Showing posts with label diterlizzi. Show all posts
Showing posts with label diterlizzi. Show all posts

Wednesday, November 6, 2024

Retrospective: Planescape Campaign Setting

When I first acquired the AD&D Players Handbook – this was sometime in early 1980 – one of my favorite sections was Apprendix IV: The Known Planes of Existence. Taking up only a couple of pages, this appendix was the first time I'd ever encountered Gary Gygax's bizarre, mysterious, and wonderfully baroque ideas about the multiverse of Advanced Dungeons & Dragons. What made Gygax's vision so weird compelling was its obsessive orderliness, which didn't simply tie the Outer Planes to each of the game's nine alignments, but to every conceivable shade in between. That's why, for example, the Seven Heavens are described as being "of absolute lawful good," while the planes of Elysium are "of neutral good lawfuls." 

Objectively, this is bonkers stuff, but I adored it and spent a lot of time thinking about the Outer (and other) Planes, aided no doubt by my fascination with the demons and devils of the Monster Manual. Despite Gygax's precise distinctions between the alignments of the Planes, AD&D didn't have a lot to say about them for a long time, aside from the occasional article in Dragon, like the ones about the Astral Plane (by Roger E. Moore) and the Nine Hells (by Ed Greenwood). And, of course, we later got Gygax's own developed thoughts about the Inner Planes, which were every bit as eccentric and persnickety as what he wrote in Appendix IV of the PHB all those years ago.

What I always wanted was a better sense of the Planes as a place and, more than that, as an adventuring locale. What sorts of adventures could AD&D characters have among the Planes? What made the Outer Planes different from the Prime Material Plane and how would this impact the kinds of adventures to be had there? The better Dragon articles, like those of Greenwood, did this well, or at least better than did Gygax, whose own ideas, while fascinating, remained largely in the realm of the theoretical. I wanted something more "down to earth," if you'll forgive the phrase. Jeff Grubb's Manual of the Planes was a good first step in that direction, but I wanted more.

As it turned out, I'd have to wait until 1994 to get that, in the form of the Planescape Campaign Setting – and it was not at all what I had expected. As imagined by David "Zeb" Cook and brought to visual life by Tony DiTerlizzi, the Outer Planes were indeed weird, though quite different from how they'd been previously portrayed. Instead of being presented as primarily the dwelling places of gods and demons, the Planes were instead a battleground between various factions of "philosophers with clubs," each of which hopes to remake reality according to their own idiosyncratic perspective. These factions, each associated (in some cases loosely) with an alignment or Outer Plane, were the driving force behind Cook's vision for Planescape. More than that, they provided an easy buy-in for player characters looking to involve themselves in the cosmic struggles of the setting.

"The setting." That's important. One of the clever things Cook did with Planescape was that he made the Planes a setting. They weren't just a place you could visit for a brief time; they were a place you could stay. Further, they were a place where even novice characters could stay, not merely high-level ones with access to potent magic. Further still, they were a place with its own native inhabitants and players could easily take up the role of one of them. Planescape gave AD&D's Planes a life of their own, divorced from the Prime Material Plane where most campaigns were set. Planescape made it possible to play entire campaigns where characters never once set foot on the World of Greyhawk, the Forgotten Realms, or any other "normal" campaign world. 

This was a bold approach and not at all what I or, I imagine, most AD&D players at the time were expecting. Not everyone warmed to Planescape's vision of the Planes. Indeed, I recall quite a few old hands who scoffed at it as taking too many cues from White Wolf's World of Darkness RPGs, which were very popular at the time. I can certainly appreciate the shock and surprise they probably felt upon reading Planescape and seeing DiTerlizzi's Dr Seuss-like depictions of the denizens of the Planes. This was not Gygax's Planes; it wasn't even Grubb's. It was something quite unique, filled with the strange, the odd, and the occasionally silly, and suffused with a punkish vibe that came through most strongly in its use of Planar Cant drawn from the criminal slang of the 17th, 18th, and 19th centuries. Many people, even fans of the setting, loathed the Cant, but there's no denying that it helped give Planescape a distinct flavor of its own.

