Saturday, 22 August 2026

Graphic design again: Three book reviews

Today I report on three recent graphic design books. I'll be covering a great modern theory book, a collection of found typography, and a portfolio of New Zealand batik artwork.

Book 1:

Universal principles of design. Book cover with frog and warning symbol.

Universal principles of design (third edition). 2023. William Lidwell, Kritina Holden, and Jill Butler

This book lays out 200 principles of design, encyclopedia-style.

Text 

This was one of the best books I read this year. The writing has an exceptional clarity at the sentence level and in its flow from one proposition to the next. Much of it is quite idea-dense and abstract, necessitating reading slowly to absorb the text.

The authors phrase things precisely and confidently. "Sound design is not the exclusive purview of a talented few" (Introduction). They expect an educated reader. "They are combined here because they are invariably combined in practice." (#151, Prototyping) If the writing has a fault, it's the occasional American-specific sports metaphor.

This is one of the only design books I've read that's not riddled with typos! Where most of the books I've been reviewing have errors on every page, I noticed just four across 400 pages, to wit: "shouild" in #107 (Legibility); "crticial" and "four-steps" in #142 (Poka-Yoke); "i.e." for "e.g." (#156, Redundancy).

Book design 

Universal principles of design is very professionally put together. The consistency of the layout lends it power, and each section is furnished with see-alsos, references, and links. There are two tables of contents with different orderings, and an index. I've died and gone to book design heaven.

If I have any complaint it's that the text is somewhat small, near the border of legibility. A typography example suggests it may be Trade Gothic set at 9 pt.

Content

The book covers 200 high-level design principles across many domains. Each concept is given with visual examples to discuss. These are elegant and minimalist, with a slight bias towards aerospace examples (one author is a NASA "human factors guru").

Some of the principles are interestingly specific, e.g., #093 (Icarus Matrix), which I could find very little outside information about, and #111 (Magic Triangle), which only applies to Muppet design(!)

I'm not a fan of changing the meanings of existing terms. #128 (Ockham's Razor) presents a concept in the design space which is analogous to, but different from, the established meaning of "Ockham's razor". Conversely, Clarke's Laws are given as a design principle, where they would have benefitted from being rephrased in a more design-specific way.

There is necessarily some overlap in the principles. The sentiment "not everything that can be counted counts, and not everything that counts can be counted" might appear half a dozen times in support of as many different-but-related concepts.

The authors have strong opinions and an evidence-based lean (although I could have done without the occasional flimsy evo-psych). They discuss how the foundational priming experiments (#144, Priming) mostly failed to replicate (albeit springing that disclaimer only after giving lots of details about it in the visual example).

They also pour cold water on the Golden Ratio and the rule of thirds, which "plays, at best, a minor role in creating aesthetic compositions but a valuable role in focusing attention." (#160, Rule of Thirds) I found the guidance useful enough to write it down:

1. If there is a strong primary element, centre it. Don't use the Rule of Thirds.

2. If there are two strong elements, balance them: position them at (especially diagonally) opposing intersections with the Rule of Thirds.

3. When there is a strong vertical or horizontal element, align it along one of the grid lines of the Rule of Thirds.

4. When there are many elements with similar visual weight, don't use the Rule of Thirds. 

I particularly enjoyed learning about Conway's Law (#040), Inverted Pyramid (#099), Poka-Yoke (#142), Visuospatial Resonance (#193), and some of the more philosophical discussion in e.g. Causal Reductionism (#023) and Root Cause (#158). The use of the Vasa warship to illustrate Feature Creep (#063) was very funny.

I'm reading design books this year because of my renewed interest in visual design, making the sections on Consistency (#035), Figure-Ground (#067), Highlighting (#091), and the von Restorff Effect (#194) interesting too. 

In summary

Universal principles of design is an absolute delight. The first time in a while that I'd like to own a shiny new copy of a book.

 

Book 2:

Look & see. 2018. Anthony Burrill

In this book, Burrill curates some of his collection of typography examples. These are reproduced reduced to black and white, with resulting grunge/distress effects. The typography is always black, never inverted or coloured, but there is simple, tasteful use of overprinted block colours for contrast.

 

Computer glyph. Tall typography. Digits with the names of numbers cut out of them.
 

Burrill has selected the "found typography" both for its characteristics and for its interesting provenances, which are described. The writing is somewhat amateurish, with its share of errors. It's somewhere in the triangle of poetic, banal, and twee, which I found made for a very easy read. I think it succeeds as a coffee table book, and could serve as inspiration for someone working closely with type.

