Ultimately [UVG2E], like UVG1E, are books [sic] that long to be cut to pieces, chopped & screwed and re-arranged and re-organized and repurposed into the collected loose-leaf notes of a GM binder, to be pulled out and smoothly interjected into a Something Else. Noora Rose, “ UVG, UVG2E, and Me ” (2023-06-30) I was originally going to put this post (at least, the commentary parts) through an AI Gary Gygax translator and publish it on a friend's burner blog. However, this is too serious to be treated like a joke, so here it is instead. Staking my name on it, lol. A Something Else Unconquered (2022) is an OSR-style science-fantasy adventure game and setting by Noora Rose of Monkey's Paw Games. Originally intended to have been based on Knave , according to the 2020 Kickstarter campaign , Rose refactored it to be based on Into the Odd instead—although with significant influence from Jared Sinclair's The Vanilla Game . I previously threw Unconquered into my big OSR
So, here’s the thing: originally I wrote this like a fucking research article with a hypothesis, a methodology, and all that stuff. I’m not even a scientific research person. That’s my partner’s job. Not mine. So, instead of walking you through every single step I took, I’m going to take the journalistic approach and start with the big picture before I zoom into it and tell you about the little details. I read, reviewed, and statistically organized 38 different rulebooks considered to be OSR or OSR-adjacent. These include four rulebooks from TSR-era Dungeons & Dragons , as well as ten rulebooks from the 2000s and 2010s. The remaining 24 rulebooks postdate the closure of G+ in early 2019. Please refer to the bibliography at the bottom of this post for more information. After having collected and organized a dataset with ~90 variables, I found the statistical similarity between each pair of rulebooks based on that data. Finally, I ran an algorithm to determine clusters of these bo
Hashtag OSRisOverParty, Hashtag RIPBozo, etc etc. The initial… “edition” of Dungeons & Dragons, Fifth Edition tried to present itself as a reactionary return to some ideal past paradigm of D&D —be it Third Edition to win back territory lost prior to Paizo’s Pathfinder , or an even older Gygaxian edition to get in the pants of the sort-of nascent OSR. Practically, this resulted in a final product that was like a simple Third Edition with dogwhistle-like nods to OSR conventions (since the play-style’s influence in the end was tenuous at best and mostly abandoned after the public test phase). It’s maybe more succinctly described as a people-pleasing game, with the caveat that people-pleasers don’t please anyone. So, how did it become popular? And how does the new 2024 not-edition reflect major differences between then and now, in terms of how D&D is perceived and played? This is my ramble. Sent from iPhone. Fifth Edition: Born in 2014 Of course, nobody plays D&D as
Profound
ReplyDeleteWise words from one so small.
ReplyDeleteThank you Rainbow very cool
ReplyDeleteThank you Rainbow, we will try to live by these.
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