Me, I enjoyed Planescape. It was not at all what I expected, but I enjoyed it for what it was: a strange, whimsical, wondrous take on world-hopping fantasy, with "worlds" in this case being other Planes of Existence, each with its own individual rules and style. And then there's Sigil, the City of Doors, located at the very center of the multiverse – if a series of infinite planes can truly be said to have a center. Home to the various planar factions and serving as a crossroads of the Planes, Sigil could serve as the basis for an entire campaign in itself, but it was also the perfect "home base" for planar characters whose adventures took them across the realms of the Great Wheel and beyond. Like Planescape itself, I really enjoyed Sigil and had a lot of fun with it.

I have lots of thoughts I could share about Planescape, both positive and negative, but my overall feeling for it is one of affection. I first made use of the setting as an adjunct to an ongoing Forgotten Realms campaign I ran in the mid-1990s. Later, I ran a "native" campaign among the Planes in the early days of Third Edition. Both were very well received by my players. Indeed, we still occasionally talk about some of the adventures they had in the setting. That's my usual measure of whether a gaming product succeeds – did I have fun with it? – and by that standard, Planescape is one of the greats.  

Monday, August 12, 2024

A (Very) Partial Pictorial History of Troglodytes

Since last week we looked at lizard men, I thought it would make sense to examine troglodytes next, since they're both humanoid reptilian monsters. There are, of course, lots of differences between them, starting with their alignment – troglodytes are Chaotic Evil, while lizard men are Neutral – I can nevertheless easily imagine someone confusing the two. With that in mind, how did TSR era Dungeons & Dragons visually distinguish between them?

The earliest illustrations I can find of troglodytes come from the AD&D Monster Manual (1977), both by Dave Sutherland. Sutherland gives trogs a much shorter snout and a large crest on their heads. These are both features that can be found in most of the depictions that follow.

The second illustration from the Monster Manual gives us a better look at these monsters' legs, as well as their scaly skin. Both pieces of art hide the troglodyte's tail in shadow, but it is there, if you look carefully.
Sutherland provides two additional depictions of trogs on the front and back covers of the original 1978 release of the module Descent into the Depths of the Earth. Here's the front cover, which shows them as looking little different from those in the Monster Manual.
The back cover of the module is interesting, because it depicts not only a troglodyte, but also an exceptionally long-nosed troll and a bugbear.
A troglodyte next appears in the Tom Moldvay D&D Basic rulebook (1981), as drawn by Bill Willingham. Willingham's take on the monster is clearly inspired by Sutherland's, but with a few new elements. First, ridges or frills like the head crest also appear on both arms. Also, the monster's face looks a bit more fishy or amphibian, with large, blank eyes and a mouth that reminds me of a catfish's. 
In 1982, as part of the AD&D Monster Cards, we get Jeff Dee's nifty take on troglodytes. Once again, it's broadly consonant with Sutherland's original, but Dee's version has a slightly more dinosaur-like appearance. Coupled with the stone axe it's holding, Dee gives the trogs a kind of Lost World flavor that I really like.
The same year, we get Jeff Easley's version in the AD&D module The Lost Caverns of Tsojcanth. Though recognizable because of their head crests, these troglodytes look a bit fishy in appearance. Take note of their eyes and mouths, not to mention their scales, which strike me as more piscine than reptilian in appearance. 
1982 seems to have been a big year for troglodyte illustrations, because we get one by Jim Holloway in Against the Cult of the Reptile God. Though we don't get to see the entirety of the monster, what we do see suggests that it's closer to Sutherland than any of the other artists we've examined. It's also a return to a more clearly reptilian depiction, as you can see from its mouth and eyes.

In 1985, Citadel Miniatures released a troglodyte miniature that's also very reptilian in appearance. If you look carefully, you can see not only its crocodile-like scales but also its cranial ridges (which are smaller).

