Showing posts with label darlene. Show all posts
Showing posts with label darlene. Show all posts

Wednesday, September 20, 2023

Retrospective: World of Greyhawk

Longtime readers may object that I've already done a Retrospective post on The World of Greyhawk. Pedantic as ever, I must reply that, while it's true that I have indeed written a post about The World of Greyhawk, I have never written one about World of Greyhawk. If that last sentence makes any sense, congratulations, you are every bit the quibbler I am. Less fussy readers will probably require an explanation.

In 1980, TSR published The World of Greyhawk, a 32-page "fantasy world setting" by Gary Gygax for use with AD&D. Commonly referred to as the Greyhawk "folio," this is the version of the product that first introduced me to the Greyhawk setting and to which I devoted a previous Retrospective post. However, in 1983, TSR published a product called World of Greyhawk (without the definite article). This version of the setting came in a box and is greatly expanded in scope, consisting of a 48-page booklet and an 80-page one. I have never devoted a post to this version of the setting until now.

There are a couple of reasons why this is the case. The first and most obvious one is that I originally didn't see much point in doing so. Having already written about the folio version, I thought I'd said all I needed about the topic. The second is that, while I owned the boxed set, I didn't make much use of it in play. By the time of its release in 1983, I was making my earliest forays into the creation of my own setting, Emaindor, which I'd use almost exclusively for the remaining years of the 1980s. Consequently, my thoughts about the World of Greyhawk boxed set are almost entirely theoretical, rather than based on its use in play. All that said, as a good TSR fanboy, I did buy the boxed set and I spent a lot of time poring over its pages, so I do have some thoughts to share on it. 

The most obvious difference between the 1983 and 1980 editions is, of course, their relative sizes. The folio version was only 32 pages long – a quarter the length of the boxed set's two books combined. That's partly due to the fact that the boxed set includes a lot more information about the setting than did its predecessor (including a reprint of David Axler's magisterial 1982 Dragon article, "Weather in the World of Greyhawk"), but it's also due to changes in TSR's layouts and graphic design. The folio version's 32 pages are dense, with small fonts and narrow margins. By contrast, the boxed version has larger print and much larger margins. These changes are responsible for a great deal of the increase page count between the two editions.

What's interesting is that, despite appearing three years later, when TSR had significantly more resources to draw upon, the boxed set does not feature significantly more artwork than the folio version. Every fan of the 1983 version naturally remembers Jeff Easley's cover illustration, which is indeed striking (and features the knight bearing a banner on which can be seen the same escutcheon that appears on the cover of the 1979 Dungeon Masters Guide). However, there's very little interior art in either of the two enclosed books aside from historiated initial letters (rendered by Darlene, I believe). There is some – all by Easley – and it's not bad for what it is, though it's all fairly generic in the way that all TSR artwork was starting to become during its Electrum Age.

None of this is intended as a serious criticism of the boxed set, which is quite an attractive product overall. Rather, I say all of this primarily to highlight how much TSR – and, by extension, Dungeons & Dragons – had changed over the course of just three years. The company that produced the folio in 1980 was still small and energetic, as well understaffed and amateurish. It could still, I think, be called a hobbyist enterprise. By contrast, TSR in 1983 was both bigger and more "professional," but its growth in these areas had domesticated it somewhat. The World of Greyhawk was always rather vanilla, but its 1983 presentation takes that to another level.

Nevertheless, there is much to praise in the boxed set. TSR wisely collected many of Gygax's best Greyhawk-related articles from the pages of Dragon and included them here. I was a big fan of the coverage of Greyhawk's deities, for example, so seeing them in one of the constituent books was a thrill. The same is true (though less thrillingly) of the Greyhawk regional encounter tables, which are precisely the kind of low-key naturalism that is a hallmark of Gygaxian D&D. Combined with everything else, from kingdom and population information to geography and social hierarchies, the result is a solid, if also stolid, "fantasy game setting" for use with AD&D. 

In that respect, the 1983 boxed set is still very much in line with the 1980 folio, even if it's now longer and with higher production values. Despite my personal preference for the original, born out of both philosophical and nostalgic reasons, I think well of the World of Greyhawk boxed set and think it'd make a fine model for other fantasy RPG settings to emulate. It provides just enough details to inspire without becoming intrusive, which is how it should be, in my opinion.

