Showing posts with label easley. Show all posts
Showing posts with label easley. Show all posts

Friday, August 23, 2024

Lament for a Lost Age

One of my most popular posts is "The Ages of D&D," which I wrote more than fifteen(!) years ago, on January 11, 2009. In it, I attempted to sort the history of Dungeons & Dragons into a series of "ages" – Golden, Silver, Bronze, etc. I was still fairly new to the blogging game when I wrote that post and, while I largely stand behind its conclusions, I now concede that I relied more on hazy memories and intuitions than on anything approaching "research." Perhaps one day I'll offer a more considered discussion of the Ages of D&D, complete with evidence to support my assertions, but, for the purposes of the present post, I'm going to go with the categories and timeframes I established back in 2009.

In the original post, I assert that the Golden Age of D&D lasted almost a decade, from 1974 until 1983. In retrospect, I'm not entirely sure why I chose 1983 as the end point of the Golden Age. My guess is that it I saw the arrival of Dragonlance in 1984 as marking a definitive break with the way the game had previously been marketed and played. Even so, if you read my original post, you'll see that I allow for the possibility that the Golden Age actually ended somewhere 1979 and 1981, with either the completion of AD&D or the publication of Moldvay's Basic Set being important milestones, albeit for different reasons. Even then, I think I recognized that the game had already changed by the time I first encountered it in late 1979 and indeed that I might never have encountered it at all had it not been for those changes.
I've previously discussed the foundational role played by David C. Sutherland III in giving birth to the esthetics of Dungeons & Dragons. Sutherland's grounded, vaguely historical illustrations were, for several years, the face of D&D. During the three-year period between 1975 and 1978, Sutherland and Dave Trampier were together responsible for nearly all the art that appeared in TSR products, not just Dungeons & Dragons but other games, too, like Gamma World and Boot Hill. Not bad for a couple of "talented amateurs." is it?

By now, you can probably guess where I'm going with this: the end of the Golden Age is marked by a shift in the game's esthetics away from the extraordinary ordinary artwork of Sutherland and Trampier and toward something else – just what is a different question. Nevertheless, consider that, in 1979, TSR began to expand its stable of artists, hiring Erol Otus (whose TSR artwork debuted in later printings of the AD&D Dungeon Masters Guide) and David "Diesel" LaForce (ditto). The next year, in 1980, TSR added Jeff Dee, Jim Roslof, and Bill Willingham as well. The cumulative effect of their artistic talents is unmistakable.
The change in the look of Dungeons & Dragons products in the aftermath of hiring these five artists cannot be denied. Pick up almost any D&D book or module published between 1979 and 1981 and compare it to its predecessors. Earlier products have a stiff, staid, "serious" look to them that, to my eyes at least, shows some continuity with the look and feel of the historical wargames out of which the hobby grew. By contrast, the D&D books and modules from the '79 to '81 period are bright, bold, and dynamic. They are clearly the work of different artists with very different esthetic sensibilities.

These sensibilities ranged from the comic book inflected art of Dee and Willingham to the more restrained heroic action of Roslof and the underground comix stylings of Otus. Whether this shift was "better" or "worse" than what preceded it is immaterial. What matters is that it happened and it denotes the beginning of a new phase in the history of Dungeons & Dragons – the mass marketing of the game to an audience beyond college age and older wargamers whose points of reference were the pulp fantasy authors and stories that I've attempted to draw attention to over the years.
I entered the hobby right smack in the middle of this period of D&D history. After my initial exposure to Dungeons & Dragons through the Holmes Basic Set and In Search of the Unknown, many of my earliest memories of the game are filtered through the artwork of Dee, Otus, Willingham, and the other newcomers to TSR. While only a few of my Top 10 Illustrations of the Golden Age – bear in mind I wrote those posts before I started to re-evaluate my thoughts on the matter – are the work of these artists, that does nothing to diminish the impact they had not just on me but on D&D's presentation to the wider world. For a large cohort of new players, the 1979–1980 hires defined Dungeons & Dragons in much the same way that Sutherland and Trampier did before them.

