Yeah, I'm biased, since it's my game. When you come down to it, I wrote the system for me. I am bored by long lists of guns in other science-fiction games, and I like being to define how my character will progress in the game - the more I put into the game, the more I want my character to progress. I wanted managing equipment to be simple and intuitive and not to involve page-long lists of what my character carries around with her, with special rules for every gadget.
I also wanted violence to be an option in the game, but for it to be scary and brutal for the average person. Along with this, you have to have resolution mechanics for things other than violence - that's there in the social and information conflict rules. In playtesting, we had many characters who never fired a shot, but who "won" a lot of what they were after using other skills and tactics, and who weren't just sitting out of big parts of the game. That's what I wanted. When the guns came out, things were over quickly and decisively, and planning ahead was often the difference between life and death. I thought - cool.
Anyway, in my very biased opinion, this is a great game, and I recommend it.
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