For what it is worth, there is a big difference between how art Was handled with Exalted and currently Is handled. Back when the setting and the characters therein were still mostly mutable impressions of things, the artists were considered to be part of the creative team, so that when they "freestyled" something off the cuff like Sophie Campbell's Djala pieces, it was just generally considered "Creation is big and weird enough to contain all this stuff, there is no reason to explain if the visuals contradict something." Artists did not "go rogue" so long as they were being Topical, and if something was liked by everyone putting the book together (like the exoticism of the Djala), it'd be requested that the artist keep doing that thing, and if not, it got folded away and ignored as a one-off. There was, by and large, vastly less focus on Signature characters and representing Places accurately, and more trying to capture the sprawling weirdness of what Exalted encompassed, even if that meant such a staggering quality variance between this piece of a Raptok Dragon King from the 1e Player's Guide and this piece showing Swar from Bastions of the North.

Back then, if an artist went "off script" with a piece, they could still use it elsewhere, in an unrelated but sensible spot. Which in fact is Entirely what they did for the 1e Storyteller's Companion, which was comprised solely of pieces like this and this which did not make the cut for the 1e Corebook, but which they had nonetheless paid good money for and needed to use Somewhere.

This is not something totally centric to White Wolf and small-press art budgets either, and WotC is particularly notable in this regard. The current consistency of MTG's artwork is Entirely a modern-era circumstance, because back when they were originally trying out their then-new method of "block-based storytelling" featuring the cast of the skyship Weatherlight, they also suffered under something of a massively-shifting perception of their primary characters, even by a pool of professional painters supplied with a heavy amount of references. One secondary character even changed species and outfits multiple times throughout the plot arc, as she was primarily identified as an indistinct "cat folk." When they had a piece of art which couldn't work, they also sat on it while commissioning a new one to better fit the role, and found new places to put that art so it would not go unused. There's many stories about this from MTG's heyday if you go looking for them, and even a recent blowup where they attempted to bring back an iconic monster type of the "Sliver" by repurposing unused artwork from a prior block theme which was stylistically similar. The reaction was Resoundingly negative, to say the least.

Thing is, WotC can make modern MTG as visually consistent as they wish Now because they have generally phased out the old art direction model, that of a varied group of high-profile artists providing each their own take on a subject or character, and instead gone with hiring exclusively from artists who are best capable of replicating the "house style" of the modern MTG art-direction. This leaves things open for allowing older stand-out artists like Terese Nielsen or Kev Walker a card or two as selling points. This is not that far different from the old Marvel comics method of keeping their books stylistically similar, except when they wanted to showcase a particular artist or storytelling style.

In the meanwhile, WW and Onyx Path have gone the route of hiring artists off of DevArt and the like, and asking them to duplicate extremely distinctive and recognizable things in ways akin to pseudo-fanart. This means if they picked the wrong person with the wrong skillset for the piece and that lack of experience with the subject means they incidentally fuck up something which is quite clearly intended to be the Scarlet Empress on her throne, it cannot be filed away for another use as "lady on throne" and another commissioned in its place. It either Has to get used, warts and all, or they get the artist to modify it in ways that will usually make it look worse "correct" than it did originally "wrong."
 
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For what it is worth, there is a big difference between how art Was handled with Exalted and currently Is handled. Back when the setting and the characters therein were still mostly mutable impressions of things, the artists were considered to be part of the creative team, so that when they "freestyled" something off the cuff like Sophie Campbell's Djala pieces, it was just generally considered "Creation is big and weird enough to contain all this stuff, there is no reason to explain if the visuals contradict something." Artists did not "go rogue" so long as they were being Topical, and if something was liked by everyone putting the book together (like the exoticism of the Djala), it'd be requested that the artist keep doing that thing, and if not, it got folded away and ignored as a one-off.
And then every so often you'd have Kiyo deciding Ligier should have four arms or something and it shaping fanon for the decade to come :V
 
In the case of Kiyo they got exactly what they asked for, which was paid fanart. I'm not a huge fan of her work personally (she often fell back too heavily on aping better artists like Campbell than pursuing her own design work), but when you go out of your way to hire people for enthusiasm on the subject rather than skill, you've basically made your bed that fandom biases will slip in. Invariably, that is why art directors exist, to make sure the right people get the right work. But then, I tend to side with artists in these situations no matter what.

Her pieces on the various demons though, and the revisions needing to be made thereof, it could be argued that maybe she didn't reference Campbell hard enough.
 
There's many stories about this from MTG's heyday if you go looking for them, and even a recent blowup where they attempted to bring back an iconic monster type of the "Sliver" by repurposing unused artwork from a prior block theme which was stylistically similar. The reaction was Resoundingly negative, to say the least.

Wait, what?

I've been wondering about that crappy redesign for a while. I couldn't work out why they thought it was a good idea. So this explains a lot...

Except I've heard a fair bit of talk about the redesign, including some from Maro, and I haven't heard about this. I hate to be Mr Suspicious, but do you have a citation?


I actually like both of those.

Thing is, WotC can make modern MTG as visually consistent as they wish Now because they have generally phased out the old art direction model, that of a varied group of high-profile artists providing each their own take on a subject or character, and instead gone with hiring exclusively from artists who are best capable of replicating the "house style" of the modern MTG art-direction.

