Sep 302012
 

Welcome back to Epic Level Artistry, where we get to hear from the artists that illustrate the RPGs we know and love. For our second installment we have Devin Night, a designer, illustrator, teacher and family man out of the Midwest. In addition to designing crafts and weapons for your characters to drive and wield, he also creates overhead tokens, a really awesome tool GMs can bring to the gaming table or gaming screen. Devin was awesome enough to take the time out of his busy schedule to answer a few questions about his art and gaming career. Check it out!

Displacer Beast by Devin Night

How did you get into making overhead tokens? I learned about their existence through the Tabletop Forge Kickstarter and honestly, they’re very cool.

Thanks. I started making tokens shortly into using Fantasy Grounds. It came with a base set of letter tokens for marking character position on a map. Once I realized they were .png files I made some really simple orc tokens. They were crude but as I kept working on the tokens over the years the style has matured and the tokens look better.

Between producing such great work at a high volume and having a family, how do you manage to keep from going insane?
It would be hard to prove that I’m not. Creating is what keeps me sane, I love making stuff, any kind of stuff, from the tokens, to illustrations, game pieces and also shelves. There just isn’t enough shelving designed to hold board games, or art supplies or miniatures. Custom shelving is what I do whenever I need to make something with power tools. But the bottom line is that creating things keeps me feeling good about myself. Also I’d like to mention that my wife is very supportive and my girls are totally awesome.

Do you have time to illustrate your own characters for campaigns you’re in?
I will sometimes sketch things from my games, but I haven’t really had time to do that for the past couple years. I’ve been working on so many projects over the course of the past couple years that when I have downtime I think about doing more… but I usually just end up relaxing instead. Being creative all the time can be very draining. I used to illustrate everyone’s characters. Now I make tokens to represent them in game.

What’s your favorite Classico pasta sauce? (you don’t have to actually answer this one, I just saw the images in your portfolio and thought I’d ask)
I did a bunch of work for Classico right out of college making mock-up boards for a lot of their products and possible product ideas. It paid well and was a great experience, sadly I have ever only had one flavor, which I can’t remember.

What’s your favourite system to play? Is there a setting/system you love making art for in particular? What is it about this world/system that inspires you?
I have been playing DnD for 30 years. I have dabbled in other systems and own a ton of boardgames. Just recently I decided I needed a break from DnD and I have a really yearning for some sic-fi. So once I get the current batch of tokens done I plan on making a set of tokens that are space/sci-fi in nature. Throw in some robots and aliens and I may have a whole new line of tokens.

Old Temple by Devin Night

Do you prefer to GM or play as a PC? Do you find this affects your art?
I actually prefer to DM. I love the story telling aspect and I think I love getting the players to work with me to advance the story. When I GM I’m ore likely to make the maps, handouts and tokens needed to make the game feel more cohesive.

Do you find yourself more drawn to drawing locations or people? Do you have them fleshed out before you bring pencil to paper (to use an old idiom) or do the ideas and the image kind of grow side by side?
I love locations, I could have easily been an architect if my math skills weren’t so horrible. Even though I do a lot of character drawings I feel like I need to improve a lot in that area. I don’t draw as many places as I would like to either. I think it’s just a matter of not having the time to get to all the things I want to do. I like places with history where the people changed the place and where the place changed the people. When I make maps I try think about how a natural environment becomes the home of a group of people, and then how that group of people would change the place to suit their needs.

What’s your preferred medium to work with? Do you work digitally, on paper or some mix?
I work almost entirely digitally now. I used to hand draw everything then color it digitally. Now I do all my rough sketching on paper… I think it’s still the best way to conceptualize. However once I have a rough sketch I go right to re-drawing and coloring on the computer.

How much time would you say you spend in a week making art? How much time in a week would you say you spend gaming?
I spend about 4-6 hours a day making art. I would spend about 10-12 if I didn’t have other things that I needed to do. Like eating, moving around, and taking care of the girls. Now that the girls are in school I’m getting more time to focus on work but I would still love to add about three more hours to the day. I just recently broke up with my gaming group, well more like took a break. We have played regularly every Tuesday night for over five years. It’s fun but right now my heart is just into creating art, and the 3-4 hours we were playing just seemed to keep me away from doing it. I still like to fit in a couple hours or an evening when I can to play board games with friends or family.