Tuesday, August 1, 2023

Original Polyhedron Art

As I noted in my post about issue #3 of Polyhedron, the newsletter contains a lot of original art by TSR's stable of artists. According to its credits page, here are the artists who contributed one or more pieces to the issue:

Most of those names should be familiar to aficionados of early '80s TSR Hobbies. The other two that might not be familiar are Bell and J.F. Mentzer. Bell is Greg Bell, who did a lot of the illustrations in the little brown books of OD&D. J.F. Mentzer is not, as I initially thought, Frank Mentzer, whose full name is Jacob Franklin Mentzer III, but rather his father, Jacob Franklin Mentzer II, as we'll see shortly.

The first piece of artwork I'd like to share from the issue is a depiction of an ice devil by an unknown artist.
Who's the illustrator? To me, it looks like it could be Dave LaForce, but I am uncertain of that attribution.

Next up is this excellent Lich by Darlene:

Darlene also contributed this portrait of a wizard that I rather like.
This party of adventurers is definitely the work of Dave LaForce. His signature is clearly visible on the righthand side of the piece, along the magic-user's staff.
Here's the piece attributed to JFM II, as you can see in the bottom lefthand side of the illustration. I'm not entirely sure what it's meant to depict, though it calls to mind the fairytale of the Frog Prince. In any case, I rather like it, if only because its style is so clearly different from that of the other artwork found in the issue.
And finally there's another Gamma World piece by Erol Otus:
These are less than half the original illustrations appearing in the issue, but they're the ones that stood out as being especially worth of comment. Should there be interest, I may post more examples of this artwork in the weeks to come. For now, I thought it sufficed to draw your attention to these, all of which caught my eye as I was reading.

Tuesday, July 18, 2023

Polyhedron: Issue #1

Polyhedron was the newsletter of the Role Playing Game Association (RPGA), TSR's official "club" for players of its various RPG offerings. When the first issue appeared during the summer of 1981, it wasn't called Polyhedron yet but rather the much more banal "RPGA News." A contest to give it a proper name is mentioned, but it will be several more issues before the winner is announced. Darlene provided an original illustration for the cover, one of several provided in issue #1 by her and other early TSR artists, like Greg Bell, Jeff Dee, Dave LaForce, and Erol Otus. 

Polyhedron is notable for, among other things, providing Frank Mentzer with a regular soapbox from which to preach, since he was Polyhedron's inaugural editor. Mentzer was later responsible for the revision of the Dungeons & Dragons line, starting in 1983. That version of the game, consisting of the Basic, Expert, Companion, Master, and Immortals boxed sets, was reputedly the best-selling one of its first quarter-century, and remains much beloved by generations of players. However, it was through his association with the RPGA and Polyhedron that Mentzer first made a name for himself.

The newsletter's first issue opens with a "letters page," an odd choice since, as Mentzer admits, "there were no letters to the editor" yet. Instead, he presents "a few incomplete comments plus one letter from the DRAGON™ files." Most of these "incomplete comments" are mere ephemera, but one of them is longer and worth discussing. Its unnamed author (known only as "DB" from Montgomery, Alabama) offers up a house rule from his home AD&D campaign. Mentzer reply is as follows:
Concern about AD&D rules variants started to become commonplace in official TSR circles around this time, with "international tournament stability" (or similar things) being offered as an explanation of the company's skepticism toward them. This stance would harden as the years wore on, with Gary Gygax taking up the cause through his own soapbox in the pages of Dragon.

"Dispel Confusion" was Polyhedron's version of "Sage Advice," offering official answers to rules queries about TSR's RPGs. Initially, this column differed from "Sage Advice" in that there was no single author. Instead, Polyhedron tapped multiple TSR designers for answers. In this issue, the designers are Lawrence Schick, David Cook, and Harold Johnson, but I suspect future issues will see different ones included in the roster.

The issue devotes four pages to a lengthy and genuinely interesting interview with Gary Gygax. The interview is wide ranging, so it'd be impossible to do it justice with a short summary. Previously, I've covered a couple of portions of it on this blog, so I'd recommend talking a look at those posts for a glimpse into the kinds of things Gygax says. I'll probably return to the interview again in the future to highlight other sections of note. Suffice it to say that, as with all Gygax interviews, it's a mix of truths, half-truths, and dissimulations – absolutely fascinating stuff but it must be approached with some degree of suspicion.

"The Fastest Guns That Never Lived" by Brian Blume, with Allen Hammack, Gary Gygax, and Tim Kask is an article for Boot Hill. Its title riffs off a section in the game's rulebook, "Fastest Guns That Ever Lived Chart," which provides statistics for historical gunfighters from the Old West. By contrast, the article provides stats for fictional characters from Western media, like the Lone Ranger, Bret Maverick, and Ben Cartwright, as well as composite stats for actors who portrayed a number of different characters. It's a fun little article and the kind of thing that aficionados of Westerns can argue about. In case anyone cares, Clint Eastwood's characters have the highest Gun Accuracy rating (+22), closely followed by those of Lee Van Cleef (+21). 

