That's why, when I found out a couple of weeks ago, that Sean has been working on a tabletop RPG called Lowlife based on his previously published co-op boardgame of "swords, sausages, and sorcery," Dungeon Degenerates, it caught my attention. Though I'd never played the boardgame, I knew of it and liked its garish colors and funky artwork. Likewise, the reviews of the game I found online were all very positive, praising both its mechanics and the world if presented, which piqued my interest. Plus, as I mentioned, Sean has a long history of involvement in the OSR, so I knew I wanted to give his new project a shout-out.
Thursday, April 2, 2026
Lowlife
Friday, March 6, 2026
Art Is Not an Aesthetic
Monday, January 19, 2026
"Foul Vampire! Accursed Lamia!"
Most stories that appeared in Weird Tales received accompanying artwork, usually on the title page. Clark Ashton Smith's "The End of the Story" is no different, featuring this illustration, which depicts the confrontation between Hilaire, abbot of Périgon, and the lamia, Nycea. I can't quite make out the signature of the artist at the bottom right, so I'm unable to identify him with certainty. I think the initials are "HR," which, if so, suggests the artist is Hugh Rankin, who illustrated several of H.P. Lovecraft's during the same time period.
Regardless, it's a very odd illustration. From the text of the story itself, I assume it depicts the abbot brandishing his aspergillum, which Smith calls (incorrectly) an aspergillus – the world's tiniest aspergillum, it would seem!Monday, January 5, 2026
Joe Doolin's Duo
Thursday, December 25, 2025
Tuesday, December 16, 2025
A Commemoration of the House of Worms
Friday, November 14, 2025
Sir Yamashiro Li Halan
I often comically lament that I spent my personal character points on the wrong abilities and skills, choosing writing over much more sought after – and profitable – skills like mapmaking or art. Dyson Logos can do both of the latter, which is why I told him that, if he weren't my friend, I'd hate him. Yesterday, while playing in the fourth session of our new Fading Suns campaign, he drew his character, Sir Yamashiro Li Halan. It's a lovely piece of art and one that does a great job of visually bringing to life this drug-addicted rake of a nobleman.
I suggested to Dyson he give the same treatment to the other characters in the campaign, but I was only half-serious, since I know it'd be a lot of work. Still, it's amazing how helpful it can be to have portraits of characters in a campaign. The make them real in a way that mere words frequently cannot. That's why I commissioned Zhu Bajiee to produce a commemorative portrait of all the important player and non-player characters of the recently completed House of Worms campaign. It'll not only be a great memento of the campaign itself – the longest I have ever refereed – but it will also help me to recall the characters, who are really what helped keep the game going for as long as it did.
Tuesday, August 26, 2025
More HPL in Astounding Stories
A story by H.P. Lovecraft appeared twice in the pages of Astounding Stories, the first of which was At the Mountains of Madness, serialized over three consecutive issues (February–April 1936). Later that same year, in June, another HPL story appeared, "The Shadow Out of Time," which is, in some ways, a thematic sequel to At the Mountains of Madness. (They both feature Professor William Dyer of Miskatonic University, for example).
Like its predecessor, "The Shadow Out of Time" was published with multiple illustrations, several of which are quite worthy of examination, like the one that appears opposite the first page of the story. Here, you can see two examples of the Great Race.
Friday, August 22, 2025
HPL in Astounding Stories
Because of its length, At the Mountains of Madness appeared in three consecutive issues of Astounding Stories (February–April 1936). Each installment featured illustrations (by Howard Brown), noteworthy as some of the earliest artwork connected to a Lovecraft tale. A few are especially significant, as they provide the first published depictions of the Old Ones (Elder Things) and shoggoths.
The first issue from the February 1936 issue shows the base camp of the Lake Expedition, with the city of the Old Ones in the distance.
Thursday, August 21, 2025
HPL in Weird Tales
While most interested parties nowadays know that H.P. Lovecraft's stories almost all appeared in the pages of pulp magazines during the 1920s and '30s – the vast majority of them in "the Unique Magazine," Weird Tales – what they may not know is that a great many of these appearances were accompanied by illustrations. I posted a couple of these at the start of the month, but I thought readers might enjoy seeing a few more of these, particularly those associated with some of his more famous yarns.