Two years later, in 1987, Ral Partha gained the AD&D miniatures license and released its own version of the troglodyte. Here's a trio of them, which, to my eyes anyway, don't look all that different than traditional depictions of lizard men. They do have the cranial ridges at least, though, like Citadel before them, they're much smaller than in previous depictions of them.
AD&D Second Edition's Monstrous Compendium (1989) saved the troglodyte for its second release (MC2), which suggests that TSR didn't see troglodytes as being as important as lizard men, who appeared earlier. True or not, we get this absolutely atrocious illustration of them (by Daniel Horne) that looks like an anthropomorphic horny toad with some serious dental problems. Yikes!
Then, in 1993, Tony DiTerlizzi provides this illustration for the Monstrous Manual. It's something of a break with previous versions. DiTerlizzi opts for a newt-like, amphibian appearance rather than a reptilian one.
Reviewing this sampling of troglodyte artwork from the TSR era of Dungeons & Dragons, I'm struck by two things. First, there is some degree of consistency in the depiction of these monsters, with most artists looking to Dave Sutherland's Monster Manual art as a foundation. Second, each post-Sutherland illustrator (with the possible exception of Holloway) put his own spin on the troglodytes by giving them some fish-like or amphibian characteristics. I can certainly understand why they might do this, since it's a good way to distinguish trogs from lizard men (and other reptile men) visually. At the same time, I think this variability contributes to rather than diminishes the conflation of troglodytes and lizard men, which likely explains why my vision of troglodytes is very close to that of Sutherland.

How about you? How do you view troglodytes?

Wednesday, August 7, 2024

A (Very) Partial Pictorial History of Lizard Men

Lizard men were introduced into Dungeons & Dragons in the pages of its first supplement, Greyhawk (1975). The first illustration of them appears on the inside cover of Supplement I, provided by Greg Bell. As we'll see, this image established the general outlines of what D&D's lizard men look like and nearly all of those that follow will use it as the foundation on which to build their own specific interpretations.

The next time we see a lizard man is the Monster Manual (1977), with artwork provided by Dave Trampier. There's a lot of similarity between Tramp's depiction and that of Bell above, like the tattered loincloth, spiny ridges on the head, and serpentine tongue. This is my default mental image of a lizard man, probably because it's the first one I ever saw. 


In the 1980 Rogues Gallery, Jeff Dee provided an illustration of a lizard man – or, rather, a human who was reincarnated as a lizard man by druidic magic. Aside from the additions of bracers and pirate boots, the latter of which are quite common in Dee's artwork, this looks pretty similar to the work of both Bell and Trampier. 
That same year, Grenadier Models acquired the AD&D miniatures license, producing numerous boxed sets of 25mm figures. One of these sets, Denizens of the Swamp, featured lizard men on its cover by Ray Rubin. The lead lizard man looks almost identical to Trampier's version from the Monster Manual. 
The Sinister Secret of Saltmarsh was published in 1981 and contains this piece by Harry Quinn. Once again, we can see the influence of both Bell and Trampier, though I'd say Trampier has the upper hand. Look, for example, at the skull necklaces the lizard men are wearing, as well as their shields.
The module's immediate sequel, Danger at Dunwater (1982), also features lizard man art, this time depicted by Timothy Truman. Truman's take on the monster is much more bestial and savage.
The same year, the AD&D Monster Cards appeared. Jim Roslof offereed us his take on the lizard man, which doesn't differ all that much from the one found in the Monster Manual. Note again the presence of the skull necklace.
The 1983 Dungeons & Dragons cartoon series featured lizard men several times during the course of its run. Here's a trio of them, one of which (again) wears a skull necklace.

Jim Holloway's depiction of lizardmen in the AD&D Second Edition Monstrous Compendium is notable for downsizing the head and back ridges while also extending them to the end of the tail. Holloway also shortened the snout and shrank the size of the mouth. 

Tony DiTerlizzi's interpretation of lizard men appeared in the 1993 Monstrous Manual. It's very distinctive in many ways, such as the legs. Interestingly, DiTerlizzi gave the lizard man a polearm that looks very similar to the one Greg Bell included in his original illustration. I wonder if this was intentional.
Lizard men are not monsters about which I think a great deal, so it was instructive to take a look at their depiction during the TSR era. While there are undoubtedly many I've not included here – feel free to post your favorites in the comments below – what strikes me most about the ones I have included is how similar they are. Greg Bell laid a foundation in 1975 that Dave Trampier then built upon; all subsequent artists have either directly copied or slightly altered their work. 

Monday, July 29, 2024

A (Very) Brief Pictorial History of Beholders

The creation of Terry Kuntz, brother of Rob Kuntz, the beholder first appeared in Supplement I to OD&D, Greyhawk in 1975. Since then, the eye tyrant (as it is sometimes known) has become a very strong contender for title of Most Iconic Monster of Dungeons & Dragons. It's also one of my favorite monsters in the game. The first illustration of a beholder appeared on the cover to Greyhawk and was drawn by Greg Bell. As you'll see from the artwork that follows, Bell's version of the beholder is quite distinctive, having a smooth body, a sleepy-looking central eye, and a comparatively small mouth.

