Showing posts with label david trampier. Show all posts
Showing posts with label david trampier. Show all posts
Tuesday, June 21, 2011

Dungeon Crawl Classics: Cover

    Trampier is a hard act to follow.

    His cover of the ADnD Players Handbook is so iconic (and not just to the millions of players who grew up with the DnD game in the period 1978 to 1983) that all the subsequent illustrations pale in comparison.

    Even though TSR eventually replaced the original cover of the Players Handbook, Trampier's illustration transcended all the covers that came later, and the original cover has spawned endless homages, parodies and imitators.

    Dungeon Crawl Classics RPG has it's work cut out for it, then, in trying to come up with the look for the Dungeon Crawl Classics RPG. In order to be successful, they need to attract four groups of gamers. One, the old-school gamers who are still playing pre-third edition DnD. Two, d20 gamers who want to try an old-school system that is in-print. Three, Pathfinder and 4E gamers that are aching for something a little more unpredictable. And four, lapsed gamers who are nearing middle age and want to relive the magic of those halcyon days of ADnD.

    The last group is the most important for Goodman Games. Why? Because the other three have built-in biases about what they want or need from a game. The lapsed gamers though, they will be walking into a game-store, looking for something that immediately reminds them of the games they played in their youth.

    Which is why the decision on a cover for DCC RPG is so important. Those lapsed gamers will see Hackmaster and a plethora of other games, with homages to the original Trampier cover, and be drawn to them for nostalgic reasons.

    I'm sure you can see where i'm heading here.

    I really like Doug Kovacs' illustrations. He's a talented artist. I particularly like his illustrations on pages 51, 55, 61, 77 and 91. But the cover illustration for Dungeon Crawl Classics doesn't say Dungeon Crawl, or Classics, at least not to me.

    And before you think that I want to see another imitation of Tramp's Players Handbook cover, let me assure you that I don't. The original Tramp cover has been re-done too many times. However, this Roslof illustration fits the Dungeon Crawl Classics moniker much better. It shows a party engaging in a dungeon crawl. And it showcases the four classic characters; fighter, magic-user, cleric and thief. The poster also used the old DnD font, which some think apes the trade-dress of original DnD too closely, but would certainly catch my attention if I was a nostalgic lapsed gamer, looking to re-engage in an beloved past-time, or introduce it to my children.

    And finally, if that Roslof illustration doesn't match your vision of what the front cover of a Dungeon Crawl Classics game should look like, let me suggest another great Tramp illustration, that has not been overdone but would serve as fodder for an apt homage and alternate cover for DCC RPG.Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/david%20trampier
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Friday, May 6, 2011

Wormy Collection - David Trampier

    Here are several panels from David Trampier's Wormy cartoon, these from the February 1980 issue of The Dragon magazine. Wormy ran for roughly 100 issues before Trampier withdrew from public life.

    The story (or at least the speculation) of Tramp's mysterious disappearance is well-known among old-schoolers. Several years ago Tramp briefly resurfaced, as a taxi driver. My thoughts turn to Tramp now and then, particularly when i'm looking at some of the D&D artwork from the late 70's and early 80's.

    Here's an interesting tale about one fan's encounter with Tramp in 2002. This story is completely unverified, and can be found near the bottom of the second page of a thread on the Paizo website, here.

    I'd like to think that the story is true, if only because it is comforting to think that Tramp still retains the rights to Wormy, and has additional pages of Wormy that will, someday, be shared with the world. Take the story, below, with a grain of salt, obviously.

    ----------------

    Hello all,

    I stumbled on your Trampier discussion and, as someone who recognizes your hunger for news Tramp, have decided to contribute some information. Essentially this comes from my own experience with Tramp from about five or so years ago.

    I do respect those of you who believe in letting sleeping dogs lie, respecting Mr. Trampier's privacy, etc. In retrospect, perhaps I shouldn't have done this, and I am deeply sorry if I did cause Mr. Trampier any agitation.

    Here's what I can tell you. I managed to track Trampier down and got in contact with him. At the time I was collecting original fantasy art and I really wanted to buy some original Wormy pages from him. The good news is that he wasn't selling any because he still is attached to them and still has the dream of publishing them all someday. So if any publishers are reading this, I know Trampier has a rocky past history with TSR, but in all likelihood a publishing deal could be worked out to reprint Wormy and he still has all the originals to print from (save 3, see below). At least as of five years ago he still held out that dream. While I don't know if he truly finished the second story arc (there were two - the first ended with the Wizard Gremorly and Solomoriah the winged panther's failed attack), he does have finished pages that were never published (which I never saw but he told me about). Even an incomplete trade edition would be a classic.

