Sunday, May 31, 2020
Michael Golden
Michael Golden! I first ran across his work probably via Micronauts, though in those days as a wee lad I didn't pay much attention to who was doing what. The first time I recognized his work (as in, knowing his name) was his Savage Sword of Conan covers, which I loved. Soon after, there was the absolutely badass reboot of Savage Tales featuring his work. Boom!
I always put Golden in a category with Richard Corben. They had some similarities in how they drew figures that resonated with me. There's something about the way Golden creates shapes that I am drawn to. His work is detailed and crunchy but also has an element of cartooning and exaggeration that isn't quite as excessive as what would come later with Image Comics.
Saturday, May 30, 2020
But Robots Are Not Human
Robots are people. Robots are not human. These are the first premises of My Metal Skull, an RPG about robots.
Robots are people because that's the only way you can have character. And character is essential to an RPG. I can't imagine an RPG in which I slip into the role of an object that has no character. But all of that is kind of moot because we're all people and no matter how hard we try, we cannot possibly "play a role" that isn't a character. So robots are people.
Robots are not human because duh. They're machines originally designed and built by humans. They're not human, but their fundamental purpose, architecture, and design are based on the needs and desires of human beings. Robots are not human but they speak to the conceits of humanity.
But robots are not human. So it's OK if they act kinda funny. Kinda weird. Kinda odd. They are not human. They're gonna have quirks that we humans don't get. Especially after we humans go extinct and the robots continue on, evolving in their own ways over long stretches of time. This game takes place in an uncanny valley epoch where robots are becoming their own species, for lack of a better word, but are still fundamentally the playthings of humanity. Their behavior is going to be all over the map.
And it's those two ideas that I find most interesting about this project. Both in the process of drawing robots and in designing a game about them, I find it fascinating that robots are people and are not human. I hope the game speaks to that concept in an adequate way.
Robots are people because that's the only way you can have character. And character is essential to an RPG. I can't imagine an RPG in which I slip into the role of an object that has no character. But all of that is kind of moot because we're all people and no matter how hard we try, we cannot possibly "play a role" that isn't a character. So robots are people.
Robots are not human because duh. They're machines originally designed and built by humans. They're not human, but their fundamental purpose, architecture, and design are based on the needs and desires of human beings. Robots are not human but they speak to the conceits of humanity.

And it's those two ideas that I find most interesting about this project. Both in the process of drawing robots and in designing a game about them, I find it fascinating that robots are people and are not human. I hope the game speaks to that concept in an adequate way.
Friday, May 29, 2020
Masked Crusader
So. I have a desk. And on that desk are some stress marks because the desk top is cheap. Probably ripped some tape off. Anyway, I kept seeing a face in this image (on the right... I know there's a face on the left). So I sketched out a face (on the left, see?) based on what I saw in the stress mark. While playing Call of Cthulhu, actually.
Mitch Byrd
Plus you get these delicious chicks to boot. And who doesn't need this in their life?
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And dinosaurs, oh my! |
Wednesday, May 27, 2020
Robots Are People
As is my wont, I suddenly had a fixation on a thing in recent days and that fixation is only growing. You may have noted my many posts in the pinup art vein, a fixation I've had since I was 20 years old. That's not new or sudden, that's just me.
But now robots. Why robots? You know, I didn't even like the animated movie Robots. I can't remember why, exactly, but it felt disjointed and ungrounded to me. Or it was just too generic. I don't know. I didn't even love all the robot stuff in it.
But I love me some god damned robots. And I've been drawing a lot of them lately. I think the impetus was that I can just start drawing a robot straight to inks without a sketch. I mean... who's going to call me out on bad anatomy? It's a damn robot. Show me the correct anatomy.
Drawing robots is like drawing monsters. You can invent as you go and it's a brilliant, freeing experience. So I'm continuing to draw them daily. And of course, naturally, I'm noodling an RPG out of it.
I haven't made much progress on the RPG. I don't have a plan. I just have some notions.
Working title of the game: My Metal Skull
I flirted with My Metal Head, but the ubiquitous nature of "metalhead" signifying heavy metal music didn't mesh with my concept. I mean, I am a metalhead... but the game isn't going to be metal in that sense. It needs to be more fluid than that, not quite so locked-in to such a specific cultural aesthetic.
Some early game design beats*:
1. Like, this is a game about being given an identity (you were built, after all) and then having the autonomy to change and grow into your own robot. So it should have elements of random character creation along with choices (point buys, maybe). But the real meat of it is the way you evolve through play. No levels or anything like that. You just change organically. You find modules you can add to your body, or you lose them. And the catch is that adding a module alters you fundamentally. So you have to constantly make decisions about what kind of robot you are and what kind of robot you want to be.
