Map-making: Using vintage floor plans

Hey, it’s been a while since I shared some tips for making maps for games!

Over on Pinterest, where I collect image inspirations for role-playing games, I’ve been seeing a lot of lovely vintage floor plans for manors and houses. It’s great material for your Call of Cthulhu or Good Society game. However, they’re not always available at a scale that lends itself to making nice game maps. Here is a simple workaround.

Continue reading “Map-making: Using vintage floor plans”

Racism I Can Do Without: Low-hanging fruit for the white ally

OK, Ramanan S pointed out to me that we have not had significant discussions of race in tabletop roleplaying games since The Thing last year. I take that as an indicator of the chilling effect, but nonetheless it’s not a good excuse. We need to talk, and even more so we need to act.

This is not a post to examine the root causes and come up with an overarching plan to eliminate racism, tokenism, erasure, etc. I can’t be the one to tell you all about race problems in the tabletop gaming community. I’m not on the receiving end, and my white privilege means I will, by definition, not be able to see all the instances.

But there are some things that are obvious enough that we can see them, and react to them, as white allies and tabletop gamers. I can speak about what I do see, and what I can do about it.  Continue reading “Racism I Can Do Without: Low-hanging fruit for the white ally”

Mapping the Veins of a World

I was opening a tab in my browser for a completely different reason, and I got completely sidetracked.

I’ve been using Chrome lately, and I have the Earth View form Google Earth extension installed so every tab I open shows me a new interesting image of the Earth seen from above. Altitude makes it looks like abstract art, but then you start recognizing features. Since I’m a fan of maps, I love looking at these.

This particular image just fascinated me, making me think about what’s unsatisfactory about a lot of map-making of fictional worlds, and especially in games. They are missing the key shaping factor of the ground surface:

Water is the shape of the landscape.

Karaginsky District, Siberia

This image shows the river that forms the southern boundary of the Karaginsky District on the Kamchatka Peninsula with the Ust-Kamchatsky District, just above the point where the river reaches the Pacific Ocean. It’s both a mighty stream and a little nothing rivulet, depending on the scale you’re considering.  Continue reading “Mapping the Veins of a World”

Dungeon World: Our Heroes!

Our Heroes - Ram, Rahi, Merit, and Kanta. Art by Claudia Cangini.
Our Heroes. Front: Ram the Holy Killer; behind him, from left to right: Rahi the Relic Bearer, Merit the Trickster, and Kanta the Mage. Art by Claudia Cangini, 2016.

We’ve been playing Dungeon World for over a year now, in Edmund’s own setting inspired by Southern Asia, “The Land of Ten Thousand Gods.” We’re nearing the epic conclusion of a big story arc so as a holiday present to the whole group, I commissioned a portrait of our four characters from the amazing Claudia Cangini. Tonight I unveiled it for the group and people sounded very happy — I know I am!

For those who, like me, enjoy seeing how a piece of art comes together, I will post the various steps of Claudia’s work. All images are in the slideshow at the bottom.

Continue reading “Dungeon World: Our Heroes!”

Mouse Guard Must-Have

photo-sep-08-4-48-55-pmI’m very late in discovering this, but the hardback compilation Mouse Guard: The Black Axe is a must-have for all readers of the Mouse Guard comics (David Petersen, published by Archaia) and especially for players of the role-playing game based on the comic, the Mouse Guard RPG (Luke Crane & David Petersen).

It’s full of information about what the Guard Mice do, the art is as inspiring as ever, and the book offers a nice appendix full of maps, illustrations of locations, genealogies of famous mouse clans, etc. (You can see examples of location art here, but the ones in the book are different and contain much more information.)

How to discourage me from playing your game – Part 1

Scary-BookI’m a gaming junkie, especially where it comes to role-playing games. I’ve been gaming for decades, I have played or run at least 177 RPGs as of this writing, not counting different editions, playtests, or homebrews, and my shelves are overflowing with more I have yet to play. All this to say, I want to love your game. But it’s amazing how many published games still turn me right off because of mistakes that could be avoided with moderate effort, and sometimes even quite easily.

Not that that writing games is that easy, I know! There will be competing objectives, budget and schedule considerations, and so forth. But there are also some elements that can be incorporated in the planning, and hurdles that are make-or-break. In our cottage industry of devoted hobbyists, some mistakes are being made over and over. Even free games can be ruined so thoroughly by some of these mistakes that they lose the chance for a good review, which can’t be why you’re putting them out there!

One big challenge for game publishers is that there are several ways to approach the reader or, if you want, several opportunities to lose a gamer, so let’s look at them separately.

I’ll post the other sections over the the next few days.

[Edit: Traduction française disponible chez ptgptb.]

Continue reading “How to discourage me from playing your game – Part 1”

Christmas Eve Exchange

As a tradition inherited from Edmund’s family, we open our Christmas presents after Christmas dinner, to make the holiday last as long as possible. However, as an offering to impatience and my traditions, we usually exchange and open one present each on Christmas Eve. So Edmund gave me The Badass Feminist Coloring Book, and I gave him a long-overdue portrait I drew of Kuri, the character from my book War of Ashes: Fate of Agaptus. It was all very art-y.

