So I've been running a game now for about 6 sessions, and I thought I'd present some of my (and my player's) thoughts and experiences so far.
First let me say that most things are good, things generally tend to work out. There have been some problems so far though. The first is with the task system. As I anticipated, I don't like having to tell the player the difficulty every time I roll. I've learned to get around this by using "uncertainty" dice. I have them roll a certain number of dice, then I roll some as well. So I might tell them to roll 2D, while I roll 3 more, for a total difficulty of 5D. For as long as I can hide my dice, they don't know. So this isn't a big problem.
Another is Personals. Myself, I really like the system, but it is lacking in two things (or am I just missing them?): One is there is no room for skills. If a PC has Acting and wants to use it in a situation, I haven't been able to find where in the Personals rules to add it. I can only find the generic tasks in the Skills section of the rules. The second is that it doesn't account for the relative difficulty of dealing with a particular person. Convincing a clerk to help you is different from doing the same with a surly marine guard, for example. If I can't find out where in the rules account for these things, I think I'm going to have to house rule it to make it more believable.
Then there is combat. The first thing my players noticed (as others on here and myself have) is that it is weird not to resolve damage at the time of attack, but instead after the movement phase. Perhaps this is due to the abstracted system saying that perhaps the other party has moved before you had a chance to pump all your bullets into them, but it does make it even harder to imagine the action. Not a huge deal, just very different that what we're used to.
Then there's the V1 hit system. Fighting first some slow-moving zombie-like scientists and then battle-hardened marines is weird because they are both equally hard to take out. So I've house ruled this one so that NPCs can have different values depending on how hard they are to take out, instead of all of them having 10. A scientist might only have 5 for example, while a well-armored marine might have 20 or more.
Then there's beasts. Plenty of monsters in my game, but only when it came time for combat did I realize that two things were missing (that again I can't find in the rules, help me out if you know): 1) What do beasts roll to attack? I mean, I know they have a strength and weapon stats (from BladeMaker) to determine damage, but what about to-hit? They don't seem to have a C2 or skill. Second is: How much damage does it take to bring one down? I know that one can have an armor stat, but regardless of that, how many points of damage must one inflict for them to go down, or even decide to flee? Some animals will fight to the death, while others will run with the slightest pain. I know there are rules for fleeing at the start of the encounter, but what about after they decide to attack, can they change their minds? Ok, so that's like three things I guess. Anyway, to handle the damage issue, I've been using the modified V1 system I mentioned above. Actually, for very large and tough beasts, I've modified it more by giving some the ability to have their "hit points" reduced by damage, so I can have a 100 hit-point monster gradually whittled down by gun fire or what have you. For my own purposes I'm calling this system V2, to differentiate the ones that can have their points reduced and those that can't (V1).
The abstracted rounds are certainly doable, but so far my players aren't liking it. I'm making them finish this adventure with them in case its just a matter of acclimation, but they keep wanting to do things, describe the actions of their characters during combat, and I have to keep telling them that there is no way to do that, that perhaps their PC did that during combat, we just don't know (except perhaps after all the rolls are made). The system is indeed quicker, but I don't know if its enough to make up for this loss of detail that we're used to.
The biggest problem they've encountered so far is the only being able to hit one target at a time during a round. Having 10 zombie guys headed for you makes you want to mow them down pretty quick, and the idea of being able to shoot many times, even with automatic fire, but only at one target, puts the PCs in significant danger. Then we found the "Suppressive Fire" loop-hole. This lets you attack as many targets as make themselves available, without regard to where they are. One of my PCs was then able to take out all 10 zombies in one turn, with the understanding that it probably could have been 100 and it wouldn't have made any difference (which makes the lack of ammunition tracking weird). But wasn't there a chance to miss? That brings me to the next one...
Most of our fights have taken place at range 2 or less (being indoors), meaning most of the time, my players don't even have to roll to hit, it's automatic, even after factoring in all mods. This again has speeded up combat quite a bit, both for lack of rolling, and for all the damage being done (since everyone's hitting). But the downside has been 1) seeming less realistic, and 2) making combat that much more dangerous to the players (since even the NPCs can't miss most of the time). If it weren't for their armor, they'd likely all be dead by now. Well, that and the Hasty attack rule (if you ignore the idea that the NPCs might want to do that as well).
Then there is medicine. Aside from Medical Slow drug, nothing really seems to affecting healing times other than whether one is successful on the roll or not. Not TLs, not skill, available equipment, etc. Shouldn't a patient have a better time in a hospital than the ship's infirmary? Just seems a little odd. Thank goodness for that MSD, or several sessions would have been seriously derailed waiting for PCs to heal.
And my players definitely hate the new experience system. Yes, I know it's supposed to be more realistic, but I think it goes too far the other way. 1 level of skill is supposed to equal 1 year of learning it, but can a person really learn nothing useful in some skills in the meantime? One of my players has decided he really needs to learn some Stealth, but can't learn anything useful unless he dedicates himself to it for a whole year, and then he gets a whopping +1. I can see it for maybe science skills and the like, but practical stuff should be able to be learned a lot faster than that. At least that's our opinion anyway.
The lack of ammunition thing is weird too. Not a big deal, but does make it a bit more unrealistic and more space-opera.
Anyway, that's about all for now I think. Like I said, despite these problems, we're still enjoying it; we just want some problems resolved, whether it's learning the rules better, or having to house-rule them. I see big changes to the combat system coming to our next game though.
