Archive for the 'Books' Category



Post-Apocalypse Now: Ryder Stacy’s Doomsday Warrior Series (1984 – 1991)

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A combination of The Survivalist, The Executioner, and 2000 AD, the Doomsday Warrior series follows the exploits of Ted Rockson (“Rockhard” would’ve been better) and “his high-tech guerilla army of Freefighters” as they try to wrest America from Russian occupation while battling radioactive “glowers,” cultists, and all manner of post-nuke nasties.

Ryder Stacy is actually Ryder Syvertsen and Jan Stacy, both of whom wrote various men’s action-adventure fiction throughout the 1980s. Doomsday Warrior was the most successful, running to 19 volumes. There were an incredible amount of post-apocalyptic books and book series written during the Reagan era, including popular young adult novels like Gloria Miklowitz’s After the Bomb. The Hunger Games is nothing new, and it’s tame by comparison.

Fictional accounts of Russians taking over the U.S. date back to the Red Scare. Conelrad Adjacent, a treasure trove of Cold War ephemera, posted an early example from 1942, a comic book called Is This Tomorrow: America Under Communism.

The cover design of the Doomsday series—with the defiant fist and forearm doubling as the stem of the mushroom cloud that ended the old ways—is magnificent. The writing is not. From #7, American Defiance:

The whole Russian fort was coming to life and there was only one chance to escape. Gripping the long wooden pole in his hands, Rockson ran toward the sixteen-foot-high barbed wire fence and without breaking stride planted the pole in the dirt. With every ounce of strength he kicked off with his piston legs and climbed up in the air in a perfect arc.

A spotlight suddenly caught Rockson dead on, and a stream of Red slugs headed toward him like a swarm of man-eating locusts. The top of the fence was coming and Rock made it over—barely. The very upper strands of barbed wire ripped across his right calf, slicing open a three-inch-long gash that oozed a stream of blood. Then he was arcing down to the ground, curling as he made contact, rolling over and over into the blackness where the circle of searchlights ended.

This particular bunch of Reds wasn’t going to get the Doomsday Warrior. Not tonight.

The cover images come from two great blogs: The Post-Apocalyptic Book List, an exhaustive list and description of genre titles, and Glorious Trash, a pulp review site heavy on 1980s survivalism and action-adventure, Doomsday Warrior included.

This Book of Homemade D&D Modules Is Better Than Anything Anyone Has Ever Built on Minecraft

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Last year, when I featured Mikey Walters’ homemade D&D modules from 1981, I wondered how many similar old school epics were out there, buried in family attics and basements, one or two small-scale campaigns away from rediscovery. Was there a responsible way to solicit these now historic documents? More important, was there a responsible way to preserve them? The answer is yes, to both questions. The Play Generated Map & Document Archive (PlaGMaDA for short), founded and managed by Tim Hutchings, “collects, preserves and interprets documents related to game play – especially tabletop role playing games and computer games.” People like you and me donate our “play generated cultural artifacts,” and they’re stored in the archives—PlaGMaDA is partnered with The Strong Museum—for all time.

Gaius Stern’s Habitation of the Stone Giant Lord, written and illustrated by the 14-year-old author in 1982, was one such donation. Hutchings decided to combine “Dungeon Module G2²” with seven other D&D-styled adventures, including two of Walters’ modules, and publish them in a book (funded by a successful Kickstarter campaign): The Habitation of the Stone Giant Lord and Other Adventures from Our Shared Youth (2013).

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Detail from Habitation of the Stone Giant Lord, by Gaius Stern

If you’re even a little bit intrigued by the early days of tabletop role-playing and/or the emergent “kid culture” of the time, you will find yourself spellbound by the more than 100 pages inside. (Seriously, someone will need to hit you with a Dispel Magic; otherwise you’ll forget to go to work and feed the kids.) The dedication and detail on display in each of the (playable!) modules is uniquely impressive, and more than that, the authors had no other motive than the challenge, the joy of play, and the promise of sharing their work with fellow adventurers. Some of the writing is damn convincing, too. Here’s a selection from The Lair of Turgon, by Todd Nilson:

The doors, both into and out of this room, are jet black with silver runes upon them. The runes are non-magical: they are an ancient form of cuneiform which relate the eulogy given at Turgon’s burial. A seal of gold had welded the doors shut, but they have evidently been broken by some incredibly powerful force. The hall itself is of granite construction; depicted in bas-relief are scenes from Turgon’s life, from early childhood until his death. This hallway is inhabited by six shadows: more servants of Madros.

