Covering
Ourselves
There's
a disturbing trend in roleplaying game books of the last
few years that shows little sign of abating. And I'm sure
that, at least in a small way, I'm partially to blame.
Back
at Wizards of the Coast, before the release of 3rd Edition,
when the topic of covers for the core books came up, the
idea of having the covers designed to look like "real
books" was presented to us. I think we designers
were skeptical, but I'd seen other things that the artist,
Henry Higginbotham, had done, and they were great. So
we went along with it -- although I honestly don't know
how much say we really had in the first place. I suppose
if we'd absolutely hated the idea with a passion, we might
have changed some minds. I don't know. At any rate, it's
immaterial. We didn't, and the 3rd Edition books came
out with the covers they had. And I liked them.
I
had no idea that we'd be starting a trend both inside
Wizards and out.
What
followed, of course, was a series of both Wizards of the
Coast products and those of other companies (primarily
d20) that also attempted the "faux-book" cover
look. (To Wizards' credit, at least their covers were
usually created as real, physical pieces that were then
photographed for the cover. Most looked pretty good.)
Now
obviously, a lot of d20 companies use these kinds of covers
because they're inexpensive. It's cheaper to get a graphic
designer to whip you up something in Photoshop than to
pay an artist to produce a professional painting for a
cover. That's a shame, but you do what you can, and you
do what you have to. Other companies most likely chose
this option to make their products look more like Wizards',
and that's why I kind of wish we (Wizards) would have
started things out differently. Or at least that Wizards
had seized the opportunity to remedy things with the release
of version 3.5. (Although the beautiful cover of the Draconomicon
suggests that perhaps they are taking a different tack.)
I
think, however, that in all of this we've lost what's
really important about a cover.
When
I started in the industry, I was told over and over again
that covers were incredibly important for sales. While
at TSR, I met people who were convinced that the cover
of a book was more important than what was inside. And
these people made more money than I did, to be sure, and
were in positions of influence. Of course, obvious references
to age-old maxims aside, these people probably felt that
way because they couldn't understand all that kooky stuff
inside the book, but they could appreciate a nice piece
of art. These people told me that the cover was the single
most important sales tool a book had. Whether that particular
bit of hyperbole is accurate, the point is, a good, attractive
cover helps sell the book.
But
I'll even go a step beyond that. Covers are more than
just a sales tool. They're an intricate part of the play
experience the product provides. When I was young, I can
remember sitting in my room and studying the covers of
the 1st Edition Player's Handbook and Dungeon
Master's Guide. Each depicted what seemed to be an
adventure in progress. Each told a story, and they were
stories one could imagine happening in a game. A bunch
of adventurers have infiltrated an evil temple and killed
all the lizard men in it. Now they are looting the place.
A group of heroes has traveled to the City of Brass, and
they now face a giant efreet. I thought about how I would
design such an adventure. I thought about what I'd do
as a player in that situation. I eagerly anticipated the
next playing session. The adventure-encouraging covers
actively motivated me to play the game.
When
we worked on 3rd Edition, the designers had various goals.
One goal for the game was to recruit new players (and
thus customers). Of course, encouraging new players to
try the game is the holy grail of the industry. There
are lots of theories on how to do it best, but it's just
not as easy as it might seem. One of the things I brought
to the table involved customer retention. In my years
of working with games other than D&D, I'd talked to
thousands of gamers who had left D&D to play something
else. I had a good idea of how to meet some of the needs
of those types of gamers, and thus to retain them as D&D
players/customers.
Look
at it this way. If the average player plays the game for
three years, and there are 100,000 active players buying
lots of products, getting each one to play an extra year
is almost the equivalent of recruiting 33,000 new gamers.
What
makes this even better is that we determined that one
of the best ways to recruit new gamers is to encourage
existing gamers to keep playing. The best recruiters for
new players are existing players, and there's no bigger
incentive than the desire to play. If you're a gamer and
you move to a new town, one of the first things you might
do is to try to introduce your new friends to the hobby.
Or you might teach your younger sister to play, or whatever.
The
point here is, it's in everyone's best interest to keep
people actively playing the game -- whether you're a gamer,
a small publisher, or Wizards of the Coast. Especially
if you're Wizards of the Coast, in fact, since they've
got the most at stake.
And
it's not just game rulebooks. Every Dragon
Magazine cover since the dawn of 3rd Edition has had just
a single, static figure (okay, once in a while we see
two figures), standing pretty much stock still. The art's
well-done, but I think the approach is a shame. (Those
of you old timers, remember the Dragon covers of
old? Remember the imaginative chess board covers by Dennis
Beauvais? Remember the various epic battle scenes or strange
vistas?) Even comics seem to have fallen into this strange
trend. I've recently started reading Ultimate Spider-Man
and every cover, with just a few exceptions, simply shows
Spider-Man in a pose with little or no background or suggestion
of the story inside. Show me any cover without the issue
number, and I wouldn't be able to hazard a guess as to
which issue it was.
Call
this a rant if you will, but I'm so tired of this flavorless
cover trend that I just had to say something. Even our
own Malhavoc Press covers have flirted with this trend,
I'll admit. While we don't do the faux-cover books (and
never will), we've had a few covers that basically show
a single figure without a lot of action. I guess that's
okay occasionally, if the figure is really intriguing.
Perhaps a better way to express my feeling is to say that,
rather than always needing "action," a cover
should always be "adventure-inspiring." In other
words, it should make me want to play the game.
What
I'd like to see return, industry-wide, are the beautifully
painted, adventure-inspiring scenes by some of the top-notch
industry artists -- Todd Lockwood, rk post, Brom, Sam
Wood, and more.
But,
rather than let this just be a negative column, I thought
I'd point out a handful of my favorite covers on roleplaying
game products over the years. Some of these are seen through
the eyes of nostalgia, I'll admit, but most are just great
works of art. They all convey the sense of adventure that
I've been talking about:
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Tome
and Blood by Todd Lockwood
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Vault
of the Drow by Erol Otus
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White
Plume Mountain by Jeff Dee
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The
Isle of Dread by Jeff Dee
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Dragons
of Despair by Clyde Caldwell
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Forge
of Fury by Todd Lockwood
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Dragon's
Crown by Brom
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Labyrinth
of Madness by Jeff Easley
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Dungeon
Magazine #40 by Alan Pollack
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Temple,
Tower & Tomb by Paul Jaquays
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A
Darkness Gathering by Matt Wilson
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Dragon
Magazine #146 by Keith Parkinson
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Cover
illustrations courtesy of Pen & Paper, Jeff
Dee, Keith Parkinson, and Wizards of the Coast.
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Back
cover of The Ghost Tower of Inverness by
Jeff Dee
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