"Notes for the Dungeon Master" is a collection of eleven short descriptions of "really good, relatively unknown trick[s] or trap[s]" for use with Dungeons & Dragons. As with all such articles, how much one enjoys it depends heavily on one's tastes and experience. For me, the descriptions are all fine but not phenomenal. "The Fight in the Skies Game" by Mike Carr is a brief overview of the World War I aerial combat game that would soon be revised as Dawn Patrol. "An Open Letter to Frank Mentzer" by Merle Rasmussen is similar, if much shorter, in that it's mostly a plug for Top Secret and its continuing support by TSR.

"Gen Con® South Report" is, as its title suggests, a report of events at TSR's convention in Jacksonville, Florida earlier in 1981. I sometimes forget that, once upon a time, there are a number of reginal Gen Cons, though none of them survived past the '80s so far as I know. The article focuses primarily on the results of tournaments at the con. However, it does include a photo of the top winner, Matthew Rupp and his fellow gamers, which I found very charming.
The last article is "Gamma World Science Fantasy – A Role Playing Game with a Difference" by James A. [sic] Ward. Like the previous articles on Dawn Patrol and Top Secret, this one is simply a plug for Gamma World and its upcoming support by TSR. It's fine, but then I have an inordinate fondness for Gamma World (and the decades-long, unfulfilled promises of a revision of Metamorphosis Alpha compatible with it). Closing out the issue is a full-page comic by Tom Wham called "Rocksnoz in the Land of Nidd." If you're a fan of Mr Wham's work, you'll likely enjoy this one too. I'd never seen it before, so it was definitely a treat for me.

There you have it: issue #1 of Polyhedron and the start of a new series of retrospectives on a gaming periodical of yore. I suspect this series will not run as long as my previous one on White Dwarf, because I have access to fewer issues and because (due to its not being monthly until very late in its run) there are simply fewer issues to review. Nevertheless, I'm looking forward to this one, if only as a dose of nostalgia for my days as a TSR fanboy

Monday, February 6, 2023

Hex Help

Much as I adore the incomparable map of the Flanaess from the World of Greyhawk – perhaps the best RPG map ever – over the last few years I've really come to appreciate the style of hex map that appeared during the Moldvay/Cook/Marsh era of Dungeons & Dragons. Though nowhere as artful in their presentation as Darlene's gorgeous work, the B/X hex maps do nevertheless have a beauty all their own, one born of clarity and utility. They are very easy to read and to use in play, especially if, like me, you are saddled with eyesight that's nowhere near as sharp as it once was. This fact alone counts for a great deal nowadays.

That's why I'd like to prevail upon the collective knowledge of my readers. Are there any programs out there that might enable an incompetent Luddite such as myself to make rough approximations of these maps? Once upon a time, there was a program called Hexographer that came close to doing so, but its current iteration looks much too complex for some of my limited skills to use effectively. Are there any alternatives readily available or must I buckle under and learn how to use this new version of Hexographer?

Monday, April 4, 2022

Finieous Meets Jasmine

With the advent of a new month, I got the idea of looking back at Dragon magazine's April Fools' Day issues to see if I could find anything particularly noteworthy. Issue #48 (April 1981) included an insert entitled issue #48½ filled with numerous humorous articles. Also included was the following comic.

It's not clear to me whether the comic was actually written and drawn by J.D. Webster, creator of the actual Finieous Fingers comic, or if it, like the content of the strip itself, it's an affectionate spoof by someone else. Regardless, I found it amusing, not least for the way it subtly lampoons the self-seriousness of Darlene's Jasmine comic. Of course, the strip also references two other Dragon comics: Dave Trampier's incomparable Wormy and the oft-forgotten Pinsom by Steve Swenston (though, to be fair, it's easy to forget, given its very brief run).

I was (and am) a big fan of April Fools' Day content. They're a good way to puncture the pomposity of roleplayers and, as someone regularly prone to that particular flaw, a well done comedic jab is an act of public service. Likewise, humor of this sort is, in my opinion, powerful evidence of an emerging RPG sub-culture, one with its own unique references, allusions, and, of course, jokes. The fact that Dragon could annually devote several of its pages – not to mention the occasional page in other non-April issues – shows just how much the hobby had grown and evolved since 1974. Plus, it's just fun.

Thursday, February 3, 2022

Search for the Emperor's Treasure

Tom Wham is an underappreciated game designer in my opinion. While several of his designs, like The Awful Green Things from Outer Space, are quite well known and rightly celebrated, his games that appeared in the pages of Dragon magazine are often overlooked (though, admittedly, Snit's Revenge, is an example of a design that appeared first in Dragon). I remember playing several of them with my friends, like King of the Tabletop and Elefant Hunt, and having a great time.

