Shadowdark looks so good!

In any case, who cares? If this isn't a game for you, great! Lots of games aren't for me, either. Nothing is accomplished by belaboring the "yes, but what about other OSR games" point.

Apologies for trying to contribute a design analysis with comparative examples for anyone who might be on the fence on backing this kickstarter.

Let the hype train recommence! Will it get to one million dollars??!?? Who's getting the premium cover??!!?
 

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There is a momentum to be over come. And between those two fighter classes, taken in isolation, the SD one has much less friction to changing that momentum.
 


There is a momentum to be over come. And between those two fighter classes, taken in isolation, the SD one has much less friction to changing that momentum.
Do you mean for appealing to 5e players? I think the fact that you roll for talents on level up, and the fact that those talents are relatively modest stat bonuses, will be a bit of a tough sell for 5e players, based on my experience with other OSR games. This is why Worlds Without Number is often recommended for trying to transition people from 5e to OSR style play. On the other hand, if you've sold your group on "the answer is not on your character sheet," then the fewer things on the character sheet the better, as far as I'm concerned, so on that account the Shadowdark classes would be better.
 

Do you mean for appealing to 5e players? I think the fact that you roll for talents on level up, and the fact that those talents are relatively modest stat bonuses, will be a bit of a tough sell for 5e players, based on my experience with other OSR games. This is why Worlds Without Number is often recommended for trying to transition people from 5e to OSR style play. On the other hand, if you've sold your group on "the answer is not on your character sheet," then the fewer things on the character sheet the better, as far as I'm concerned, so on that account the Shadowdark classes would be better.
I agree that the class is different and those differences may be a sticking point. But I also think that it’s simplicity and, if you don’t mind my saying, elegance in presentation, is more important, here anyway.

I’ve often found that the resistance to a new game is also the amount of things people have to look at or learn, even if it’s really similar. Actually sometimes that makes it worse.

This design seems to have made classes simple on purpose to lower the perceived burden of entry.

My opinion of coarse. I dunno if that was actually the goal.
 

I agree that the class is different and those differences may be a sticking point. But I also think that it’s simplicity and, if you don’t mind my saying, elegance in presentation, is more important, here anyway.

I’ve often found that the resistance to a new game is also the amount of things people have to look at or learn, even if it’s really similar. Actually sometimes that makes it worse.

This design seems to have made classes simple on purpose to lower the perceived burden of entry.

My opinion of coarse. I dunno if that was actually the goal.
This has been helpful for playing OSE, specifically how OSE fits (race-as-)classes onto a two page spread.

Actually my favorite set up are when character sheets/playbooks have all the necessary rules on them already
 


I think one of the reasons that talents are rolled randomly is to get 5e players out of the mindset of optimizing character builds.
True!

It also adds a bit of excitement and variety to leveling. Without it, it's easy to see how all Fighters would start to look samey.
 

The Kickstarter is advertising that all rewards are already written and ready to send to the printers. If the quick start is not representative of what’s on offer, then it’s misleading backers. I don’t think that’s the case, so the comparison seems fair (and is appreciated).
That was mostly in regards to comparing the random tables and items. The quick start is 136 pages and the core is 330, so plenty of more content to be revealed.
 

Apologies for trying to contribute a design analysis with comparative examples for anyone who might be on the fence on backing this kickstarter.
It did kind of come across as someone going into a Starbucks to tell everyone they think Dunkin' Donuts has superior coffee.

It's no surprise most are just going to smile and nod and just stay in line to get the coffee they want. :)

Joking aside, why do you think the game is doing as well as it is?
Surely there is a lesson here other designers should be paying attention to?
 

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