    Trampier said he does own the rights to Wormy, completely. He said his self-published compilation never happened because he couldn't raise enough money to make it happen.

    Trampier's voice is exactly how you might imagine it to be - gravely and warm with the smoky flavor of someone who prefers to "roll his own". At the time that I called Trampier was involved in trying to set up a tobacco shop, but I have no idea if that ever panned out.

    Trampier is a big Pogo fan. He cited Walt Kelley's classic strip as the primary influence for Wormy. This isn't entirely surprising, given the art style and political subtext of several Wormy strips. In a way the Wormy material is a classic American retelling of slavery - just read the episode where Rudy has a long conversation with a caged troll if you don't believe me. Wormy isn't as heavily political as Pogo, but it's there.

    I noted that there were no female characters in the strip and asked him why (although this isn't unheard of in many boy's adventure comics - women are kept at a bare minimum, say, in Tintin). He said it was because an early strip with Irving dreaming of a bare breasted female centaur made TSR uneasy about offending readership, so as a joke he decided to remove women altogether. I don't own that issue of Dragon myself, but I've seen it online and it does seem to be the only episode with a female character.

    The only pages of Wormy that Trampier does not own, so far as I am aware, I own. I purchased these from a former TSR employee. When I called Trampier I told him about the pages and offered to return them, since I wasn't sure of their provenance (i.e., purchase history.) Trampier graciously allowed me to keep them, which I am grateful for. The three pages in question feature Otis and Rudy looking in a river cave mouth for trolls, then getting spooked at the thought that a kraken might be lurking. Afterwards Catfish and Bender (the Salamander) pole through on the back of a belly-up, dead Long-bellied Mudsucker fish. If anyone ever does want to publish the run of Wormy and needs these pages to reproduce (with Trampier's permission, naturally), I am entirely willing to lend them to the cause.

    I'm bringing up the art because, frankly, it's gorgeous. Trampier used a special kind of magic marker to color his work (I can't remember the name he told me, but apparently that brand is no longer made), but the way he used them made his work look like it had been painted with watercolors. If you've ever looked at original comic art, even the big names will "cheat" using white-out, etc., so that often the final printed product looks more perfect than the original. Not so with Trampier. Every line is perfect, every color vibrant and nary a corrected mistake visible. I've seen a fair amount of original comic pages and I haven't seen anything to rival Trampier's sheer craftsmanship and painstaking labor. The pages practically glow like stained-glass windows.

    Trampier confirmed to me that he had had a falling out with Mohan and company at TSR, and was surprised to learn the company had been purchased by Wizards of the Coast. He was entirely unaware of the interest expressed in his work on the internet, as he didn't have a computer or an internet connection at the time. He was happy to hear that the interest was there. Incidentally, at the time someone was posting Wormy pages and had stirred up controversy for doing so since they are Trampier's intellectual property and this person (not me, no relation, etc.) had not obtained permission. By the time I called Tramp they had capitulated and taken the images down. Trampier's words to me were that "I WANT people to see Wormy" and that this internet posting sounded fine. For the record.

    The first call was really magical. Trampier was good humored, informative, and appreciated my compliments, and there I was, talking to a legend who had really impacted my childhood. Frankly I pretty much subscribed to Dragon back in the day just for the Wormy strips.

    Things sadly went downhill from there. Without getting into it too much, Trampier withdrew, and stopped responding to my letters and inquiries into work that he had previously stated he was willing to sell (at the time, the pencil drafts for the Wormy pages, not the finished pages. And if anyone is curious, he doesn't have any of the classic Monster Manual drawings. Artist Tony DiTerlizzi does have the original of the Pseudodragon, but the rest are currently in oblivion. Apparently Trampier never got those drawings back from TSR, unlike the Wormy pages.) From my experience I do believe speculation that Trampier has some personal issues is likely true. I also want to stress that Trampier was never anything but polite to me when we did talk.

    People can make of this what they will. I hope at least that this satisfies some curiousity about the David Trampier of five years ago. I understand why this could be read as a cautionary tale for would-be seekers, but I do hope that someone at TSR, paizo, etc will seek him out with a serious offer to collect and publish his Wormy material. He may have his quirks, but those strips are some of the most accomplished ever produced, they have a powerful base of nostalgic fans, and Trampier himself still holds the material, the copyright, and the will to have it published. He probably could use the additional monetary support too, frankly. It is certainly worth inquiring.