Remembering this recently, I started looking into other designs of Wham's that I might not have encountered. In doing so, I came across Search for the Emperor's Treasure, which appeared in issue #51 of Dragon (July 1981). Since I've yet to play it, I can't comment on the game itself. One aspect of it that stood out even on a cursory examination was its accompanying map, drawn by none other than Darlene. It's absolutely lovely, like the maps of many fantasy boardgames from those days, makes me think it might make for the basis of a good campaign setting. 

Enjoy!

Tuesday, January 11, 2022

Knights of Camelot Art

The more I look into TSR's 1980 boardgame, Knights of Camelot, the more entranced I've become by it. Take a look at some of its counters, with art that looks to me like the work of Dave Sutherland:

Mind you, I have an inordinate fondness for counters, so perhaps not everyone will be as impressed as I am. In that case, here are some interior illustrations for your delectation:

If you're a fan of TSR's artwork from that remarkable period between 1979 and 1982 as I am, this is like catnip. Darlene's map, which serves as the game board, is similarly eye-catching.
What a terrific looking game this must have been! I wish I'd seen a copy back when it was originally released. The legends of Arthur and his knights played a huge role in my early introduction to the hobby, so I imagine I would have enjoyed this game as much as I did Greg Stafford's masterful Pendragon.

Thanks, once again, to Thaddeus Moore for providing me with these images.

Monday, January 10, 2022

A New Challenge from TSR

One of the things that strikes me about some of the game companies of my youth, like TSR, is how many different games they produced – so many, in fact, that, even a TSR fanboy like myself, couldn't keep up with them all. I owned (and played) most of TSR's RPGs and many of its boardgames, but there were still several that escaped my grasp.

I was reminded of one of them, Knights of Camelot, when I saw this advertisement on the back cover of White Dwarf #22. Was this ad unique to the UK market? If it wasn't, I never saw it prior to this point. Mind you, I never actually saw Knights of Camelot itself outside of the pages of TSR's "Gateway to Adventure" catalog. That's odd, because my local area had excellent distribution of gaming products generally and it was rare that at least one of the game or hobby shops I frequented didn't stock a given product. Judging from the exorbitant prices of used copies of the game, I'm guessing its print run might have been small.

This is a pity. In looking into the game, Knights of Camelot seems quite interesting. For one, it's designed by Glenn and Kenneth Rahman, who are probably best known for another TSR design, Divine Right. For another, it's illustrated by Jeff Dee, Dave Sutherland, Dave LaForce, and includes a map by Darlene that looks quite stunning from the images of it I've seen. 

Looks like I have another game to add to my list of white whales …

Friday, June 11, 2021

Paladin and War Horse

While flipping through The Rogues Gallery, I was struck by its artwork. I remembered most of its illustrations, but there were a couple I didn't recall. The piece above, by Darlene, is on the title page and bears the title "Paladin and War Horse." Though I'm sure I've seen it before, probably many times, for some reason it had simply slipped my memory. 

It's quite a striking image, with the paladin wearing what looks like jousting or parade armor, something for which I have a particular soft spot. I've mentioned before that I adore historical armor, preferring it over the fanciful, impractical, and "cool" armor types we tend to see nowadays in fantasy artwork. So, when I saw this piece, I smiled a little and boggled at the fact that I could have ever forgotten it. 

Wednesday, May 12, 2021

The Battle for the Mid-Realm

Does anyone remember this game? It's a fantasy card game by TSR artist Darlene in 1982. I remember seeing advertisements for it in Dragon, but I never saw it in the wild. I was reminded of it recently while flipping through copies of the magazine from my youth and thought I'd ask if any readers have any direct experience of it.

Monday, October 19, 2020

Showdown

As I've commented beforePolyhedron would, after its first few issues, mostly use recycled illustrations for its interiors (covers were another matter). Issue #1 (Summer 1981), however, contains a few examples of original illustrations, such as the one above by Darlene. It's possible that this artwork was re-used in a later Boot Hill product – indeed, quite possible, since I'm prone to overlooking the obvious – but, if so, I can't recall (feel free to correct my misapprehension in the comments). Regardless, I don't think I've ever seen her depict a scene from a Western, so it's fascinating simply on that basis.

On the other hand, one piece I know I've never seen before is this one.