2, It is RPG adventure. So there's a focus on danger, exploration, etc. But also it's got to have a strong social component. These are robots without living human masters. They are trying to figure themselves out. You need social mechanics.
3. Weights. I don't usually give a damn about encumbrance. But here I'm leaning into it. Your body will be composed of various elements (chassis, CPU, modules) and each will have a weight given in kilograms. You'll have to keep up with that stuff a little bit because you're a robot and knowing your physical parameters is important.
4. Lots of cool modules. Like skills, spells, magic items, etc. The modules you can acquire or build speak to who you are and certainly what you can do. So these are important and I want to have a ton of them pre-written with nice clean rules for making your own.
5. Setting. All I know right now is that humans are gone. So it's "post-apoc" in that sense. But I don't want to call this a post-apoc game or make too much of the fact that people are gone. People had their time and that time is over. Now it's robots' time. I'll lean into the fact that robots can trace their origin to people and thus "humanity" is something perhaps many robots seek to emulate. Also, I'll lean into the far-future nature of the setting and have some funky cool evolutionary stuff with wildlife and with wild tech. I have not decided if this will be space-faring yet. It kinda makes sense to make it space-faring. But it's "hard" sci-fi at least in the sense that there's no FTL drives. So the robots may tool around the solar system, making the setting the solar system and not just Earth.
6. Some have asked if this will be a Troika!-based follow-up to Supercalla. I certainly have had that Troika! that make it less ideal for this project, as much as I love that game. So no, this will not be a Supercalla expansion**.
*I was noticing recently that "beats" is a term used by various people when talking about their RPG projects. I found that interesting because it's a thing I've used in my private journals for decades. When would noodle a comic idea I'd write down "five beats" about the comic and then riff from there.
**I say that, but I'm in the earliest possible stage of development. Everything could change tomorrow.
But now robots. Why robots? You know, I didn't even like the animated movie Robots. I can't remember why, exactly, but it felt disjointed and ungrounded to me. Or it was just too generic. I don't know. I didn't even love all the robot stuff in it.
But I love me some god damned robots. And I've been drawing a lot of them lately. I think the impetus was that I can just start drawing a robot straight to inks without a sketch. I mean... who's going to call me out on bad anatomy? It's a damn robot. Show me the correct anatomy.
Drawing robots is like drawing monsters. You can invent as you go and it's a brilliant, freeing experience. So I'm continuing to draw them daily. And of course, naturally, I'm noodling an RPG out of it.
I haven't made much progress on the RPG. I don't have a plan. I just have some notions.
Working title of the game: My Metal Skull
I flirted with My Metal Head, but the ubiquitous nature of "metalhead" signifying heavy metal music didn't mesh with my concept. I mean, I am a metalhead... but the game isn't going to be metal in that sense. It needs to be more fluid than that, not quite so locked-in to such a specific cultural aesthetic.
Some early game design beats*:
1. Like, this is a game about being given an identity (you were built, after all) and then having the autonomy to change and grow into your own robot. So it should have elements of random character creation along with choices (point buys, maybe). But the real meat of it is the way you evolve through play. No levels or anything like that. You just change organically. You find modules you can add to your body, or you lose them. And the catch is that adding a module alters you fundamentally. So you have to constantly make decisions about what kind of robot you are and what kind of robot you want to be.
2, It is RPG adventure. So there's a focus on danger, exploration, etc. But also it's got to have a strong social component. These are robots without living human masters. They are trying to figure themselves out. You need social mechanics.
3. Weights. I don't usually give a damn about encumbrance. But here I'm leaning into it. Your body will be composed of various elements (chassis, CPU, modules) and each will have a weight given in kilograms. You'll have to keep up with that stuff a little bit because you're a robot and knowing your physical parameters is important.
4. Lots of cool modules. Like skills, spells, magic items, etc. The modules you can acquire or build speak to who you are and certainly what you can do. So these are important and I want to have a ton of them pre-written with nice clean rules for making your own.
5. Setting. All I know right now is that humans are gone. So it's "post-apoc" in that sense. But I don't want to call this a post-apoc game or make too much of the fact that people are gone. People had their time and that time is over. Now it's robots' time. I'll lean into the fact that robots can trace their origin to people and thus "humanity" is something perhaps many robots seek to emulate. Also, I'll lean into the far-future nature of the setting and have some funky cool evolutionary stuff with wildlife and with wild tech. I have not decided if this will be space-faring yet. It kinda makes sense to make it space-faring. But it's "hard" sci-fi at least in the sense that there's no FTL drives. So the robots may tool around the solar system, making the setting the solar system and not just Earth.