This one, for example, depicts the bayou ceremony described by Inspector Legrasse in "The Call of Cthulhu."
Here's an imaginative illustration of Wilbur Whateley's twin brother in "The Dunwich Horror."Monday, August 4, 2025
Hugh Rankin and "The Silver Key"
Though the covers of Weird Tales are usually more well remembered by history (for obvious reasons), it should be remembered that most of the stories published within the Unique Magazine had at least one accompanying illustration. So it is with H.P. Lovecraft's "The Silver Key," which featured this piece of artwork by Hugh Rankin.
Monday, July 7, 2025
Dungeons & Dreamscapes
I’ve often said I feel fortunate to have discovered Dungeons & Dragons when I did, before the dead hand of brandification settled over the game and drained it of the wild, untamed esthetic that once made it so visually compelling and culturally strange. In the years before D&D became a polished entertainment “property,” its visual identity was a chaotic collage of influences drawn from unexpected sources: psychedelic counterculture, turn-of-the-century Art Nouveau, underground comix, pulp magazines, and outsider art. Monsters leered with extra eyes and boneless limbs, while dungeons sprawled like fever dreams. There was a visual lawlessness to early D&D (and to roleplaying games more broadly) that mirrored the creative freedom of its rules. That freedom invited players to imagine fantasy worlds that were not simply adventurous, but also surreal, grotesque, and deeply personal.
These thoughts came back to me recently while flipping through some of the Dungeons & Dragons materials I encountered shortly after I took my first tentative steps into the hobby. Looking at them now, decades later, I’m struck not just by their content, but also by their form. Much of the art did not resemble anything I had seen before. It was crude at times, even amateurish by the standards of commercial illustration. Yet, it was also evocative in a way that transcended technique. These images did not so much depict a fantasy world as suggest one, obliquely, symbolically, even irrationally. Many felt like fragments from dreams or relics from some lost visionary tradition and, on some level, they were.That tradition was a subterranean one, largely outside the orbit of mainstream fantasy art. Psychedelic poster designers, Symbolist painters, and zinesters working on the margins of the counterculture all contributed, consciously or not, to the strange visual DNA of early roleplaying games. Before branding demanded consistency and legibility, Dungeons & Dragons was porous enough to absorb all of it. The result was an esthetic that was both wildly eclectic and, paradoxically, cohesive in its weirdness. It didn’t feel like a mainstream product; it felt like artifacts from another world.
Today, it’s common to point to Tolkien as the primary visual and thematic influence on early D&D. His mark is real and unmistakable (despite what Gary Gygax wanted us to believe). However, when you examine the actual artwork that filled TSR’s products in the late 1970s and early ’80s – the era when I entered the hobby – you find yourself far from Middle-earth. Instead of noble elves and stoic rangers, you see grotesque creatures, warped anatomy, anatomical impossibilities, and alien geometries rendered in flat inks and, later, garish colors. This wasn’t the Shire. This was something older, more primal, and far stranger.
Where did this esthetic come from?
As I’ve already suggested, part of the answer lies in the psychedelic explosion of the 1960s. This was a cultural moment that sought to dissolve the boundaries between consciousness and art. Psychedelic artists like Rick Griffin and Victor Moscoso developed a visual language rooted in abstraction, distortion, and saturated color, a kind of sensory mysticism meant to evoke altered states. Concert posters and album covers became portals to other dimensions. Meanwhile, underground comix, like those of Robert Crumb or Vaughn Bodē, combined sex, satire, fantasy, and absurdism into worlds that gleefully rejected the conventions of good taste or coherent storytelling.While Gygax and Arneson were not themselves products of this milieu, the audience they attracted often was – college students, sci-fi fans, and other oddballs shaped by the psychedelic visual environment of the late ’60s and early ’70s. I was younger than that cohort, a child in fact, not a teen or adult, but even I absorbed some of its esthetic currents. They filtered into my world through album covers, comics, cartoons, toys, and the hazy, low-fi look of the decade itself. I didn’t yet know what most of these things meant, but I nevertheless felt their strangeness. They stuck with me, shaping my imagination in ways I only later came to understand.