Tom Wham, in the AD&D Monster Manual (1977), takes a slightly different tack. His beholder looks to be armor plated. Its central eye is large and bulbous, while its mouth is huge. This is the first version of the monster I ever saw, so it's my default image of it.
A couple of years later, in 1979, The Official Advanced Dungeons & Dragons Coloring Album was published by Troubador Press. The book contained this image of the beholder by Greg Irons. In general, I'd say it looks closer to Wham's illustration than Bell's.  

The next year, 1980, was when the first official AD&D miniatures appeared. Here's a beholder as painted by Ray Rubin, from the box art of the "Dwellers Below" set. Its appearance is quite close to that of Wham's illustration.
The actual beholder miniature from the set looks like this:
Issue #76 of Dragon (August 1983) includes the article, "The Ecology of the Beholder" by Ed Greenwood and Roger E. Moore. Accompanying it is this illustration of a beholder by Roger Raupp. Take note of its eye stalks, which looks a bit like the legs of a crab or spider.
A month later, in September 1983, the second episode of the Dungeons & Dragons cartoon series featured a beholder. Its eye stalks are snaky or wormy in appearance, while its mouth has the largest teeth of any version yet.
Citadel acquired the AD&D miniatures license in 1985 and produced a beholder figure. I don't know the precise year in which it was released. Though it's somewhat hard to tell from this image, the miniature looks pretty close to the Monster Manual depiction, right down to the plated body.
Also released in 1985 were the Dungeons & Dragons Master Rules, which included this picture of a beholder, as imagined by Jeff Easley. This illustration is interesting for its half-lidded appearance, something that's not really present in previous versions.

Toward the end of the 1e period, TSR released Waterdeep and the North (1987) for use with the Forgotten Realms setting. Its cover includes a beholder by Keith Parkinson. His version not only includes segmented eyestalks like Roger Raupp's but also upper and lower eye lids.
The cover to the Monstrous Compendium (1989) features a beholder by Jeff Easley. The armor plates are not present. Instead, the beholder appears to be very fleshy in appearance.
Meanwhile, the MC's interior gives us this illustration by Jim Holloway. The armor plates are back, as are the broad proportions of Wham's Monster Manual illustration (though the eye stalks look unique).
The Monstrous Manual (1993) gives us this very odd illustration by Tony DiTerlizzi, which may have the largest central eye-to-body proportions of any version of the beholder. 
I have intentionally excluded all the artwork of beholders found in the Spelljammer boxed sets and modules, both because there's so much of it and because it's intentionally varied in keeping with its idiosyncratic interpretation of beholders. Consequently, I'm not certain the extent to which they're at all representative of depictions of these monsters during the TSR era of D&D. On the other hand, it's quite possible these depictions were influential on those that followed in the '90s and into the 21st century. If anyone has any thoughts on this particular point, I'd be interested in hearing them.

As usual, I've no doubt left out a lot of illustrations, focusing primarily on those I either remembered clearly from my youth or those appearing in products to which I have ready access. If you feel like there are notable ones I've forgotten, I'd be interested in learning about those, too. 

Monday, July 22, 2024

A (Very) Brief Pictorial History of Mind Flayers

The people have spoken, which means I shall continue this series for a while longer. In reviewing the suggestions offered by readers, one of the more popular ones was the mind flayer. Since this tentacled monstrosity is also my favorite Dungeons & Dragons monster, I thought it'd make sense to kick off the next round of these posts with a look at mind flayers (or illithids, as they were called in Descent into the Depths of the Earth). 

Though the mind flayer first appears in issue #1 of The Strategic Review (Spring 1975), the first illustration of it does not appear until a year later, in Supplement III, Eldritch Wizardry (1976), as drawn by Tracy Lesch. Despite how early it is, this is clearly recognizable as the monster of later depictions – a rare instance when someone other than Dave Sutherland laid the esthetic foundations upon which later artists would build.


