
From the smoking ruins of The Silent Sorcerer's tower, Skullsword sends forth nonsensical artwork and useless gaming tools. He also likes to discuss RPGs, boardgames, miniatures painting, writing, movies, books, and whatever else strikes his fancy. Mostly though, his goal is to provide fun and goofy things to inspire others in their games. Enjoy!
Monday, February 22, 2010
Wednesday, February 17, 2010
Inspriational Imagery
This is so awesome it hurts! Is it a trap, or just an interesting doorway? A gateway to another dimension, or the maw of a gigantic demon? Who can say?
Check out more of his art here.
Check out more of his art here.

Monday, February 15, 2010
Monday, February 8, 2010
Sunday, February 7, 2010
Inspirational Imagery
This image from the old Grenadier "Dungeon Explorers" set, really captures what I think of as an old-school dungeon in a way that graph paper maps rarely do. Note the winding stairs and the multiple dark passageways leading to parts unknown. What dangers lurk in the shadows just out of sight? And who are the two people at the bottom of the steps? Advanced scouts or rival adventurers seeking to snatch the treasure from our intrepid heroes?
Monday, February 1, 2010
Monday, January 25, 2010
Wednesday, January 20, 2010
Imagination Gaming
Back in the day, much of gaming happened in our minds. Tabletop RPGs we to a great extent designed this way. We had thin rulebooks with poor artwork, some dice and maybe a few poorly cast miniature figures. There wasn't much else to have early on, so we had to imagine, based on our GMs descriptions and our own imaginations, what the dungeon looked like, what the orcs looked like, etc. Sure, most everyone had some common basis for things like orcs and dragons, but everyone "saw" things in their own particular way. The game happened in our minds and to some extent was a personalized experience.
Things were much the same with early computer games. Due to the limitations of computer graphics in the late 1970's and early 1980's, imagination played an important role in the enjoyment of early computer games for many of us. We weren't a square on the screen, we were and adventurer! Those weren't badly designed ducks on the screen, they were dragons! The dungeons of Wernda weren't glowing static lines, they were dank stone chambers. The computer presented representations of the world. It was up to our imaginations to flesh them out and add life to them. It was a grand time. But of course, times changed. Things "improved" in the computer world, and I'll admit that going from being a square to a 30x30 pixel vaguely humanoid shape was pretty nice. Even in the tabletop world, things got "better". Better sculpting gave us more detailed miniatures. Artwork in our rulebooks improved and we got color! Things were great.
But the computers didn't stop. Graphics kept getting better, games kept getting bigger and more involved. As things got more realistic, the need for imagination lessened. When a dragon looks like a dragon, there isn't much need to imagine that it looks any different from the way that it is presented on the screen. tabletop games were falling behind.
So tabletop games worked to keep up. Rules became more detailed, artwork became even more realistic and polished. Combat became more tactical and terrain came into more common use. Tabletop roleplaying games tried to look more impressive, but there was still a lot of imagination required for the tabletop experience.
Computer games are fairly ubiquitous these days. Tabletop roleplaying games are not. Kids these days don't need to imagine what their fantasy worlds look like, they already know, and those worlds look the same to everyone.
Things were much the same with early computer games. Due to the limitations of computer graphics in the late 1970's and early 1980's, imagination played an important role in the enjoyment of early computer games for many of us. We weren't a square on the screen, we were and adventurer! Those weren't badly designed ducks on the screen, they were dragons! The dungeons of Wernda weren't glowing static lines, they were dank stone chambers. The computer presented representations of the world. It was up to our imaginations to flesh them out and add life to them. It was a grand time. But of course, times changed. Things "improved" in the computer world, and I'll admit that going from being a square to a 30x30 pixel vaguely humanoid shape was pretty nice. Even in the tabletop world, things got "better". Better sculpting gave us more detailed miniatures. Artwork in our rulebooks improved and we got color! Things were great.
But the computers didn't stop. Graphics kept getting better, games kept getting bigger and more involved. As things got more realistic, the need for imagination lessened. When a dragon looks like a dragon, there isn't much need to imagine that it looks any different from the way that it is presented on the screen. tabletop games were falling behind.