First let me say that most things are good, things generally tend to work out. There have been some problems so far though. The first is with the task system. As I anticipated, I don't like having to tell the player the difficulty every time I roll. I've learned to get around this by using "uncertainty" dice. I have them roll a certain number of dice, then I roll some as well. So I might tell them to roll 2D, while I roll 3 more, for a total difficulty of 5D. For as long as I can hide my dice, they don't know. So this isn't a big problem.
Another is Personals. Myself, I really like the system, but it is lacking in two things (or am I just missing them?): One is there is no room for skills. If a PC has Acting and wants to use it in a situation, I haven't been able to find where in the Personals rules to add it. I can only find the generic tasks in the Skills section of the rules. The second is that it doesn't account for the relative difficulty of dealing with a particular person. Convincing a clerk to help you is different from doing the same with a surly marine guard, for example. If I can't find out where in the rules account for these things, I think I'm going to have to house rule it to make it more believable.
Then there is combat. The first thing my players noticed (as others on here and myself have) is that it is weird not to resolve damage at the time of attack, but instead after the movement phase. Perhaps this is due to the abstracted system saying that perhaps the other party has moved before you had a chance to pump all your bullets into them, but it does make it even harder to imagine the action. Not a huge deal, just very different that what we're used to.
Then there's the V1 hit system. Fighting first some slow-moving zombie-like scientists and then battle-hardened marines is weird because they are both equally hard to take out. So I've house ruled this one so that NPCs can have different values depending on how hard they are to take out, instead of all of them having 10. A scientist might only have 5 for example, while a well-armored marine might have 20 or more.
Then there's beasts. Plenty of monsters in my game, but only when it came time for combat did I realize that two things were missing (that again I can't find in the rules, help me out if you know): 1) What do beasts roll to attack? I mean, I know they have a strength and weapon stats (from BladeMaker) to determine damage, but what about to-hit? They don't seem to have a C2 or skill. Second is: How much damage does it take to bring one down? I know that one can have an armor stat, but regardless of that, how many points of damage must one inflict for them to go down, or even decide to flee? Some animals will fight to the death, while others will run with the slightest pain. I know there are rules for fleeing at the start of the encounter, but what about after they decide to attack, can they change their minds? Ok, so that's like three things I guess. Anyway, to handle the damage issue, I've been using the modified V1 system I mentioned above. Actually, for very large and tough beasts, I've modified it more by giving some the ability to have their "hit points" reduced by damage, so I can have a 100 hit-point monster gradually whittled down by gun fire or what have you. For my own purposes I'm calling this system V2, to differentiate the ones that can have their points reduced and those that can't (V1).
The abstracted rounds are certainly doable, but so far my players aren't liking it. I'm making them finish this adventure with them in case its just a matter of acclimation, but they keep wanting to do things, describe the actions of their characters during combat, and I have to keep telling them that there is no way to do that, that perhaps their PC did that during combat, we just don't know (except perhaps after all the rolls are made). The system is indeed quicker, but I don't know if its enough to make up for this loss of detail that we're used to.
The biggest problem they've encountered so far is the only being able to hit one target at a time during a round. Having 10 zombie guys headed for you makes you want to mow them down pretty quick, and the idea of being able to shoot many times, even with automatic fire, but only at one target, puts the PCs in significant danger. Then we found the "Suppressive Fire" loop-hole. This lets you attack as many targets as make themselves available, without regard to where they are. One of my PCs was then able to take out all 10 zombies in one turn, with the understanding that it probably could have been 100 and it wouldn't have made any difference (which makes the lack of ammunition tracking weird). But wasn't there a chance to miss? That brings me to the next one...
Most of our fights have taken place at range 2 or less (being indoors), meaning most of the time, my players don't even have to roll to hit, it's automatic, even after factoring in all mods. This again has speeded up combat quite a bit, both for lack of rolling, and for all the damage being done (since everyone's hitting). But the downside has been 1) seeming less realistic, and 2) making combat that much more dangerous to the players (since even the NPCs can't miss most of the time). If it weren't for their armor, they'd likely all be dead by now. Well, that and the Hasty attack rule (if you ignore the idea that the NPCs might want to do that as well).
Then there is medicine. Aside from Medical Slow drug, nothing really seems to affecting healing times other than whether one is successful on the roll or not. Not TLs, not skill, available equipment, etc. Shouldn't a patient have a better time in a hospital than the ship's infirmary? Just seems a little odd. Thank goodness for that MSD, or several sessions would have been seriously derailed waiting for PCs to heal.
And my players definitely hate the new experience system. Yes, I know it's supposed to be more realistic, but I think it goes too far the other way. 1 level of skill is supposed to equal 1 year of learning it, but can a person really learn nothing useful in some skills in the meantime? One of my players has decided he really needs to learn some Stealth, but can't learn anything useful unless he dedicates himself to it for a whole year, and then he gets a whopping +1. I can see it for maybe science skills and the like, but practical stuff should be able to be learned a lot faster than that. At least that's our opinion anyway.
The lack of ammunition thing is weird too. Not a big deal, but does make it a bit more unrealistic and more space-opera.
Anyway, that's about all for now I think. Like I said, despite these problems, we're still enjoying it; we just want some problems resolved, whether it's learning the rules better, or having to house-rule them. I see big changes to the combat system coming to our next game though.