Showing posts with label bad aesthetics. Show all posts
Showing posts with label bad aesthetics. Show all posts

Friday, September 26, 2014

The Good, the Bad and the Clothed

I am of course referring to the art of different versions of Dungeons & Dragons--0e/1e, 4e and 5e.

Yesterday I argued that the cover of the 0e supplement Eldritch Wizardry, which features a fully nude figure, presents an interesting contrast with the art of the recently released 5e Player's Handbook, which features 100+ human and humanoid figures, virtually all of whom are almost fully covered, head to toe, in a manner that suggests rational outdoor attire in cold weather conditions or an irrational fear of sun poisoning.

Now, if you were to draw 100+ figures in different and varied contexts and situations, and they were all nude or close to nude, that would suggest a preoccupation with, well, nudity. 

But  if you were to draw 100+ figures in different and varied contexts and situations, and they were virtually all fully wrapped and draped in clothing that exposed very little skin whatsoever, that would also suggest a preoccupation with nudity, though a preoccupation of a different kind.

Back in the day, some would have called the first sort of preoccupation perverted. Then and even now, many would call the second prudish.

I owe use of the second very apt term to the astute comments of Paul Go. (See his comments on Google+). Note that 'prudish' is very often not defined as having a marked aversion to sexuality per se, but as a tendency to just be offended in general, or to be offended by nudity (defined in a neutral and not necessarily sexual way). A prude would for example be affronted by a prominently displayed loin cloth-attired Christ hanging from a crucifix. He would want to cover Him up.

Last night I said the 5e clothed thing was 'weird'. But tonight I'll accept that its prudish.

There are many who like 5e for a variety of reasons. Even many 'OSR people' seem to like it. It's understandable that if you like it, you're probably not going to like some upstart blogger calling it prudish, especially since these days, 'prudish' is thought of as about as bad a thing as, well, 'perverted' used to be.

That doesn't mean it's not true.

Now, two sorts of counter-arguments were given. The first was what we might call the moral argument:

1. Whatever else might be said, the art of 5e is morally preferable to, say, the John Norman, Frank Frazetta, chainmail bikini, women-exist-only-to-be-put-in-positions-of-peril (preferably while naked)-in-order-to-be-rescued-or-eaten style of fantasy art. That's sexist. it also doesn't give our daughters good role models.

The second is what we might call the practical argument:

2. The art of 5e more accurately or realistically represents what player characters actually look like, given the rule mechanics coupled with the equipment lists--in terms of armor, clothing and accessories--of the game. Whatever else one might say about the women (and men) in Frazetta paintings, they're not attired in the way any rational player would dress his or her character.

In what remains of this post I want to dispose of these arguments. Do not misunderstand. I'm not unsympathetic to the underlying views or motivations expressed in each. Indeed, I think they're reasonable.

But that doesn't mean they succeed in saving 5e.

1. Disposing of the first is easy. It's not an either/or choice. Just because you think that it's weird that very little skin of any kind is shown in the 5e Player's Manual, doesn't mean you want everyone to be nude, or all the women to wear chain mail (or non-chainmail) bikinis, or role-playing games partly intended for kids to sexualize our kids or provide bad role models for our daughters (or sons) or whatever. Selecting the cover of Eldritch Wizardry as the starting point of the discussion doesn't mean I want restrained nude women on sacrificial slabs to be the model for all of the art of the market leader in role-playing games. I can't even believe I have to say that.

2. The second argument or claim has two problems. First, the initial premise is just nonsense. 5e art is not more 'realistic'--in any of the meanings that term might have. The mechanics of these systems do not require that 5e (or any of the e's) mandate full body coverings for virtually all characters. They just don't. Should fighters often wear full plate armor? Of course. (And, incidentally, the 1e Player's Handbook has more depictions of full plate than 5e.) But do fighters ever take their plate armor off? Do they ever relax, at taverns and the like? And of course, aren't there other classes where armor is either not worn or not that important? Yes, yes and yes.

Exhibit A is the 5e Barbarian, above. For most of the various editions of D&D, barbarians were often the half-naked guys. They are, after all, barbarians--uncivilized and uncaring regarding the usual norms. They don't have access to effective armor or they prefer not to use much of it.