TSR, for its part, didn’t initially reflect these influences. Much of the earliest D&D art was traditional or utilitarian, inherited from the wargaming scene. As the game’s popularity exploded in 1979, TSR began to draw on a new crop of young illustrators, many of them influenced, directly or indirectly, by underground comix, countercultural poster art, and the lingering weirdness of the 1970s. Their work didn’t smooth out the chaos from which early D&D was born – it amplified it.
No one embodied this more than Erol Otus. His illustrations for the Basic and Expert boxed sets are among the most iconic in the history of the hobby, as well as some of the strangest. Otus’s monsters don’t just look dangerous; they look wrong, like something glimpsed in a fever or half-remembered from a dream. His color palettes are lurid, his anatomy grotesquely playful, his compositions uncanny and theatrical. His esthetic doesn’t belong to heroic fantasy. It belongs to a blacklight poster, hung next to a velvet mushroom print and a battered copy of The Teachings of Don Juan.Otus, whether intentionally or not, brought the visual grammar of psychedelia into the core of D&D. In doing so, he captured something essential about the game: that it wasn’t just a fantastic medieval wargame; it was a tool for exploring the irrational, the liminal, the transformed. Other artists took up different parts of this same sensibility. Dave Trampier’s work, for example, especially his iconic AD&D Players Handbook cover, radiates a stillness and mystery more akin to myth or ritual than heroic adventure. Other similarly restrained pieces of early D&D likewise seem caught between worlds.
The same spirit is evident in third-party publications. Judges Guild modules are packed with crude, surreal illustrations that throb with symbolic weirdness. David Hargrave’s Arduin Grimoire goes even further. It's a deranged collage of cybernetic demons, magical diagrams, flying sharks, and bizarre maps that reads like D&D filtered through Zardoz. It’s no coincidence that Hargrave gave Otus his first professional credit. They were kindred spirits, working not within a genre, but along the outermost fringes of it.
Beyond psychedelia, another artistic thread ran through the background: the ornate, esoteric elegance of Art Nouveau. The flowing lines of Aubrey Beardsley, the sacred geometry of Alphonse Mucha, and the decadent mysticism of Gustav Klimt all haunt the margins of early RPG art. Beardsley’s illustrations for Salome or Le Morte d’Arthur look, at times, like direct ancestors to early D&D's depictions of witches, sorcerers, and demons. These fin de siècle influences were rediscovered during the 1960s counterculture and found their way, through posters, tarot decks, and zines, into the strange visual stew of early roleplaying games.Even the dungeon itself is shaped by this visionary impulse. Early dungeons aren’t realistic structures. They’re mythic underworlds. They don’t obey architectural logic but symbolic logic, filled with teleporters, talking statues, secret doors, and fountains of infinite snakes. They’re not places so much as thresholds. To descend into a dungeon is to cross into a space where transformation of one kind or another is not only possible but expected.
That’s why so many early modules have such power decades later. Quasqueton, Castle Amber, White Plume Mountain, The Ghost Tower of Inverness – they’re not just combat arenas. They’re almost spiritual landscapes, mythic spaces presented as keyed maps. The artwork used to depict them conjures a mood, a worldview, a sense of mystery, inviting players to see fantasy not as genre convention, but almost as a moment of altered perception.
However, as D&D became a brand, this strangeness was steadily scrubbed away. Style guides were introduced. Idiosyncratic artists gave way to professionals. The game’s visuals became cleaner, more representational, more standardized. With that polish came a flattening of the imagination. D&D no longer looked like a vision; it looked like product.This, I think, is what so many of us in the early days of the Old School Renaissance were reaching for, even if we couldn’t name it at the time. We were looking for the weirdness again, for the ecstatic, chaotic, sometimes unsettling energy that marked those early years. We remembered when fantasy didn’t have to be safe or heroic or respectable. We remembered when D&D looked like a door to Somewhere Else.
Thursday, April 24, 2025
The Sigils of sha-Arthan
I've recently completed a gazetteer of the Eshkom District, one of the twenty regions that make up the Empire of Inba Iro, the sample starting area for Secrets of sha-Arthan. This gazetteer will appear in an upcoming issue of Fight On! (though I've already shared it with my patrons). A lengthier, more detailed version of it will appear later this year as part of a new 'zine I'll be releasing, about which I'll talk in the coming weeks.