    How to track him down? I'm sorry to say that you are on your own. I've moved, had several computer crashes, and no longer have Trampier's number or address. But I found both the old fashioned way in the first place, and so could anyone, no detective experience required. Personally, I hope that a publisher WILL contact him and at least make the attempt while it could still benefit Trampier himself - who knows what will happen to the Wormy material after Trampier does pass on. It could be lost, sold and scattered, or destroyed (Tramp's wife doesn't really seem to appreciate that part of his life). Simple fans just wanting to pay homage like I did should probably tread more lightly.

    So there you go. That's my story. I hope it was helpful to you. And somebody, anybody, one way or another, please publish this classic of American pop culture.

    By the way, for interests of privacy, my email address is bogus. I will try to respond to questions posted here for awhile if anyone has any, but I think I've already told you everything I know.

    ----------------

    I have a respectable, if incomplete selection of old Dragon magazines, so I don't need to pay for a Wormy Collection. But if Paizo somehow convinced Tramp to allow them to reprint all of the Wormy cartoons, along with any other artwork he has stored away, i'd be buying that. Particularly if the proceeds went to provide a comfortable annuity for Tramp. Anyways, here's my $100, waiting to be spent on a Wormy Collection.

    Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/david%20trampier
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Saturday, February 19, 2011

David Trampier And The Giant Spider

    Here is another black and white David Trampier illustration, a full page treatment of an adventuring party and a Giant Spider. This illustration appears in the 1977 Advanced Dungeons and Dragons Monster Manual.

    I love the off-camera character, on the right side of the illustration, pointing at the giant spider, with the halfling beside him displaying a stunned or horrified look.

    The rest of the party is clearly oblivious to their imminent doom, instead focused on some other off-camera dungeon feature, and only vaguely interested in the sticky web barring their way, with the fighter lazily attempting to cut through the strands. Or perhaps the magic user and dwarf are cautioning the fighter against or encouraging him into using the torch on the web.

    Note that the fighter is not your buff, plated superhero, but looks to be rather modestly furnished with a backpack, sword and scale or chainmail armor. The dwarf seems to be wearing splint mail and has a shield strapped to his back. I think its also interesting that the fighter is the party member carrying the torch. Did it get passed to him just before the events depicted in this picture?

    Another fine example of implied narrative from Tramp. How will this scene resolve itself? Will the party be surprised, and the fighter felled by the poison of the Giant Spider? Or will they notice the spider lurking above, and succeed in defeating it and collecting its treasure?Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/david%20trampier
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Tuesday, February 15, 2011

Old School Monsters: Displacer Beast

    At the risk of attracting the Hentacle and cosplay crowd, i'm going to post about the tentacled Displacer Beast (apparently the pet of the Dirty Pair), a criminally underutilized Dungeons and Dragons villain.

    The Displacer Beast is no ordinary old-school monster. Simply describing the Displacer Beast as a monster fails to do justice to the Displacer Beast's potential.

    The Displacer Beast is a fascinating addition to the DnD universe, appearing very early in the bestiaries of the Dungeons and Dragons role playing game. The Displacer Beast dates back to the 1975 Greyhawk D&D supplement and is based on an antagonist created by A. Elton van Vogt in 1939. That creature is the Coeurl, and appears in the story "Black Destroyer". It, along with the Ixtl from van Vogt's "Discord In Scarlet", provided inspiration for the Aliens Movie cycle.

    In Dungeons and Dragons, the Displacer Beast is described as a black, six-legged, puma-like creature, with at least two tentacles sprouting from its back. The original 1977 AD&D Monster Manual does not tell us how big it is. However, it has six hit dice, suggesting that it is fairly large.
    In the DnD mythology, the Displacer Beast and the Blink Dog are described as mortal enemies, not surprising since Displacer Beasts are evil and Blink Dogs, good. Pictured above is a pack of Blink Dogs, chowing down on a dead Displacer Beast. This looks to be a David Trampier piece, but someone can correct me on that score. The bottom illustration from the 1977 Monster Manual is definitely Trampier.

    The image below is from Tony DiTerlizzi's blog. He was the illustrator for the 1994 Monstrous Manual Displacer Beast. In the Monstrous Manual, we discover that the Displacer Beast is eight to 12 feet long. It's notable ability is that it appears to be "displaced" several feet from its actual position. A rather banal ability, which simply makes it more difficult to hit in combat. Yawn.



