You find an artist for your game who will work for free. Whether they be a player or DM. However, all of the characters are rendered in their artstyle. They refuse to change it whatsoever. They are a very good artist.
Taking into account that generative AI is not allowed (due to reasons), which would you rather have: a cartoony artstyle or a realistic artstyle?
Realistic. It's a better fit for the games I play. Also, welcome to the boards. Interesting first post
Realistic. Elmore, Parkinson, Bradstreet, Geier are probably my favorite RPG artists. The last two are a bit stylized, but still realistic.
Whatever you would consider 80s-early 90s comic book style to be - that's the art I want to see in more rpgs.
I prefer anime aesthetics, but with realistic armor/armaments/accoutrements. So while I wouldn't (necessarily) have moe-style art, SOME art might be moe and some might be older school anime style (or something modern like that of Vinland Saga).
Either, but be consistent.
One of my favorite games is Dungeons & Delvers Dice Pool. It has cute Chibi art through the whole game. Despite looking like Funko-pop figures the game is great.
The book with the best art in it is a toss up between the D6 Star Wars 2E (blue cover with Darth Vader), or Heavy Gear & Jovian Chronicles from Dream Pod-9.
Star Wars 2E has a black and white pencil drawn comic book style, but it's realistic.
Heavy Gear or Jovian Chronicles both have an unrealistic anime art style.
The big thing I like is that they're all the same style.
I think the answer is realistic. Here's what my fantasy heartbreaker would look like if money was no object: The covers and color plates would look like Frazetta, and the rest would be black and white and resemble Savage Sword of Conan. Every time you opened the Player's Handbook, you would yearn to crush your enemies, see them driven before you, and hear the lamentations of their women.
Quote from: FishMeisterSupreme on March 19, 2025, 12:11:24 AMYou find an artist for your game who will work for free. Whether they be a player or DM. However, all of the characters are rendered in their artstyle. They refuse to change it whatsoever. They are a very good artist.
Taking into account that generative AI is not allowed (due to reasons), which would you rather have: a cartoony artstyle or a realistic artstyle?
I want consistency. The exception is when its a "do anything" sort of book.
Cartoony art has too high a tendency to make players not take a setting seriously. Think Dark Sun done in some modern cartoon style like WOTC used for the last Dungeon! Board game.
It can work in the right occasions. But overall it can send the wrong message.
Then theres too realistic art. While I can appreciate the skill. Some artists have a realistic style I just dont like. 2e had an artist who was like that. Contrast that with Corben's insane skill that had a very organic feel but was not too realistic. Or Caldwell.
But honestly what works for me might not work for someone else.
Also for a pucblished work. Heres a big secret. All that glitzy flashy interior art means absolutely nothing. The cover and premise sells the game. Not the interior art.
What do you mean by Cartoony? What would be some examples? Jeff Dee's art was very comic-booky. Do you consider that to be cartoony?
I prefer cartoony art, but with a serious -- not comic -- tone. Trampier and Otus both produced prime examples of what I mean (though Trampier also did realistic pieces; I like Treasure! better1 than the Gamma World cover, for example).
1 even better I should say.
Quote from: Crusader X on March 19, 2025, 06:29:13 AMWhat do you mean by Cartoony? What would be some examples? Jeff Dee's art was very comic-booky. Do you consider that to be cartoony?
That's certainly what I mean by it, and Dee is perhaps the best example of all.
Doesn't matter to me, as long as it captures the feel I'm going for.
It does depend on the game and it's feel, though I prefer more serious games thus more realistic (but not photo-realistic) art. If it's a retro game, getting retro art is perfectly fine, though I'd reject any kind of anime look - never been my thing.
Generally the art in the more recent Free League publications all seem to match the vibe of the game they're published in and I think they're great. For a look at what not to do, look at Dolmenwood. What a mishmash of cool stuff and garbage with many different artists and styles.
It depends a lot on the cartoon or comic style. A good cartoon style is usually better than realism, with a few applications preferring realism, anyways, for verisimilitude reasons. But being real, a lot of cartoon styles don't actually look that great.
This is a decision which needs to be made on a per-artist per-project basis.
Generally, though, if the artist is actually good and can work with your style needs, I'd say go for it.
Cartoony - Anywhere between the styles of TSR games, and amateur fan-art that appeared in house organs and DIY games with rule books that were letter-size sheets of paper folded in half, where the artist has some skills, but lacks discipline.