The late ’70s and early ’80s saw an explosion of creative energy from young people, who were so deeply inspired by the many novelties and innovations surrounding them that they designed and stitched elaborate costumes from scratch after sketching the real deal inside darkened movie theaters, shot their own Super 8 movies (all of which are better than J.J. Abrams’ Super 8), wrote and drew their own graphic novels, programmed their own (playable!) video games, and, as we see here, wrote, drew, and likely DMed their own fantasy role-playing adventures.

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Stone Castle/Castle Stone from Stone Death, by Richard C. Benson

Jon Peterson, the author of what many consider to be the definitive history of wargames and role-playing games, Playing at the World, wrote the excellent introduction to Habitation. Before breaking down each of the featured home-brewed adventures, noting (compellingly) where the creators borrowed from the Monster Manual or the Fiend Folio, what D&D edition was used as a foundation, and so on, Peterson takes us on a comprehensive tour through the early years of TSR, from the company’s beginning promise of making us “authors and architects” of our own fantasies, to the introduction of the adventure module format that Peterson finds somewhat antithetical to that original promise. “When we purchase and rely on a module,” he writes, “are we letting TSR do our imagining for us?”

It’s a fair question, and he says of the works in Habitation that

Each of them, in its own way, illustrates the tension between the commercialization of adventure scenarios and the original invitation of D&D to invent and collaborate and share.

And later:

Players were not content to have TSR do their imagining for them, and when the production of pre-packaged modules began, players responded by positioning themselves as creators of modules and thus as peers of TSR, rather than mere consumers.

Ultimately, I don’t agree with his conclusion. First, I don’t think any of the young authors featured in Habitation were “positioning” themselves to be anything; the modules look to me like a labor of love and, if anything, an homage to and emulation of TSR, as Peterson himself mentions elsewhere. Second, the module format was a signal innovation that expanded the role-playing genre and broadened the player base. Gamers young and old continue to run, tweak, perfect, and be inspired by the likes of The Keep on the Borderlands and Dark Tower. Third, as I’ve argued elsewhere, all D&D products—be it the original set of 1974 or the Dragonlance franchise—are commercial products. TSR certainly did reach a point—in 1982/1983, in my opinion—at which building and inflating the D&D brand took precedence over crafting quality “products of your imagination.” I believe this is Peterson’s larger point, and it’s well taken.

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A page from The Tomb of the Areopagus the Cloaked and Japheth of the Mighty Staff, by Michael M. Hughes

What makes the work collected in Habitation so historic, and Peterson talks about this as well, is that it captures how real players approached D&D at a time when “playing mind games with dice,” to use Chris Hart’s phrase, was so profoundly untried. The game gave young people such an unprecedented amount of imaginative freedom, in fact, that it became a malignant bogeyman to those who rejected the idea that young people deserved any freedom, and who were terrified of dreamers and freethinkers of all ages.

In short, please consider getting yourself a copy of Habitation right here, and have a look through PlaGMaDA’s incredible archive right over here. And after that, maybe you’ll delve into those musty trunks and dot matrix computer paper boxes and dig out your old character sheets, your #2 pencil-drawn grid paper dungeons that not even a Conan-Gandalf multiclass could survive, your lengthy and grammatically suspect descriptions of demilich lairs and warring sky-castle kingdoms. Hell, PlaGMaDA will take a scrap of paper with nothing but your scribbled (and probably padded, let’s be honest) ability score rolls. Donate it all right here. You don’t even have to use your real name, although you really should, because what you made with your own mind and hands from scratch and for the love of the game when you were 12 years old is better than whatever Wizards of the Coast is putting out next, and more awesome than anything anyone has ever built on Second Life or Minecraft.

The World of the Future: Future Cities (Usborne, 1979)

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There were four books in Usborne’s The World of the Future series: Future Cities, The Book of the Future: A Trip in Time to the Year 2000 and Beyond, Star Travel, and Robots. All of them were written by Kenneth Gatland and David Jefferis, and all of them were published in 1979. I have not been able to pinpoint the illustrators yet.

UPDATE (4/12/14): Author David Jefferis kindly shed some light on the series and its creators. The post has been revised accordingly.

I worked with the sadly late Ken Gatland to create these books, but the editorial direction, page visuals for illustration briefings, and the words were mine.

Ken and I worked on the ideas and flat plans together, and Ken approved all, tweaked where needed, and added chunks of text as necessary .

Reasonably enough, we put our bylines in alphabetical order.

The books are, as you can see, amazing, and somewhat prescient—with the exception of the Olympic Games on the Moon. The last page draws heavily on concepts explored by NASA in the 1970s: see T.A. Heppenheimer’s Colonies in Space (1977), for instance.