If you look at the signature at the bottom right, you'll see it's by Bell. Bell – or Greg Bell, as he is more commonly credited – provided a lot of the art in the original Dungeons & Dragons boxed set, as well as Greyhawk and Blackmoor (where he is mistakenly credited as "Mike Bell") and Warriors of Mars. Bell is somewhat infamous for having based many of his OD&D illustrations on pages from Marvel comics, but he was apparently a teenager at the time, not a professional artist, so one can hardly blame him. Jon Peterson has a blog post about him and his other contributions to early TSR products.

Wednesday, August 8, 2012

French D&D Art Query

Is the above piece of art familiar to anyone who didn't first see it in the French language edition of Palace of the Silver Princess? I ask because I don't ever recall seeing it before, but I'm far from an expert on obscure D&D-related art. As you can see from the artist's signature, it's by Darlene, as is most of the art in the French version of module B3, nearly all of which is new to me. So, if anyone's seen this piece in another context, please let me know. I have quite a few more scans from my old French Basic Set and related modules to share, but I don't want to post any that aren't unique to them, which is why I'd appreciate some assistance with this.

Saturday, June 20, 2009

Interview: Darlene

Anyone whose entry into the roleplaying hobby coincided with the Golden Age of D&D will know the name Darlene and immediately associate it with some of the most beautiful images ever to created for the game, chief among them the glorious World of Greyhawk maps that first appeared in 1980. Three decades later, Darlene's work stands out as noteworthy not just for its attractiveness but also for its having given many early D&D products an air at once fantastical and rooted in medieval history -- a heady combination I don't think any artist since has recreated. I had the opportunity to ask Darlene some questions about her involvement in the RPG industry, her artistic influences, and the unusual process by which she creates her art and she kindly answered them all at great length.

I urge everyone who posts comments to be courteous and respectful.
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Thank you kindly for granting me this opportunity to reminisce with you. I hope I will give your readers some interesting things to think about. I send Big Bountiful Blessings to all.

1. How did you become involved in illustrating for role playing games?

I came in through the back door. At the beginning of my association with TSR Hobbies, I worked behind-the-scenes. One of my first jobs for them was to create a large two-sided sign in the shape of a shield with a dragon on it. For several years, this sign hung in front of TSR’s Williams Street building in Lake Geneva. This was around 1977 when TSR Hobbies had just the one building and employed only a handful of people. The first TSR person I met was Mike Carr, creator of the Fight in the Skies WWI aviation game. I was a local artist working for a graphics firm in Lake Geneva when Mike came in to update TSR’s next Gen Con flier. By the end of the project, we were dating. When Mike took me to visit his place of employment, the first people I met were Tim Kask, Joe Orlowski, and Dave Sutherland.

Working as I did for Graphics Printing, when it came to freelancing, I was naturally associated with design, graphics and lettering. Sometimes, I wonder about the happenstance of my living in Lake Geneva at that particular moment in time. If anyone was tailor-made for graphically shaping the look, identity and public face of TSR, it would be me. With a background in medieval-studies, a familiarity with strange mythological beasts, a calligrapher’s knowledge of manuscripts, and a deep appreciation for fantasy and surrealism, no one could be more uniquely qualified. I could do anything TSR called upon me to do.

Before I entered the scene, TSR Hobbies’ published materials looked noticeably different. Beginning with the tenth issue of The Dragon, I generated many headings for the magazine’s columns and articles. Few people realize I designed TSR’s “wizard face” logo (in October, 1980). I’m also responsible for the logo, letterhead, business cards and advertising materials for TSR Periodicals and Dragon Publishing. While the other artists concentrated solely on illustration, it was I who imparted the visual backdrop for the RPG genre itself, the stage upon which RPG could be appreciated. Thus, the context for early RPGs came through my filter, making my work directly responsible for imparting a mood–an authentic gothic sensibility–to early RPG. A fan, described it to me in these terms: “I loved that almost underground look and feel to the games and the magazines. An almost Dark feel that matches the Medieval era...”

During those early years, my published work, if not my name, was seen quite a bit. The first module coming with the basic D&D set was In Search of the Unknown (B1). Every person introduced to the genre saw my art on the front and back covers of the module. I also contributed regularly to The Dragon magazine and did the graphic illustrations for the 1980 and 1981 The Days of the Dragon calendars and the lettering for the Realms of Wonder and Dragonlance calendars. In 1983, I designed The Guide to the World of Greyhawk book to appear like an illuminated manuscript, accompanied, of course, by the WOG maps.