    I say that the Displacer Beast is an underutilized villain, because the creature on which it is based makes for an interesting denizen within the first three levels of a dungeon. To give you a sense of its potential, I give you a passage from a review of Voyage of the Space Beagle, from The Quill & The Keyboard:

    "Coeurl (the Displacer Beast) tries to pass himself off to the Earthmen as an animal worthy of study, but his insatiable hunger, criminal nature, and contempt for the primitive visitors exposes him to suspicion after he murders one of the crew. Soon it is a battle of wits as Coeurl keeps the Earthmen guessing while the explorers try to determine the alien's guilt and the extent of its incredible powers."


    Not all dungeon denizens are meant to be fought, at least not initially. In the case of the Displacer Beast, this creature is better utilized as a source of adventure hooks.


    In Voyage of the Space Beagle, the Coeurl needs to feed off the id of its' prey. What if the id is analogous to hit dice, and the Displacer Beast gets more bang-for-the-buck from those with higher hit dice?


    To use a mathematical analogy, suppose that the satisfaction the Displacer Beast derives from feeding is the square of the hit dice. So a player, or monster that the Displacer Beast feeds on, that is 3rd level or three hit dice, provides nine times as much satisfaction to the Displacer Beast as a 1st level or one hit dice monster. He needs to eat nine first-level players to get the same satisfaction as one 3rd level monster.


    The Displacer Beast then, rather than killing a party, encourages them to capture high hit dice monsters (say, a couple of Ogres that "stole and item from him") and bring them to him. The Players need not know that the Displacer Beast is using the party to feed his evil hunger.

    The Displacer Beast may promise them rewards for doing so, and may be a reliable source of information, so the players acquiesce to the Displacer Beast's requests that they capture and deliver monsters to him. Eventually, however, the players should discover why the Displacer Beast is doing that, or they get to a sufficiently high level that the Displacer Beast views them as a tasty meal.

    To protect the Displacer Beast from harm, at least initially, I would suggest that the Displacer Beast be able to create a field of darkness around itself, from which it parlays with the adventurers. Hints as to who is speaking from the darkness may be dropped, by occasionally having a tentacle wave from the darkness, and allow the dispel magic, light or dispel darkness spells to interfere with this creature's field of darkness ability.
    Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/david%20trampier
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Tuesday, December 14, 2010

Old-School Monsters: Catoblepas


    This Dave Trampier illustration appears in the Advanced Dungeons and Dragons Players Handbook, circa 1978.

    It is the Catoblepas, which makes it's first appearance in the 1977 AD&D Monster Manual. The Catoblepas is not an original creation of Gygax and Arneson, as it is referenced by such people as Pliny the Elder and Leonardo da Vinci. Both Pliny and da Vinci report that the Catoblepas is a shaggy beast with a head so heavy that the creature can barely lift it. A good thing too: it's glare turns you to stone, or it's breath poisons you, depending on which ancient or medieval source you believe.

    I find this illustration of the Catoblepas notable for a couple of reasons. First, the picture it is illustrated from the viewpoint of the Catoblepas, not the characters who are battling (or fleeing) it. I think you will be hard-pressed to find many modern fantasy rpg illustrations that are framed from this perspective. Most modern fantasy illustrating focuses on the characters, not the monsters they are battling. The alternative perspective employed here diminishes the importance of the party, and puts the Catoblepas in the foreground of the picture frame, elevating it's stature and importance.

    The other notable thing about this illustration is the characters look like run-of-the-mill types, not Paladins in gleaming armour, Amazons in scale-mail bikinis, and Wizards bursting with magical energies. No, these are farmers-turned-adventurers, and they are clearly outmatched by the Catoblepas. In modern heroic rpg art, the super-characters would instead be closing in for the kill, not hesitating, fleeing, or screaming non-sensically.

    Perhaps i'm simply worshipping at the Altar of Tramp, but to my way of thinking, there is something far more interesting about an illustration where the outcome of a battle is in doubt, where the Mountie doesn't get his man, where the adventurers turn and run away so they can fight another day. Tramp and the other old-school artists got it right, whether it was portraying the adventurers involved in absurd and humorous situations, losing battles, or partaking in mundane adventuring activities.
    Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/david%20trampier
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Monday, November 1, 2010

Emirikol The Chaotic In Rhodes

Monday, September 20, 2010

David Trampier, Ambiguity And Implied Narrative

    If you want to read a really good article on David Trampier's art, you can find it here.

