In published work by minor or independent sourcer, I have noticed a strong correlation between poor art, awkward rulesets, and lame, uninspired roleplay concepts. Likewise, some of the most compelling material, the stuff that winds up under my arm when I go to the cash register, usually combines a unique, evocative concept, high-quality art that clearly illustrates the uniqueness of the gameplay experience, and clean rules that are well-presented and easily understood.
It's actually pretty rare that anyone skimps on art while delivering an original concept and well-designed game. I suspect that the mindset that wants to cut corners on the art often cuts corners elsewhere.
It's actually pretty rare that anyone skimps on art while delivering an original concept and well-designed game. I suspect that the mindset that wants to cut corners on the art often cuts corners elsewhere.