The very last panel is a nearly line by line lifting of a lunar colony design by artist Rick Guidice, who did other work for NASA, as well as the visionary Basic Programming cover art for the Atari 2600 cartridge, also from 1979.

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(Book images via Will S and Robert Carter)

Darrell K. Sweet Cover Art for The Hobbit and The Lord of the Rings (1981)

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Ballantine’s Silver Jubilee Edition of The Hobbit and The Lord of the Rings was the first paperback edition to appear after the 1978 animated feature, and the first edition I read. I have very strong memories of reading Fellowship every morning as my dad drove me to school, and, later, ignoring my mom’s calls to dinner as I sat in my room, transfixed by Boromir’s death in The Two Towers.

Sweet’s art was taken from the 1982 LOTR calendar. You can see all the images in high resolution at The One Ring. The Fall of Numenor was used for the cover of Ballantine’s 1982 edition of The Silmarillion. These are still the definitive covers for me, and I think his Fellowship painting is particularly brilliant.

Sweet painted all the covers but one for Robert Jordan’s inexcusably long Wheel of Time series. He passed away in 2011 before he could finish the final piece. Irene Gallo gave him a fine eulogy, featuring some of his outstanding work, at Tor.

Usborne Publishing: Supernatural Guides: Vampires, Werewolves & Demons (1979)

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UK publisher Usborne released a number of memorable books in the late ’70s, starting with the World of the Unknown series in 1977. The Supernatural Guides followed in 1979 and covered the same territory.

In the most matter-of-fact, dispassionate tone, the authors discuss all manner of gruesome scenarios and happenings. The accompanying illustrations, on the other hand, are incredibly graphic, disturbing, and over-the-top. That irony is what makes the books so brilliant. Take this:

Ghosts became more unpleasant and dangerous the longer they were dead and it was important not to offend them. Sometimes the spirit returned as a ferocious man-eating animal.

What kind of ferocious man-eating animal, you ask? How about an African elephant spirit that will eat your heart and liver?

How does one become a werewolf? Well, he or she  puts “wolfsbane, opium, foxgloves, bat blood and fat of a murdered child into a pot” and boils them. Let me repeat that last ingredient, in case you missed it: the fat of a murdered child.

Usborne also released a World of the Future series around the same time that’s as fascinating, though not as insane. The World of the Unknown books were re-released in the late ’90s with different covers. The interiors are identical to the originals.

(Images via Found Objects and Horrorpedia)

The Story of Troubador Press: An Interview with Malcolm Whyte

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Malcolm Whyte making greeting cards, 1966.

When Malcolm Whyte published the first Troubador title in 1967, he did more than revolutionize the coloring and activity book format. Like George Lucas, Gary Gygax, and Nolan Bushnell would do years later, he paid young people (and the young at heart) the respect of treating their offbeat interests and ideas with importance. All the things we dreamed about—spaceships and robots, barbarians and sorcerers, magical creatures and famous monsters, dinosaurs and lost worlds—came to life, year after year, in spectacular new ways.

Troubador books stood out. They were beautifully designed and crafted, bigger (the publishing term is “oversized”) and much sturdier than traditional coloring books, with thick pages that could be safely detached. The illustrations were lavish and accomplished, and they were often accompanied by verses, or lively synopses of ancient myths and famous books, or instructions on how to build your UFO after you colored it.

Whyte, deeply influenced by twentieth century graphic art, particularly the underground comix of the late ’60s, hired many brilliant artists, emerging and established, ingeniously matching their unique styles to one or more of his lofty subjects. In retrospect, Troubador Press acted as a kind of conduit through which kids of the ’70s and ’80s were exposed to the styles and attitudes of the ’60s. It turned out that both “hippies” and “geeks” shared a kinship with all things fantastic, epic, idealistic, intellectual, and iconoclastic.

For those of you interested in owning a piece of American publishing history, Malcolm has a very limited number (2 to 3, at most) of uncirculated file copies of most Troubador titles (you’ll find a nearly complete bibliography at Cornell University Library). Please email Malcolm (wordplay@worldpassage.net) with the name or names of the books you’re interested in, let him know who you are and how you found him, and he will give you a quote.

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2W2N: How did you get into publishing?

WHYTE: Troubador Press started with a partnership between two ex-Naval officers—Brayton Harris and me—who first started a greeting card printing business under that name in the late 1950s. Brady returned to the Navy in 1961 to eventually finish out his career there at a full captain. I carried the line on until incorporating the Press in 1970. The first book was The Fat Cat Coloring & Limerick Book, 1967. It was illustrated by Donna Sloan, expanded from a number of designs she did for Troubador’s greeting card line.

