Man, I love Ultraviolet Grasslands. This is the second edition, which came out last year in hardcover. It has a giant interdimensional root vegetable on the cover. I know this is a road trip RPG, so you’d think, “Hm, perhaps a picture of a road,” but no. Root vegetable is actually probably the correct vibe.

For the most part, 2E has more. To make room for that, there’s 50ish extra pages, but also the on-board SEACAT system has been toned down (those rules are now called Synthetic Dream Machine and will be published separately in a more robust form). The new real estate is full of more things to noodle around with: vehicles, pets, spells, rules for caravans (this last is particularly in depth, feels crucial to the experience and I am surprised I didn’t feel its absence in 1E). So many tables. There’s a brand new bestiary. I’ve not thoroughly re-read the main campaign/travel guide, but I don’t think much if anything is changed there, which is OK, I liked that just fine the way it was.
The main thing, though, the main attraction is the art. There is more of it, new, weird, mostly purple. Luka’s got a dizzying talent for creating curiously proportioned robots. His psychedelic landscapes are both strange and welcoming, dangerous but also kind of cozy. I am always down for new Luke Rejec art. And a lot of the old art is bigger. Which is kind of like being new, in its way.
If you missed UVG the first time around, there is really no good reason to skip it this time. So don’t skip it.










The color schemes in this artist’s style are just gorgeous. Their compositions, with the use of detail contrasted with negative space are beautiful.
I want to play this game so badly, but … it is the first time I’ve ever encountered a system that makes me feel like I won’t be able to live up to the visuals.