So tabletop games worked to keep up. Rules became more detailed, artwork became even more realistic and polished. Combat became more tactical and terrain came into more common use. Tabletop roleplaying games tried to look more impressive, but there was still a lot of imagination required for the tabletop experience.
Computer games are fairly ubiquitous these days. Tabletop roleplaying games are not. Kids these days don't need to imagine what their fantasy worlds look like, they already know, and those worlds look the same to everyone.
Wednesday, January 13, 2010
Monday, January 11, 2010
Monday, January 4, 2010
Welcome to Miniatures Monday
One of my plans for the new year is to paint more miniatures, so I've decided to start posting the ones that I complete in 2010. My goal for the year is 52 miniatures in 52 weeks. I doubt that I will achieve such a lofty goal, but I'm going to give it a shot. So, welcome to the first installment of "Miniatures Monday"!
I thought that it would be fitting to give some love to the lead and start with an old-school miniature from the Grenadier Fighting Men set.
Tuesday, September 15, 2009
Be careful what you wish for.
It seems that a lot of folks tend to laud Paizo and damn Wizards of the Coast, some even going so far as to profess the hope that WOCT will fail. to those people who wish for WOTC's death, I say, take a look at the Pathfinder rulebooks and the Dungeons and Dragons rulebooks. WOTC prints their books in the United States. Paizo print Pathfinder in China. Now this isn't a xenophobic "Buy American" rant, and I'm not saying that one is any better than the other, but rather just that the impact of a company failing can go far beyond the company itself.
Wednesday, June 24, 2009
Wednesday, March 4, 2009
Gary Sent us. No, seriously, he did.
It's hard to believe that Gary Gygax has been gone for a year. Sure, Gary Gygax has been gone for a year now, but the games that he created live on in one form or another. I know people who claim that Gary had long since become irrelevant, but I think that's crap. He was the driving force in the creation of a hobby that I continue to love 30 years after I first head about the game during an all night ice storm on a January Boy Scout camping trip. He was always gracious and quick to answer my silly discussion board questions, and he loved the hobby that he helped to create. If there is an afterlife, I hope that Gary's found a nice table in an out-of-the way corner with Don Kaye and Tom Moldvay to sling some dice. So go out there and roll some dice, talk in funny voices and pretend to be elves, dwarves, gnomes, or whatever you're in to. And don't forget, when you meet the goblins, tell them that Gary sent you. ;-)
Thursday, January 22, 2009
The Rules vs. the Game
I've spent a lot of time lately looking over rule books trying to pick a game system to run, and it's finally stuck me that I've been going about it all wrong. I've been looking at rules and really not thinking about the game. The rules are NOT the game. The rules are a framework around which the game happens and spending too much time over-thinking the rules can kill the game.
Now I've never been much of a slave to the rules. In fact I don't much care for the rules. Oh sure, I buy a lot of rule books but in the end, the rules don't much interest me. I'm far more interested in the sense of atmosphere that a game creates with me. Of all of the games that I've ever played, the only one that I would truly say I "knew" was D&D way back in the day. I could barely remember the multiplication tables, but man did I know D&D. I had the combat tables committed to memory. I knew the saving throws for all the classes. I barely needed the books for anything except to provide inspiration, and they did that in spades. The artwork and the writing, while considered by many today to be substandard, still evokes a sense of wonder that I can't find in many other places.
Time passed and I played and ran other games. Gaming culture shifted and I found myself looking for rule-sets that would allow me to tell the types of stories that I wanted to tell. And that's where I fell off the boat. Role playing games are many things to many people. Lots of folks especially today really want to tell deep stories with interesting characters, and that's great for them. I used to want to do that too, and in fact I still want to but now I write fiction rather than try to turn my games into my fiction.
My idea of gaming isn't about a gamemaster telling his story, it's about a bunch of people finding out what the story is and having fun while they do it. The story may be deep and interesting, but it may just as easily be a story about creeping around an ancient ruins and looting the hell out of everything they find. They key is to get a group of people and have fun playing a game.
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