Kramer wrote:a game manual is first and foremost an instructional tome, and navigation, dissemination of information, and reader comprehension/retention must be foremost in the mind of the designer. I feel that all publications from Wizards (and Paizo, who is competing with Wizards for our attention) do not address those issues at all. Their only concerns seem to be centered on eye-candy.
Agreed: there's very little to no information design and usability thought given to gaming books in general.
WRT to Tony's original points, I do think that we have two major themes going (perhaps now three with usability/info design above thrown in). I culled these from his first few posts in the thread, pulling together various points originally made in different posts:
1) TSR Style presentation (in particular in cover design, but also font selections)
Wheggi wrote:Ever since the development of retro-clones and the ability to legally publish D&D comparable games, I've noticed that publishers consistently try to emulate the look of the products TSR published in its heyday. Most do this by mimicking the layout of the module covers with the yellow band in the upper left corner, but some opt to replicate the monochrome color scheme. Typography and font selection will be as close a match as possible to the ones used in the 70's/80's products, and a few will even go so far as to use themes and compositions found in the classic art pieces of the time.
[snip] It doesn't have to be this way. OSRIC is not a campaign setting: is a system, a platform that allows game designers to create adventures and supplements for play under a very popular ruleset. That doesn't mean that we want or need to see an adventure [snip] complete with TSR trade dress, art depicting samurai hobgoblins, and a totally irrelevant letter/number identifying code in the corner in case you can't remember the title of the product. This ruleset can be used to create any number of fantasy adventures that can be presented in an infinite variety of layouts. If the game we love is so timeless and still relevant today, why won't publishers leave the nest and break away from the TSR template? Are they afraid they'll lose the nostalgia consumer base if they were to try something different, or is it a matter of ego, where they want to make the products they were such fans of when they were younger, to become the next TSR?
and 2) Confidence in the content to let it stand on its own without TSR Style presentation propping it up (for good or ill):
Wheggi wrote:All of these TSR knock-off products feel like forced, cheap imitations. They don't capture the 'essence' of the game for me, and when I thumb through one I don't automatically say "Wow, it's just like something I would have bought in '82"! No, instead I feel like I'm looking at fan fiction, works that aren't good enough to stand on their own so they attempt to win over an audience through association. Familiarity can breed contempt, especially when it feels like its cashing in on our fondest childhood memories.
[snip] I'd like to think that the average 1E/retro-clone fan is hungry for new and exciting products that their game of choice supports. I know that when TSR was cranking out adventures in the early 80's it was the cool, new adventures that grabbed my eye ("An adventure in Wonderland? Awesome!" "Going to the Abyss to fight the drow goddess in her demon pits!? Fuck yeah, sign me up!") not because it looked familiar and comforting. It felt like the thread contained a bunch of old sheep who totally forgot about the wonder of the game and only were concerned with its resemblance visibly to things already published.
So, how to handle these issues? (issue 3 really is a separate thread, I think, but then 1 and 2 may need to be too, if only to keep them straight while discussing all of this

):
1) TSR Style presentation (in particular in cover design, but also font selections): why bother?
2) Confidence in OSR content that lets it stand on its own without TSR Style presentation propping it up (for good or ill)?
I'm going to tackle these in reverse order, because I think the confidence question that Tony raises underlies his concerns with both the content and the presentation, and it's worth getting out of the way first.
So, confidence: does relying on TSR's module cover template(s) make a publisher or an author weaker than striking out on their own, with their own graphical vision? I think a number of folks have raised good points and reasons why using TSR's shorthand template is not cowardice, however, I think it's still a good question to raise, Tony. The reasons that Jon and I publish using that template (and we haven't used it on all of our products, as the old Mullen Spire cover for S&W below demonstrates) are several fold:
- we like the look and feel of many of the TSR-era modules, personally and artistically (this may be somewhat of a circular argument, but I think it's worth bringing up: many folks writing for the OSR esteem OD&D and AD&D design and artistic principles, so staying true to your roots is important for many of us)
- we like the evocation and association that those templates make about our products' content; while this certainly provides instant recognition to our core audience (a "recognition" that is generally unnecessary from the POV of marketing awareness, since few of our customers purchase our products without knowing about them ahead of time via the usual online channels for news...), I don't think we're using it as a crutch, because we produce content that we believe can sit side-by-side on the same shelf with TSR's output
- we also use the cover templates to build a visual identity for the products; when we were still going to publish Castle of the Mad Archmage, we discussed aligning the cover designs for those books with the Rob Kuntz material we're starting to publish now and also with the levels from own version of Castle Greyhawk: so whatever their specific look/function, we wanted them to have a common template to help show that they're related product lines, even if they might have different specific artwork types/artists filling the templates, and perhaps complimentary but different color schemes; that visual similarity (across the three lines, not with TSR specifically) we hoped would drive some cross-product awareness and sales
Anyone who spends the time and effort to publish their OSR writings out there in the market is doing so knowing that they'll not make a lot of money off of such efforts, and knowing that someones somewhere will really hate their work, for whatever reason. So, on some level, I give anyone a pass on the confidence issue if they're risking their time, talent, and some $$$ to share their vision with the rest of us.
I imagine that other folks will have different reasons for using (or not using) the baseline TSR cover template, but I think I backed into answering Tony's first concern there too, at least in terms of why we bother using the TSR elements in our covers.
Lastly, I also think that the OSR is probably quite a bit more diverse in terms of look-and-feel than most of us suspect. Marcel pointed to a few books that break the TSR mold @
http://knights-n-knaves.com/phpbb3/view ... 14#p181314 and I've added several more to the mix below:
Those are just me cherry-picking good products that I'm already familiar with or own that have a fair amount of diversity in their visual design. I'm sure there are a ton of additional products out there that are in fact still solid, old school content, but which don't completely ape TSR's layout templates. Even the Night of the Black Swords' and Witch Mounds' and ASE2-3's templates---while the closest to TSR's classic style among these---emphasize and include/exclude different elements from the classic template, such as the gradient fill running up/down ASE2-3, the lack of a module description below the picture on Witch Mounds, and the rather large size of the artwork on Night of the Black Swords. So, even while leveraging the baseline TSR template, you can still make it your own, and create a distinctive design.