Aether Pistols by Devin NightAre there any trends, either genre-wise or technique-wise that you’re seeing in RPG/game art that you’re enjoying now? Is there anything you want to see more of or things you don’t like?
I’ve always been a closet Anime lover. I like very stylized and clean art. But there is just amazing art everywhere you look and on any given day I’ll see something that just makes me want to try and push my own work that much further. There isn’t much I don’t like except maybe bad art :) that includes some of my own past work.

Whose art do you like the most? Whose art would you say has influenced you or do you try to emulate?
The list of great artists worth trying to emulate would be a long one. It would also change depending on what project I wanted to work on. I really like Wayne Reynolds and Steve Prescott as far as illustrators go. Full disclosure, Steve and I are pretty good friends who graduated from CCAD together with several other talented people. It was freshman year that I decided to go into design as a direct result of seeing how good Steve was. I figured if I couldn’t compete with him and some of the other guys I would get more computer classes in. Back then Computer classes were reserved for Design majors and getting to use them was easier in the Design track. I have several pieces of Steve’s art hanging up around me and it keeps me pushing to get better at what I do. Fortunately I found a niche making overhead token art that not too many people seem interested in doing.

 What tools do you use to make art? What tools/items do you need to game?
Mechanical pencil and paper to get started. Then a 27 inch iMac and Wacom Tablet running Photoshop and Illustrator to make the digital art. Sometimes I will open up Carrara to do quick 3d models of the things I need to draw, or given the time use 3d modeling to complete an illustration. Virtual gaming has really changed the way I play games, though I still buy tons of board games and recently invested a small amount into making my own dungeons using Hirst Arts Castle molds. Making three-dimensional representations of dungeons to play games on just seems so cool. Also the girls will really like it when it’s done.

Skeleton Mage by Devin NightWhat projects have you worked on in the past? Can you tell us what you’re currently working on or have in the queue?
I don’t know for sure when this will be posted, but I’ll guess that my Kickstarter has finished and I’m making 200+ tokens of monsters. I’m also making 30 custom character tokens for the Tabletop Forge Kickstarter. I help Rite Publishing with their monthly ezine Pathways doing the layout for the covers. I’m working on maps for the En Publishing Zeitgist campaign and did 12 ship maps for the Naval Warfare Kickstarter. I work a lot with small publishers and indie game developers as well. I just got asked to help with a very cool project, but it’s in the early stages and I can’t talk about it yet.

Are there any pieces you’re particularly proud of? A favourite character you managed to pin down or something really funny/touching/dramatic you captured?
Usually the last piece of work I managed to finish. Like most artists I’m pretty critical of my own work so I’m never really satisfied with things when I look back on them. Most of the work that gets posted to my blog makes me happy at the time I put it up there.

What would be a dream job/commission?
I’ve always wanted to run a hobby shop, one with really big tables for open play and lots of sunlight. I’d also really enjoy working for most major board game companies like Fantasy Flight, my job description would have to include walking around and dipping my fingers into every game and every aspect of those games. From rules, to art, layout, game design and mini visualization. I wouldn’t be happy with just dealing with one tiny aspect of any part.

When you’re not making art or gaming, what are you doing?
If I’m not making art or gaming I’m thinking about it. Sometimes when i have no choice about working I will visualize myself working through a project and make a step by step outline of how to approach a project. When I do get back into the chair the majority of the work is done, I just then need to perform the action of doing it. This summer I spent a lot of time running around with the girls, swimming, biking, and a little camping.

Dragonkin Weapons by Devin NightDo you have any advice for people who are trying to find artists to hire? To artists trying to get their work out there?
Look around, there are a ton of great artists, and they are easier than ever to track down and work with. I have worked with more people that I have never met than people who I have ever spent time with. Hang out forums where they post their work. You can get a good picture of an artist by their posted work and how they handle themselves publicly. If you are an artist trying to get exposure.. do your work, do a lot of it, share it with others. Don’t expect to make a ton of money early on, but don’t give it away either. Art is job and even if it is fun, it’s still work. Once you get a job do your best to fulfill the needs of the client in a timely manner and keep communications open.

 

If you’re interested in seeing more of Devin’s tokens and art you can check out Devinnight’s Token Blog and his portfolio at Immortal Nights. With so many great projects he’s working on, I’m so glad he took the time out to talk to us; hope you enjoyed reading about his experiences and seeing the great art he’s bringing to the RPG world!