The book's layout uses a fascinatingly wide typeface for body text, and is prolific with its arrows in a multiplicity of styles. Sometimes these design books have quite experimental features and I wish they'd explain them as they went!

 

In summary

Look & see is a fairly lightweight and relaxing read. I got a few ideas and laughed at a few curiosities, which is probably what you hope for out of a book like this.


Book 3:

Book cover of An Eccentric History in Batik.

 

An eccentric history in batik. 2025. Dinah Priestley

This new 242-page book showcases the art of Dinah Priestley and the late Tony Burton.

The text

After a rather stuffy guest foreword, the book is quite approachable.

Priestley describes her experiences with batik (traditional patterned dyeing using wax resist), as well as offering a sort of biography of her artistic life with Burton. I found myself wanting more details on the batik side.

A lot of Priestley's and Burton's art depicts parts of New Zealand history from older times into the early 21st Century, covering for example the Land Wars. With Priestley explaining the artworks, the textual content ends up comprising a mostly-unflinching look at New Zealand history.

Priestley's writing is rough and ready, but not bad. The authorial tone does sometimes dip into a sort of prim self-righteousness, e.g., trying to recast being a bad speller into an unalloyed good. But it's vivid and easy to follow. There are a few grammatical mistakes that unfortunately jump out at the most serious points (e.g., 'burnt alive' for 'burned alive').

Art

I wasn't familiar with Priestley or Burton, and enjoyed seeing their work. This book showcases hundreds of pieces, almost all in batik, but supplemented with cartoons and masks.

The art itself is wonderful. The unusual style of the artists, reminiscent of children's book illustrations newspaper cartoons and old woodcuts, is really set off by the choice of medium.


18th Century French Explorers Collecting Fauna, in the bush.
18th Century French Explorers Collecting Fauna

Annie Burnell Beauchamp, sitting in a chair.
Annie Burnell Beauchamp

The fabulous Sir Edmund Halley 1986, looking through a telescope.
The fabulous Sir Edmund Halley 1986

1980s Wellington Stock Exchange, in three panels.
1980s Wellington Stock Exchange

Layout

The book's chapters are casual, and their structure not too ordered: 'Blokes', 'Nightclubs', 'Sporty Types', 'Mistresses', etc. 'Blokes' comprises "fathers, gardeners, musicians, poets, wharfies, artists, kayak instructors, cricketers" and has the distinctive quirk of listing the ethnicity of almost every portrait subject, perhaps because the writer is from a certain time.

I liked the visual formatting. The book is laid out on a simple grid but doesn't keep to it strictly, as the batiks come in a variety of shapes and sizes (and the designer tries to set many of them to full pages). I notice that two minor variations of the 'Nikau and the Botanists' artwork are shown on pages 54 and 159, likely by mistake.

In summary

I read too few New Zealand books. I picked up An eccentric history in batik on a whim and Priestley's distinctive style really sold me. It's a visual treat.

 

Wednesday, 12 August 2026

The World Tree Is Coal And You Must Mine

The world had a World Tree. Aeons ago. Now it has a legendary coal seam.

What lingers in the darkness beneath the earth?

The World Tree Is Coal And You Must Mine is a one-page, pay-what-you-want, solo RPG. You can pick it up quickly and play it in less than an hour.

With every month of mining, you carve out and sell more coal. With every month, there's a chance that you'll find an ancient treasure from the time of the world's verdure, a fossil or World Tree Seed or piece of "fool's anthracite". And every month, there's a risk that your pick will break through into an ancient chamber where some mythic horror has long been entombed.

How far will you push your luck?

It's black lung if you're lucky. The game ends if you die in the dark.

Get it at DriveThruRPG, itch dot io, or RPG Trader.

 

The World Tree Is Coal And You Must Mine. Graphic.

Tuesday, 28 July 2026

Table Tuesday

It's Ten-sided [dice] Table Tuesday! Here's three dice tables for your Game Mastering convenience.

 

1d10 only situationally useful magical items

For fostering ingenuity and/or populating the back of the archmagician's wardrobe.

  1. Circlet of Tartar Control
  2. Belt of Expertise With Monkey Bars
  3. Bag of Dehydrated Oozes
  4. Ancestral Spirit Blade of Somebody Not Yet Born
  5. Animated Bucket of Sandcastle Making
  6. Epaulettes of Depilation
  7. Boots of Walking Up 45 Degree Slopes
  8. Amulet of Protection Against Boors
  9. Sword of Being Sundered
  10. Movable Rod

  

Enchanted sword with coiled salamander.