The greeting cards weren’t doing very well by the end of 1966 (especially considering the competition: Hallmark, American Greeting, Norcross, etc.), and I needed something new to get sales back up. I had enlarged one of Donna’s designs with the idea of making colored plaques to decorate kids’ rooms, the den, etc. My Northern California sales rep saw the big cat and said, “That’d make a great coloring book!” I said, “No way. Coloring books are passé.” However, there was a large Mandala coloring book done on sturdy paper at the time, and some other design coloring books sold by Price Stern Sloan, that were not the usual kid’s fare, and I needed something.

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So, I made a 32-page dummy with more of Donna’s art and took it to the post office. I wanted to see if it could be shipped at book rate. This was (and still is) much cheaper than regular package post, at which the greeting cards were shipped, so the books offered a price advantage to a buyer. Would Fat Cat ship as a book? The postal director took the dummy, counted the pages and handed it back. “Well, you’ve got a front cover, a title page, copyright page, 15 full-page drawings and a back cover. That’s 19 pages. You need 24 pages with printed matter on them to go book rate.”

I said: “You mean if I put something on these other pages, opposite the drawings, I’d have 32 pages and it could ship as a book?” “That’ll do it,” he agreed. Great! I hustled back to the shop (still doing lots of printing), wrote 15 limericks to go with the drawings, handset the lines, and printed the first 5000 copies of Fat Cat. It seemed to fit right into the hip aesthetic of the time. I never considered the designs “psychedelic,” but others did, evidently. Anyway, they sold fast, and I made more. The next year I followed with The Love Bug Coloring and Limerick Book (1968) with more of Donna’s designs and my verses. There were now two books in the Troubador line, and by 1968 I was in the book publishing business.

2W2N: Troubador books are tremendously unique, almost eccentric. I remember walking into bookstores in the late ’70s and instantly picking them out of the stacks, and this is before a publisher’s name meant anything to me. The illustrations were elaborate and exciting, not flat and dull like other coloring books. The writing was smart. And the books covered everything from wildlife to the zodiac to spaceships and monsters. How did the direction of the line develop?

WHYTE: The direction of Troubador books developed through a combination of form and content.

I was impressed with the heavy paper used in the Mandala Coloring Book, and chose to use it too. Actually, Troubador used the same stock on which we printed our greeting cards: #67 vellum, the same as authorized by the U.S. Postal Service for post cards. Its sturdiness allowed for coloring with almost any medium, especially the inexpensive felt-tip markers that emerged at the same time as Fat Cat, without the color coming through the other side (if not applied too lavishly). The large size allowed for detailed artwork without crowding the page. Illustrations were printed on only one side of a page so that they could be removed from the book and displayed by the diligent colorer and proud parent or teacher. Well, not a teacher: more about that later.

The expedience of adding verses to Fat Cat inadvertently made Troubador the initiator of significant text in coloring books. Librarians and teachers, especially art teachers, thought coloring books were an abomination, and I agreed, but only if coloring books were the beginning and end of a child’s art experience, and if children were never taken to art museums or galleries or shown colorful art books, etc. To counter this resistance, Troubador books needed more educational content (even though I felt that the verses in Fat Cat and Love Bug offered some good easy reading). Our third book, Ruth Heller‘s Color & Puzzle (1968), swung the door wide open. It’s large 12″ x 12″ format of crisply designed mazes, puzzles, and word searches created colorful mini-posters that teachers used as collateral material in their math lessons. They couldn’t get enough of them, and Troubador books obligingly expanded their educational tone.

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Troubador building at 126 Folsom Street, San Francisco. Supergraphics painted circa 1971-1972 by Gompers Saijo. (Photo: Malcolm Whyte)

As publisher, it was my joy and responsibility to select all the books that we published. I generated the idea for most of them based on (1) what was currently “out there”: ecology, “save the whales,” “what’s your sign?,” and, in the case of Dungeons & Dragons, what my kids were into; and (2) what interested me as a kid: wildlife, dinosaurs, pets, American Indians, and science concepts like 3-D views, optical illusions, and animation. We published books that were submitted to us, too. The Dinosaur Coloring Book (1970), 3-D Mazes (1976), and Paper Movie Machines (1975) were hugely successful.

All these elements added to the cost of making the book, of course. Selling a $2 coloring book in a 39-cent market at the time was a battle, but it worked.

2W2N: I’m glad you brought up the Dungeons & Dragons Coloring Album. Can you tell me more about how it came about? Did you speak with Gary Gygax about the concept and layout of the book? And what are your memories of illustrator Greg Irons, who passed away a few years after it was published?