    The term "Implied Narrative" has been adopted to describe Trampier's style, a style of which I am very fond. I must admit that most every piece of D&D art that I have viewed, since becoming acquainted with Trampier's artwork, has been judged against his narrative approach.

    Several months ago I mentioned the early black and white artwork of Todd Lockwood. The early Lockwood illustrations also capture a narrative ambiguity which I find compelling.

    Viewing Lockwood's illustration of Orcus, I found myself asking: Is Orcus sleeping or drooling? Why is has this woman been brought to his throne? What happens next? The great strength of Tramp, and other artists like Lockwood, is not just that the scenes they depicted were filled with action, drama or suspense.

    Like my favorite art, I prefer implied narrative in my role-playing games as well. To quote from Only A Game:

    "Implied Narrative: this is another category of [game] narrative where, like The Sims, there really is no writer-defined narrative per se, but the stories emerge from a dynamic play environment."

    No writer-defined (or Dungeon Master defined) narrative. I think this is the key (or what we imagine to be the key) to the appeal of Trampier's artwork, and the appeal of old-school gaming. The lack of agenda on the part of the Dungeon Master when it comes to what story will be told.

    Like a good Dungeon Master, Tramp wasn't necessarily rooting for the good guys. Heck, we don't even know that characters in his illustrations, or the player characters in our games, are the good guys! That is up to the players themselves, or the art-viewers, to decide.

    Just like the ending to their story is up to the players.
    Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/david%20trampier
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Tuesday, July 27, 2010

Dungeon Masters Screen For AD&D


    I've been looking for one of these AD&D Dungeon Masters Screens for several months, and was fortunate to recently come across one in the used gaming section of The Sentry Box. Score!

    This artwork was produced by one of my favorite old-school artists, David Trampier, and features the golden idol from the cover of the original Players Handbook. It also gives a nod to the old TSR Lizardman logo (look where the dragon is breathing fire, and you will see a Lizardman with a halberd).

    I find it interesting that the warrior in the bottom right corner of the screen has blue-tinged eyeballs. Did I notice that 30 years ago?
    Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/david%20trampier
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Tuesday, June 29, 2010

The Village of Hommlet

    There are quite a few old-school Dungeons and Dragons players and DM's who have a soft spot for module T1, The Village Of Hommlet.

    I mentioned several days ago that David Trampier illustrated the cover of T1. I don't know that this artwork is quintessentially Tramp, but it is somewhat visually interesting, if not terribly inspiring. The antagonists with the flaming eye emblasoned on their armor and clothes seemed Tolkien-esque.

    I'm guessing the armored dude is Lareth the Beautiful (yes, for those who did not know where Lareth comes from, he makes his first appearance in this adventure), but I don't every recall encountering a giant lobster. Is there a giant lobster in this adventure, and did anyone have a memorable encounter with it?

    I'm off to the cabin in ... an hour and forty minutes. I will be posting while on vacation, but don't be surprised if one or two of my posts are of scenic views rather than gaming-related posts.
    Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/david%20trampier
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Friday, June 25, 2010

Another David Trampier Remorhaz

    Trey described the Remorhaz as possessing a fu-manchu mustache. A very apt description of this monster's facial appendages.

    This is another David Trampier illustration, based on the original Erol Otus concept. While Otus may have conceived of the original design for the Remorhaz, Trampier has added all sorts of layers of interest. This picture appears in G2, The Glacial Rift of The Frost Giant Jarl, published as an AD&D adventure module in 1978.

    Check out the back of the Remorhaz: it almost appears to be suckers or anemones sprouting from it.

    A nice additional touch to this illustration that simply screams Trampier: look closely inside the mouth, and you'll see the feet of an adventurer, recently swallowed by the beast.Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/david%20trampier
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Wednesday, June 23, 2010

Trampier's Frost Giants


    I was surprised to discover two things, as I went hunting for more David Trampier illustrations:

    (1) Trampier illustrated the cover of module G2, The Glacial Rift of The Frost Giant Jarl; and

    (2) Trampier was not terribly prolific when it came to Dungeons and Dragons module covers.

    Trampier did very few module covers: the only one I can recall, other than G2, is T1, The Village of Hommlet.

    While Trampier is strongly associated with the AD&D Players Handbook, the Monster Manual, the Dungeon Masters Screen, module T1, The Village of Hommlet and module S1, Tomb of Horrors, Tramp is relegated to back-up and interior artist in many of the other early books and adventures. David Sutherland enjoys more artistic exposure in the AD&D modules, while Erol Otus' art is similarly synonymous with Basic D&D.

