First of all, this book is beautiful. The author has done an amazing job making every single page ooze style, while completely retaining ease of use and readability.
The gameplay loop is super simple: You purchase equipment and select a droid to hunt. Then you roll to gather evidence. Once you've collected the number of required clues for your target's whereabouts, you roll to see in which part of the station the droid is causing havoc and if there's a modifier for the scene (no gravity, lights out, etc.) Then, combat begins. Once you beat up the droid, you basically pokeball its robo-ass. Fail 3 times and the droid dies, giving you a fraction of the reward. Capture it, and go laughing back to the bank. This is a loop I enjoyed a ton at first, but after a few hunts, the game became kinda stale. The main offender? Clue gathering.
To be face-to-face with these ne'er-do-well, delinquent, copper punks, you're left to improvise potentially dozens upon dozens of interactions until you finally gather the required amount of clues. The probability of you collecting clues is 2/6. Also, 2/6 makes you lose some of the clues you already had, which is annoying. To catch a HARR1-8, I had to imagine 14 interactions because I kept loosing clues or triggering events (my rolls sucked, I know :c) and this was one required 5 clues. There are droids that require 12!
Interaction improvisation from 328 words of backstory is solvable for doodooheads like mine with the use of external tables, but I think that the gameplay would've been tighter if every roll for clues was always a success tied to the resulting success a table of challenges or prompts in the flavor of Lemuria, this to avoid clue-gathering to just be a mindless dice chugging and tiring improv phase.
But that was just me. Personally, I adored the art, the concept, and most of the execution of the gameplay. I will keep playing it with Mythic 2e, UNE, and a few houseruled changes. Congrats for the release!
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