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| The House of Magdor |
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| The Sunbound |
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| The Temple of Akor |
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| The Hollow Prophets |
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| Way Sign of the Hollow Prophets |
Monday, March 31, 2025
A Maker's Enigma
Among the more frequently unearthed relics of the Vaults are finely wrought containers of metal and ceramic, known as Maker’s enigmas or, in some circles, cipher caskets. Each is a marvel of ancient craftsmanship, its intricate locking mechanisms guarding the secrets within from all but those who possess the proper key. Yet even such defenses are not impervious; the Chenot, with their deft tendrils, have a knack for unraveling these age-old puzzles. Some enigmas conceal deadly traps, though such precautions are seldom found in the smaller ones, like the example shown here. The treasures within are as varied as they are coveted: coins and gems, alchemical pastilles of restoration, rolled sheets of ushua-paper inscribed with the cryptic Hejeksayaka script, or even arcane devices of unknown purpose. An unopened Maker’s enigma, especially one of larger size, commands a fortune in the great cities of da-Imer and Eshkom, where eager buyers wager immense sums on the hope of unveiling a priceless relic of the Makers.
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| Art by Zhu Bajiee |
Friday, March 14, 2025
My Top 10 Favorite Traveller Images (Part II)
Part I can be found here.
5. JTAS #13 Cover
The Journal of the Travellers' Aid Society was GDW's in-house periodical for supporting Traveller (until it was replaced by Challenge in 1986). With a few exceptions, the covers of JTAS weren't notable, but issue #13 is one that really captured my imagination. Drawn by William H. Keith, it depicts a member of the Hiver species, one of the most interesting – and weird – nonhuman aliens of the official Third Imperium setting. Few of the subsequent depictions of the Hivers ever looked as good as this one in my opinion, not even those in the Alien Module devoted to them. Consequently, this particular piece has stuck with me for years as a high point in Traveller art, particularly of alien species.
4. The Traveller Book CoverThursday, March 13, 2025
My Top 10 Favorite Traveller Images (Part I)
Before I start, a couple of caveats and explanations. First, you'll note that I say "images," not "illustrations." That's because Traveller is rather (in)famous for its dearth of artwork, especially prior to the publication of The Traveller Book in 1982. However, the game never lacked for images, by which I mean maps, deck plans, and the like and many of these helped define the game and its approach to science fiction every bit as powerfully as did more "traditional" RPG illustrations. Second, I've purposefully limited my selection of images to Traveller products published by GDW between 1977 and 1986. There's a lot of third-party Traveller material published during that time, many with superb imagery, but, in the interests of focus, I've limited myself to only the main Traveller line. If there's sufficient interest, I might do a second series of posts that expands the scope a bit.
10. Diagram 1 from Shadows
Shadows is one of my favorite Traveller adventures, one I've refereed numerous times over the decades. One of my favorite things about the adventure are its maps and diagrams. All of them serve to describe the alien ruins found on the backwater planet of Yorbund that forms the location in which Shadows takes place. While several of them could easily have been chosen as an entry in this post, I think Diagram 1, pictured to the left, is by far the best and most interesting. As you can see, the diagram depicts the central shaft of the ruins, descending from a hidden entrance at the top of a surface pyramid tens of meters below the surface of Yorbund. It's a very practical image, enabling the referee to get a handle on how the various parts of the ruins relate to each other. It's also very atmospheric, establishing Shadows as a literal descent into the underworld.
9. Snapshot Deck PlansOur first "proper" illustration and by William H. Keith, no less (a name that will appear several more times in this post and the next). In case the flash of red isn't enough to give it away, this piece appeared in The Traveller Book. That's the aforementioned Type S Scout/Courier as it prepares to enter jumpspace. Though very simple, it's a favorite of mine and has colored (no pun intended) my conception of what it Traveller interstellar travel looks like. Though I can't prove it, I suspect it was inspired, at least in part, by how the Millennium Falcon entered hyperspace in Star Wars.
7. Zhodani Battle Dress



















































