Disclaimer: my copy of "The Death of Elliot Jones" was provided as a complimentary copy in exchange for a review. That said, I have purchased everything else in the line at the time of this writing with my own funds. Not that the whole library of titles will set you back much. He's called this line of games "Quid Games" for a reason. As of this writing, the entire collection costs 7.62 USD.
I've been a fan of Jonathan Hick's work now for a couple of years. I'm not sure how we connected initially, but I became aware that I had a Facebook friend who a new book coming out called Those Dark Places. Then I saw it in my local game store, and I picked it up and I was hooked. I've run TDP several times, in my local store, in my home group, and at a convention. Jonathan is very approachable online, responsive to fan comments, and is one of the fastest content creators I've encountered in the industry.
This doesn't mean that I'm an unabashed fan-boy, and this work has both positive and negative qualities.
Deep Space is another vehicle to let let you run a Sci-fi game without doing a lot of work. I appreciate that a great deal. I dig that the character sheet is 1/4 of a page. And I give it bonus points for being built around a d12.
Character creation is slightly harder than counting to 10. Task completion is roll under your skill value, or add your skill value to an opposed roll of d12.
So far, we're up to a total of one column of content. Strength in brevity.
There's a nice little table of weapon damage types, erring on the side of simplicity over simulation. I like how armor is structured to provide a variable type of damage reduction.
There is a short blurb on how to create three tiers of antagonists. I think the balance in this section could be tweaked a bit. As a rough example, the standard NPC is just slightly weaker than a PC, and the Trained NPC has many more skill points than a PC, albeit physically weaker.
There is a nice section, almost one column devoted to Starship creation, which is expanded upon in Supplement #2. Good, good, we've covered two whole pages now. Strength in brevity.
Page three is all about where you go and what you do, with rules on creating star systems and adventures. As a test, I generated a little five planet system in about 10 minutes. It immediately spawns ideas and possibilities for adventure hooks, just from the random rolling on the tables.
The last page rounds out with a blurb on player experience after adventures. Not much on advancement, really mostly adaptation. I'd like to see this fleshed out in further supplements.
The last page includes optional rules/suggestions for making Aliens (very "Planet of Hats") a brief list of equipment, a brief setting, and a few other bits. Strength in brevity.
It's not a magnum opus of a Sci-Fi RPG, but I'd say it's pretty darn good for a Pound. I'm really looking forward to giving it a play test.
Edit: Since this writing, the author has modified the skill mechanic. One now adds a D12 to their skill score vs a target number of 13. This is an improvement and testament to the author listening to fan feedback.
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