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How important is art and art quality in a rpg bok?

Started by Nexus, November 30, 2015, 04:51:31 PM

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Bren

And what was with all the flipping buckles and belts? Was there an artists' sale at Fetish-R-US?
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Christopher Brady

To be fair, the DungeonPunk aesthetic isn't actually gone.  It's now found a home in the Pathfinder RPG.
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Nexus

Quote from: Christopher Brady;876002To be fair, the DungeonPunk aesthetic isn't actually gone.  It's now found a home in the Pathfinder RPG.

Cool, I like that style.
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Anon Adderlan

One more thing.

Thanks to cameras and easy access to visual information, creating (often derivative) visual works has become a common form of internet communication for the younger set. This is why I think providing remixable art for Eclipse Phase and Godbound is such a smart idea, and why the increasingly restrictive copyright laws are missing the point.

And what's more purposely remixable than a tabletop RPG?

Quote from: RPGPundit;871499However Siembieda may or may not have treated the artists, the art itself is one of the things that utterly MADE Palladium books.

I'm pretty certain that in many cases Siembieda based the writing (sometimes quite literally) around the art too. Made Palladium books indeed.

Quote from: Bren;875173You are taking your point a step too far. Are you are unaware that some people are born blind? I assume you still include them as human even though they can't see and don't attach every sound, smell, taste, and touch to an image, right?

And you're missing the point with a deliberately bad faith reading just like those problematic SJWs do. And you know it.

#partoftheproblem

Quote from: Necrozius;875194As an aside, there's lots of technology to assist the blind to do things like surf the internet. I've seen blind or visually impaired people use the internet faster and more efficiently than regular folks.

And there's still whole chunks of visual communication taking place on the internet that will remain inaccessible to them for the foreseeable future. And it's growing.

Quote from: Skarg;875738However I would certainly choose to be colour blind rather than deaf.

There's a big difference between color blind, legally blind, and blind blind however. In fact, color blindness can even be an advantage in certain situations, certainly not in those 'cut the blue wire' sorts, but where perceiving patterns hidden by too much color information is important.

Matt

I'd rather have no art than bad art. And most art in RPGs is awful.

My favorite art would be that found in the '77 edition of Traveller.

Bren

Quote from: Anon Adderlan;876106And you're missing the point with a deliberately bad faith reading just like those problematic SJWs do. And you know it.
The point was overstated. You know it. I know it. Now AA, show us on the doll where the mean SJW touched you.
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kosmos1214

Quote from: Skarg;875738I don't think anyone disagrees that blindness is generally more of a problem than deafness. However I would certainly choose to be colour blind rather than deaf. It wasn't until I was about 38 when I noticed I was slightly blue/green colourblind. Many men are, often without knowing it.

And I think Bren has a point that calling fixation with sight something that applies to all humans, is technically an overstatement. But I don't think any of these points bear call for much if any argument.

I would say though that I think art in a game book can make a big difference to me, not just superficially, and not just importantly aesthetically or emotionally, but because especially:

1) for RPGs there is a large element of imagination, which has a lot to do with my interest level. If the images inspire me to add content or want to dwell on stories that include images like those, then they are helping and inspiring me to want to invest time and energy playing that game.

2) the art that the authors (hopefully not just publishers) chose also often seems to say something about their mindset, and the mindset of the rules and the game worlds presented, and that often seems to tell me something about the game itself, and the thinking and style that pervades it. (e.g. As a realism & logic-oriented player, I'm likely to be interested in a game with art that shows things in correct proportion, with lots of detail, in a realistic style that seems to show situations that make sense. But a game showing wild fantasy stuff that's unrealistic, unrealistically drawn, cliche, etc is going to make me think the game is likely like that to, and avert my interest.)
me to how did you find out i found out do to zangya from dragon ball z every one says shes blue but to me she looks sea foam green in most pictures
sjw social just-us warriors

now for a few quotes from my fathers generation
"kill a commie for mommy"

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Skarg

Quote from: kosmos1214;876194me to how did you find out i found out do to zangya from dragon ball z every one says shes blue but to me she looks sea foam green in most pictures
I found out when doing web development and responding to some feedback on the colors of something, and talking to a couple of co-workers about the colors of football uniforms (Seattle Seahawks home jersies some years ago that looked solid blue to me, but others saw as blue and green in some parts that were just blue to me).

RPGPundit

I just reviewed Walkure (you can find it today on my blog, with art samples) and I have to say its an example of art and production helping to totally make that book.
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Elfdart

I want to say that art quality doesn't matter, but that would be a lie. Bad artwork is the main reason I seldom used the Fiend Folio, since most of the illustrations in that book were terrible.
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