Kuri was just an aspect on sample character Iva the Stubborn’s character sheet until I needed one more character for a playtest event and Edmund decided to play Kuri, who ended the episode with a pirate’s hat as a trophy. Kuri is a Jaarl fawn who also appears in the micro-fiction penned by Edmund in the book. He had asked me a long time ago for a drawing of the character; I had several false starts but I finally completed it.  Hee!

kuri

The Ghetto Tarot

File_001 File_002 File_000

I just received this beautiful tarot deck for an IndieGoGo campaign I had contributed to a while back.  It’s the result of  a collaboration between the Haitian group Atiz Rezistans (“Artist Resistants”) and Belgian photographer Alice Smeets.  Each image is modelled after the famous Rider deck which was designed over a hundred years ago by A.E. Waite and illustrated by Pamela Colman Smith.  However, this version uses settings and materials from the ghettos of Port-au-Prince, bringing a whole new layer of symbolism.  The deck is a little large for my hands; however, smaller cards would have obscured the details.

I have several uses in mind for it: tarot readings, sure, but also prop and inspiration in role-playing games, and a reminder of the hardships — as well as the art — in places that are too easily forgotten after the initial news headlines, whether it be Haiti, Indonesia, or New Orleans.

[Edit: The deck can be purchased here.]

RPG a Day: A thousand words…

The Big Adventure, by zazB

12. Favourite RPG illustration

Ugh, Dave Chapman keeps asking questions I can’t really answer. I will hedge by showing you my favourite illustration about role-playing games (I love it and I’ve used it before), and listing a few of my favourite RPG illustrators. The image is “The Big Adventure” by zazB (Guillaume Bonnet).

  • Janet Aulisio, for Vampire, Shadowrun, Earthdawn, Everway, and many more.
  • John Bridges, for his work on Fading Suns, Werewolf, etc.
  • Claudia Cangini, for Fate Accelerated, 1001 Nights, The Ruined Empire, Night Witches, etc.
  • Storn Cook, particularly for his work with Mutants & Masterminds, Hero, and lots of free art he posts here and elsewhere.
  • Bill Eaken for Castle Falkenstein.
  • Langdon Foss, for Aeon Trinity, WoD stuff, etc.
  • Andy Hopp for his work on Low Life.
  • Denise “Dyonisia” Jones, for Tianxia.
  • Kurt Komoda for his work on Fate Core and Fate Toolkit in particular, as well as Bulldogs! and others.
  • Jeff Laubenstein, particularly for his work on the old FASA Shadowrun and Earthdawn.
  • Eric Lofgren, particularly for Nine Worlds.
  • Rick Marcks, for Motobushido.
  • Jeremy Mohler, for his work on Mythic Russia, etc.
  • Stephanie Pui-Mun Law, for The Blue Rose RPG of course.
  • Jennifer Rodgers, for a lot of lovely art on indies such as The Princes’ Kingdom, Passages, Mortal Coil, The Shadow of Yesterday, etc.
  • Brian Snoddy, particularly for his ink drawings for Legends of the Five Rings 1st ed.
  • Miles Teves, for his work on Jorune.
  • Daniel Thron for HOL. Yep, I liked it.

#RPGaDay2015

What I gave my true love

Eric LofgrenThis year I focused on art for Edmund’s presents. I got two show pieces. One was Eric Lofgren‘s ink drawing of a British Columbia-inspired Eowyn of Rohan facing the Witch-king on his steed (from an ArtOrder Challenge a few years ago.) I just love Eric’s pen and ink work, and you can see from my choice among his prints a direct connection to Edmund’s choice of presents for me. Great minds, etc….

The other piece was commissioned especially for Edmund. You may have read my summary of the Tianxia: Blood, Silk and Jade (Vigilance Press) game I ran at Big Bad Con in October? In it was a funny scene where Edmund’s character, the wild forest girl Wolf-Eyed Yue, was made up and disguised as the Moon Festival Princess.

I thought it would be wonderful if Denise Jones, the artist who beautifully illustrated the Tianxia rule book, was willing and able to capture the scene. She was enthusiastic, and publisher James Dawsey graciously gave permission to use the likeness of the official Tianxia characters Wolf-Eyed Yue and Han “Dragon Dog” Ping. (The third character in the scene is the lao dan the heroes hired to help with the transformation.) It was a treat to see the various steps in creating the image, and I’d like to share them (I have permission from the artist to do so.)

First, Denise drew a sketch of the scene as she envisioned it based on my description.

moon princess power - sketch

Right away, you can see why Denise was the right person to illustrate a wuxia-based game book: she has turned what could have been a very static scene into a dynamic pose. She latched onto what made the scene funny for us in the game: the contrast in moods between Yue and her cheerful attendants, and the physical comedy of putting a wild forester in a fancy dress. To give the sense of tension and action, Denise has the two attendants pulling in opposite, slightly off-balance directions with Yue torn in the middle. Yue’s characteristic wild hair is being tamed, symbolic of the whole predicament. The only change I asked for was to give Yue a grumpier expression, more in keeping with the way our game unfolded.

Next, Denise sent the polished sketch in clean lines.

moon princess power - lines

Now Yue looks suitably annoyed at the spa treatment she’s receiving! You can see the line weights have been carefully selected to reinforce the opposed movements forming a slightly left-tilting triangle.

Next came the image with flat colour layout.

moon princess power - flats

The light and dark colour masses have been distributed to play with the theme of Yue being pulled in different directions. The violet of the dan‘s over-robe gives her mass and solidity, while the bamboo motif on the screen behind the characters counters this by reinforcing Ping’s movement. Light touches of red cloth to the left and right of the screen, matching the hue of Yue’s dress, now suggest an opposite triangle pointing upward. Yue’s scarf ties her to the dan and suggests being twisted out of shape.

Finally, the finished illustration!

moon princess power - paints

Shadows and textures make the image come alive and mute the lines to make the effects more subtle. The finished print is 11″ x 14″ (about 28 cm x 36 cm). It’s gorgeous.