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DRAGONMOUNT

A WHEEL OF TIME COMMUNITY

Humberto Tramujas

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    D&D, Writing, Design, Comic Books and all the rest of the nerd stuff.
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  1. Step into the captivating world of comic book artistry as we delve into an exclusive interview with Marcio Abreu, a highly talented and visionary comic book artist hailing from São Paulo, Brazil. Currently lending his artistic prowess to Dynamite Entertainment, Abreu is expanding The Wheel of Time adaptation into the comic book realm. Abreu's current project involves the illustrations for Dynamite's comic book adaptation of "The Great Hunt," written by Rik Hoskin. "The Dynamite series will continue its adaptations of The Wheel of Time series into comic books, following 2009's 'The Eye of the World' (now collected into a graphic novel by Tor Books), written by Chuck Dixon and illustrated by multiple artists." Join us as we explore Abreu's creative process, the challenges of adapting Robert Jordan's world into a visual medium, and the artist's perspective on character design and world-building. *This interview was conducted in Portuguese and later translated into English. Q: Did you have any familiarity with The Wheel of Time before? Or this was your first contact with it? A: No, none! I discovered it when I watched the series on Prime Video, and liked it right away. Q: How did you start the process? Did you base your illustrations on the other graphic novels, scripts, or some other material the publisher gave you? A: I relied on references from a website that Dynamite sent me (referring to the iconic Seamas Gallagher artwork). But I used an already published "The Eye of the World" comic to get to know some of the characters, and I watched the show again with a more discerning eye to capture the atmosphere. Q: What is your working process like? Tell me about how you develop the pages. A: I usually sketch loosely on A4 paper. I create small thumbnails for the pages, which helps me develop the narrative better. Then I redraw everything on A3 paper, without using a light table. Q: Regarding the character design, did you have any freedom, or are you following what was in the books? Or a middle ground? A: I had complete freedom, but I tried to follow what had already been drawn, so as not to deviate too much from what had already been published. But I always try to improve if possible! Q: What do you enjoy drawing the most so far? Creatures, a certain character, magic, or something else? A: Aaaaah, man, I love the creatures! I hope they appear a lot! But, everything is very cool. The detailed settings, period costumes, horses, magic, and the characters, in general, are very fun and challenging. Q: I saw on your profile that you make a lot of Conan art. Did you know that the author of The Wheel of Time began his fantasy writing career with Conan books? A: I didn't know! Woooooooow!!! I hope this is a good omen. Q: How is it different to adapt a nearly thousand-page book into the art of a graphic novel? A: Actually, everything comes already outlined in the script. My job is to draw it in a way that pleases a legion of fans from around the world. I hope to not disappoint! We look forward to seeing Abreu's artistic vision come to life on the pages, and we're sure that fans all around the world will appreciate the dedication and passion he is bringing to this project. We can't wait to follow the journey of The Wheel of Time through Marcio Abreu's hands! The first volume of "The Great Hunt" graphic novel adaptation is now available from Dynamite Comics.