6. Some have asked if this will be a Troika!-based follow-up to Supercalla. I certainly have had that Troika! that make it less ideal for this project, as much as I love that game. So no, this will not be a Supercalla expansion**.
*I was noticing recently that "beats" is a term used by various people when talking about their RPG projects. I found that interesting because it's a thing I've used in my private journals for decades. When would noodle a comic idea I'd write down "five beats" about the comic and then riff from there.
**I say that, but I'm in the earliest possible stage of development. Everything could change tomorrow.
Duane Bryers
I think it was the early 2000s when I laid eyes on Hilda, the pinup creation of the late Duane Bryers. Hilda was a pinup girl in the 50s. But unlike most other pinup girls, Hilda had some junk in the trunk. She was chubby, and lovely, and fun.
Bryers' style is akin to a lot of painters at the time and, to my eyes, reminds me very much of Norman Rockwell. Because everyone who painted in that style at that time reminded everyone of Normal Rockwell. Rockwell was the Frazetta of American culture painting.
But I think it's more fair to say Bryers was akin to Gil Elvgreen, a contemporary whose style is more similar to Bryers than someone like Alberto Vargas... all of whom are best known for painting pinup ladies. God bless 'em.
I don't know much about Bryers outside of his Hilda work. I wish I owned some of those old Hilda calendars. I wonder how much they go for on eBay? Anyway, I know he painted other stuff, such as western scenes, and perhaps Hilda wasn't what he wanted to be locked into. I don't know. But he did a lot of paintings of this one character and she seemed to be very popular.
It it interesting to me that though Hilda was often painted in comical situations, such as farting next to the stove, wearing a flour sack for a bikini, and falling off of logs, she is quite often painted in quiet, peaceful moments of bliss or even in overtly sexy poses. There's a shitty trend in media to present the fat girl as comic relief or a figure to be aided by the protagonist to make them look better. How often is the fat chick on TV allowed to just be hot? Or to just be, for that matter?
Hilda is great. I'm happy Duane Bryers created her and dedicated so many paintings to her adventures.
What Would I Steal?
Willingness to be goofy, charm, and those lovely paint strokes.
Bryers' style is akin to a lot of painters at the time and, to my eyes, reminds me very much of Norman Rockwell. Because everyone who painted in that style at that time reminded everyone of Normal Rockwell. Rockwell was the Frazetta of American culture painting.
But I think it's more fair to say Bryers was akin to Gil Elvgreen, a contemporary whose style is more similar to Bryers than someone like Alberto Vargas... all of whom are best known for painting pinup ladies. God bless 'em.
I don't know much about Bryers outside of his Hilda work. I wish I owned some of those old Hilda calendars. I wonder how much they go for on eBay? Anyway, I know he painted other stuff, such as western scenes, and perhaps Hilda wasn't what he wanted to be locked into. I don't know. But he did a lot of paintings of this one character and she seemed to be very popular.
It it interesting to me that though Hilda was often painted in comical situations, such as farting next to the stove, wearing a flour sack for a bikini, and falling off of logs, she is quite often painted in quiet, peaceful moments of bliss or even in overtly sexy poses. There's a shitty trend in media to present the fat girl as comic relief or a figure to be aided by the protagonist to make them look better. How often is the fat chick on TV allowed to just be hot? Or to just be, for that matter?
Hilda is great. I'm happy Duane Bryers created her and dedicated so many paintings to her adventures.
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Willingness to be goofy, charm, and those lovely paint strokes.
Tuesday, May 26, 2020
Robots
Drawing a lot of robots lately. I have no idea why, but damn sure am thinking about a robot RPG now.
Monday, May 25, 2020
Hannes Bok
I don't remember when or where I first encountered Hannes Bok, but I'm glad I did. There's something magical about fantasy art created before fantasy became a codified genre. The expectations I have are subverted, the approach the artists take to their subjects is alien, and the work generally feels exquisite in a way that contemporary artists just can't manage. It's some kind of time lensing effect. I guess.
Bok's work is just unique and otherworldly. He goes from lush color work to black and white stippling with ease. His figures are odd, almost cartoonish, like something out of a freaky children's book from two centuries ago. And I love it.
What Would I Steal?
Weird shapes, odd figures, nightmare creatures. Willingness to abstract more than I'm comfortable with.
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