Sadly it is a very raw product with some (small) good ideas. The terrible design aside what makes it even harder to read are random rolls nestled within random rolls which are also nestled within random rolls. Important aspects are not explained (for example, what exactly Psionic Project Honor gives in terms of mechanic? What is 'lab only'? How much and/or how often Influence Points modify Influence Rolls, and how often each player can make Influence Rolls? What exactly 'tied in skirmish' means in terms of mechanics?. Encounters are mentioned as possible but that is all that is said about them. In couple of places the language is just muddy – for example, it is unclear how exactly enemy troops are calculated for Ground/Boarding action: do we have 50% chance of minion robots and 50% separate chance of cyborg troops or it is 1-50 on d100 for minion robots and 51-100 for cyborgs, or maybe something else? I couldn't understand the supposed mechanic at all.
The game relies very heavily on chance and not in a good way: there are almost no decisions that players can make and Influence Rolls (which can allow such decisions) aren't very well explained. To give an example of chance, there is a Death Star-like star station which can be destroyed only by ancient artifact weapon but each of three parts of this weapon can be only 'found' through Honors benefits. Honors have only 5-10% chance to occur on each victory, and each of three pieces of the artifact weapon has a 1 in 10 chance to be 'found' for each Honor.
Mass star battle is resolved by simple d6 roll per participating fleet (who rolls highest simply wins), so any strategy aside of 'toss more troops in there' is not very possible. There are two situations where PC can die simply by rolling badly (on 1 in 6 chance on failed stellar travel, and 1 in 6 chance on failed 'save' when being court-martialled; there are 2 in 6 chances to lose all Honors in the same situation which might mean the loss of ancient weapon, which is the only way to eventually win the game if starkiller station spawns). Role-playing is severely diminished and supposed to be solved by dice rolls and negotiations, not by an actual role-play.
There are some good ideas: I like Galactic Event as idea and Honors as idea, and I like the way the worlds are named, but it is my genuine impression is that this game is a) severely unbalanced b) allows for almost no player input and instead relies mostly on pure luck and c) is way too simplified or not developed enough to be useful even as a 'over-system' for simulation of galactic events between adventures.
The design of PDF is very, very bad. Barely readable white font on a messy-dark background and unreadable display white font for titles and section headers. Random tables are not structured (there are random tables 'nestled' within random tables which are also 'nestled' within random tables). The text come in big chunks without good paragraph structure.
Some (small) good ideas but requires a lot more work to be useable.
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