This is not only a fantasy trope, but also has reasonable historical grounding. Here's an excerpt of the text from the great Avalon Hill wargame, Caesar at Alesia:

The Gauls were an altogether fearsome lot. Many wore long red and blond hair and mustachios in tight braids. Their horrendous battle-cries were literally stunning. The warrior males of a family often linked themselves together with rope so that whether they prevailed or perished it would be together. Some GauIs, attacked without garments of any sort but with their hair and beards worked into fantastic shapes with a mixture of grease and pitch.

As I understand it, they also sometimes painted their naked bodies blue. How’s that for a cool 5e character?

But not that guy above. Except for the axe, I see his type at Starbucks every morning.

What about 5e game mechanics? Well, barbarians have a skill or feat (or whatever it's named) called 'unarmored defense'. Sure enough, the barbarian above does not seem to be wearing much armor save perhaps light leather. His arms aren't covered by armor. They're covered by...

...a long sleeved shirt.

That's just one example, but it could be multiplied 50 times.

The second problem is this: Let's assume that obsessive body covering is more 'realistic' (it isn't but let's assume it is). Does that mean that the pictorial representations must track that precisely? Well, the history of, say, science fiction and fantasy paperback book covers say No. Those of us who read such stuff have all had the experience of reading a novel or story where the cover doesn't quite match up with what's described. (Ironically, the Conan stories are a great example of that--as was noted in the Google+ comments by Jeffro Johnson's sharing of yesterday's post.) Is that phenomenon sometimes silly? Of course.  But does it also often make things more interesting, romantic and, well, fun? You bet.

What's wrong with fun?

Wednesday, September 10, 2014

Daddy, I Want to be a Slutty Lollipop Princess!

This post is dedicated to Hasbro, who in its most recent incarnation of Dungeons & Dragons, asked children (among others) to:

Think about how your character does or does not conform to the broader culture's expectations of sex, gender, and sexual behavior.

The slutty lollipop princess image is from Hasbro's current (2013) version of the classic game Candy Land (for ages 3+):


"Daddy, I Want to be a Slutty Lollipop Princess!"
"No son, not until you're potty trained."

Okay, that conversation never happened. But this one did:

"Daddy, She's pretty."
"You think so?"
"Yes."

My daughter wasn't referring to Princess Lolly (above), but rather, the current Candy Land's Princess Frostine:

"But Lydia, look at her eyes. Don't you think her eyes are a bit far apart and her lips are a bit weird?"
"She's pretty."
"She injected a chemical into her lips with a needle. It's called Collagen and it's poisonous."
"Oh."
"She'll die horribly from the poison and other people will then take her toys."
"I understand. Dad, can I have her magic wand?"
"Yes, I'll buy you one tomorrow at Target."

Okay, so the second half of that conversation never happened either (though my daughter does indeed possess a magic wand that I bought for her at Target). But the first half did.

Now to be serious:

Implicitly offering Lolly and Frostine as role models for 3-year-old girls (aimed at the mass-market suburban toy store crowd) while simultaneously hectoring older kids and adults about sexual and gender stereotypes (in the manner of the most humorless and ideologically puritanical sociology textbook) is about the most cynical thing I've seen in a long time.

Okay, I've seen a lot of cynical things recently, but still.

As some of you know, I can be fairly accurately characterized as a social conservative. A close friend--a social liberal--agreed with me about Lolly and Frostine (liberal feminists and, say, conservative Christians can unite on that, I think), but she made the point that Hasbro is a large company, different people are responsible for writing different games, etc. etc.

Not good enough.

There are people in the company that vet all these games concerning these sorts of issues.

Tailoring the message is a cynical calculation. Nothing more and nothing less.

Hasbro is beneath contempt.

Sunday, August 24, 2014

Coolest Looking RPG Product: Dungeons & Dragons Original Boxed Set

What could be cooler than the 1st printing of the 1st edition of well, the first RPG product?

The 5th printing of the 1st edition of the first RPG product.

Why?

First, let's go back a step. In my view, the original edition of Dungeons & Dragons is the best RPG product ever, both in terms of content and physical production. I know that might earn a sneer from some-especially regarding the physical production. The booklets were printed entirely in black and white with the minor exception of the red, green and blue titles. The interior font was primitive and much of the art was amateurish (or so it has been claimed).

