If you're new and you're struggling with writing stuff, I'd suggest starting off by picking some good adventure modules / a campaign module to run for a while. Reading modules other people wrote and then running them exposes you to their styles and builds literacy.
As for books that are...
From what I've seen, the reception has been somewhat mixed so far.
As something to consider, if you like 5E and want sci-fi in similar vein there are some products that do that: Esper Genesis, Ultramodern 5E/Apex/Neurospasta/Amethyst, Spaceships and Starwyrms, Hyperlanes, and Dark Matter.
I would suggest getting the specific modules that look good to you and using the system that they're written for. So, Into the Odd for Silent Titans, DCC for the many DCC modules, likewise for LotFP. (Although I ran one of two of the latter in 5E.)
Without going after any major sacred cows, like ditching the six attributes etc, the main thing I'd change - and something that can probably be homebrewed into the current edition fairly easily - is remove any attribute bonuses from the races, so that there is less of this:
I am not a child development specialist, but, from what I've seen anecdotally, kids seem to start to be able to play systems that aren't too complicated around 10-ish and can have fun participating in the roleplaying with someone helping them with the system bits a few years before that. I don't...
There are systems specifically designed to be played with younger children. Check out Hero Kids, Amazing Tales and No Thank You Evil. I've leafed through them before and AT seemed like the easiest, followed by Hero Kids.
I don't think a five year old can handle any of the regular games people...
There's also only going to be six clans available at the start, with more added later as free DLCs.
If I had to bet money on which clan's going to be added later, I'd go with Malks, since they were the meta-commentary second playthrough clan in the first game.
I've checked out Conan and the attributes actually seem to map perfectly on SPECIAL, Willpower =/= Luck aside.
If I thought I had to keep the Momentum/Whatever thing in the Fallout version of the system, I'd probably just use Luck and Jinx, both being concepts that already exist in the...
I would also recommend suggest checking out Roll20, if you want an online experience that's a little close to tabletop gaming. I've played play-by-post for years myself but have transitioned to Roll20 because it feels more like playing and less like creative writing. (I do still like PbP, tho.)
Yeah, he thinks they're so terrible, he's literally in the process of publishing his own.
To be honest, I think he's just suffering from a bit of a case of Gamejournalitis, where you can't simply enjoy a game, you need a Take.
I was told the authors' intention was to deliberately start off with a very safe, more-or-less-standard-fantasy corner of the setting as the introductory area then get weirder and weirder the further you move away from it. I have no idea whether that's true or not.