun adventure.
Me at right, Murph in middle, and my personal DM Mark to left, circa 1990 as we prepare for a Shadowrun adventure.

Yes, it’s true, I’m posting a day late on my Art of the Genre blog, but hey, when you’ve been the Gamemaster for six straight days of 14 hour gaming, I think even the great John O’Neill can cut me a little slack. I’m mean, this is my vacation after all, so I think having anything, even this odd article, to post should show how much I love my readers!

Still, it was kind of tough, amid all the chaos of gaming, to settle in on a subject for this week’s AtoG. However, the more I sat around the gaming table, the more I began to understand the Art of being a Gamemaster and how that translates into something cool.

I mean, I’ve been doing this since I was a tween… well actually before the word tween even existed. Even early on I would sit at a table, screens before me, and paint pictures with words that are vivid enough to keep my friends coming back for more. And when I say coming back for more, I mean really, truly, coming back, no matter from where, for more story spinning than I’ve the right to foist on you here.

I’ve gamed with the same group of friends since middle school, and it’s not like we all live three minutes from one another. Nope, we are now stretched from Maryland to California, but one week a year, we make a sojourn back to the Midwest to roll dice like we did when we were twelve.

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Art of the Genre: The Art of Pokémon

Art of the Genre: The Art of Pokémon

Pokemon Study Hall by Hinoraito, and boy there are a bunch of characters in it!
Pokemon Study Hall by Hinoraito, and boy there are a bunch of characters in it!
I never wanted to watch Pokémon. It’s a phenomena that came WAY after I was too old for it, and in essence was driven by collectable card games ala Magic the Gathering which I stayed well away from at all costs.

Sure, I knew Pikachu as it’s pretty hard to be alive in this world without knowing the electric-type mouse Pokémon as well as his constant companion of Ash Ketchum. But truly, that’s as far as it went.

Then came 2006 when my son was born and I named him Ashur, which of course would get shortened to Ash at convenience as he grew. Did that name have anything to do with Pokémon? Nope, although there was a bit of Evil Dead in there to be honest, but for the most part it just fit. Three days before my Ash arrived, his cousin Iris was born. Again, nothing odd about that occurrence at the time, and yet these days I think about the event as I watch Pokémon: Black and White and scratch my head because the two main characters of that version… Ash and Iris.

Yes, I watch Pokémon with my son. It can be rather addicting, as any quest cartoon can, each adventure building on the next as Ash continues on his journey to be a Pokémon Master. My son loves it, collects plush Pokémon, and studies his Pokémon: Black and White handbook like it’s the gospel.

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Art of the Genre: The Basic D&D Gazetteer

Art of the Genre: The Basic D&D Gazetteer

pic549862_mdAt some point in my distant past I fell in love with something I didn’t have. I suppose it happens a lot to gamers, especially with younger folk and those who grew up before the advent of the internet. In days now long gone, I would flip through a Dragon Magazine and marvel at all the titles I found available in the advertisements.

How many times have I kicked myself for not being able to lay hands on a copy of Aftermath? Could I imagine a more Tolkien-like fantasy system with Runequest? What incredible fun would it have been to play a round of Talisman?

So many games, so little time, and certainly even less money. In those days I was required by circumstance to create most of my own worlds and adventures, although I did partake of Greyhawk and the Forgotten Realms.

Still, if there was one world that I always felt I missed out on it was the D&D Basic Mystara. I’d begun my gaming career with Basic D&D, but with Mark [my lifelong DM] having all the AD&D hard cover books, I moved on to ‘bigger and better’ before I really had a chance to fully vest myself in the Basic system, especially the setting.

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Art of the Genre: The Top 10 Literary Sci-Fi/Fantasy Covers of the 1980s

Art of the Genre: The Top 10 Literary Sci-Fi/Fantasy Covers of the 1980s

Can either Keith Parkinson or any artist from a gaming novel crack this list?
Can either Keith Parkinson or any artist from a gaming novel crack this list?

