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The Strange Case of David A. Trampier

February 18, 2013 Comments off

Grognards and other fans of 1st Edition D&D will remember some of the greatest illustrations in role-playing being drawn by David A. Trampier (aka ‘TRAMP’ or ‘DAT’). The original cover of the 1st Edition Players Handbook, plus plenty of monsters in both the 1st Edition Monster Manual and from the Gamma World Series were his creations. He designed or played a role in design of several games, like Titan and Divine Right, and was the creator of the long running Dragon Magazine comic strip Wormy. I was always a fan of his work, but never connected the dots that this illustration and this comic and this game all were from him, until much later. Trampier was not only in on the ground floor, but was moving to publish his own collected volume of Wormy, when something strange happened in April of 1988…

He disappeared.

Kim Mohan (editor of Dragon Magazine) advised that checks sent to Tramp’s house for work completed were returned uncashed. Phil Foglio (who worked on another strip in the magazine at the time What’s New with Phil & Dixie, and now best known for the excellent web comic Girl Genius) said later, “When an artist’s checks are returned uncashed, he is presumed dead.”

So what happened? Hit by a bus? Suicide? Those paying attention were baffled by Trampier’s disappearance, though Tom Wham (designer of Awful Green Things from Outer Space and Snit’s Revenge) indicated that he believed he was alive. Tom’s sister, Nina Wham, was married to Trampier at the time, indicating he had reason to know Trampier was still drawing breath. Still, Wham indicated that he himself had not been in touch since 1982.

Barbara Manui & Chris Adams, known for their work with another Dragon Magazine comic “Yamara” started information gathering and discovered the possible reason for the disappearance, which they posted from a verified source (name withheld) on their site here.

To summarize, it states that Tramp appeared to be upset, and perhaps delusional or paranoid in regard to events occurring at Dragon Magazine at the time. It goes on to state that he was an uncompromising and perhaps antagonistic artist that made life difficult for himself at the magazine.

While interesting, it still leaves us the mystery of his disappearance. As I began to research the issue, there still were no leads.

Then, in 2005, a reporter named Arin Thompson with the Daily Egyptian wrote a story titled, ‘Coffee, cigarettes and speed bumps: A night with a Carbondale cabby.’ It showed a picture of a bearded man, arm draped over the door of his cab. It was Dave Trampier, back from the dead.

trampier

This was groundbreaking. This not only proved that Trampier was alive, but that he was living or at least working in Carbondale, Illinois.

Within a short period of time, Trampier’s home address was accessible through the Jackson County, Illinois public records.

It appears that with this reemergence, a number of individuals attempted to contact Trampier. An individual identifying himself under the handle of “Baj” on the message board of Paizo.com indicated that they had contacted Trampier to discuss the purchase of original artwork. This initial contact began friendly, with Trampier expressing an eagerness for others to view his work, but became more withdrawn and negative over time.

Jolly Blackburn of Knights of the Dinner Table fame indicated that he contacted Trampier to make an offer for publishing his original Wormy strips.

“David was very polite but made it very clear he wanted nothing to do such a project and more importantly nothing to do with gaming and asked that I not contact him again. I got the impression his phone number had been passed around in the industry and I hadn’t been the first to call.”

Wizards of the Coast stated in their 30 year retrospective, “Thirty Years of Adventure” that Trampier was alive and well, but no longer worked in the gaming industry.

And that is where it appears it will stay for the foreseeable future. Luke Gygax posted:

“Tramp was a great old school artist and I wish he still contributed his artwork to the genre. Unfortunately he has no interest in gaming or art at all. I do not know what his reasons are, but I know two folks that have tracked him down and offered him work- one is his brother-in-law. He flatly refused both of them and asked them not to contact him again on the subject.” For reasons entirely his own, Trampier does not plan on submitting his work for publication or self-publishing in the foreseeable future.”

Despite this, his devoted fans remain surprisingly active. The Dave Trampier Fan Club Facebook page counts among its members Luke Gygax, Ernest Gary Gygax Jr., Jolly Blackburn and David Kenzer of Kenzer & Co., and Troll Lord Games. It’s a lot of fandom for an artist who hasn’t published a new piece of art in 25 years.

