Linnaeus

A Brief, Rant-like Post on Art in Roleplaying Games

In gaming society, role-playing games on February 3rd, 2010 at 1:48 pm

I own half a dozen books on improving your chess skills, and I’ve read (thanks to libraries) a couple dozen more. Among them, I doubt there has been a single illustration except chess positions and, possibly, photos of great chess players whose games are being referenced. In particular, I cannot think of a single picture of a “chess babe” in any of them (although chess magazines have indulged in the genre; paging Alexandra Kosteniuk).

I’ve also read a couple dozen books on the history of espionage, ranging from the Cambridge Five to the history of National Security Administration. Most of these books have a section of glossy pages in the middle that feature photos of prominent figures within the book, and possibly a couple of key locations. Those that discussed cryptography also had pictures of some related equipment; say, the the Nazis used to encode and decode messages using the “Enigma” cipher during World War II. I’ve never seen a gratuitous photo or illustration of a large-breasted woman stroking a gun barrel lovingly or sneaking along a corridor, though.

Even coffee table books, which are largely about collecting large numbers of attractive photos and illustrations, normally manage to be written around topics that justify all the eye-candy.

If you page through most roleplaying books from major publishers, though, you will see plenty mood pieces, and cheesecake is not that uncommon. Worse, when a game book does not have these kinds of illustrations, it is subject to comments like this one, which finally prodded me to write this post:

More to Come on Craft

In game design, mechanics on January 19th, 2010 at 2:22 pm

I didn’t intend for my post on the role of craft in game design to be the start of another series of articles, but it appears that there is some demand for more on the topic. Well, from Ryan Macklin and Seth Ben Ezra anyway. I guess I’ll try writing a couple more pieces and see how it goes.

Seth suggested that I dissect a few games, looking at the craft (and lack thereof) in their designs. Doing an adequate job of this for an entire game would require a pamphlet, not a blog post, though, and I’m not up to taking on such a large project. Instead, I’m going to pull out individual rule systems, or clusters of closely-related systems, and discuss them. So far, I have four subjects in mind, and we’ll see if there is demand for more after that.

Craft and Game Design

In game design on January 5th, 2010 at 4:56 pm

Large swathes of the gaming community devote themselves to finding new mechanics and (for roleplayers) new techniques of play. Games are routinely dismissed with the simple statement that they offer nothing new. I am something of a neophile, so I understand this position, but I also feel that it misses the point. Often, these games do not suffer from a lack of novelty, as their critics say. Instead, they are poorly crafted. Craft is something you have to feel, though. You cannot (easily) point to it in a rulebook or explain in a review (let alone a quick, dismissive comment), so it’s easier to fall back on something superficial like a lack of novelty.

This, of course, begs the question, what is craft?