James Maliszewski over at Grognardia wrote in a recent post regarding some Golden Age-era artwork:
Yet, at the same time, there's a strange vibrancy to it. This is the same kind of crude charm I continue to find in the earliest products of the hobby, back before TSR was employing guys like Elmore and Caldwell to "professionalize" (aka blandify) the look of its books.Now, he doesn't necessarily hate Elmore and Caldwell, as he clarifies in the comments section. Actually, he feels that Elmore was somewhat neutered by the industry standards that TSR required--and I agree! And yet, Elmore's mass of talent and ability still managed to shine through and bring a degree of realism to D&D art.

I mean, I must ask, what is so great about the art to the left? It is basic, simplistic, and barely characterizes anything. It demonstrates a very broad and basic understanding of arms and armor, as well as medieval clothing in general. To me, it is totally dead. Yeah, it looks cool for a high school notebook doodle. It's better than anything I, myself, am likely to produce. But I want more for my books. I get little inspiration from this sketch, and indeed, from sketches like it.

These pictures depict a narrative, but it is a relatively generic and uninspired narrative. A fighter and wizard face off against a demon. It is set against a featureless black backdrop. The demoness is on an elevated platform suggestive of a dais of some sort. A beast is ambushing the heroes from behind. It is, altogether, a typical mid-to-high level dungeon fight. The fighter's hand is contorted in some sort of overhand chop that lacks any and all grace, holding his shield before him. I find a lot of this stuff charming, simple, but not great. It's not evocative.

I guess because he's chaotic that means he's just going to ride through town blasting random people with magic missile. The town itself is bland and unauthentic in appearance. It doesn't look lived-in. It looks like a preliminary sketch or rough draft of something that, once refined, could have some depth. But looking at it as-is, I'm disappointed by its shortcomings. Basically, there's not enough detail. It appears overly generic. We have no real angles. The street doesn't wind, it is a straight line with almost no alleyways. We glimpse everything straight-on. Even the left-hand buildings are at too steep an angle to get a view of their interiors. The street itself, paved brick, lacks a sense of unevenness. The stones are unmortared. Everything is just too smooth and featureless. The buildings are bereft of shutters, awnings, cracks, nooks, planters, charms on the frames, or other accouterments that would lend a sense of realism and life to the scene beyond the motion of the characters, which is angular and wooden as opposed to fluid and graceful.

"Unsurpassed in brilliance," Grognardia James says of Trampier's cover of the 1st edition AD&D Player's Handbook. And I cannot help but disagree. The picture lacks a great many of the finer artistic points of depth and dimension. It's a simple foreground and background, with no middle-ground and no transition between the two. It's all profiles or straight-on. There's no sense of depth, no feeling of realism. It has atmosphere but it is tragically lacking in characterization. I find it, again, wholly uninspired.



That's where Larry Elmore comes in.
Elmore's work possesses everything that a lot of the older stuff lacks--vibrancy and realism. And it is the realism that gets the greatest amount of flack from Old School gamers, I feel.
His work back then shows a clarity and precision that was unique and nicely embodied the esthetic of the Silver Age, when "fantastic realism" was the style of the day. His figures looked real, as did the clothing they wore, the weapons they carried, and the environments they inhabited. He evoked an impression of "groundedness" that contrasted powerfully with the fever dream phantasmagoria of Otus and the dark density of Trampier, both of whom were examplars of an age that was passing, while Elmore was the spirit of the transition between Gold and Silver.To be fair, Grognardia James isn't blasting Elmore for his realism. Instead, he's indicating that the realism is, for him, a bridge into an era in D&D where he feels the game left him, and therefore associates that sort of art with it. But, to me, it's that sort of realism that captured my imagination as a kid and convinced me that dragonslaying may just have been possible in the medieval era.
Let's take a look at a few of Elmore's pieces and see why I love them so much.

Now compare that with this:

Let me discuss just a few more pictures before closing.

Why does this remind me of the Kuroda tombs? Because I can just imagine those tombs as a thousand years old, instead of four hundred, inscribed with mysterious clues that the characters need to decipher in order to achieve their next goal. But I also love this picture because of Elmore's attention to detail. The magic circle, the inscription on the stone, the magic spellbook, the satchel's contents, the spell components, and the various odds-and-ends that hang from the belts of the ranger and the druid-girl all give them the feeling of having been real people with possessions and trinkets. Some of them undoubtedly carried sentimental value. Some of them helped define their cares and personalities. This helps me to define D&D because it helps me imagine what my character looks like, how he/she carries their equipment, where he/she keeps that equipment.
That attention to detail breathes life into otherwise desolate pages of a rulebook. The mechanics don't need to spring to reality only when you actually sit down to play. They can spring to life long before that! When you create your character, they can achieve the sort of vibrancy that Elmore gives them in his paintings.
Elmore's art is, for me, like a snapshot of a time or place that never was but should have been. Like my photographs of Fukuoka castle ruins, or the burial mounds of the ancient Silla kings, Elmore's paintings evoke a sense of things that had once been, places distant and times lost. They evoke a romance with history and myth and legend. And they exhibit the wear and tear of age. The photos are from real life, and show cracks and moss on the broken stones that had been beaten by the weather. So do the standing stones or jumbled ruins that Elmore paints. His subjects display the effects of time and age, whether they're landscapes, people, or buildings. There's a sense of reality there, and that sense of reality fuels my imagination as much as a photograph, and then some.

3 comments:
Dave, in general I agree with you. I also started gaming in the Elmore years, and his artwork really spells out what D&D looks like in my mind's eye to this day.
However, with regards to Emirikol the Chaotic, that street is actually based on a real location:
http://www.acaeum.com/forum/about10562.html
Dennis, I can always trust you to correct me when I need it.
Wow. Kudos to you for that. You learn something new everyday.
I feel the same about Elmore's paintings his best at least): when I play, it is his imagery that come to my mind. The PCs and NPCs often look like Elmore's characters.
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