Our group stated a campaign, wanted to give some constructive feedback. We had a good long chat after game to discuss pro/cons
The pros:
Players loved the pc creation…so many options, especially with the new gear selections.
Faction set up was cool, much like Hx for creating triangles tween pc’s and their relationships.
Combat moves…liked the more narrative style of combat rather than a harm #’s
The Cons:
Xp system difficult for players to keep track of as there are so many examples on the sheets and they didnt like the general set up. Something like a modified bonds from dungeon world would be better where you have a simpler system where players perhaps work with mc to set career goals for sessions?
Players didnt like face adversity so much…it was the most used move in our 1st session and my players didnt like that some will easily meta this move so they are almost always using their best stat for the roll.
Need a social move like “read person” from apocw – we have been ApocW gaming for many years we all agree to keep the depth of character interaction this move allows is really needed, otherwise the interactions seem hollow.
2 combat moves can be easily combined. The wording is the same anyways, you just have 2 diff stats to draw from.
Barter/Money/cargo… players didnt like the cargo so much not all games will be a firefly style…should be changed to more general term for currency.
Well, that’s it for now, we’re gaming this Tuesday again so will give more feedback soon
Thanks for the great feedback! I can’t promise sweeping changes (gotta lock this down at some point or I’ll never see print), but I’ll certainly look at where I can polish up some of those issues.