Speaking of Dave Sutherland, here's his take on the mind flayer from the Monster Manual (1977). You can see that he was riffing off Lesch's original conception, right down to having four facial tentacles and a preference for high-collared robes of the sort favored by Ming the Merciless.

Like the kobold, the mind flayer gets two illustrations in the Monster Manual. However, this second illustration is not by Sutherland but rather by Tom Wham. Though humorous in tone, Wham's art shows a mind flayer that looks very close to its predecessors. He even includes the skull on the monster's belt. (Also of interest is that one of the illithid's victims is a halfling.)

The aforementioned Descent into the Depths of the Earth (1978) not only gives us the name illithid but also this terrific illustration (by an uncredited artist that I nevertheless think is Dave Trampier). Again, note the similarities to its predecessors.
1980 gave us several different illustrations of mind flayers, starting with this one from The Rogues Gallery by Erol Otus:
We get another, from Jeff Dee this time, in Expedition to the Barrier Peaks. It's one of my favorites of all time, probably because it's different. Rather than showing the illithid in a high-collared robe like every previous artist, Dee puts him in a sci-fi uniform, wielding technological devices – and it feel right. I can't be certain, but I suspect this illustration is the origin of the widely held notion that mind flayer are from another world (or even the future).
1980 also brought us the first mind flayer miniature from Grenadier Models. By most standards, it's pretty goofy looking, but you can see, if you look carefully, that it's heavily inspired by Sutherland's Monster Manual illustration. For example, the mini has similar sleeve decoration and he's wearing the same strange harness seen in the MM.
The next year, in 1981, AD&D modules D1 and D2 were combined together under a single cover, with the addition of some new art. One of those pieces of art appeared on the back cover of the module. Drawn by Bill Willingham, this is the first time we've seen a mind flayer in color.
In October 1983, in issue #78 of Dragon, Roger E. Moore's "The Ecology of the Mind Flayer" appeared, accompanied by a Roger Raupp illustration. What's notable about this illustration is that the illithid is not wearing a high-collared robe, but he is wearing that harness seen in previous illustration.
Citadel Miniatures briefly held the license for AD&D miniatures and produced several mind flayers in 1985, such as the one below. The high-collared robe returns once more.
By 1987, the license passed to Ral Partha. The company held the license for almost a decade and, during that time, they produced this mind flayer miniature:
I don't know precisely when this mini was produced, so, if anyone knows, please let me know in the comments. This is important for a reason that will become apparent shortly.

For the 1989 Second Edition Monstrous Compendium, we get an illustration from James Holloway. Though some of the details are different – notice the brain you can see inside the mind flayer's head – but it's still not far from what we've seen many times before, including the high-collared robe.
Finally, there's 1993's Monstrous Manual whose depiction was done by Tony DiTerlizzi.

The illustration looks just like the Ral Partha mini above – unless it's the other way around. That's why I'm curious about when the miniature was released. My suspicion is that the DiTerlizzi illustration came first, but I cannot prove it.

With that, we come to the end of my brief look at mind flayer artwork from the TSR era of Dungeons & Dragons. I know I've probably overlooked a lot of illithid illustrations from Second Edition, like the one on the cover of Spelljammer, but I've already presented enough, I think, to give a good sense of how these monsters were presented during the first two decades of D&D. However, if you can recall any illustrations of mind flayers you think are especially worthy of comment, let me know. 

Monday, July 15, 2024

A (Very) Brief Pictorial History of Halflings

For today's look at the art of TSR era Dungeons & Dragons, I've decided to step away from monsters and instead focus on something a little different: halflings. Halflings, as everyone knows, originate in the works of J.R.R. Tolkien and have little or no antecedents in real world myth or legend. Despite Gary Gygax's well-known dislike of The Lord of the Rings, he was, however, a fan of The Hobbit, which introduced halflings – or, rather, hobbits – to the world. Both books were very popular among fantasy aficionados during the early 1970s, when D&D was born, so it's not at all surprising that Tolkien's diminutive creations should find their way into the game (along with several of his monsters). Of course, this usage was completely unauthorized and legally dubious. Saul Zaentz's Middle-earth Enterprises threatened legal actions against TSR for its usage of "hobbit" (and "ent" and "Nazgûl," I believe) in OD&D. Subsequent printings of the game, such as the one I own, changed "hobbit" to "halfling" and that term then became the common one in Dungeons & Dragons. 