 

Are you an artist interested in being interviewed for Epic Level Artistry? Send an email to trisj at backthatelfup dot com with a bit about yourself and a link to your portfolio. We’ve got a few slots left for this year and will be starting up again in 2013. Happy drawing!

Sep 202012
 

Ben Gerber & Brent Newhall cover for Jonathan while he’s engaged with real life stuff for his first home.

Brent and Ben sneer at real life, preferring to spend our time on the internet. Where it’s virtual, and friendly. They do what comes naturally, which is talk about themselves.

They discuss their upcoming projects, talk a bit about board game design, and Ben also does a month in the life of a indie publisher, where the cover about the numbers. Total units “sold” (including free stuff), total gross and total net $$$ and the fact that a lot of people who get a free copy to review it, don’t end up reviewing it.

Many thanks to Ben and Brent for covering for me while I was indisposed.

Don’t forget to listen to Episode 16: 5 Great Soundtracks, if you haven’t done so yet.

Continue reading »

Jun 052012
 

Indie Talks launches tomorrow! ZOMG! My new podcast hits the etherwaves with episode #0 on June 6th.

On Indie Talks, you’ll get to meet the people behind independent gaming. Also the people in front of it. And those slightly off to one side of it. As I’m preparing to record episode #4 tonight, and launching with my little introduction tomorrow, it occurred to me that I, too, am an indie game developer.

This means that I answer to no one but myself. Am master of my own fate! Can achieve anything! And I get to say when my stuff goes on sale.  So a sale it is! Get $12.95 of my best selling stuff for the nice, round sum of $5.00.

This sale will last a week – until Indie Talks episode #1 with Tracy Barnett goes live on Wednesday, June 13th. What you get:

  • Argyle & Crew – Adventures in the Land of Skcos
  • Argyle & Crew – The Little Book of Big Ideas
  • Devious NPCs and Curious Creatures (Pathfinder)
  • Herbology of Aruneus (Pathfinder)
  • Mirkmoot’s More Magical Mayhem for Creatures Great and Small (Pathfinder)
  • The Supplicant – a new Character Class for Aruneus and Pathfinder (Pathfinder)
  • The World of Aruneus – Contagion Infected Zombies (Pathfinder)
  • The World of Aruneus – Orcs! A new Player Character Race (Pathfinder)
  • Mirkmoot’s Magical Accouterments for Creatures Small and Great (Pathfinder)

Enjoy!

May 292012
 

Because it’s a short week and you may not have as much time to prepare for your upcoming Pathfinder or d20 fantasy campaign, I’ve put Devious NPCs and Curious Creatures on sale for $1. It’ll stay this way until Monday next.

Lotsa ideas in this here book to help you out.

Devious NPCs and Curious Creatures is a document designed to give GMs interesting creatures and NPCs to mesh in to their ongoing Pathfinder games. The creatures and NPCs are designed for low- to mid-level campaigns.

These NPCs and creatures are a bit different from what one may normally encounter, and should give the PCs a chance to include some role-playing in to their encounters, rather than basic combat with the same old creatures and NPCs.
GMs are, of course, free to use these creatures and NPCs however they see fit, and should always remember that above all they and the players should be entertained and have a good time playing.

Included with every creature or NPC is at least one hook — an idea that can be used to make the PCs actively interested in an outcome further than simply slaying the beast or overcoming a singularly evil NPC.

These hooks can make the game that much more interesting by putting the PCs in a position where morals need to come in to play and the alignment of their characters should encourage active role-playing.

In addition to unique creatures and NPCs, you will also find several adventure seeds — ideas which can be dropped in to your current game, perhaps to germinate in to a reoccurring theme or simply for use as a one-off idea.

Creatures

  • Beast of a Thousand Broken Hearts
  • The Rat King
  • The Wink – Material plane
  • Sandrunners of Aolith
  • Vrook and Squishy

NPCs

  • Erkaling
  • Gregory deVolint
  • Dingle, King of the bears

Adventure Seeds

  • Frost Giant’s Sorrow
  • The Show Must Go On
  • The Big Ones
May 162012
 
The Suspension Bridge of Disbelief

Thanks to flickr user DaveOnFlickr! CC BY-SA 2.0

A few weeks ago, a commenter lamented that I didn’t give specific examples when it comes to the suspension of disbelief, breaking it, and potentially getting it back. I aim to misbehave please, and thus I’ll try to expand upon that idea a bit more. Here are some sure-fire ways to break the suspension of disbelief and rip your players out of the story:

 

Clunky Mechanics

Ultimately, they are called role-playing games, and there have to be some rules otherwise it’s just shared storytelling (nothing wrong with that, either). When there are rules, especially rules which take a lot of time to play out, that are difficult to understand, don’t really mesh with game very well, or are more tedious than actually fun, you run the risk of pulling back the curtain on the fantasy world you’ve delicately set up. There are many examples of crappy rules, but one that immediately springs to mind is the grappling system from D&D 3.5.