But, like all such periods of roiling creativity, it did not last long. By 1982, many of these artists no longer worked at TSR and those that remained, like LaForce, shifted over to cartography, doing illustrations only sporadically. New artists, like Larry Elmore and Jeff Easley, appeared on the scene around the same time, lending their considerable talents to depicting the fantastic realism of the dawning Silver Age. Lots of readers slightly younger than me no doubt have similar feelings of affection toward this next group of artists, as they should, but, for me, many of my fondest memories of Dungeons & Dragons will be forever intertwined with that first "new" generation of artists whose arrival on the scene coincided with my own.

Wednesday, August 21, 2024

Retrospective: The Lost Island of Castanamir

I'm a fan of the first two entries in the C-series of AD&D modules, The Hidden Shrine of Tamoachan and The Ghost Tower of Inverness, but a guarded one. That's because these modules, filled as they are with tricks, traps, and puzzles designed to challenge the wits – and patience – of the players, are hard to run properly and, in my youth, I was not always up to the task. I don't mean that as a knock against either module, which I do like, but I do recall that they were frustrating for both me and my players, albeit for different reasons. 

To some extent, my experiences were probably due to my ignorance of the very idea of tournament modules. I remember being somewhat confused by the scoring guidelines and sheets included with many of TSR's AD&D modules from the early '80s, since I'd never attended a convention, let alone participated in a tournament. Moreover, our preferred style of play was very loose and rambling and most tournament modules included very contrived framing devices that were hard to fit into that style. 

By the time the third module in the C-series, The Lost Island of Castanamir, was published in 1984, our style of play had evolved further, this time in the direction of epic fantasy under the influence of Dragonlance. Consequently, tournament modules fit even less into our campaigns than they had before. Skeptical as I was, I remained a TSR fanboy, which meant I often snapped up anything new the company might publish, including this module. Besides, it had a colorfully eye-catching cover, courtesy of Jeff Easley, whose art I'd come to like a great deal – though I did wonder about why it looked like the elf was preparing to shoot his bow at the little yappy white dog in front of him. 

Written by Ken Rolston, who'd later go on to bigger and better things both within the tabletop RPG and video game worlds, The Lost Island of Castanamir is, alas, not a very good adventure. Or at least, as presented, it's not very good. 

Its premise is that the player characters are hired by a magician to investigate a mysterious island that, until recently, had disappeared entirely. This island had once been the abode of a powerful magic-user named Castanamir the Mad. Castanamir was eccentric and paranoid, believing that his rivals sought to steal his wealth. Therefore, he protected his island home with all manner of spells to ward off would-be thieves. One of those spells caused the island to vanish without a trace. Its sudden return has aroused the suspicion – and greed – of the magician who hires the PCs to see why the island has returned and what, if anything, remains of Castanamir and his treasures.

As backgrounds to fantasy adventures go, this isn't a bad one. You've got a forbidding locale, a mystery, danger, and, of course, the promise of treasure. That this is an adventure designed for 1st–3rd level characters is also quite appealing, since many low-level modules are much blander and limited in scope. Despite this, the final product is less than it could have been, which is a shame, as there are some genuinely interesting ideas in it. 

For example, the characters soon discover that Castanamir was a master of planar sorcery and his abode isn't laid out according to a straightforward plan. Instead, doors act as magical portals that connect to one another in unexpected ways. The module's maps include codes to indicate how the various doors connect to one another. Initially, this cartographic idiosyncrasy will foil with efforts by the characters to map the place, disorienting them. In time, they'll likely figure out how the various doors and rooms related to one another. It's a fairly simply trick but an effective one. I've used similar tricks in my own adventure locales over the years. 

Other tricks and challenges are more whimsical, even silly, to the point that I'm not sure it's fair to call them "challenges" so much as vexations. I've never been a fan of "Mother, may I?" tricks or traps that depend on the players' ability to read the referee's mind or to use out of character knowledge to succeed. I much prefer challenges that are, in the terminology of commentators more pretentious than even I, call "diegetic," which is to say, explicable solely within the context of the game world. This isn't a damning criticism of the module. Indeed, it's very much in keeping with venerable tradition within the hobby, but, at the time I first read this, I had tired of it and, even now, my feelings about it are decidedly negative.

Perhaps The Lost Island of Castanamir plays better than it reads – I wouldn't know, as I never ran it for my friends back in the day – but I doubt it. In charity, I suppose it could be called a "funhouse dungeon" that just didn't click the way that, say, White Plume Mountain did. I can't quite put my finger on the source of my dissatisfaction. Maybe I'd simply lost interest in that kind of dungeon and was looking for something more naturalistic. By this point, I'd been playing Dungeons & Dragons in one form or another for five years more or less non-stop. Perhaps the truth is that I was simply tiring of D&D itself and workmanlike modules of this sort were simply not up to the task of firing my imagination in the way they might have even a year or two earlier. 

