My friend Cameron Goble of Long Tail Gamer wrote a beautiful piece about art and video games, which I highly recommend. We ended up having a long, philosophical conversation about art in games and games as art. It got me thinking about my feelings toward art in roleplaying games, which feeds into how I feel about roleplaying games.

First, I generally dislike a lot of art in roleplaying books. Yes, I want to know what this type of monster looks like, or that type of weapon, the useful types of illustrations, but I don’t have a need for pages and pages of full-color, glossy “flavor” art. Aside from the fact that it jacks up the price of books, I think it stifles imagination. As a gamemaster, my job is to paint word pictures. As a player, it’s my job to describe my character and what he’s doing. I have an unlimited special effects budget. When there are pictures to point to, my budget’s just been cut because I’m now limited by what’s in the picture, and even how well the picture was executed.

It’s the same phenomena one experiences when you read a book, all in prose, and then go see a movie. Yeah, sometimes it translates well and it’s neat to see it on the screen. A lot of times, it’s lame. The book was better. The actor that got for a certain role didn’t quite fit what you’d imagined. The fight scene wasn’t as epic. It goes the other way as well; Cameron said he can’t read the Lord of the Rings any more without seeing Elijah Wood.  The visual has replaced the imagination.

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