Highlights of my Fantasy art (sans lettering) include: the above-mentioned B1 cover and back-cover, the cover for The Dragon magazine #37, The Ice Barbarian in the 1981 Days of the Dragon Calendar and The Green Dragon in the 1982 Days of the Dragon Calendar, Monster Card art, The Dragontales Anthology, all interior art for first RPGA Rahasia (R2) module, all interior art for One-On-One game The Amber Sword of World’s End. My art also appeared on the title page of the Dungeon Masters Guide as well as The Rogues Gallery. Incidentally, many people consider the DMG title page art—a depiction of a fat unicorn—to be iconic, a wistful symbol of a time gone by, a longing for past pleasures fondly remembered. Having studied symbols and icons, I tend to agree with this opinion.

2. Artistically, who are and were your biggest inspirations?

Generations who’ve grown up with RPG materials readily available probably don’t realize just how scarce pictorial representations of monsters were in the pre-internet decade of the late 1970s. Usually, the only image sources of mythical beasts that an artist could find were in resource books within a library’s reference section—in different encyclopedia sets, various dictionaries, and Bestiaries. Lucky visits to out-of-town libraries might net different source imagery. Since reference books could not be checked out, I always had to be sure to carry enough change with me for photocopying, just in case. When it came to locating depictions of unusual creatures, how many times did the Lake Geneva Public Library staff point me to their large collection of children’s books? When it came to fairy tale and children’s book illustrators, I always preferred the work of those living earlier in the century—Arthur Rackham, Edmund Dulac, Aubrey Beardsley, and Kay Neilsen.

RPG fantasy illustrators during this period spent most of their income developing their own resource libraries. Dover Publication reprints made life easier for many of us. Fortunately, I was interested in mythical creatures long before I moved to Lake Geneva. Much of my resource library began with postcards and books purchased at London museums. In 1974, I spent the fall in London as a participant in Beloit College’s Studies Abroad Program. Both the Victoria & Albert Museum and the Tate Gallery were only a short walk from where we stayed. I enjoyed the gallery of Turner’s canvases and admired his ability to immerse me into his passionate experience of the sea. I marveled at the paintings of John Constable and studied the works of the Pre-Raphaelites. I also responded to the work of Heinrich Kley, Gustav Doré, Virgil Finlay, Frank Frazetta, Gustav Klimt and MC Escher.

Of the many exquisite collections within the British Museum, I found myself most often visiting the manuscripts they had on display. From the very beginning, my passion for letters developed concurrently with my passion for art. In London, during the entire fall of 1974, I took classes in the art of calligraphy from an advanced Craft Member of the prestigious Society of Scribes and Illuminators. There is something about combining illustrations with text that is very satisfying for me. Art Nouveau artists had different ways of juxtaposing words with imagery. I loved it all. By December, I’d created a medieval-styled book in which I wrote out the text in calligraphy, illuminated the pages and created the illustrations. I am a big admirer of William Morris (of the Arts and Crafts movement) and William Blake, both of whom advocated the thoughtful integration of imagery with the written word.

3. Nearly 30 years after they were first published, the maps you created for the World of Greyhawk fantasy setting have no equals in my opinion. Can you tell us a bit about the process of creating them?

Thank you kindly. Yes, of all the myriad things I did during the few years I freelanced for TSR, I seem to be most renowned for creating two large color maps for The World of Greyhawk. Gary Gygax (the father of RPG) has openly touted my WOG map set as being the “best gaming maps ever created for this genre,” so you are not alone in your opinion. Gary wrote to me that he considered my WOG map renditions to be “an unrivaled classic which set the standard for future RPG Fantasy Game maps.”

Each 22″ x 35″ map was created “to size” and almost too unwieldy to fit on the surface of my drawing table. The artwork I prepared in layers, with the black layer—the hex layer—on the bottom. Using black ink, I worked directly on the surface of the foundation hex layer. I inked in pictorial representations of individual mountains, trees and other geographical features and organically integrated them with different styles of lettering. Transparent acetate was placed atop and I applied color to the map through the use of large adhesive pantone color sheets.

I approached the WOG maps as if they were large illustrations. For me, the art of creating letters is another specific way of drawing (I also design of type fonts) so I don’t consider words as separate from illustration. As a lover of letters, I have developed an advanced sensibility for balancing and juxtaposing positive and negative shapes. That’s how I achieved a certain pleasing integration of image with text that translates as satisfying. Anyone unfamiliar with the subtle nuisances of letterform design will be unable to replicate the overall aesthetic effect my gaming maps possess.

Up to now, I’ve spoken little about my advanced intuitive abilities. Being able to access and enter subtle energy states (without the use of drugs) is just a part of who I am. Because people have a tendency to be dismissive about the subject, I don’t often share much about my regular excursions into the supernatural. I don’t believe it’s all that unusual: the ability to enter subtle realms is a normal part of the human experience. We close it off because we’ve been taught to do so. However, I chose to bring it up because it’s another hidden component of the WOG maps that’s pertinent to the discussion. While working on the maps, I reached my mind across space/time and tapped into the knowledge of a medieval artisan versed in the craft of map-making.