I think the new paradigm is better, for what it's worth. By using a strong house style that changes regularly, they give each block a very distinctive visual identity. Innistrad looks like Innistrad, and not like Zendikar, even through SOI block was released right after BFZ block.
 
Except I've heard a fair bit of talk about the redesign, including some from Maro, and I haven't heard about this. I hate to be Mr Suspicious, but do you have a citation?
Didn't want to go too indepth on this since its something of a derail, but its generally accepted that the reintroduction of Slivers coincided with them having quite a bit of leftover art from New Phyrexia. Sadly, with the internet being as it is, its really hard for me to dredge up the appropriate pages/posts 2 years later on the subject, but its pretty easy to see where M14's Slivers share a lot of the same "design language" as various cards out of New Phyrexia, just altered for more naturalized scenery than Mirrodin's own.

Of course, even in the case where this is all hearsay, it does kinda also speak to a measure of Overconsistancy in WotC's style-guide where two groups of artists working from the design-bibles for totally different settings are given the initial concepts of "muscle-cabling, clawed arm-blades and dreadlocks" and still manage to deliver eerily similar output.
 
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Did a bit of digging, and I'm convinced. Partly because I've never seen Wizards put out two creature groups that look so similar by accident.
 
As someone whose favorite deck is a slivers deck, I was... bothered by these aesthetic choices.
 
I do have to agree that there seems to be a certain bias in favour of artists and their caprices in both the society in general and the RPG market (mostly). From the bits of internal workings I've seen, it seems that one of the reasons is that it's extremely hard and financially inconvenient to replace an artist that was suddenly found too . . . free-wheeling . . . in his/her/its execution of the given tasks. As in, "we need to publish the book in 3 months, which means we need the layout done in a month, which means we can't spend a month to find a replacement artist that will replace all the pictures (adjusted for the replacement artist's style in order to maintain uniformity)".

Pro-artist bias is probably one of the reasons why the illustrations of the Transhuman Space corebook (a rather bright and optimistic setting) look like an unholy cross of World of Darkness and Dead Space. (The other reason is because it was done by Shy. Yes, that Shy, from WW.)
 
Alas, as interesting as some of the new good art pieces are I still feel that the essential art directions of exalted are the likes of Melissa Uran and Sophie Campbell and so I miss them in the new stuff.
 
Alas, as interesting as some of the new good art pieces are I still feel that the essential art directions of exalted are the likes of Melissa Uran and Sophie Campbell and so I miss them in the new stuff.
Add in a lot of the works of the UDON team and this is generally my opinion as well. Though that agreement was long before UDON actually took off as a publisher, so we are not likely to see them return to approachable prices for a renewal of the partnership... basically ever again. White Wolf's commissioned work doesn't even show up on their wiki page except when it comes to the Exalted comic itself. Sophie Campbell too seems to regard the majority of her work for the line under "bad old days" as well, and has largely stripped it from her galleries and everything. Which is both understandable and a shame, because her character and monster designs were some of the best and varied at WW's disposal, though it has been heartening to see her take that into a full-fledged career as a creator in her own right.

In retrospect the early 2000s was really a strange time for White Wolf, since that was back in the time when everyone was still attempting to bill the game as "high-flying Anime action" because of the artwork, but the artwork itself was being done primarily by asian-inspired comics artists. Meanwhile the comics industry was recently coming out of its own weirdly minor obsession with visually aping anime and manga stylings, which lead to Exalted's artwork... simply looking like another comicbook of the time. It was only "Anime" to you if you had never been exposed to either genuine anime or a modern comicbook beforehand, ... which I suppose one could argue likely included White Wolf at the time, and the general Tabletop industry to a lesser extent.

Man, a lot changes across a decade and change.
 
Sorry, I haven't had enough time to sit down and both answer your comments and give some more final in detail thoughts. Don't let me forget.
Don't worry, I won't.

This is me not letting you forget.

So as not to make this post content-less for other people: if you want a bit more complexity in Craft and a bit more support for industrialist types, it might be worth separating Craft actions into two parts: a planning phase and a building phase. For basic stuff like a chair, everyone knows a design so they can skip that phase. But if something is new to you, you've got to plan it out.

This would be handy for a Tony Stark type, who wants to invent a new thing and have others manufacture it. Basically you do the planning stage once, your minions do the building stage again and again.

Not sure whether artifacts should work that way, though. Mass-produced miracles are a bit of an iffy idea.
 
I am the sort of person who just doesn't care about the artwork one way or the other and so I wish we could have had a no-artwork PDF given how much money and time has been dumped into just getting the art to be non-terrible.

Or, I wish that artwork could have been part of a completely separate book that was just for art.

But yeah I accept I'm weird.
 
Ligier has 4 arms and is very powerful.

UCS has five arms (quoting Glories) and is likely even more powerful.

Theion had no arms (being an incorporeal mass of power) and is no more.

Thus we can conclude that more arms = more power.

See Asura's Wrath for further information.
This fits pretty well with the late 2e "SUDDENLY THE SUN HAS FIFTY ARMS OH SNAP" errata.
 
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