1d10 fresh mysteries

To hand your players when everything gets unexpectedly resolved and you're in a pinch for content.

  1. Someone woke up invisible today, only fades in slowly
  2. The temple is doubling your tithes
  3. Who stole the horseshoes off your steeds?
  4. Those bodies you left strewn about vanished overnight
  5. The moon has changed colour
  6. Your guide was an illusion the whole time
  7. All the bed frames in this inn are altar-stones
  8. Sudden glut of impossibly cheap spices in market
  9. Various signs of a persistently-nonexistent secret door
  10. Urgent yet cryptic message from a patron divinity

 

All signs point to a secret door being discovered behind a tapestry.

1d10 strange allies

For dispensing sage counsel, showing up when all seems lost, giving clues, or being piteously in need of help.

  1. Sealed terrarium of hyperintelligent moss with questions about the world
  2. White-haired retired crimelord with huge family
  3. Gloomy intelligent enchanted shovel with unfulfilled destiny
  4. Human-shaped mass of solar plasma in need of a friend
  5. Trio of cursed gourmands at table they cannot rise from
  6. Charismatic leader of uprising amongst sorcerously-created henchthings
  7. Very bored dark magician entombed in ice, speaking telepathically
  8. Ascetic anteater monk on strict regimen of single ant per day
  9. Abominable flesh-heap once worshipped as evil god, now exploring spoken word poetry traditions 
  10. Hivemind of swamp damselflies communicating through coordinated flight patterns

Fighter having a chat with a friendly gentleman.

Illustrations by Gordy H.

Thursday, 23 July 2026

Ecoheroism and Dragonspill

 

Ecoheroism title. A slain dragon pierced by swords is emblazoned with caution tape.​


A dragon embodies fire, poison, and wrath. Slaying the monster doesn't make it safe!

Every part of the dragon's body, from claws to gizzard to skin, is uniquely hazardous.

Burying the heart will poison the groundwater for fifty leagues around. Burning the skin scars the sky for decades. Leaving the ribs exposed brings down a curse on the slayer's descendants. The lungs keep pumping out smog. The claws spread drought.

If left to decay, the dragon's hatefulness seeps into the environment, causing terror and ruin for leagues around.

Page divider.

Ecoheroism is a system-neutral tabletop roleplaying game supplement developing this idea.

To engage in ecoheroism​ is to deal with a dragon carcass in a responsible, safe, and environmentally friendly way.

Do you tie it to a church bell? Drop it in a volcano? Bury it fifty feet underground?

Find the best way to safely dispose of the bits of a dragon carcass, or experience a dragonspill: the terrible environmental consequences of your failure.​

Four pages from the supplement. Dice tables. Red and yellow colour scheme.
  

Random tables! Fantasy environmentalism! Esoteric lore! Gory humour!

d20 dice table for methods of safely disposing of parts of a dragon.

Fantasy gaming meets environmental rehabilitation and bomb disposal.

For use with any fantasy TTRPG. Get it now!​

Page divider. 

Ecoheroism is downloadable for pay-what-you-want at: 

Itch dot io

RPG Trader

DriveThruRPG

 

 

Dice tables to determine which curse follows when the dragon's body is burned, dissolved, preserved, or stuffed. Slashed red background.

A chapter title page. "Dragonspill". A bloody red dragon roars against a grisly background and a ring of yellow caution tape.

Clean-up crew characters. A mixture of heavy labourer, butcher, and chef. A team drags away a rapidly-decomposing dragon corpse.


Friday, 19 June 2026

Tuatara Deliquescence

If you were around the tabletop games hobby 20 years ago, you probably remember the infamous game-that-never-was, Tuatara Deliquescence. A product of early forays into crowdfunding, production flared out after developer Laura Khang vanished in mysterious circumstances.

The project was abandoned, and every part of it was thought lost.

But I have stumbled upon a staggering 63 pages of lost Tuatara Deliquescence development material, from character power cards to magazine covers! I have cleaned it up and digitised it and put it up on itch, with my commentary:

Scattered and tattered pages of esoteric artwork, metaphysics references, and tuatara logos.

What was Tuatara Deliquescence?