There is a line from the band ELO‘s song Ticket to the Moon, on their concept album Time, that says,

Remember the good old 1980s, when things were so uncomplicated, I wish I could go back there again, and everything could be the same…

I can’t listen to that album [and yes, I listen to ELO often, sue me] without having those words haunt me. You see, the 1980s were ‘my’ time. We all have this period, the decade from childhood to young adult that is seemingly perfect. I went from 9 to 19 in that decade, and it was pure unadulterated magic.

In that time I seemed to be playing GI Joes in my sandbox, blinked, and was attending my senior prom. I can’t tell you where the time went, just that it still resonates in my memory with a warm fuzzy feeling because it was all about me. I mean, isn’t that what your teens should be, a time all about you? There are no mortgages, monthly bills, children to ferry about, wives or husbands to cater to. Sure, there’s school, gas money, some relationship hassle, and a summer job, but realistically that’s window dressing to a period in which you can explore nearly anything you wish and are encouraged to do so.

So, that being established, it isn’t hard to imagine that I see everything that happened in the 1980s with rose-colored glasses. This can certainly be said about the literature of the era. Now given, I’ve gone back and reread a few books from my youth, and each time the shine isn’t what it was on first reading, but nonetheless, the art on those book covers still retains the luster of a bygone age.

It was in the 1980s that I first fell in love with fantasy art, and to a certain degree science fiction art, although I think that particular genre was waning as fantasy came into full bloom with the advent of Dungeons & Dragons. To me, there is nothing better than what I found on the shelves in those years, each title laying the foundation for my life in a profound and lasting way.

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Art of the Genre: Review, Paizo’s Dragon Empires!

Art of the Genre: Review, Paizo’s Dragon Empires!

pzo9240_500I’m sure I’ve mentioned TSR’s Oriental Adventures on more than one occasion from my soap box of a blog. This book is the only 1E D&D book I have with water damage because the day I bought it I was so enthralled that I thought I could take a bath while reading it [bad idea].

Anyway, from that moment forward I was deathly intrigued by the Orient, be it Kara-Tur in the Forgotten Realms, the T’ung in my home brew world, the non-magic stage of feudal Japan in Bushido, or of course the realms of Rokugan in Legend of the Five Rings.

Three weeks ago, as my six-year old son broke apart a flex pole tent system and began using it as a weapon, I had the pleasure of showing him firsthand what a three piece staff looked like in the Oriental Adventures book, making it also a fine teaching tool as well as a gaming supplement.

Therefore, you can well imagine my unchecked delight to find that Paizo was not only producing two source books for their Pathfinder system concerning the Orient in Golarion, but also a full Adventure Path that dealt with the region.

In this article I’m going to talk a bit about three outstanding products newly released in the past six months from Paizo concerning their Dragon Empires setting.

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Art of the Genre: When Great Art is actually Bad Art

Art of the Genre: When Great Art is actually Bad Art

Amazing isn't it?  Is originality dead, or is someone in Hollywood smarter than we give them credit?
Amazing isn't it? Is originality dead, or is someone in Hollywood smarter than we give them credit for?

I had a question proposed to me in my Saturday blog here on Black Gate concerning the multiple covers of Howard Andrew Jones’s The Desert of Souls. I’ll repost the question here.

I see a lot of photo-manipulation covers and hybrid photo/3D/digital painted covers, and I feel that a lot of them actually look pretty cheap and nasty. If I was Howard Andrew Jones, for example, I would be very happy with the first The Desert of Souls cover (100% digitally painted, stirring, full of life and movement, etc) and very unhappy with the second cover (a mish-mash of photo elements and, I don’t know? 3D elements? What’s going on with those faces? It almost looks like a romance novel cover.) What do you think about this trend?

I’m going to break this down into two different answers. The first will deal with The Desert of Souls, and the second on the current state of science fiction/fantasy covers in general.

The question immediately reminded me of Hollywood and their great marketing machine. In 1990 Paramount Studios released Hunt for the Red October. The movie cost roughly $30 million to make and grossed $200 million worldwide, which is to say it was an enormous success. The movie poster featured a shadowy submarine, Sean Connery’s face, all in black and red, and the title in white lettering.