    I'm saddened by this, since Tramp's style really appeals to me. I wish there was more of his art to appreciate.

    There's something special about the cover of module G2. Partly, it's the absolutely non-descript adventurers racing to engage the Frost Giants; this speaks to my image of PCs as average folk, adventuring out of necessity, greed or yearning. And speaking of implied narrative, this is no band of bold and impervious adventurers: we've already got one adventurer down, laying on the ground beside the farthest Frost Giant.

    The other thing that I love about this cover is that the Frost Giants appear to be making snowballs: I know it's probably rocks they're preparing to toss, but I laugh that the nearer Frost Giant has a perfectly good sword at his hip. Do the Frost Giants consider mere humans to be pushovers, and are prepared to break into a playful and old-fashioned snowball fight?Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/david%20trampier
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Saturday, June 19, 2010

David Trampier's Remorhaz

    Erol Otus was not the only early Dungeons and Dragons illustrator who was capturing the creepy, unworldly feel of the monsters and situations that so many of us consider representative of the old-school D&D game.

    David Trampier drew this picture of the Remorhaz. While the Remorhaz never made an appearance in any of the games I refereed, I was a player in a D&D session of Module G2, Glacial Rift of the Frost Giant Jarl. As my son would say ... interesting anecdote: in my younger days, I thought Jarl was the name of the Chief of the Frost Giants, rather than his title. His name was actually Grugnur.
    Who knew.
    Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/david%20trampier
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Tuesday, June 15, 2010

Tomb Of Freaking Horrors

    "Your sputtering torchlight reveals a very unusual tunnel. Bright, brilliant colors can be seen everywhere, undimmed by the passage of time. The floor is a colorful mosaic of stone with a distinct winding path of red tiles snaking into the gloom beyond. No stonework can be seen on the walls or ceiling: some sort of plaster has been smoothed over the surfaces and upon it, painted scenes of animal-human hybrids going about their business. To your right, two jackal-headed figures appear to be holding a bronze chest. Beyond them, a painting of a barred door is manifest, with a horrid creature trapped within."

    If your DM shows you this image, take my advice: run, do not walk, back the way you came, and never return. Welcome to the Tomb Of Horrors.

    This illustration, another iconic piece of artwork by none other than David Trampier, again demonstrates what a genius he was.Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/david%20trampier
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Friday, June 11, 2010

What's In The Chest? Here's My Theory.

    C'mon people, it's so obvious!

    The fact that the contents are glowing can only mean one thing: inside the chest is Marcellus' soul. Using the wayback machine, Tarantino visited the past and implanted a suggestion in Trampier's brain to draw this illustration, as a teaser / promo for Pulp Fiction.

    The dude in the back is Marcellus, and is wearing a full-head bandage. As everyone knows, in the Bible it states that the Devil takes your soul out the back of your neck. The Devil knows this, and took Marcellus' soul, but all that was available to him was a rusty battleaxe and so he botched the job, leaving Marcellus with a nasty head-wound.

    The illustration is also performing double-duty as a teaser for Reservoir Dogs. Now that Jules and Vincent have recovered Marcellus' soul, Marcellus is going to torch the two henchmen.

    Damn that Tarantino is clever!Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/david%20trampier
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Thursday, June 10, 2010

Dave Trampier And Emirikol The Chaotic

    Yesterday, I posted the stats for Emirikol the Chaotic, who makes an appearance in the 1998 Monte Cooke AD&D 2E adventure, A Paladin In Hell.

    Emirikol is the much-beloved creation of illustrator David Trampier. Trampier, affectionately known as 'Tramp' by many of the older roleplayers, is an illustrator who, along with Erol Otus and David Sutherland, defined the look of early Dungeons and Dragons. Here is Tramp's Emirikol the Chaotic as he appears on page 193 of the 1979 AD&D Dungeon Masters Guide.

    Tramp was well-known for utilizing "implied narrative" in his illustrations. He captures a moment in a story, already in progress, and he leaves it up to us, the viewers, to piece the rest of the story together. The subjects in his illustrations are rarely inert: even when pausing, they have a certain energy or tension to them. Look at any of his illustrations and you will see what I mean: even his crouching lizardman, from the Monster Manual, looks ready to spring to the attack.
    Source URL: https://idontwanttobeanythingotherthanme.blogspot.com/search/label/david%20trampier
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