TrippyHippy
Emperor Mongoose
Well, I've have a very busy week at work (a school inspection, no less, which we've thankfully got through well enough now!), so much of my time has been spent with that.
I hope, therefore, that some of my comments are not belatedly late...but I'll list few things nevertheless!
- The game currently has no real Introduction section, to explain the purpose or aim of it.
- Tech-levels are too heavily based upon space travel, currently - 'Pre-Stellar' is a pretty meaningless description. (I do like the proposed discussions of different technological fields however).
- Skill level interpretations should be clarified: 0-Basic, 1-Advanced, 2-Professional, 3-Expert, 4-Master, etc.
- Characteristics are poorly explained at the moment - don't try to explain the functions for skills or combat - explain what they make characters good at in general terms. It would be nice to also have a sidebar about UPPs and Hexadecimal notation, but I'm almost out of hope on that one, currently. I do think the current notation, including bonuses in brackets, is ugly though, rather than useful.
- Character Generation Checklist - it's too long, and fernickity as it is, and is difficult to follow. It needs to be reduced to 10 or less steps and have better explanations.
Career and Assignment options:
I don't like:
Scout: "X-Boat" is too setting specific - should be Courier.
Merchant: "Merchant Marine". What the hell is this? A military assaulting merchant!?! Call it a Corporate Merchant instead.
Noble: "Ruler" is not only a bland name, but also restricted to Nobles who actually rule (and therefore don't travel much)! Please, call it the much more generic/flexible Politician instead.
Rogue - sounds too D&Dish, honestly. 'Criminal' would be better.
And finally......NO CITIZENS! (i.e. No Lister from Red Dwarf, or Kaylee from Serenity, or Luke Skywalker from Star Wars). Cutting out 'Everyman heroes' from the game is cutting out a massive amount of interesting characters and storylines. Please include them! Oh and the Medical Bills list is missing entrees for both Citizens and Merchants, currently.
Skills - a mess at the moment:
- No general 'Tech-use' skill, which could include Comms, Remote Operations and Sensors, etc, as Specialities, along with a load of other devises. I'd also expand the speciality options for Engineering (for things like chemical and genetic engineering, for example).
- Some appalling definitions and explanations in the 'Science' skill. A number of the specialities listed aren't even sciences, technically speaking! In a game that wants to appeal to serious sci-fi fans, this is pretty weak, in my view. You'd be better served calling the skill cluster 'Knowledges' instead, like they do in D20, and getting a good dictionary for each speciality listed - of which I'd add a few more too.
- General inconsistency in the language and tenses, used. Please don't use 'Seafarer' or 'Flyer' for pity's sake! Call them 'Pilot:Watercraft' and 'Pilot:Aircraft' (and 'Pilot:Spacecraft') respectively. Don't use 'Diplomat' or 'Gambler' - call them 'Diplomacy' and 'Gambling', etc.
The combat system works fine, whenever I've tested it, although again, I feel explanations in the step-by-step list could be clarified better. For example, make the stages:
1) Initiative Phase
2) Movement Phase
3) Tick Phase (to avoid confusion, KIS.)
4) Action/Reaction Phase
5) Repeat Phase 1.
Finally, I do like the technological developments in the game, as I think it's entirely approprate to the OTU, to progress in this way. Indeed, I would like to see more essays on science and technological speculation, generally through the book (maybe as part of the Introduction, or as 'Final words'). I'd also like some sort of brief discussion on sources of sci-fi inspiration in books, movies, T.V, and even music too.
I hope, therefore, that some of my comments are not belatedly late...but I'll list few things nevertheless!
- The game currently has no real Introduction section, to explain the purpose or aim of it.
- Tech-levels are too heavily based upon space travel, currently - 'Pre-Stellar' is a pretty meaningless description. (I do like the proposed discussions of different technological fields however).
- Skill level interpretations should be clarified: 0-Basic, 1-Advanced, 2-Professional, 3-Expert, 4-Master, etc.
- Characteristics are poorly explained at the moment - don't try to explain the functions for skills or combat - explain what they make characters good at in general terms. It would be nice to also have a sidebar about UPPs and Hexadecimal notation, but I'm almost out of hope on that one, currently. I do think the current notation, including bonuses in brackets, is ugly though, rather than useful.
- Character Generation Checklist - it's too long, and fernickity as it is, and is difficult to follow. It needs to be reduced to 10 or less steps and have better explanations.
Career and Assignment options:
I don't like:
Scout: "X-Boat" is too setting specific - should be Courier.
Merchant: "Merchant Marine". What the hell is this? A military assaulting merchant!?! Call it a Corporate Merchant instead.
Noble: "Ruler" is not only a bland name, but also restricted to Nobles who actually rule (and therefore don't travel much)! Please, call it the much more generic/flexible Politician instead.
Rogue - sounds too D&Dish, honestly. 'Criminal' would be better.
And finally......NO CITIZENS! (i.e. No Lister from Red Dwarf, or Kaylee from Serenity, or Luke Skywalker from Star Wars). Cutting out 'Everyman heroes' from the game is cutting out a massive amount of interesting characters and storylines. Please include them! Oh and the Medical Bills list is missing entrees for both Citizens and Merchants, currently.
Skills - a mess at the moment:
- No general 'Tech-use' skill, which could include Comms, Remote Operations and Sensors, etc, as Specialities, along with a load of other devises. I'd also expand the speciality options for Engineering (for things like chemical and genetic engineering, for example).
- Some appalling definitions and explanations in the 'Science' skill. A number of the specialities listed aren't even sciences, technically speaking! In a game that wants to appeal to serious sci-fi fans, this is pretty weak, in my view. You'd be better served calling the skill cluster 'Knowledges' instead, like they do in D20, and getting a good dictionary for each speciality listed - of which I'd add a few more too.
- General inconsistency in the language and tenses, used. Please don't use 'Seafarer' or 'Flyer' for pity's sake! Call them 'Pilot:Watercraft' and 'Pilot:Aircraft' (and 'Pilot:Spacecraft') respectively. Don't use 'Diplomat' or 'Gambler' - call them 'Diplomacy' and 'Gambling', etc.
The combat system works fine, whenever I've tested it, although again, I feel explanations in the step-by-step list could be clarified better. For example, make the stages:
1) Initiative Phase
2) Movement Phase
3) Tick Phase (to avoid confusion, KIS.)
4) Action/Reaction Phase
5) Repeat Phase 1.
Finally, I do like the technological developments in the game, as I think it's entirely approprate to the OTU, to progress in this way. Indeed, I would like to see more essays on science and technological speculation, generally through the book (maybe as part of the Introduction, or as 'Final words'). I'd also like some sort of brief discussion on sources of sci-fi inspiration in books, movies, T.V, and even music too.