  2. I Rolled a 20 on the Random Article table. Ah, the Wheel of Time, a tapestry of epic proportions spun by the brilliant Robert Jordan. It's a world we've all come to adore, one that has touched our souls with its grandeur. But I have never entered it so deeply as when I first played a RPG session set in the lands of the Dragon Reborn. Bienvenidos, my fellow travelers, to an article about the Wizards of the Coast Wheel of Time Roleplaying Game, a forgotten game that has recently resurfaced into my mind and that I believe both old aficionados and curious newcomers will find just as amusing as myself. Why write about it now? Personally, I find it intriguing to see how different people deal with Jordan's work, just as Rafe is doing and Brandon has done in the past. Some things in this book are just as interesting to analyze. Whether you're an old fan or a curious newcomer, the Wheel of Time RPG offers a chance to experience Jordan's world in a different way. Even if this way is through the lens of 2000s game designers not as well versed in Jordan’s universe as us diehard fans. As I revisit this unique RPG, I realize that some of the first images and art from the series I saw came from it, something I didn't remember at all. The first image of an Ogier that I experienced came from this book, and I only realize it now by revisiting it. Maybe that's also the case for some of you. This alone is another reason to go through it once more. Something I catch myself doing from time to time since I grabbed a copy of this book in Auckland when I was visiting my uncle. In my opinion, every adaptation is interesting. And it's even cooler to look at them after a new one comes out. No matter how different the media are, it's something that always catches my attention. As we can see on the internet every day: No one would do things the same way and everyone has their own perfect adaptation in mind. So why don't we collectively step into the minds of those who made this game over two decades ago? The Creators of the System. Crafted during the heyday of the D20 movement in tabletop RPGs, and at a time when fresh Wheel of Time content was in short supply, this publication undeniably satisfied the cravings of series enthusiasts. Nevertheless, it falls short in terms of the depth and replayability that could have transformed it from a mere novelty. The 300+-page rulebook featured new and original art throughout, bringing the world of The Wheel of Time to the tabletop. As a short book, it does its best at trying to condense the vast world of Robert Jordan into a few pages, sometimes making its depiction of the setting feel broad and lacking in detail. The game was based on the D20 rules system used by the third edition of Dungeons and Dragons, following a similar layout and format to the D&D core rulebooks despite all the setting differences. It was penned by a veteran designer team, including Charles Ryan, Steven Long, Christian Moore, and Owen K.C. Stephens. It's noteworthy that Robert Jordan himself provided a foreword for the game, revealing his own connection to the world of tabletop gaming and his excitement for the Wheel of Time RPG. The Wheel of Time RPG incorporated the talents of Darrell K. Sweet, the artist for the novels, who provided the cover artwork. It is so cool to see two additional paintings from him in the world of WoT that are not covers of the novels. It evokes a feeling of something familiar, but new at the same time, since not everyone has had contact with these illustrations. A large number of Wizards of the Coast artists contributed additional illustrations throughout the book, adding depth to the gaming experience. Ellisa Mitchell, known for providing cartographic services on the novels, created several new maps for the rulebook. Again, some of them that I had no idea were created specifically for this. D&D or not to be? This game made a lot of changes to the core D&D mechanics. The standard D&D character classes were replaced by new ones, such as Aiel spear-carriers, Armsman, Initiate (in the Aes Sedai or Asha'man), Noble, Wanderer, Wilder, and Woodsman. Multiclassing was also an option since this was a d20 system. Much like D&D 3rd Edition, feats played a significant role in character creation. Specialist feats for the use of the absolutely game breaking One Power were introduced, along with Feats that allowed players to replicate unique abilities from the books. The rulebook delved into the setting and history of The Wheel of Time, drawing from the novels that were published at the time. It offered somewhat comprehensive information, including the founding circumstances of countries like the Borderlands, Cairhien, Illian, Tarabon, and Tear during the War of the Hundred Years. But it went out of its way to avoid topics that would be discussed in future books written by Jordan. Later in his blog, Robert Jordan talked about the process of helping in the concept of the game, wanting to do more but with no time because of the books. And how he managed to avoid items The book featured re-drawn, full-color, and larger-scaled maps of cities like Ebou Dar, Caemlyn, Cairhien, and Tar Valon, adding a visual dimension to the gaming experience. An introductory adventure titled 'What Follows in Shadow' was included, set during the events of "The Eye of the World," offering