In one of my RPG modules, Radical High: Freshman Orientation 1985, I drew an entire NPC student body, which is somewhere between the two, but intentionally leaning toward the amateurish side for a nostalgic charm. Two of them are the PCs played by my wife and I.
(https://pdoxg.wordpress.com/wp-content/uploads/2025/03/freshman-orientation-1985.png)
Quote from: Cathode Ray on March 19, 2025, 08:30:05 AMIn one of my RPG modules, Radical High: Freshman Orientation 1985
(https://pdoxg.wordpress.com/wp-content/uploads/2025/03/freshman-orientation-1985.png)
Good lord, I remember all of these people.
Quote from: FishMeisterSupreme on March 19, 2025, 12:11:24 AMYou find an artist for your game who will work for free. Whether they be a player or DM. However, all of the characters are rendered in their artstyle. They refuse to change it whatsoever. They are a very good artist.
Taking into account that generative AI is not allowed (due to reasons), which would you rather have: a cartoony artstyle or a realistic artstyle?
It totally depends.
One of the only artists we've found who gives prices and offers commercial use licensing does OSR "horror" style art. We like it, but it doesn't fit any of our story universes. (We are doing RPGs based on the universes from our fiction. Oh, his style does fit one of our universes - but it is the unpublished horror universe. Of course.)
Cartoony fits our Nano-Sapiens universe. Dogs and cats become people through nanotech shots and go off into the universe with humans and make friends with vaguely Earth-base animal aliens and fight the evil Monarch Butterfly Empire.
Realistic fits the universe from our first (unpublished) novel - non-historical fantasy set in our past, where dragons roamed the Old West.
Depends on the game itself. I hate anime-style art in pretty much anything. Just not into it. Cartoony non-anime for a non-serious game, realistic non-anime for a serious game.
Quote from: Zalman on March 19, 2025, 07:35:08 AMI prefer cartoony art, but with a serious -- not comic -- tone. Trampier and Otus both produced prime examples of what I mean (though Trampier also did realistic pieces; I like Treasure! better1 than the Gamma World cover, for example).
1 even better I should say.
More or less the same for me. I'd lean ever so slightly towards cartoony instead of realistic. However, my main concern is to avoid the uncanny valley. I think every piece Wayne Reynolds ever did manages to sit right in the middle of the uncanny valley.
With sci/fi, current day, that sort of thing, I'd lean more towards realistic, though any game I'd be doing will be ancient/medieval fantasy. For fantastical, I prefer the cartoon side of the uncanny valley, because there are very few artists I'd trust to consistently pull of realistic in that vein. And some of them, even though there is nothing wrong with what they are doing, work in styles that don't appeal to my tastes. If it is some relative amateur doing stuff for free, then I expect mistakes. So I land on the cartoon side almost by default.
What I'd really like is all my art done by Monet, or maybe Cezanne in a pinch, leaning towards their less abstract pieces. While we are at it, I'd like a pony too.
Two different games I like, both of a player fighting an undead. One is cutesy, one is serious. I like both because both books use the same art throughout their book.
The cute one is Dungeons & Delvers Dice Pool, the other is Kogarashi.
I prefer that the art fit the tone and content of the game. There shouldn't be a jarring mismatch between the system and the art. One example of this is Iron claw. A fair amount of the art is done in a cartoony Disney style reminiscent of the animated Disney Robin Hood movie. The cover is done in this style. This art suggests that the game will be a rollicking adventure in the style of those Disney movies. This is not what the system actually delivers. It's actually a pretty gritty sort of system. This is the sort of tonal mismatch I don't like. A gritty historical game should have naturalistic art that reflects that tone. A game like Fight! that's based on 2d fighting games should have art reminiscent of those games.
Evocative and appropriate to the tone and style of the game. In general, I feel realistic artwork aims at the lowest common denominator, misses, and hits the ground but that's not to say that cartoonish or stylized art can't do the same. Imagine Twilight 2000 with Looney Toons for artwork.
Realistic
Quote from: Zalman on March 19, 2025, 07:36:53 AMQuote from: Crusader X on March 19, 2025, 06:29:13 AMWhat do you mean by Cartoony? What would be some examples? Jeff Dee's art was very comic-booky. Do you consider that to be cartoony?
That's certainly what I mean by it, and Dee is perhaps the best example of all.
Your idea of "cartoony" then is far far removed from mine.
lol you get what you pay for... But I prefer more serious artwork then too cartoony.