The setting felt like The Expanse or perhaps Battlestar Galactica: Human-centric, realistic tech.
I really liked three elements of the test drive:
- Characters have "Ok Google", "Alexa" digital assistants that help with everything, including combat. "Joe, open the door" and "Mr. Turtle, show me security cams as we go, I want to avoid ambushes" are all fun. Each assistant has its own skills and personality to role-play.
- Ship-to-ship combat had meaningful roles for pilot, gunner(s), and ship ops.
- A nice hook into a larger mystery and the campaign
I read the Test Drive once and then played it. I've bought the entire campaign in PDF form... Via the Bundle of Holding I got it all for about $20.
The Test Drive is 7 pages of history and background, 11 pages of rules, 9 pages of adventure, and some pages of pre-gen characters and maps. It's Deluxe Edition and there is a conversion document available, so this didn't slow us down at all. I felt like in the test drive there was too much settting info, not enough adventure info. There were a lot of new rules to cover (zero gee combat, assistants, ship-to-ship, psionics) that had good examples but could have used more, or there could have been notes for the NPCs that detailed the tactics they would use. On a second or third play this would have been fine, but for my first play I wanted more guidance. In the heat of trying to keep combat moving, I forgot to apply a number of rules, and having them in the examples might have helped.
It comes with two star maps and no guidance on why they are different or how to apply them in the test drive.
The two tactical maps come with instructions for using Adobe's poster mode to print them... That's fine, but they could have simply been included at full-size in the PDF and saved me some extra steps.
It didn't include any paper minis. It would have been nice to have them for the terrorists, miners, and pre-gen PCs.
There's almost no opportunity to role-play in the test drive -- it's a series of combats. That was okay because combat with zero-gee rules and assistants is a unique element, as is ship-to-ship combat, so it was worth exploring. But more RP would have been nice... maybe something to deal with personalities and psionics, for example.
I flat out don't understand Toughness: 7/9 (+2/+4). That's on me, but it was distracting.
I highly recommend this if you're interested in the setting (and want to hook your players) and want to play a one-shot game. I'm looking forward to starting a campaign.