Generative Art Musings

AI Generated Image

Trust me, I know that there are aspects of “AI Art” that can be questionable or problematic. In fact, one of the reasons I decided to do the Stable Diffusion seminar at Dundracon last year was because of that.

Someone suggested that they’d like to see a seminar on the topic, and I offered the opinion that any discussion of generative art should at least acknowledge some of the issues and concerns. The person that had asked for the seminar (who I am fairly certain did not attend), then proceeded to be offended and make inflammatory remarks about “AI art haters”.

And so, I decided that *I* would do the seminar so I could make sure that content was discussed… make of that what you will. 🙂

So, some of this is in the seminar deck itself, but it doesn’t hurt to repeat things here. The tl;dr is that I feel that the tech is here to stay, and will become another tool available for artists. I can remember a time when people were hostile to Desktop Publishing, and programs like Photoshop. History rhymes…

Environment Concerns: These are legitimate—especially at scale.

  • Stable Diffusion is open source software, and you can (and many people do) run it locally. If you’re patient, it can run on hardware that’s five or more years old. A Windows machine with an NVIDIA RTX 20-series card and sufficient RAM is typically enough.
  • Running locally doesn’t eliminate environmental impact, but it does shift it. You’re using the electricity your machine already consumes rather than relying on a remote data center. That said, local generation is not “free” from an energy perspective—it still draws power—but it generally avoids the additional infrastructure overhead of large-scale cloud services.
  • At scale is where environmental concerns become more pronounced. Services like Midjourney and DALL·E rely on large data centers. However, this isn’t unique to generative art; it’s true of most
    cloud-based services.

Training Ethics Concerns: Yes—many generative art models have been trained on large datasets that include copyrighted works, often scraped from the public web without explicit artist permission. That is a real and ongoing controversy.

  • Most models are trained on extremely large datasets containing millions (not just tens of thousands) of images from many sources. The models do not store images in a retrievable way, nor do they intentionally “copy” specific works under normal use. However, concerns about consent, attribution, compensation, and stylistic mimicry remain valid.
  • It’s easy to oversimplify either direction:
    “They’re just copying artists” isn’t technically accurate in most cases.
    “It’s just how humans learn” also isn’t a perfect analogy.
  • The reality is more complex. A deeper explanation would require unpacking how diffusion models are trained and how they represent visual patterns—probably a topic for another post.

Legal Concerns: I am not an intellectual property attorney.

  • In the United States (as of current U.S. Copyright Office guidance), purely AI-generated works without meaningful human creative input are generally not eligible for copyright protection. However, works that involve substantial human authorship—selection, arrangement, editing, transformation—may qualify for protection in those human-created elements.
  • This means that if you publish something that is largely machine-generated with minimal human modification, your ability to assert copyright protection may be limited. Laws and interpretations are still evolving, and this varies by jurisdiction.
  • If this matters for your use case, consult an IP lawyer.

Commercial Use Concerns: Related to the above.

  • If you are a publisher using generative art, you need to understand:
  • Copyright protection may be limited.
  • Distribution platforms may require disclosure of AI-generated content.
  • Some customers may object to generative assets.
  • Policies vary by publisher and distributor. Always review platform rules and consider legal advice before commercial release.

Disclosure: What is or isn’t “AI art” can become murky.
My view: don’t claim machine-generated work is entirely hand-created. Be transparent. One of the broader concerns around AI systems is trust—what is real, what is synthetic, what is authored. Clarity helps.

With all that said, I still consider generative art a tool. Tools can be misused—but responsibility lies primarily with the user, within reason.

What I would recommend:

  • If you can generate locally, consider doing so. It reduces reliance on large centralized platforms and gives you more control over your workflow. Stable Diffusion, as free and open-source software (FOSS), makes that possible.
  • Avoid models explicitly trained to mimic a specific living artist’s style. If you admire a particular artist’s aesthetic, support them directly—Patreon, Ko-fi, or wherever they maintain a presence.
  • If you plan to publish professionally, disclose generative assets and consult an IP attorney. Requirements and norms are changing quickly.
  • I personally avoid photorealistic content. If you generate photorealistic images, do not create images of real identifiable individuals—living or dead—without clear legal rights to do so. Laws around publicity rights, defamation, and likeness vary by jurisdiction and can carry real consequences.