WHYTE: Troubador published The Official Advanced Dungeons & Dragons Coloring Album (1979) on the heels of its first licensing venture, Gorey Games, by Larry Evans with art by Edward Gorey.

My youngest son, Andrew, had been playing D&D for a couple of years with his friends. When I suggested to the owner of our favorite local toy store that I might do a coloring book based on the game, he shouted, “You’ve got to do it!” I’m usually uncomfortable making “cold calls,” but when I found out the inventor, Gary Gygax, lived in Wisconsin, I felt a little more at ease: I was from Wisconsin, so we had that in common. I pitched the book idea to Gygax, suggesting that we’d get the game into markets he didn’t already have, namely gift and book stores. That made sense to him. He agreed not only to license his concept to Troubador and write profiles of each of the creatures in the book, but he even invented a unique game for it. We had to call the book The Official Advanced Dungeons & Dragons Coloring Album because Gygax was having a dispute with a partner about who owned what, but Gygax owned the exclusive right and title to the “Advanced” format.

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Greg Irons, circa 1982. (Photo: Clay Geerdes)

I admired Greg Irons’ art that he did for the underground comix. He had a strong sense of composition and was great with monsters. He enthusiastically agreed to illustrate AD&D. Greg was not only a thoroughly professional artist (he spent a couple of years in London working on the Beatles’ Yellow Submarine feature), but an easygoing, sweet man. His powerful visualizations of the AD&D monsters and their world really brought them to life. Larry Evans, who was art director for Troubador, worked with Greg on the book, pointing out Greg’s subtle sense of humor by noting: “he’s the only person I know who has a tattoo that says ‘tattoo’ on his arm.” He was a glorious guy.

It was a lucky hunch to publish AD&D. Shortly after its release a Michigan State student mysteriously disappeared. The only clues to his whereabouts were some odd symbols scratched on a classroom blackboard—symbols particular to the D&D game. The cryptic clues were all the news media need to flash the story—and the game—from coast to coast. The student reappeared a few days after vanishing, and headlines turned elsewhere—but not before putting the game on the map and helping to make a super seller for Troubador.

2W2N: The AD&D book wasn’t Troubador’s first foray into fantasy. I was mesmerized by Tales of Fantasy (1975), and refused to color it because I didn’t want to sully Larry Todd‘s illustrations. You seem to have anticipated the potential of the genre before D&D and the animated The Hobbit and The Lord of the Rings features made it so popular. Another of my favorites is How to Draw Monsters (1977), by the brilliant Larry Evans. Was the book inspired at all by Berni Wrightson’s The Monsters: Color-the-Creature Book from 1974? And how did you meet Larry?

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Larry Evans at the National Book Convention, Los Angeles, 1982. (Photo: Malcolm Whyte)

WHYTE: In spring 1974 Larry Evans called on us with his portfolio of stunning 3-D mazes—he had seen Troubador books in many stores at the time. Troubador already had three fast-selling Maze Craze books, so adding a 3-D twist was irresistible. Besides his wonderful mazes, Larry had great credentials: he trained at the Art Students League in Pasadena and was rendering projects for major architects. With dashing beard and mustache and barrel chest, he cut an impressive figure that stood six feet tall and could bench press 240 pounds!

I lusted for those mazes, but a couple of things gave me pause. His art was so good, I was afraid we couldn’t afford to publish it, and his confident, self-possessed demeanor made me think that he might be hard to work with. So, I said as we moved toward the door, “Larry, these mazes are terrific. Your work is excellent, but you’re just too good for us. Thank you for stopping by.” And off he went looking both proud and perplexed. For the next year and a half he went to other publishers with his drawings. In spring 1975 Larry called back to make publishing his work easy for Troubador. Larry Evans’ 3-Dimensional Mazes was launched in spring 1976, and was joined by his 3-Dimensional Monster Mazes in fall of 1976.

Troubador published its first monster book, Monster Gallery, in 1973. Written by Leah Waskey, Troubador’s bookkeeper, and drawn by Mark Savee, it was a big hit. Science Fiction Anthology quickly followed in 1974 with Savee’s robust art and text by his father, Ken Savee. Underground cartoonist Larry Todd completed our “monster coloring book trilogy” with Tales of Fantasy in 1975. Obviously this genre was working well, so I asked Evans if he could make a How to Draw Monsters book. Of course, he could do anything, and the book came out in 1977, unaware of Berni Wrightson’s coloring book.

I had a grand time working with Evans after all. He was a great friend and collaborator, who created 20 books for Troubador.

