David Larkins' post On the Value of Visuals prompted me to
finish ('finish' = cut the rambling guff) a post that has been sitting on Blogger as a ‘draft’ for some time now:
Unusually, there is no picture pinched from the internet
illustrating this post. There’s not even a photograph of a badly painted
miniature – having two kids eats time but has saved my old Ral Partha and
Regiments of Renown from being crudely daubed in acrylic. Why? Because I want
to ask about the role of art (and, probably, graphic design more generally) in
role-playing game books.
Some role-playing game books are full of great art (Realms
of Chaos – subject of an upcoming blogpost). Some are full of bad art (D&D
white box booklets…). Some adventures have beautiful hand drawn maps. But,
excepting free PDFs of OSR games, very few are art free. What purpose does this
art serve? In many cases, I would argue, the vast majority of this art is only
ever seen by the GM. I understand the argument that good, evocative art builds
the appropriate mood for the game, although I will say that as a GM I am so
thoroughly steeped in fantasy art I can picture a nightmarish Ian Miller
townscape or a bright, clean Elmore adventurer with the barest moment’s
reflection.
This is not a post to argue that fantasy art in role-playing
game books should be done away with, that the industry standard should be the
no art .pdf (or .doc file for ultimate in open-source role-playing), but that
the time, energy and artistry invested in illustrating adventures should be
spent on material designed to be seen by players. I have scanned and printed
the illustrations from published adventures, scattering them on the table in
order to set the scene, but why embed these in the ‘secret’ GM text in the
first place?
Why not publish sheets of ‘spot’ illustrations to be
printed, cut up, to either be spread out on the table handed out as
appropriate. Rather than dungeon floor plans, I would like to see a compendium
of ‘dungeon views’ that I can use to help align the players’ visual imaginations
with my own. And with the fashion for one-page dungeons, why not move to
three-page adventures – the text and maps on one side of a GM screen and a
series of evocative illustrations on the other side? And maps – beautiful maps –
all too often the preserve of GM, but as David Larkins points out, maps (and
filler illustrations) can set the tone of the game and their visual style, if
not their secrets, demands to be shared with the players.
Of course, I could just learn to draw and do the work myself…
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