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<blockquote data-quote="Oni" data-source="post: 4874917" data-attributes="member: 380"><p>I actually disagree with this. The aesthetic presentation of a game or setting goes a long way toward setting the mood at the table. I believe you could take the exact same set of information (setting and rules) and dress them up with different art (say old school D&D vs. anime) and it would make a noticeable difference how it was played. The primary reasons are twofold. First the presentation guides the selection process, People whose taste and stylistic preferences run a certain way will either be attracted or repelled by the product, so you could say that the art has a hand in selecting the mindset of the group that will be using the product. Secondly the art will inform the tone of the game, it's a visual cue of what the players are meant to put back into it by way of setting expectations and reinforcing the innate preferences that guided the process of selecting the product in the first place.</p></blockquote><p></p>
[QUOTE="Oni, post: 4874917, member: 380"] I actually disagree with this. The aesthetic presentation of a game or setting goes a long way toward setting the mood at the table. I believe you could take the exact same set of information (setting and rules) and dress them up with different art (say old school D&D vs. anime) and it would make a noticeable difference how it was played. The primary reasons are twofold. First the presentation guides the selection process, People whose taste and stylistic preferences run a certain way will either be attracted or repelled by the product, so you could say that the art has a hand in selecting the mindset of the group that will be using the product. Secondly the art will inform the tone of the game, it's a visual cue of what the players are meant to put back into it by way of setting expectations and reinforcing the innate preferences that guided the process of selecting the product in the first place. [/QUOTE]
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