2W2N: I have to know about 1971’s The Occult Coloring Book. The writer, Richard Garvin, had written a few novels at that point, I believe. He also went on to write a fairly popular book called The Crystal Skull (1973), about the possible occult origins and powers of a quartz skull discovered in 1924. (This artifact was the inspiration for Indiana Jones and the Kingdom of the Crystal Skull.) Gompers Saijo, another wildly talented artist, illustrated the book. How did the project come about, and did you have any problems getting the book into stores?

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A page from The Occult Coloring Book (1971). Art by Gompers Saijo.

WHYTEThe Occult Coloring Book followed after the continuing interest in all things zodiac (in addition to our Zodiac Coloring Book, we had a Zodiac Cookbook and a Zodiac Sign-In Book, an autograph book for friends and celebrities to sign under their sign). I had known Dick from his working at a local bookstore that sold our books. I believe he suggested we should do an occult book. I agreed and put a call into Art Jobs Agency, run by Dora Williams, for an artist. She suggested Gompers Saijo. He turned out to be a perfect partner for Dick. It wasn’t too long after that that Garvin’s The Crystal Skull was published.

The only problem we had selling the book was its size: I loved the 12″ x 12″ mini-poster size that was initiated with Ruth Heller’s Color and Puzzle, but it was awkward for stores to display. Some stores did think it was kind of spooky and resisted buying it: they found it a bit odd coming from the same publisher as the cute Fat Cat books.

I was so taken with Gompers art—and his story—that I asked him to illustrate our North American Wildlife (1972) book, then North American Birdlife (1972), then North American Sea Life (1973), Jungle (1975), etc. Gompers’ father was a strong labor supporter. He admired Samuel Gompers so much that he named his son after the labor leader. As a child, Gompers was sent to an internment camp with his family during WWII. He eventually settled in San Francisco as a very successful product designer. His supergraphics for our first building is a result of his design sense on a great scale.

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2W2N: You were an independent (“indie”) publisher before that definition really came into popular use. Can you tell me about the process of marketing and selling a book before the big bookstore chains transformed the nature of the business? How long did it take to get a book into the stores once it was complete? Was Troubador West Coast only?

WHYTE: Troubador’s book distribution grew out of its already established sales through gift reps; that is, sales reps who called on gift stores to take orders for our greeting cards. So we got our first book in the stores right away. In fact, Fat Cat was so successful that it eclipsed the greeting card sales, and showed me which direction to turn the business. Some of our best orders came from National Wildlife Federation (Ranger Rick magazine), science museums, aerospace centers, and (ironically) teacher stores.

With Fat Cat we added our first book rep, then more reps, as the book line grew (the company was about 15 in the office and warehouse, including me). We added toy reps at the same time, so eventually we had three teams of reps calling on stores—and most of them were independent stores—all over the country. We were strongest on the West Coast and East Coast, then the Midwest. The South was always a challenge. We sold to the chains, especially B. Dalton, at the time, but finally cut them off after they kept returning books from the same store that was ordering them! Central buying was poorly managed.

2W2N: Troubador put out a number of books focusing on spaceships and robots in the late 1970s, including Paper Starships (to Color, Cut-Out and Fly) (1979), Space WARP (Warrior Activated Robot Patrol) (1978), and How to Draw Robots and Spaceships (1982). Was this a direct response to the popularity of Star Wars? What do you remember about Space WARP (1978) in particular, another stellar Larry Evans design?

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WHYTE: The robot/spaceship books of the late ’70s were indeed a response to the great success of Star Wars, Star Trek (TV & movies), Battlestar Galactica, etc., but were also launched with the on-going success behind them of our best-selling Paper Airplanes book (1974), with dazzling Art Deco designs by Marc Arceneaux. We were fortunate to find a charming Korean artist, Yoong Bae, to create the many flying models. Asked if the robots would actually fly, he’d say with a twinkle: “They make good fry.”

Since the late 1960s, I had been collecting Japanese anime die-cast figures—Kamen Rider, Kikaider, Raideen, etc.—for their unique design: colorful, exotic, I’d never seen anything like these fabulous inventions. Working with Larry Evans—and it was great fun brainstorming ideas with him—during the space movie/TV phenom, I said we should do something that reflected these Japanese toys. Before I could say “Take us out, Mr. Sulu,” he came up with the outline and the art for Space WARP. The actual story was written by Frank Fox, of American Indian descent, who had recently written the text for Troubador’s North American Indians (1978). Larry’s concept for Baron Zax, with reference to old comics’ Iron Jaw, the beautiful lady, Charmion, and the faith(less/ful) pet dog, Kurr, are all a hoot. Also, his schematic of Space WARP’s interior is an absolute prize! I miss Larry: his brilliance, his chortle, his companionship.