From my point of view, the wrinkled hands of a knowledgeable old cartographer became superimposed on my own and “we” worked on the map together. I don’t mean to infer my WOG maps were channeled. My mind was definitely clear and present during the entire creative process. My hands simply “knew” what to do. The resulting map art became more informed by my ability to draw upon this deep internal resource. I think gamers may be responding to an energetic residue that the map still retains from these sessions. That’s another reason the maps are so impossible to duplicate, and probably represents the best explanation of why those WOG maps possess such an air of authenticity.

4. I recall that you not only illustrated but also designed a fantasy card game called Jasmine: The Battle for the Mid-Realm. Can you tell us a little about how it came about and if you ever intend to return to it?

Thanks for asking. My card game sprang directly from the interactions of the characters from my The Story of Jasmine™ fantasy-adventure saga that ran in The Dragon Magazine from May 1980 to April 1981. I sorted my story characters into four factions, each possessing different and unique strengths and attributes. Since the card game is character-driven, it’s only natural for players to ad lib assuming the personae and traits of their particular faction during game play.

Just in time for Gen Con XV, I created the first role-playing card game. The publication of Jasmine: The Battle for The Mid-Realm™ collector card game in August of 1982 officially marks the first appearance of 1) a role-playing game using playing cards and 2) game-related cards being heavily illustrated. I was honored at Gen Con’s Ninth Annual Strategist’s Club Awards for creating the “Most Outstanding New Game in an Open Category” and still have the plaque.

My card game system defines three types of playing cards–faction cards, event cards, and special cards–each with unique actions which can change depending upon what other cards are in play or which factions are holding them. This is unique, both then and now. In his TD review of my game in August 1983, Merle Rasmussen wrote: “JASMINE incorporates a few old ideas with many new ones to create a fresh approach in card-gaming.” Another positive review of my game appeared in Avalon Hill’s Gameplay Magazine.

Despite the assertion on Wikipedia to the contrary, I did have plans to publish expansion decks with the intent of introducing the other characters within my Story of Jasmine fantasy. The game play of the green faction cards (defining the ways the King of UR and his Army cards can be used by any player) is proof I originated this seed idea. This was ten years before WOTC falsely claimed the patents, alleging that the idea of a role-playing card game belonged solely to them. They employed too many former TSR people who had copies of my game to not to know that I was the first to come up with the concept. They also violated my copyrights by republishing The Story of Jasmine™ fantasy-adventure saga without my permission.

Jasmine: The Battle for The Mid-Realm™ collector card game is also the first game to combine card actions with full color paintings in the context of playing cards. I lavished much attention on the details of the fantasy artwork. Unlike most card decks in use at the time, I illustrated all 112 playing cards. For the forty Faction cards, I created full color miniature paintings and assumed the expense of four-color printing. Additionally, I illustrated the Event and Special Cards, printing them in two colors.

Some years back, the legal department at Disney contacted me. They informed me that if I didn’t fight it, that they were going to use the name Jasmine. At the time, I didn’t have the means to defend my trademark and so was forced to relinquish it.

For those interested in owning a piece of history, Jasmine: The Battle for The Mid-Realm™ collector card —all numbered and signed from the original stock, is still available.

5. You had the chance to work with Gary Gygax again on a couple of his Castles & Crusades products for Troll Lord Games. Did it feel like a "homecoming" for you, artistically?

Sometime in 2003, Gary Gygax initiated contact with me. As our resulting correspondence blossomed into a new friendship, I very much enjoyed getting to know Gary and his wife, Gail better. My husband and I enjoyed some excellent visits with them in Lake Geneva, musing and reminiscing on their wrap-around porch.

During our e-mail discourse, from time to time, Gary would broadly mention his desire for another good fantasy map, writing things like, “Everyone thinks your The World of Greyhawk maps are amongst the best ever done…” But I refused to take the bait. Professionally, for over two decades, I’d been squarely within the bounds of “the real world.” In light-hearted ways, I evaded Gary’s attempts to interest me in doing another set of maps for him. But he had an ally in my husband, also an avid gamer. Within six months, I stepped back into the RPG world.

Yes, artistically it was a great home-coming. During 2004/05, I created a new two-map gaming set for Gary’s Castle Zygag. Also for Troll Lord Games (TLG), I poured my creative juices into the first four issues of their The Crusader Journal, and also wrote some insightful articles. I also created some character sheets, and did other miscellaneous module and book design for them. I enjoyed the work itself, the sense of camaraderie, and close creative association with Gary.