Regardless, The Lost Island of Castanamir was a something of a letdown for me and, in the years since, I've come to associate it with my waning enthusiasm for D&D in the mid-1980s. That's terribly unfair to the module and Ken Rolston, who, as I said, has produced some truly remarkable stuff, but such is the power of memory, I guess. 

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?

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 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? 

Wednesday, June 26, 2024

Retrospective: Monstrous Manual

In the course of writing posts about the pictorial histories of several standard Dungeons & Dragons monsters, I often consulted 1993's Monstrous Manual. This book, released four years after the launch of AD&D Second Edition was, according to its own introduction, "created in response to many requests to gather monsters into a single, durable volume which would be convenient to carry." The introduction goes on to say that, alongside the Player's Handbook and Dungeon Master's Guide, the Monstrous Manual "forms the core of the AD&D 2nd Edition game."

Those unfamiliar with the history of Second Edition can be forgiven for wondering why it took TSR four years to publish what is essentially an updated version of the venerable Monster Manual or why this version carries a slightly different title than its predecessor, unlike either the PHB or DMG, whose titles remained the same. The truth is that the Monstrous Manual was a do-over, TSR's attempt to fix the grave mistake of the Monstrous Compendium, released in 1989 along with the other 2e rulebooks. Rather than being a hardcover book, the Compendium was a D-ring binder designed to hold loose, three-hole punched sheets of monster entries. The Compendium was an interesting high concept, its actual implementation proved impractical o multiple levels, hence the need for the Monstrous Manual.

The Monstrous Manual is a very large book, larger than either of its companion 2e volumes or indeed of any AD&D rulebook published up to that point. At 384 pages, it includes all the contents of Volumes One and Two of the original Monstrous Compendium, along with additional monsters imported from the MC volumes associated with the Greyhawk, Forgotten Realms, Spelljammer, and Dark Sun settings. By necessity, many of these entries are abbreviated in length from their original Compendium appearances, since, with a handful of exceptions, all are limited to a single page. Even so, the book uses a small type face and all the entries are quite dense. Like the MC, each entry includes an illustration – this time in color – but, unlike its predecessor, these illustrations are largely provided by a new generation of artists rather than longtime TSR hands like Jeff Easley or James Holloway.

The presence of these new artists, most notably Tony DiTerlizzi, gives the Monstrous Compendium a very distinctive look, one that stands out from earlier 2e releases. I remember being struck by this even at the time I originally bought the book. DiTerlizzi, for example, is best known for his defining work on the Planescape setting, which didn't come out until a year later. His illustrations in the Monstrous Manual are uniformly excellent and admirable – but they nevertheless represent a strong break with AD&D's artistic past, which had broadly favored artwork with a more "traditional" high fantasy/sword-and-sorcery esthetic. DiTerlizzi's work meanwhile has an otherworldly, fairytale-ish quality that works better for some monsters than for others. Likewise, it contrasts with the comic book-inspired illustrations of Jeff Butler and the dark moodiness of Thomas Baxa, two other artists whose styles are quite different from those of TSR's past. The result is, by my lights, an artistic mishmash that detracts somewhat from its content.

And that content is, by and large, quite solid. The Monstrous Manual is good and useful, eminently more suited to its purpose than was the Monstrous Compendium, if for no other reason than it is practical. As I mentioned above (and in my earlier Retrospective post about it), the MC was an interesting high concept that might have worked had TSR thought a little more about the details of its design. There is nothing clever about the design of the Monstrous Manual, but it at least served its intended purpose without much fuss. That it also included a very large selection of monsters – far more than the original Monster Manual – was another point in its favor.

From the vantage point of more than three decades after its original publication, what strikes me most about the Monstrous Manual is how it reminds that TSR never had a clear plan of what to do with AD&D as a game line and, even when it did, it often bungled those plans. From its original conception under Gary Gygax to its eventual realization under David Cook, AD&D 2e was always conceived as a way to correct, regularize, and improve upon the foundations laid by First Edition. However, for various reasons, those plans never fully came to pass. Instead, we got missteps, half-measures, and course corrections that, in retrospect, casts a shadow even over the best products of 2e, like the Monstrous Manual. 