Now, grappling is a big part of 3.5 D&D. Many monsters do it, and they do it very well. It’s difficult for a seasoned player to create a character that doesn’t have some way of escaping from a grapple. However, the rules are quite horrible:

1. Initiate the grapple by moving into your opponent’s square.

2. They make an attack of opportunity. If they hit and deal damage, you fail to grapple.

3. Make a touch attack to see if you can “grab” them.

4. Make opposed grapple checks to see if you can actually “grapple” them.

You could argue that the whole system of attacks of opportunity is clunky and breaks the SoD, and I wouldn’t fight you too much. I think they make sense (let your guard down, get attacked) but sometimes it seems like it would have just been better to give you an AC debuff instead. Whatever. The problem with grapple, for me, always came around step 3 and 4. You have to make two checks, one to see if you can even be in a position to grab your opponent, and then another to see, ostensibly, if you can hold on.

I don’t know why this couldn’t be handled with one check. The reason for the above rules makes sense (grab, then grapple), but ultimately it pulled my players out of the game because everyone always seemed to forget there was a touch attack involved, then a grapple check, and then you didn’t really even do anything that round, instead you had to wait until next round when you had to make another grapple check to maybe do something to your opponent (like stab him with a dagger or bite his face off). Suffice to say, grappling was extremely clunky, and what exactly you could do while you were in a grapple (cast spell? use a weapon? move the grapplers?) was constantly a question.

A good rule of thumb here is that if you have to constantly reference the rule from the rulebook, you’re breaking the suspension of disbelief; if you have to step out of character to look through the rulebook for what you’re able to do, that sucks and it has brought you out of the game. You stop visualizing what your character is doing to that orc and go elsewhere.

Pathfinder made it a bit better (took away the opposed rolls), but not much.

Continue reading »

May 162012
 

So you’re looking for something new to play? Maybe a nice addition to a system you’re already familiar with or something that’s totally new to you? I’ve got two things to say about that.

First, go grab the Wayne Foundation Charity RPG Pack while you still can (only available until the 18th of this month!) It’s $25 and you get $235 worth of stuff. You can’t beat that with a stick.

Second, here’s a bunch of awesome games that are 20% off. Hit up the links to see them at DriveThruRPG and then when you check out, use the code DriveThruApril (Yes, we know it’s a month out of date in verbiage, but it’s the correct code, I assure you).

These offers are good until June 14th, so take advantage of them!
May 112012
 

The latest Aruneus PDF has hit the streets! The Gods of Aruneus is available as of today, for $1.00 at Drive Thru RPG.

Aruneus is a source book for the Pathfinder Role Playing Game detailing the world, politics, and lives of those living in a high fantasy world one hundred years after a cataclysmic zombie apocalypse.

Aruneus is a new world for use with the Pathfinder Role Playing Game system. 100 years past, Aruneus experienced an apocalyptic event. Starting in a small village, a family infected by a strange sickness died, only to rise again several days later. Within weeks hordes of undead were roaming the Human empires, ravaging any warm blooded creature that fell in to their grasp. Aruneus was devastated – losing in a few years over 10 million sentient beings.

After 100 years of fending off a complete collapse, the sentient races are rebuilding their societies and for the first time there is hope that the undead menace can be destroyed and life given a chance to flourish again.

The Gods of Aruneus gives the divine backdrop in which the zombie apocalypse was formed. Have the gods abandoned this world?

  • Six gods
  • Six new Domains
  • A new threat for the world of Aruneus

You’ll find 10 pages of new material for use in your Aruneus campaign, or in any Pathfinder or d20/OGL game. You’ll also find a new, tougher class of zombie which not only turns humans, but other races as well!