2W2N: You sold Troubador in 1982, is that right? If so, what happened?

WHYTE: I sold Troubador to Price Stern Sloan of Los Angeles in 1982 and stayed on as Editorial Director until 1996. I produced four books a year for PSS and they published those books. Somewhere near the end of that term, PSS was bought by Grosett Publishing, which in turn merged with the Putnam-Berkeley-Penguin Group. Troubador then began an around the world tour. In 1994 Penguin-Putnam was bought by MCA/Universal (film), which was owned by the Japanese conglomerate Matsushita, which later sold MCA to Seagrams, the Canadian booze company, which unloaded the whole book business on Pearson, publishing giant of Great Britain. Troubador is now part of PSS, an imprint of Penguin-Putnam, owned by Pearson—although I don’t think Troubador books (or the Troubador name) are currently active.

In the middle of all this, 1984, I founded the Cartoon Art Museum in San Francisco with several other cartoon art collectors.

2W2N: Have you ever thought about reissuing a selection of the original Troubador books? Is that even possible, business-wise? Many of us who grew up treasuring the line have kids of our own now. I sure would like to introduce my daughter to those experiences.

Wilson's Andersen 1994

WHYTE: It would be great if someone brought some of the old titles back. I never wanted to get back into such mass publishing again: that’s why I started the Cottage Classics line: publish one book at a time, sell it out, and publish the next one—all short run, under 2000 copies. No inventory, no warehouse, no staff. That all worked out very nicely.

When I sold Troubador all rights that Troubador owned went to PSS: about 50% of the books I published I bought as “work for hire”; that is, I bought the rights to the art and/or text. Those rights that the authors and artists owned still belong to them, but only if they renewed their copyrights (in those days rights were good for 54 years: 27 years, then 27 years more if re-registered.)

Actually, I did obtain the copyright to the Fat Cat/Love Bug books and tried to resell them to a publisher, but they were declared “dated” even though I had cleaned up the art a bit. Also, coloring books seemed to have vanished from the independent book and toy store shelves—along with the stores themselves. Now kids can do coloring on their computers, mobiles, tablets, etc.

No new Troubador books have been released by PSS since the late 1990s, and those that were good sellers finally went out of print about 7 or 8 years ago.

2W2N: Tell me more about Word Play Publications. You started the company in 1994?

WHYTE: After I sold Troubador to PSS, I reincorporated as Word Play in 1982, still making books for Troubador/PSS, but also operating as an independent editor and publisher. After creative work wound down at Troubador/PSS and the Cartoon Art Museum was running fairly steady with a director and staff, I sorely missed active book publishing, so I embarked on producing very limited edition books.

The first Word Play book, published in 1994 under the Cottage Classics imprint, was Wilson’s Andersen, seven Hans Christian Andersen tales illustrated by underground cartoonist S. Clay Wilson. The idea of having one of ZAP Comix founders—creator of Ruby the Dyke, Captain Pissgums, and, of course, his ever popular Checkered Demon—illustrate (among other stories) “The Little Match Girl” was too juicy to pass up. My only admonition to Wilson was, “no exposed genitalia, no slicing and dicing of body parts.” He agreed, and executed a wonderfully faithful-to-the-story set of illustrations that are some of the best work he’s ever done. You can find the book on eBay or AbeBooks. More books followed, but that’s another story.

2W2N: Has there ever been a Troubador exhibit at the Cartoon Art Museum, “the only museum in the western United States dedicated to the preservation and exhibition of cartoon art in all its forms”? If not, can we look forward to one?

Malcolm Whyte 2010

Whyte during his tenure as a Director of the Book Club of California, with fellow Directors Danya Winterman (middle) and Anne W. Smith (right), 2010. (Photo: SF Chronicle/Liz Hafalia)

WHYTE: No, there has not, nor do I expect one. The books are old stuff now, dated, and probably irrelevant to most people.

2W2N: I notice there’s a Neil Gaiman Sandman exhibit going on right now, and the Sandman comic didn’t come out until 1989. I guess Troubador art is illustration rather than comic or cartoon art, but the books deserve an exhibit somewhere. They’re art, and they’re a lasting piece of American pop cultural history.

WHYTE: The original Sandman came out in the 1930s; I remember his gas gun and his cool WWI gas mask—he wore a short, green cape, yet.

Love what you say about the Troubador books: I think I’ll have it bronzed!

2W2N: Malcolm, thank you so much for talking to me. As a pretty awkward kid, I was inspired by all the Troubador books and thrilled that someone finally “got” me. I feel the same way today, and so do many others. Thanks for giving us so many amazing experiences.