Laura Khang intertwined physics and metaphysics in a game that was deeply concerned with questions like "how we know things", "what it means to be perfect", and "what is the nature of infinity".

The game was philosophically transgressive, railing against the inevitable formation of a cosmos-wide sapience. Per Khang:

It is the fate of all things to become an interconnected consciousness of impossible scope. Your role as malefactors is to assail this destiny with every weapon you can find.

A tuatara reduced to a grid of dots.

Tuatara Deliquescence was completely unlike Khang's previous game, 15 Hours In The Oort Cloud With Ferdinand Magellan. The new project was inscrutable, complicated, and incredibly broad in scope.

With this new trove of information, we know that Tuatara Deliquescence was going to have twelve stats: Antagonism, Congruence, Curiosity, Enormity, Extensity, Imaginability, Incipience, Inevitability, Precedence, Selfhood, Standard Model Complexity, and Understanding.

(Standard Model Complexity's substats included the speed of light, the Planck constant, lepton flavour, and stringiness)

Characters had powers like "Nihilogony", "Reverse Entropy", "Demystify", and "Become Imperfect".

A strange character power card called Become Imperfect. Starry blue card art of a moon floating over a pool of water inside a head. The card has the "Dissolution/Dissipation" affinity.

A strange character power card called Nihilogony. Metallic green card art of a hat wearer unearthing a huge book in a desert. The card has the "Germination/Phototaxis" affinity.

A strange character power card called Demystify. Metallic red card art of a figure standing next to a huge book whose pages are starscapes. The card has the "Realisation/Denotation" affinity.

A strange character power card called Reverse Entropy. Metallic gold card art of a small featureless figure presenting a star to a larger one. The card has the "Imbrication/Transience" affinity.


The scope, metatextual nature, and dubious heroism of Tuatara Deliquescence is said to have inspired a laundry list of modern TTRPGs: Everything from The House Of Leaves RPG to Wallace Wunkle's Tragedy Factory to Triangle Agency, to say nothing of that weird subset of Homestuck fan games focused on travelling through time to kill frogs. (It has long been a widespread and completely unsupported theory of the fan community that Tuatara Deliquescence was somehow "about time travel".)

Photocopied errata pages, tuatara logos, and a card labelled ‘Understand the Scope of Infinity’.

 

We finally have more information about this lost classic

Now, with this rediscovery of a trove of early Tuatara Deliquescence work, we can get some insight into:

  • Laura Khang's favourite gameplay structure, the "Floorcrawl", which was used to model something called Single Planar Travel and depended on game / real-world values like Carpet Friction and Tile Hardness
  • What it means if "the cosmos has devoured its progeny", and exactly how inevitable that is
  • Things that could happen in the game, like "drinking the quantum foam" or accidentally "breaking euphonia"
  • Character powers that let you Understand The Scope Of Infinity, Reopen Loopholes, Diffract Reality, or Gain Omnipotence
  • Character creation mechanics like entrenchment and immurement
  • The community's fixation on things like the 1970s children's boardgame Hunt the Quark, Hofstadter’s Gödel, Escher, Bach: an Eternal Golden Braid, and the Tumblr joke about "Two-atara Deliquescence"

Regarding the game's curious title, the rumour that it comes from Dorothy Parker’s list of the English language’s most phonaesthetic short phrases (fourth after ‘halcyon jonquil’, ‘darling syllabub’, and ‘mellifluous hush’) is not true. Nor did Welsh prog rock duo Two Atari Delinquents sue Laura Khang. The old image macro featuring a puzzled Patrick Troughton tipping out a grey liquid from a metallic prop mug, titled ‘Reconstituted Dalek Essence’, is almost certainly unrelated.

A series of merged Tuatara Deliquescence logos.

 

An interesting read whether or not you've heard of Tuatara Deliquescence

This is a weird game that has left a weird legacy. You can get the Tuatara Deliquescence ephemera on itch.io,

https://periapt-games.itch.io/tuatara-deliquescence

RPG trader, 

https://rpg-trader.com/products/5322/tuatara-deliquescence

or DriveThruRPG,

https://www.drivethrurpg.com/en/product/572441/tuatara-deliquescence

 

Disclaimer: This is an experimental art project made for the You Cannot Play This TTRPG Jam. In the space of all possible worlds, Tuatara Deliquescence surely existed and you could play it. In this world, it did not. You cannot play it.

Graphic design again: Three book reviews

Today I report on three recent graphic design books. I'll be covering a great modern theory book, a collection of found typography, and ...