Apr 102012
 

 

image courtesy openDemocracy at Flickr

Last week my local gaming group finished up the Kingmaker Adventure Path from Paizo. We started the campaign very near Gen Con 2010 and just finished last week. I was the GM for the campaign as it was my turn in the GM’s chair. The campaign was certainly not without its challenges, both in character and purely from the getting the group together perspective.

This was one of the longer-term campaigns our group has completed and the first Adventure Path we have completed. It was a fun campaign and I think the group had a fairly positive feel about the experience.

This post is a reflection on the campaign from the GM’s chair touching a little bit on the out of game factors to a successful long term campaign and from the in game perspective.

The Meta

As I noted above, we started this campaign right around Gen Con 2010 and just finished last week for a total of about 19 months from start to finish. During the course of play we did have a couple of extended scheduling issues.

The first was an event at home that necessitated a gap in play where I could not GM. During this time the other major GM in the group stepped up and ran us through a mini-campaign arc of Star Wars. This Kingmaker sabbatical allowed me the time from GMing to focus on the more important issue I had going on at the moment. Luckily the other GM in our group was able to keep the group with some momentum by running another game at this time frame.

The second extended break which lasted about five weeks ironically enough happened just before the finale of the sixth book. It did not have a single significant event but truly was a set of continuous scheduling difficulties between various group members. In fact for the last session we were actually short one player, but with another on vacation this week we as a group felt it best to simply continue forward rather than lose more momentum.

Despite these two scheduling issues we were still able to take the campaign to its completion. I attribute a lot of that to our group being a good set of friends who are all very patient. Each is aware that scheduling issues and other matters sometimes surface and we as a group just roll with them. That is a huge factor in the success of any long-term campaign in my opinion.

Having another GM within the group to help keep the group gaming when I had the first extended absence was also quite helpful. It helped keep the game on everyone’s schedule and keep things fun instead of simply missing session after session when I needed the sabbatical.

The Campaign

The Kingmaker campaign was a lot of fun, though not without its challenges. One of the early challenges was the small number of encounters per day aspect of Kingmaker. During exploration it was frequently the case that the players would only face a single encounter, maybe two if they had a random encounter as well. This allowed the characters to use the best of their resources in most combats as they did not have as much motivation to hold back a little. This seemed to make a lot of the encounters relatively easy. There are several mini-dungeons in the AP and those were the more fun sessions for me. The party seemed more challenged and the fights seemed more interesting.

A lot of people will say use the random encounters more to keep this one encounter per day from being an issue. That works when used occasionally, but it just didn’t feel right to repeatedly throw random encounters simply to scale up the daily challenge. I simply decided that letting the characters be heroes on a regular basis was not a major issue.

My other recommendation for GMs running Kingmaker is to read all six of them well ahead of time before running the campaign. Several people find fault with book six because it seems to come from out of nowhere. If you know what is in book six it makes it much easier to foreshadow certain events and make sure book six fits in a little better. I think this was one of my stronger points of the campaign, making sure that book six was adequately foreshadowed so it didn’t seem so out of left field. In fact book six was my favorite one to run out the whole AP. It really helped make up for the single encounter per day issue noted above.

Now one of my shortcomings for the campaign was not developing the NPCs thoroughly enough. Kingmaker is quite sandboxy and ripe for the creation of interesting and fun NPCs. I dropped the ball here and too many of my NPCs felt like cardboard cutouts. I am taking this as an opportunity to improve my GMing for the next campaign though and learning to put more time in NPC development to add that layer of depth to the campaign. So if you are running or planning to run Kingmaker, make sure you have a good method of building and creating NPCs with some depth. I think it will really add to your campaign.

The group I ran for did do the Kingdom building. Only one player really handled the Kingdom side of things and a lot of the building was done outside of our face-to-face sessions and done on the message forums we use between sessions. It worked well for us and let them build a kingdom without necessarily consuming face-to-face game time. If your group does not seem to interested in the Kingdom building portion of the AP, I would encourage you to use the Kingdom in the Background rules and not feel pressured to make your players tackle a portion of the AP they have little interest in doing.

Wrap Up

The Kingmaker was a fun time for our group. Here I have tried to outline some of things that contributed to the campaign’s success – both at and away from the game table. Several of these thoughts could easily be applied to your own long-term campaign, whether it be a published module or a home brew.

What have you found to be keys to your long-term campaign’s success? Downfalls?