Dundracon Game Bazaar

Assuming nothing goes wrong, I will have table at the Bazaar on Monday. Help me clear out some of my old stuff if you’re attending. I can handle cash and credit/debit. Tell me you saw it here and I’ll offer a discount. 🙂

No Dundracon Seminars this year

Alas, there was some sort of snafu + I should have followed up sooner. I will not be presenting at Dundacon this year. The plan was for an updated version of the Stable Diffusion seminar I did last year, AND a panel on fan publishing. It will have to happen next year at this point. I will update the presentation deck that I did last year, as a fair amount has changed AND I have a better idea of what I am doing at this point.

Stability Matrix

Stability Matrix is a Multi-Platform Package Manager/Installer for Stable Diffusion. I wish I had known about it before I did the presentation of Stable Diffusion because it is so much easier to use. It’s pretty close to a one button installer for Windows/Mac/Linux.

I will need to redo the installation slides (pages 26 through 29) in the Beginner’s Guide to Stable Diffusion, AI Art for Gamers presentation, because this is just so much better. I’ll post here when that’s finished.

Dundracon Seminar on Stable Diffusion

So, after spending the last two weeks working on my Keynote slide deck, finally did my presentation on Sunday, 2/16. I had roughly 12 attendees and I think it went well. The big thing was that I got the length of the talk correct, and that there were questions.

The link to the landing page for the presentation is here:
https://www.diceexmachina.com/beginners-stable-diffusion/

You will find a PDF of my presentation there as well as some resource links.

Brief Update

So yes, most of this site is dusty as hell. I apologize, as I let things drop. I do still want to come back to Character A Week, but that will wait until after the reason I’m updating.

I will be presenting a talk on Stable Diffusion and AI Art and it’s utility for gamers at Dundracon in Santa Clara, CA on Sunday, February 16, 2025. Once the I have presented, I will be posting my slide deck and links to various resources on a dedicated page here.

If you see this and can attend, please do so if you’re interested. If you aren’t able to attend, check out the dedicated page for my presentation materials.

This week’s Character…

I’d done a Twitter survey, and the three people that responded voted for Mutants & Masterminds for this installment of Character A Week. This would be the first point based character gen I’ve done here and it’s taken me a bit longer than anticipated. I hope to have the walkthrough posted tomorrow, but here’s the stat block for the moment,

Unnamed Hero – PL 10

STR 3, STA 3, AGL 5, DEX 5, FGT 12, INT 1, AWE 6, PRE 1
Powers: Analyze Style 1 (1st degree: Vulnerable, 2nd degree: Defenseless, Resisted by: Will, DC 11; Increased Range 2: perception, Insidious, Subtle: subtle; Limited: vs. your attacks, Limited Degree), Chi Mastery 1, Nerve Strike 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 16), Restorative Chi 6, Stone Fist 5 (DC 23; Penetrating 8; Inaccurate: -2), Weightless Step 3 (Leap 60 feet at 16 miles/hour), Movement 1 (Alternate; Trackless: vision 1). Advantages: Accurate Attack, All-out Attack, Benefit, Wealth (well-off), Daze (Intimidation), Defensive Attack, Diehard, Evasion, Fast Grab, Fearless, Fighting Style: Jujutsu, Grabbing Finesse, Great Endurance, Holding Back, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Languages 1 (English, Japanese), Move-by Action, Prone Fighting. Skills: Acrobatics 4 (+9), Athletics 6 (+9), Close Combat: Unarmed 3 (+15), Expertise: Philosophy 6 (+7), Insight 6 (+12), Intimidation 6 (+7), Perception 6 (+12), Treatment 4 (+5). Offense: Init +5, Analyze Style: Affliction 1 (DC Will 11), Grab +12 (DC Spec 15), Nerve Strike: Affliction 6 +12 (DC Fort 16), Stone Fist: Strength-based Damage 5 +10 (DC 23), Throw +5 (DC 18), Unarmed +15 (DC 18). Defense: Dodge 11, Parry 12, Fort 9, Tou 3, Will 11. Totals: Abilities 72 + Powers 21 + Advantages 19 + Skills 21 (41 ranks) + Defenses 17 = 150

Complications: Honor, Motivation: Doing Good

Character A Week: High Fantasy

High Fantasy Rulebook

I’m still working on older games, but this one is fairly obscure. High Fantasy, from Reston Publishing (Prentice-Hall), was published in 1978. I likely would have never heard of, let alone, owned it if it were not for the fact that it was published through the book trade and found its way into regular bookstores.

