Free Spacer Excerpt 1 - Chargen Chapter

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Christoph:
Thanks Storyteller, I'm glad  you noticed the science and realism I started my design with the speculative fiction of the setting. Both you and "My Precious" agreed that the excerpt was overwhelming. Was this due to the lack of the Preface chapter? Does this chapter need some sort layout solution such as numbering the Commissioning stages? Or more explanation?
As for your critique:
Quote from: storyteller on March 21, 2012, 12:38:01 AM

There didnt seem to be much on character background or uniqueness, not much in traits and merits and flaws or quirks. For a straightforward system for say wargaming or tactical combat I think it would be fine, but Id like to see characters fleshed out a little more. You describe the universe, the milieu but not the characters themselves. Why is my character on this ship, what drove them to it, what do they freak out over that say their crewmates might not?
I believe the different Aspects such as Motivation and Outlook should, if players flesh them out, handle this part of the game; perhaps not as fully as some social story games, but more than most other Sci-fi offerings. Besides players can always add these ideas into how they play their character without mechanical support.

Christoph:
Thanks "My Precious", I cant wait to see the rest done either ;)
As for the Art, no I'm not that talented, but I was lucky enough to marry an 3D game artist and she is taking care of the art direction. On top of her efforts, we bought eight of the ten alien sketches from a guy in Texas which Lisa tweaked, inked and coloured so that they would fit the art style.

My Precious:
Regarding my observation that it seemed overwhelming:

Lots of settings have turned me on, but when I get to the rules, I don't want it to take longer than a 15-20 minutes for me to read and digest them, which is why I prefer rules-light systems. Your core mechanic may be quite simple but I would be unlikely to slog through all that text. It's just a matter of personal taste, and not a value judgment. There is probably nothing you could do, layout-wise or organizationally, that would make me feel less overwhelmed. But that has nothing to do with the quality of your work.

One thing I really like about it is that the character creation seems to teach you the setting, to a degree, which I like. My players refuse to read anything longer than a few paragraphs of background (which has been a gift, as it's forced me to adopt a minimalist writing style for handouts and stuff. If they were to play this, I think they'd feel they knew enough about the background by the time they were through rolling up characters, and that's a plus in my book.

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