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Originally Posted by The Review
Unfortunately, this is only a capsule review, not having really the opportunity to GM or play it as I intended (a space pirateish campaign is on the horizon - savvy?). I ran very few playtests, and I couldn't take a firm impression from the system.
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I've played a short campaign.
The whiff factor is very high, even with Plot Points. And you'll easily be in "Plot Suck" if the GM isn't remembering to hand out Plot Points often enough. Renewal is entirely in the GMs hands, so if they're not handing them out, be prepared to fail a lot.
Be sure that everyone at your table has the same printing of the rulebook, as the 4th corrects and changes a number of rules from the 1st-3rd. FYI, the GM screen that's available does not have these corrections.
There's a trait whose name I'm forgetting which basically gives you an extra action each round. It's the most desirable and powerful trait thingy in the game. If your PC is at all intended to get into a fight, you want that trait.
Overall, our group had fun playing in the 'Verse, but the system left us cold, and we don't plan to ever play it again.