There are no clearly identified illustrations of halflings in OD&D. However, there is this piece of Greg Bell artwork that I think is supposed to be a halfling:

As you can see, the illustration is crude and looks more like the common depiction of a leprechaun – note the hat – than what we now expect of a hobbit or halfling. However, there are no leprechauns in OD&D, playable or otherwise. Further, if you look carefully, you can see the figure above is using a sling in his right hand, a signature weapon of halflings in both OD&D and the Fantasy Supplement to Chainmail. 

The earliest unambiguous illustration of a halfling comes in the AD&D Monster Manual by David Sutherland. Sutherland's depiction is broadly consonant with Tolkien's descriptions of hobbits, including their hairy feet.
The next year, in 1978, Sutherland illustrated module B1, In Search of the Unknown. One such illustration shows a short figure I assume is meant to be a halfling. Because he has no beard, I don't think he's supposed to be a dwarf, but there's no way of knowing for certain.
Next up is Bill Willingham's take on a halfling from the 1980 reprint of White Plume Mountain – even though it actually depicts a polymorphed efreeti masquerading as a halfling. Once again, furry feet à la Tolkien are visible.
1980 also saw the release of Slave Pits of the Undercity, whose cover features this towheaded halfling by Jeff Dee.
The Tom Moldvay D&D Basic Set (1981) includes this depiction of several different character classes by Dave LaForce. In the bottom right-hand corner, you can see a halfling, armed with a bow. 
The Cook-Marsh Expert Set (1981) includes one of my favorite depictions of a D&D halfling (by Jeff Dee). 
Frank Mentzer's 1983 revisions of the Basic and Expert Sets include many illustrations of halflings, probably the most of any TSR edition of Dungeons & Dragons. For the purposes of space, I'm including only a single example (by Larry Elmore), though there are many other excellent options to choose from.
The same year saw the release of The Shady Dragon Inn, a supplement filled with artistic renderings of every conceivable D&D character type, including halflings. It also features portraits of characters based on the LJN D&D toy line, such as Figgen the Halfling Thief (whose toy, ironically, was never actually produced as far as I know). This is Timothy Truman's version of Figgen:
In the third episode of the first season of the Dungeons & Dragons cartoon series (also 1983), we're introduced to a character called Hector the Halfling (who's actually bad guy Venger disguised by magic). He's the only halfling to appear in the series of looks quite different than all previous depictions of the race. He lacks hairy feet, but he wears peculiar pants that cover half of his oversized feet, leaving the toes visible. He also has pointed ears, an inconsistently portrayed aspect of D&D halflings.
The Forgotten Realms Campaign Set (1987) presents us with another slightly anomalous vision of halflings. Jeff Easley's halflings are skinny, goofy-looking little people with mildly larcenous demeanors. They still have big, slightly hairy feet, but otherwise strike me as quite unique.
Jim Holloway's version of halflings from 1989's Monstrous Compendium is, in my opinion, a little creepy, with his heavy eyebrows, half-lidded eyes, and languorous pose. He also boasts a veritable mane of hair that starts at his ankles and then drapes over the tops of his feet. To my eyes, the overall effect is suggestive of a satyr rather than a hobbit and I can't say I'm keen on it.
Tony DiTerlizzi's piece from the 1993 Monstrous Manual is better, exuding a kind of scrappy heroism that works well for halflings. 
As you can see from just this small sampling of illustrations, there's never been a fully consistent conception of halflings. I wouldn't be surprised if this was driven, at least in part, by a desire to legally distinguish D&D's diminutive race from Tolkien's hobbits. At the same time, there can be no question that, at base, halflings are hobbits in all but name. The presence of hairy feet – a characteristic derived from Tolkien – in nearly all of the above pieces of artwork demonstrates that. If the intention were to avoid comparisons to the denizens of Middle-earth, you'd think removing that feature would have been at the top of the art director's list. (Interestingly, the kender of Dragonlance pointedly wear shoes – take that, Saul Zaentz!).

There's a lot more to be said on this topic, I think, but I'll leave that to another day. For now, I'm interested in your thoughts about both the art and the place of halflings in your own D&D campaigns. Do you use them? Do you, like me, replace them with another race? Or you omit them entirely?