But I like the look of it. I prefer the simple, clear and non-distracting font and layout. The tasteful line drawings of characters and monsters stimulate the imagination as opposed to mimicking a screenshot from the latest video game. Interestingly, in the three original edition booklets, despite the important place combat plays in the game, there is only one obvious illustration of an actual combat scene (it's a drawing of a Lycanthrope about to hurl someone to his doom). Contrast this with the myriad full color spreads of battle in, say, any of the 4th edition books, where each scene, with its desperate or angry facial expressions, poised weapons, jaws, claws and so on, appears to be capturing THE MOST EXCITING POSSIBLE MOMENT, again as if trying to qualify for a best screenshot contest. Here are two examples:

1974:



Wait, haven't I seen those two somewhere before…

2008:



It's so EXCITING!!!!!!!!!!!!!!!

Now, I know that many would prefer the modern style. Indeed, almost by definition it would seem that the majority of current RPG purchasers prefer it. I don't. But enough said about that.

To return to the original edition, in actuality there aren't that many differences in content or production between the seven plus printings from 1974 to 1979. The excellent Acaeum breaks down what differences there are. The first three printings featured a wood colored box with a picture of a mounted warrior on a rearing horse (also originally present on the cover of Men & Magic). This was replaced in the 4th printing with a white box featuring a Wizard firing a wand at a group of goblins (or could he indeed be striking with some kind of magic sword?).  

Apparently, the first four printings used a relatively hard to read type setting. The 5th printing switched to a more friendly Helvetica font. The 6th printing kept the more readable font while excising or renaming for legal reasons most of the Tolkien elements-Hobbits, Ents, Balrogs and so on.

So I would go for the 5th printing-a readable font without the Tolkien excising-the version available, as far as I can gather, for most of 1976.

It sold for $10.00, or about $45.00 in inflation adjusted currency.

For that you got the box, three booklets, a stapled set of "Reference Sheets" and probably a one page set of errata. Curious and enterprising players might by that time already have purchased one or more of the supplements, or have gotten their hands on the small but growing number of newsletters and accessory products from Judges Guild or Tactical Studies Rules itself.

Or they were starting to buy and paint lead figures.

Not a bad way to while away the waning months of the Ford Administration.

(Later Edit: it's now clear to me that the heading picture is of the 6th printing, not the 5th. It's got that little star thing that says "Original Collectors Edition.)

Sunday, July 6, 2014

The Most Pointless Table Ever


This is of course taken from the new 5e D&D Basic Rules.

Make them all different (1e) or make them all the same (0e) (my preference), but why make some the same and some different but only by a really teeny amount? What is the purpose of it in terms of player choice, play balance, the aesthetic of the rules, realism, getting players more immersed in the fantasy world or, well, just making things fun?


Contrast:


Everyone begins with 30-180 gold pieces to seek his or her fortune.


with


We mean to comprehensively and accurately describe this alternate fantasy world for you. It's important for us to get it right, and it's important for you to get it right. The average amount of funds that different character classes start out with is similar but not precisely so (due to how the economics of the fantasy world work out, or whatever). The average amount is the same for Clerics and Fighters and the same for Rogues and Wizards, but Clerics and Fighters have slightly higher averages than Rogues and Wizards. In practice of course this doesn't make a huge amount of difference, but still it's important for us to get it right, and it's important for you to get it right. Here is a chart  that explains it.


Unfair perhaps, but that's how it appears to me.


I have no idea whether the table was lifted from 4e or 3.5 or not and I don't really care to check. But it's just another example of ill-thought out (or overly thought out) clunkiness.

Saturday, July 5, 2014

The Towering Castle Beneath the Stormy Night Sky



Pop quiz: match these opening lines to the above games--the new "5e" D&D Basic (2014), Lamentations of the Flame Princess (2012), Swords & Wizardry Complete (2010) and Dungeons & Dragons (1974):

TREASURE and glittering gems; dark places beneath the earth where monsters dwell; magic circles, pentagrams and pentacles; runes of evil import, and iron-banded doors of mouldering oak; wizards of vast power, living in their isolated towers above black seaside cliffs; great-horned demons in their bloody lairs; massive stone idols with jeweled eyes and hieroglyphic pedestals, carved in the distant eons before the young civilizations of humankind; strange and glowing orbs, floating in the air above rusted metal grates leading to deeper levels of the underground passageways…
It is about flying carpets and cursed blades, about hooded priests gathered for unspeakable rites in their forgotten temples; it is about adventure and about perilous undertakings, forcing back the evil creatures of Chaos from the borderlands of embattled civilization; it is about battle-scarred warriors and deadly sorcerers…

Being a Referee is like being an artist, a manager, an accountant, and that crazy old guy that lives in the park that everyone avoids because he’s always talking to himself, all in one. Although hopefully you won’t be talking to yourself. At least not while anyone is listening.