My return to RPG ended up being brief. In an industry run by hobbyists, I found nothing has essentially changed in terms of aesthetics. People who possess an educated eye for balance, proportion, and beauty will be stymied by people who are not sensitive to such things. RPG Hobbyists have different expectations, priorities and ideas about what is important to a project. Been there, done that! Any art professional who is established outside of RPG will find it difficult to cope with the assumptions of people unacquainted with the ethical standards of the graphics industry. Besides, having worked for design agencies where the price for a single logo starts at $1500 and it costs $150 per page for design, it was too tough for me to continue walking backwards.

6. What have you been up to lately? Is there any chance you might again work on some RPG projects?

My life-long search for deeper meaning has brought me full-circle—back to my beginnings. I used my thirty years away from RPG to explore all aspects of the deeply profound relationship between art and spirituality. Somewhere along the way, I became a Sacred Artist. I’m defining Sacred Art as art created through a spiritual connection to one's soul/essence and to the Divine. Right now, I am choosing to embody the archetype of the Muse—one who inspires creativity, vision, imagination and expansive thought processes. On a transpersonal level, the Muse helps people to birth and recreate their own reality so that life becomes an art form. In fact, “Art is Life, Life is Art” is my motto.

To recap, I believe synchronicity brought me back to RPG. I needed to return to this part of my past to recognize, value, and reclaim the fullness of my power. What I thought had been missing from my life turned out not to be missing at all. I needed to understand that I’ve always been a natural spiritual conduit and have been practicing Sacred Art all along. Some of my RPG fans have reported extra-ordinary experiences with regards to some of my old DMG art. If not for their accounts, I would not have gained an appreciation for my art’s great energetic potential.

The mechanism of energy transference into art is simple to understand. One way it can be accomplished is through “focused intent.” The process of fixedly concentrating upon a certain thought while engaged within a creative artistic activity can leave a sympathetic psychic frequency capable of objectively being felt and accessed. That’s my most hidden, but also my most powerful contribution to RPG. Think about the creative dynamic, of how adding an energetic feminine counterpoint would tend to have a catalyzing effect upon a male-dominated industry. My gender role within RPG concerns the science of how complementary flows of energy impart spin. Though never consciously intended, I intuitively functioned as Shakti to TSR’s Shiva.

My role as the feminine presence within D&D has always existed, but just below the surface. Instinctively, someone within TLG grasped the concept in 2006 at their Lake Geneva Gaming Convention, and gave me the title, “Our Lady of Gaming.” That designation crystallized things for me. Why not? I seldom participated in game-play as a competitor. Thus, I wasn’t “in” the game as much as “of” the game. Nevertheless, whenever I entered a game room to observe, my presence was always felt. Long before I realized it, I served as a type of inspirational Muse for RPG. In the chivalric sense, I AM “The Lady,” who makes one’s adventuring worthwhile.

One good way to explain how my art (and I) have functioned on a trans-personal level would be in Jungian terms. Through projection, I have represented (often inadvertently) the feminine component within the male psyche. From the very beginning of RPG, I’ve served as an anima projection for the gamer, a mirror. Since I reflect a man’s relationship to the feminine aspects within himself, men’s reactions towards me are as varied as their internal relationship to their animas. Now at last, I honor my ability to embody “The Feminine” and choose to embrace it as a part of my skill set.

I must be very careful about what I choose to birth into existence. It’s highly unlikely I’ll be doing much of anything more for RPG as a group. Besides, my passionate interest in spiritual art seems to clash with the comfort level of most gamers. But I won’t close any doors. I reserve the right to stir my creative juices by working on an individual basis with people who appreciate the depth of what I have to offer.

Since the beginning of 2009, I’ve been experimenting with creating digital paintings. I recently created a new, digital re-interpretation of my only published Dragon magazine cover (TD#37). Painting with light and vibrant color feels very freeing and fun. It’s like and yet, unlike traditional media. Within every pixel of “Maiden and Unicorne” I consciously placed exuberance and joy. Then something unexpected happened. The moment I achieved the “right” energetic for the image of the Virgin, the healing potential of the unicorne descended into the art! So this is my parting gift! I offer the actual healing power of the unicorn to anyone open to the possibility. But don’t take my word for it. I invite your readers to check it out for themselves.

BTW--the auction of my RPG art has yet to happen. It’s still possible to own a chunk of the past from the woman who once stood at the center of RPG.

I prefer to live in a reality where magic is not only possible but flourishes! I invite fans interested in the next phase of my continuing creative adventures to write me at: ourladyofgaming@gmail.com