Monday, June 17, 2024

A (Very) Partial Pictorial History of Goblins

During the course of looking into the pictorial history of kobolds last week, I noticed that, starting in the late First Edition AD&D era and extending into early Second Edition, kobolds started looking more goblin-like in illustrations. This was particularly striking in light of Dave Sutherland's original depiction of them as short, horned, scaly dog-men, a depiction unique to old school Dungeons & Dragons. Thinking further on the matter, I began to ponder just what I meant by "goblin-like." Had my notion of a goblin in D&D been similarly influenced by the depictions of them to which I'd been first exposed during my entrance into the hobby of roleplaying? Given the popularity of my kobold post last week, I thought this a question worth investigating.

So far as I can tell, the very first depiction of a goblin in any Dungeons & Dragons product is this one from the original 1974 release of the game. Drawn by Greg Bell, this early goblin looks to me more like a deranged dwarf than a monster in the usual sense of the term:

Dave Trampier provided the illustration for goblins in the AD&D Monster Manual (1977) and I suspect this is the ultimate source for my own imagining of what they look like:
In the same year, Minifigs in the UK produced a series of Dungeons & Dragons miniatures that included goblins among them. Here's one that looks to be quite similar to Trampier's art, right down to the little horned helmet:
In 1980, Grenadier Models produced its own take on goblins, which, again, are broadly consonant with Trampier's depiction, though, to my eyes anyway, they seem slightly more feral. 

1981 is the year Tom Moldvay's D&D Basic Set is released. Though the rulebook does not include artwork for any of the game's traditional humanoid enemies, it does include this Dave LaForce – were all of TSR's early artists named Dave – piece from the alignment section in which there's a bound and gagged figure whom my childhood friends and I assumed was a goblin. He certainly matches many of the characteristics associated with goblins, though he seems to be taller and less stocky than previous depictions.
Like the Moldvay Basic Set, Frank Mentzer's 1983 revision does not include any illustrations of its monstrous humanoids. However, in its solo adventure, there is the following piece of artwork (by Jeff Easley) that, from context, would seem to depict goblins. Once again, they wear horned helmets.
The same year, the Doug Niles D&D Basic adventure, Horror on the Hill, was published. The adventure's primary antagonists are goblins and hobgoblins. Jim Holloway provides numerous illustrations throughout the module, but, aside from a couple of contextual clues, it's not at all clear (to me anyway) when he's depicting a goblin and when he's depicting a hobgoblin. A big of why that's the case is that the two races look very similar to one another. Are these two goblins or hobgoblins? Regardless, I think they're representative of Holloway's broader take on these humanoids.
In the third and final season of the D&D cartoon, there's an episode entitled "The Dungeon at the Heart of Dawn" that features a character who looks very much like Dave Trampier's original Monster Manual illustration of a goblin, though he's not explicitly called a goblin. He even has – yet again – a horned helmet, although, in this story, the horns serve to focus a magical blast that he shoots from his helmet. 
Second Edition's Monstrous Monstrous Compendium (1989) gives us a different Jim Holloway take on goblins. You can definitely see in this piece an evolution of Trampier's original, right down to his pose. He still wears a small helmet, albeit one without horns. This goblin is a bit more wizened in appearance than his 1e counterpart, which, strangely, calls to mind Greg Bell's dwarf-like OD&D version.
Finally, there's this goblin image from the 2e Monstrous Manual (1993) by an artist I can't quite identify. He's vaguely reminiscent of Holloway's goblins from Horror on the Hill, but also seems vaguely "fairy tale-ish" in his attire, particularly the oversized shoes. 

As the title of this post implies, this is an incomplete examination of the evolution of goblins in TSR era Dungeons & Dragons. I am sure there are other illustrations depicting this classic evil humanoid to be found during the period between 1974 and 2000, but I've presented here only those with which I am most familiar. If there are other examples from this period you think are particularly relevant to this discussion, please feel free to post them in the comments. This is especially true if the depiction differs radically from what we see above. My own take on goblins from the Dwimmermount and Urheim setting of Telluria owe a lot, I think, to the illustrations I saw in the TSR products of my youth, which just goes to show how important evocative artwork is in bringing a game and/or setting to life.