THE SHORT VERSION: All Fluff, No Crunch
WHAT'S GOOD?
Lead author Martin J. Dougherty knows hows to write a compelling SF setting.
From his early game-product days here on RPGNow -- working on Traveller-related material -- to this, his creator-owned Far Avalon SF setting, Dougherty definitely knows how to spin science-fiction scenarios, and how to offer up game-universe detail in precisely the right way to intrigue and inspire gamemasters and players alike.
WHAT'S NOT SO GOOD?
As ever, Dougherty greatest flaw as a game designer is that he doesn't really design game products. More often than not, he creates setting detail and scenario opportunities, with nary a game mechanic in sight.
The same is true of Far Avalon -- it's all setting background. No character creation, no game mechanics. The many starships listed on the contents page? All described in text.
While Dougherty does storytelling and description better than most, I find I'm weary of his gaming projects, which are better suited as outlines for SF novels, or the long-pitch for screenplays, than for game-table-useful gaming products.
So, I'm calling you out, Mr. Dougherty, one author to another -- get yourself a true literary agent and stop pissing away your talent writing game products which read like would-be novel outlines.
Step up and take the leap for true. I know that you've written various general-market books, as well as what amount to Traveller fanfic novels (and again, these last under a gaming rubric). Enough of that. Stop hiding, and own your storytelling talent in full.
There's nothing more tragic than watching an artist who's convinced himself that he's only a housepainter ...
THE FINAL VERDICT
If you want a very good "system-less" science-fiction campaign setting, reminiscent of Traveller, but with enough tweaks and alterations to make it seem fresh, then Far Avalon is for you.
On the other hand, if you want something more than just a general-overview-level SF campaign setting, then you need to look elsewhere.
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