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Art of the Genre: Front Loading a Kickstarter

Art of the Genre: Front Loading a Kickstarter

This Kickstarter was 70% complete by the closing of the campaign and yet we still are going down to the wire on deadline.
This Kickstarter was 70% complete by the closing of the campaign and yet we still are going down to the wire on deadline.

Ok, could Kickstarter be any more popular than it is right now? I’m thinking no… I mean, if we were looking at a bell curve, beginning in 2009 with Kickstarter’s launch, the top of the bell should be right here, right now.

As I was moving through Facebook yesterday, a place where until November 2011 I’d never heard or seen a mention of Kickstarter, I counted 9 different threads among sites I frequent either pushing a new Kickstarter or asking questions about the platform.

It’s kind of crazy, and yet when the gravy train is running, anyone out there would be a fool not to jump on board, or so all the property flippers from 2006 would like you to believe.

Still, I digress, as this post is about something other than the proliferation of the platform.

This fine Saturday, one in which I incredibly DON’T have a Kickstarter to peddle, I’m going to talk a bit about getting ready for a Kickstarter.

As I mentioned in my last post on the subject, a video is now an even greater key to a Kickstarter’s success, and the days of one-on-one testimonials are dying faster than the people of Portland in the TV show Grimm.

But before I reiterate my discussion on videos from two weeks ago, I really want to take you into the world of Kickstarters, fulfillment, and what it takes to not only get one going, but also how to wrap it up and get it out the door after all the ‘crazy’ ends. This process will take a couple of weeks, so bear with me, but it still begins today with the question I got earlier this week.

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Art of the Genre: Art of the Iconic Female #2; The Succubus

Art of the Genre: Art of the Iconic Female #2; The Succubus

Tony DiTerlizzi does the Succubus right for AD&D's Planescape!
Tony DiTerlizzi does the Succubus right for AD&D's Planescape!

I can’t tell you for sure the first time I saw a succubus, but I’d lay money that it was in the 1st Edition Advanced Dungeons & Dragons Monster Manual. The image there, done by David C. Sutherland III, has been the subject of much debate over the years [Supposedly it’s based on this picture of Sheila Mullen, a Playboy Playmate from May 1977], but one thing no one can argue is whether or not it’s sexually inspiring to teenage boys. For that, the answer is an obvious YES!

This sexuality is certainly the key to making the succubus an Iconic Female, and there is little doubt that countless images of feral succubus abound in any fantasy setting worth its salt. For my own fantasy gaming succubus legends, I have a couple, but I suppose my most famous comes not from the succubus herself, but from a succubus’s torrid affair with a Drow wizard that produced an Alu-demon known only as Mithelvarn’s Daughter. This character inspired a deep affection for Alu-demons which first appeared in Monster Manual II and were drawn by Harry Quinn. That tome described them as the offspring of a mating between a succubi and a human, and that these progeny are always female. Cambions, for all you playing a copy of the home trivia game, are the product of a human female mating with a demon, and they are always male.

Still, other than D&D trivia, what do we really know about the succubus other than she’s inherently hot? Well, I did a bit of digging, and what do you know, I found that there is a reason, other than sexual attraction, for me to like a good old-fashioned succubus.

You see, as far as I can tell, Succubi are really old, like the dawn of history old. When you start reading society keywords like Mesopotamian or Babylonian, you know you are getting serious about a demon’s age. In those cultures, they had references to a dream-haunting demon named Lilitu, but it isn’t until the early Jewish faith breaks onto the scene that we find Lilith, the presumed first ‘modern’ succubus, mentioned in the Babylonian Talmud. Here, Adam, product of God that we know in the Christian Bible, takes Lilith as his first wife since she was created from the same earth as he. It isn’t until he breaks with Lilith because she refuses to become subservient to him that Eve is created from Adam’s rib, and therefore a part of man instead of his equal.

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