Wednesday, October 21, 2026
WRITER:
Mike Taylor

Working with artists is one of the most rewarding parts of publishing a TTRPG book, but it's also one of the most likely to cause frustration on both sides if you go into it unprepared.
The frustration almost never comes from the artist's skill. It comes from communication gaps, the writer knows exactly what they want and assumes the description conveys it, the artist receives a description that's technically accurate but leaves enormous room for interpretation, and the resulting piece, while skillfully executed, isn't what either party had in mind.
Here's how to close that gap.
The discipline that makes good adventure writing, describing only what's observable, being specific instead of generic, anchoring details in your world rather than generic fantasy tropes, is exactly the discipline that makes good art briefs.
A brief that says "a scary demon in a dark dungeon" gives an artist almost nothing to work with. A skilled artist will produce something competent and generic, because competent and generic is the only thing that description supports. A brief that says "a four-armed fiend, lean rather than bulky, expression more amused than enraged, it enjoys this, standing in a chamber where the torchlight doesn't reach the corners, one hand extended in something that looks almost like an invitation" gives the artist something actually to interpret.
Specificity is generosity. The more specific your brief, the more room the artist has to bring their skill to bear on the details that matter, instead of guessing at the details you didn't specify.
Reference images, existing art that captures something close to what you're looking for, are useful for communicating tone, style, and general composition. They're not useful as "make it like this but different," because that framing puts the artist in the position of imitating someone else's work rather than creating their own.
Use references to communicate feeling. "This piece captures the kind of dread I'm going for" is useful. "Copy this composition" usually isn't, both because it can create problems around derivative work and because it doesn't let the artist's actual strengths come through.
The first version of any commissioned piece is rarely the final version, and that's not a failure of the process, it's the process. Build revision rounds into your timeline and your budget from the beginning, rather than treating revisions as an unplanned extra cost.
Two revision rounds is a reasonable standard for most commissions. The first round catches the big things, composition, overall direction, anything that fundamentally doesn't match the brief. The second round catches details, specific elements that need adjustment as the overall piece nears completion.
Artists who know revision rounds are built into the process from the start will plan their own time accordingly. Artists who are told "just send the final" and then asked for three rounds of changes after the fact will, reasonably, feel like the scope of the work changed without their agreement.
The art that elevates a book, the pieces that feel like they belong specifically to this world rather than generic fantasy art with a caption, comes from artists who understand something about the world beyond the specific piece they're making.
Share the relevant lore. Not the whole setting bible, necessarily, but enough context for the artist to understand why this creature looks the way it does, what this location means within the world, and what emotional register this piece needs to hit within the larger book.
Artists who understand the why behind a brief make choices that serve that why, even in details the brief didn't specify.
A cover illustration, an interior black-and-white piece, and a map are different disciplines with different considerations, composition for a cover needs to work as a thumbnail and at full size, interior art needs to support the surrounding text without competing with it, and maps need to be functional first and beautiful second.
Match your artists to the work that best fits their strengths, and clearly communicate the functional requirements. A gorgeous map that's hard to read at the table has failed at its job regardless of its quality as art.
The art across Chaotic Chronicles' published work, created by Aegis Studios and team cartographers like Daniel Craddock and Victor McCool, reflects this collaborative process.
Explore the published books at chaoticchronicles.com and see the results.





CEO Of Chaotic Chronicles
Greetings, I'm Mike "TaylorLyfe" Taylor, the friendly face behind the scenes. It brings me immense joy to welcome you to our world of endless possibilities and captivating stories. Engage with our diverse range of content and look forward to regular visits filled with inspiration and excitement!