Others pay tribute through homage and imitation, such as Dungeon Crawl Classics featuring of numerous references or parodies of Trampier’s previous work, recalling classic Trampier art to evoke images core to fantasy role playing.

Whatever Trampier’s reasons for leaving, it is clear that his work is loved and appreciated throughout the gaming world, and should he choose to return, he will be welcome with open arms.

EDIT: We are sad to report that Dave Trampier died March 24, 2014 in Carbondale, IL at Helia Healthcare.  He was 59 years old.  Tragically, it appears that immediately prior to his death, he made plans to exhibit some of his artwork at a Carbondale Con called Egypt Wars 2014.  He advised the organizers that he was suffering from cancer, but that he was overcoming it and would need transportation to the convention.  A sample of the art he planned to exhibit is shown below.

The fact that just too late he started to return to the people and fans that loved his work so much absolutely breaks my heart.  But with his passing, we see many in the gaming community that loved him, and with it the promise that Dave Trampier will not be forgotten.

Tramp Art

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Gamma World – The good, the bad, the mutated

January 19, 2012 1 comment

The guys and I played through the 4e Gamma World box set last night, and had a pretty good time with it. The character creation process is certainly one of the highlights. The party consisted of the following: a Demon Plant, a Quickling Vampire, a Pryokinetic Anti-matter Blaster, and my guy a Regenerative Hypercognative.  We used the origins from the original boxed set as well as the Legion of Gold expansion.

We had a great time trying to conceptualize our characters and come up with post-apocalyptic arms and armor. My guy was using a sledge hammer as a two-handed heavy, and throwing cinderblocks as a ranged weapon. Strangely the demon plant elected to have a gun as a ranged weapon, as well as a pointy stick for melee. Probably most memorable was the Pyrokinetic using a 50-gallon drum as heavy armor. Fire in a 50-gallon drum? I don’t remember what he actually named his character, but I just started calling him hobo fire. It was awesome.

The actual encounters included with the original boxed set seemed a little arbitrary. They introduce you to some unique Gamma World bad guys like the Porkers and Badders, but they didn’t seem to have much to do with each other. Overall not a great starter adventure. The previous time I played Gamma World 4e, the GM (Gamma Master?) came up with his own stuff and it was way cooler than what was included.

The card mechanics of Omega Tech and Alpha Mutations were interesting. The Omega tech was a cool way to hand out “treasure” that gave the PCs some different combat options. Getting a different mutation every encounter was a little weird, but not as bad as I thought it would be. Overall, we agreed that if your PC had a power that worked really well with your character you could roll a save for it, the same way you do to salvage re-usable Omega tech. Some of the powers were a little game-breaking, so you wouldn’t want them to have access to it forever, but if you got one that just didn’t work for your guy you wouldn’t be stuck with it forever either.

Next week we level up, and I may try a different guy. Overall, it makes for a fun break from your average fantasy RPG. We may work on giving our game a darker, grittier feel than the typical Gamma World aesthetic as presented by WotC. We’ll let you know how it goes!

Categories: 4e, Gamma World, Reviews, RPGs

Dusting Off Gamma World

January 18, 2012 2 comments

All the buzz on the blogs is about 5e or DnDNext, wishlists of what to add, what to ditch, and what to keep. While we all wait to be invited to the beta test, Skyland Games is going to take a look at where 4e shined. While not being perfect, the 4e version of Gamma World is a great example of how 4e mechanics can be really fun. If you haven’t tried it yet, I would encourage you to do so. There is even a free online character generator (PS – that would be on my wishlist for 5e!) that allows you to roll up a completely random character or choose the values you want, or have rolled.

Since it has been out for a couple of years, fans in the blogging community have supported  the version with some great articles and tables. 4e Critical Hits has put together an incredible resource for 4e Gamma World material. Roving Band of Misfits has put together articles analyzing the monsters as published, as well as a guide to converting iconic DnD monsters for use in Gamma World.

There are tons of other resources out there, but this will get you started. The guys and I will be rolling up some crazy characters tonight, and I’m sure it will be a hilarious play report tomorrow. If you haven’t given 4e Gamma World a try, it”s a worthy diversion while we all wait for what comes next!

Categories: 4e, Adventure, DnD, Gamma World, RPGs, Tips