players an immersive starting point for their own Wheel of Time adventures. It's always a challenge to create a game that takes place during the events of an ongoing story, but sometimes it's difficult to take agency away from the players because they're doing something that conflicts with the original canon or that wouldn't make sense in the world. The Lord of the Rings RPG, The One Ring, fails greatly in this aspect, where adventurers can only do the minimum without entering territory that threatens the original story of the books. Fortunately, this is not something that happens in the Wheel of Time RPG. Adventures offer options and stories that don't affect the book arcs and still have meaning for players. An expansion was created for the game called "The Prophecies of the Dragon," which is the only expansion to The Wheel of Time Roleplaying Game that was published. Again, cartography was handled by Ellisa Mitchell, and a new cover was produced by Darrell K. Sweet. Robert Jordan is listed as a creative consultant. Photos by: @manetheren_miniatures An invitation This is not a review (although if there is enough interest it might as well be in the future), but an invitation for fans to take a closer look at this material and appreciate its unique aspects. It's a journey through the past, a chance to rediscover something that may have been forgotten in the midst of new adaptations. As a fan, I felt compelled to revisit this piece of Wheel of Time history and share its significance. Even if my only conclusion is: Maybe it's time to try again. In the same vein, I plan to explore other forgotten media and adaptations related to the Wheel of Time universe, like for instance the PC first-person boomershooter reminiscent of Quake and any other turning of the wheel that I can lay my nerdy hands on. But what now? The recent television adaptation of The Wheel of Time series on Amazon Prime has reignited interest in this classic RPG. As fans of the TV series dive deeper into the lore, some are discovering the tabletop game and finding themselves drawn into the enchanting world of Aes Sedai and Trollocs. Which poses the question: Is it time for a new Wheel of Time Tabletop RPG? Some fans believe so. As part of the show's 1st and 2nd season promotional material, Prime Video Brazil conducted two different RPG sessions with YouTubers from the country. But these sessions were based on existing systems and seemed more like a patchwork than something designed for WoT. We also had fan adaptations for D&D 5e, but nothing official has been released since these two books in the early 2000s. Perhaps it's time for new materials to come. With numerous RPGs emerging every year and new design philosophies being introduced, such as in games like Mörk Borg, Knave, Shadowdark and many others, and with RPGs making a comeback in mainstream media with shows like Stranger Things, I see no reason not to have a new adaptation of Jordan's world for tabletops. Certainly, fans would love it, especially now that the hobby is more popular than ever.
  3. The week of The Wheel of Time Season Two's mind-blowing season finale, showrunner Rafe Judkins graced fans with a spoiler-free Instagram Q&A session. This casual tête-à-tête was a much-needed treat, especially since Rafe had been incommunicado during the strike. But fear not, my fellow WoT aficionados, because following a hard-fought agreement, Rafe has made a triumphant return to the heart of the Wheel of Time community. During this virtual Q&A, Rafe tackled six questions asked by the community posted on the official Wheel of Time Instagram account. His responses danced between behind-the-scenes anecdotes and personal favorites. Rafe started with some interesting tidbits about Season Two. He discussed the significant risks and rewards, particularly mentioning the beach locations in Morocco ”where no one had shot a TV show or movie before”, He explained the challenge these locations presented and how rewarding it was to see them on screen. When quizzed about his favorite character introduction in Season Two, Rafe quipped, “I can't decide between Elayne, Aviendha, and Verin”, making us feel like we're all in the same boat with all these fantastic additions to the show. Rafe even hinted at an Easter egg related to “an incredibly important weave in Episode 7” that allows channelers to travel long distances. We certainly will see more of that in the future! Halloween is creeping up on us. Rafe couldn't choose a favorite costume from the show, but he confessed, "If I were to go as someone for Halloween, it would probably be High Lady Suroth." When asked about the outstanding performance of Hopper, Rafe praised Ka Lapinka, the wolf responsible for bringing the pupper to life. “She does something incredibly impressive in Episode 8 that is not CGI”. We know now that he was talking about that heartbreaking death scene. I know wolves are supposed to be scary, but I would love to pet Hopper. Rafe concluded by hinting at his favorite moment from the Season Two finale but refrained from sharing further details to avoid spoilers. He hinted "a certain moment with Mat Cauthon and a musical instrument." For the full Q&A experience and more of Rafe's quips and secrets, head to The Wheel of Time's Instagram account.
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