I have two books, High Fantasy and Adventures in High Fantasy. Several standalone adventures, and later, some fiction were also published but I have not seen any of those in person. One of those standalone adventures, Fortress Ellendar, is also included in Adventures in High Fantasy. Alas, as far as I can determine, there is not a legal source for this game in PDF format, and the books are long out of print. That said, you can generally score a copy on eBay or through an Amazon affiliate.

The main rulebook is a digest sized 200 page softcover that includes character gen, magic, combat, a bestiary, a solo adventure, and a fair number of charts. The art is average to good for its era.

All in all, the book is utilitarian, which I honestly prefer. I love sharp design, but game manuals have more in common with text books than anything else. Organization and discoverability should be a primary design goal. Therein ends my personal preference rant… 🙂

I confess that I never got anyone else to play this one with me, but I’m well acquainted with the solo adventure that was included in the main rulebook. The default setting seemed to be a mix of standard swords & sorcery tropes mixed with pre-Columbian and Hindi influences. It’s not Tekumel, but it’s not Lord of the Rings either.

In the process of trying to find some more info about this one, I stumbled upon the author’s website. The author goes into some detail on why the game all but disappeared. I’m not personally convinced that it would have been more successful, but he did have a strong grasp on how to structure a solo adventure… and that’s a niche I wish had not all but died. In any case, there is published fiction set in his world. Check it out if you’re interested.

So anyhow, character creation…

Character creation is an eleven step process, but since not all classes have magical abilities, for instance, you may end up skipping some of these steps. I decide to make an Alchemist (they get primitive gunpowder firearms), so I will be skipping steps 3 & 4.

  1. Basic Offense & Defense are set stats that will increase over time as you level. I record 100 and 30.
  2. Your Innate Ability is a simple percentile roll + 1. As you level, that plus will increase. I roll a 41, so my Innate Ability is 42.
  3. Skip
  4. Skip
  5. Roll d100 for Strength & Coordination. These stats may modify your offense and defense. I get a 69 for Strength, and a 21 for Coordination. No positive or negative modifiers will be applied after consulting the table.
  6. Roll d100 for Quickness and then compare roll to table to determine Innate Quickness. I rolled a 66, so my Innate Quickness is 16, which is actually decent.
  7. Roll d100 for wealth. I will be starting with 66 silver tams (sp).
  8. Buy armor. Being an alchemist and not really all that strong, I buy a leather jerkin.
  9. Buy weapon(s). As an alchemist, I will start with an arquebus, but some sort of melee weapon is still a good idea. I buy a dagger. This is not really meant to be a melee focused character.
  10. Step 10 is optional, but here you calculate your encumbrance tiers. I’ll spare the specifics, but you multiply your strength roll by a modifier listed on the character sheet for each tier.
  11. Total your numbers, and choose a subclass (never mentioned previously, shows up in the next chapter)
  12. I thought you said it was eleven steps? More optional rules follow for talents, which include personal background skills (Acrobatics, Business Sense, etc.) and the five basic senses (Hearing, etc.).

After all of that, we finally get a description of the classes and then a list of subclasses as well. I choose to be a Jeweler for my subclass.

Basic Offence: 100
Basic Defense: 30
Innate Ability: 42 (d100+1)

Strength: 69
Coordination: 21
Quickness: 16 (66 on d100)

Starting Wealth: 66 silver tams

Gear
Leather Armor (+5 def) Cost 10, weight 100
Dagger cost 5, weight 25
Arqubeus (free), weight 300
Alchemist Kit (free), weight 200

Talents
Acrobatics 24
Business sense 60
Climbing 64
Diplomacy 72
Languages 82
Musical 66
Nautical 70/41
Riding 35
Running 45
Swimming 40

Final Stats:
Strength 69
Intelligence 63
Charisma 50
Hearing 66
Sight 50
Feeling 50
Taste 98
Smell 78
Appearance 66
Coordination 21

Jeweler sub class