WHYTE: My pleasure. Great to know there are those of you out there who “got” Troubador as well. Quite moving in my advancing years.

* * *

© 2013 M.K. Whyte and 2 Warps to Neptune. All images © their respective creators. No part of this article may be reproduced or transmitted in any form without the express written permission of the copyright holders.

Troubador Press: Paper Starships (To Color, Cut-Out & Fly) (1979)

Troubador Starships 1979-1

Troubador Starships 1979-2

Troubador Starships 1979-3

Troubador Starships 1979-8

Troubador Starships 1979-4

Troubador Starships 1979-5

Troubador Starships 1979-6

Troubador Starships 1979-7

Troubador Starships 1979-9

The thing about Troubador books is that you need two of each: one to color and/or complete, and the other to preserve and enjoy as art.

The beautiful starship designs above are by Yoong Bae, who also illustrated volumes on UFOs and alien starships, among others. Troubador published many fascinating space- and robot-themed titles following the space craze set off by Star Wars.

SPECIAL ANNOUNCEMENT: I had the honor of interviewing Malcolm Whyte, founder of and creative genius behind Troubador Press, about his iconic company and his ongoing publishing career. The interview will run next Monday. Please share it widely. I can almost guarantee that if you grew up in the ’70s and the ’80s and dreamed of other worlds, you held a Troubador book in your hands at some point—and prized it.

I’ll be on a break starting next Tuesday. Posts will resume on December 2nd.

Happy Thanksgiving, everyone!

Advanced Dungeons & Dragons Storybooks: The Forest of Enchantment and The Treasure of Time (1983)

AD&D Forest of Enchantment

AD&D Treasure of Time

In 1983 Marvel published a series of D&D storybooks and coloring books under license from TSR. (One year later, the roles would be reversed for the Marvel Super Heroes RPG, published by TSR under license from Marvel.) I believe these are the only two storybooks. You can read The Forest of Enchantment here. The Treasure of Time is here. Both PDFs are originally from Kuronons’ D&D Goodies Collection.

They’re kid’s books, so it’s pretty juvenile stuff, and there’s no effort to introduce the concept of role-playing (unlike the 1979 AD&D Coloring Album). All but two of the characters from LJN’s first run of AD&D action figures make appearances, so the books are basically long toy commercials.

Nevertheless, they’re notable for a few reasons: Bob Stine is Goosebumps author R.L. Stine, and Jane Stine, who founded Parachute Publishing, is his wife.

As for the art, Earl Norem did the interior work for The Forest of Enchantment, and Marie Severin did the cover and designed the book. She also illustrated The Treasure of Time. Severin was a colorist at EC until the notorious publisher was run out of town by the Comics Code. She worked for Marvel—as colorist, inker, and penciler—from 1959 until the early ’90s. She is one of the most well-respected artists in the comics field.

Famously, Severin was directed to soften the facial expression of the Hulk on one of the most innovative covers in Marvel’s history: The Hulk King Size Special #1 (1968). See both versions here. The artist who made the Green Guy too savage for public consumption? Jim Steranko.

The Amazing Spider-Man: A Book of Colors and Days of the Week (1977)

ASM Book

ASM Book-2

ASM Book-3

ASM Book-4

ASM Book-5

I dug this beauty out of storage with the rest of my old books when my daughter was born, and it’s currently her favorite. My copy is taking a severe beating, so I thank Greg M for saving it for future generations. (Only the first few pages are posted here.)

I can’t find anything about writer Donna Kelly, but the illustrators were well-known Marvel artists at the time, primarily inkers. Jim Mooney worked at DC for 22 years, coming to Marvel in 1968 to ink John Romita’s The Amazing Spider-Man. Mooney later penciled several books, and worked on Marvel merchandise like coloring books, children’s books, and children’s magazines. He died in 2008.

Mike Esposito (1927 – 2010) “inked virtually every major Marvel penciler on virtually every major Marvel title, from The Avengers to X-Men.”

George Roussos (1915 – 2000) was a longtime Marvel staffer best known for inking Jack Kirby on early issues of the Fantastic Four, The Avengers, and Captain America.

Remember, troops, “That web juice is sticky stuff, especially when you’re wearing feathers!”

(Note: Aunt May is spelled incorrectly—“Aunt Mae”—on Spidey’s photo of her on the book’s first page.)

Erik Bergaust’s The Next 50 Years on the Moon (1975)

According to the book, by 2015 trips to the moon will become “as routine as an ordinary supersonic airplane trip.”

Check it out in detail at Dreams of Space (part one, part two, and part three), a brilliant site dedicated to vintage non-fiction books and ephemera about space flight and space colonization.


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