ONCE UPON A TIME, long, long ago there was a little group known as the Castle and Crusade Society. Their fantasy rules were published, and to this writer's knowledge, brought about much of the current interest in fantasy wargaming. For a time the group grew and prospered, and Dave Arneson decided to begin a medieval fantasy campaign game for his active Twin Cities club. From the map of the "land" of the "Great Kingdom" and environs — the territory of the C & C Society — Dave located a nice bog wherein to nest the weird enclave of "Blackmoor", a spot between the "Great Kingdom" and the fearsome "Egg of Coot". From the CHAINMAIL fantasy rules he drew ideas for a far more complex and exciting game, and thus began a campaign which still thrives as of this writing! In due course the news reached my ears, and the result is what you have in your hands at this moment. While the C & C Society is no longer, its spirit lives on, and we believe that all wargamers who are interested in the medieval period, not just fantasy buffs, will enjoy playing DUNGEONS and DRAGONS. Its possibilities go far beyond any previous offerings anywhere!

The DUNGEONS & DRAGONS ROLEPLAYING GAME IS ABOUT storytelling in worlds of swords and sorcery. It shares elements with childhood games of make-believe. Like those games, D&D is driven by imagination. It’s about picturing the towering castle beneath the stormy night sky and imagining how a fantasy adventurer might react to the challenges that scene presents.

It's a pretty easy quiz, obviously, for people who have read or played these games or who know a bit about the authors or the historical context. And for anyone paying attention, the point of the exercise should be immediately clear. Only one excerpt uses the term "imagination" (and if you count the variant, "imagine", it mentions it twice) yet the prose in that piece is without doubt the least imaginative (and the dullest and most boring) of the four.

The precise character of the selections differ somewhat of course. One is an attempt to get you excited about the game in question by immediately transporting you into a fantastic world. Another is a sort of self-deprecating and funny introduction to how to "run" a game. The third is an all-over-the-place and quirky piece focusing partly on the historical circumstances of how the game in question came to be created. And the fourth is of course a straight introduction. Are the first three authors Nobel-Prize winning stylists? I don't know. Perhaps not. Who is? But they--Matt Finch and James Raggi--are (or in the case of the late Gary Gygax, were) damn good "amateur" writers who felt it important to start the text of their rules right off with strong, interesting adult prose--even though they knew that children were a big part of their audience (okay, maybe Raggi doesn't write for children, but still). I don't know who the author of the D&D Basic excerpt is. And even if I did spend a few seconds to investigate, I imagine that the opening text to one of the flagship games of a major game company is somewhat of a joint effort. The point is not to criticize or blame any particular person. The author (whether or not the text was modified or overseen by others) is undoubtedly a talented game designer and probably a pretty good writer. (He has a good paying job doing this and I don't. And there is probably a reason for that.) But that doesn't absolve the text.

It's terrible. Boring. Clipped. Unimaginative. It reads like one of those excruciatingly awful high-school history textbooks that have had all the color leeched out to avoid offending anyone and to make it understandable to readers in the lowest tenth percentile, or perhaps a book report written by an intelligent 7th grader who has mastered the rules of grammar, but has no particular desire to make her writing particularly interesting or exciting (it's only a book report).

Well, after all (so the counter-argument goes) it's a mass-market product. There are certain things they have to do and that are expected given the economics and their market niche and the corporate culture that they are a part of, etc., etc., etc. You're naive if you think otherwise. Well, putting aside one obvious retort to that--must all prose intended for the "mass-market" be insipid?--even if that were an explanation or a justification for why it happened, that doesn't change the fact. If you thought my prose was insipid, and I told you that the reason for that was because I was promised a million dollars if I would make it insipid, that wouldn't change anything for you. That wouldn't or shouldn't make you any more likely to buy or even pay attention to my product.

Does it matter? After all, it's only a game.

Yes. It does. 5e D&D Basic asserts that it is at the pinnacle of role-playing games. It builds (so it claims) on the experience gained in the design, writing and play of the previous four editions and three generations, forty years and literally millions of players. Thousands of hours and probably hundreds of thousands of dollars have gone into its development, and the best they can come up with is:

[Dungeons & Dragons] is about picturing the towering castle beneath the stormy night sky and imagining how a fantasy adventurer might react to the challenges that scene presents.

The dull, completely unimaginative prose is one way that contemporary "D&D" smothers the imagination of its players. There are other ways that it does this, of course. But this as good an example as any.