Hanomir |
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Personally, I'm not greatly impressed with the mechanics or the existing fluff.
The game engine leans into many of the things I liked least about D&D 3/3.5, the math is very tight for decent character effectiveness (which is why you just read a big list of "traps" to avoid), and the starship combat system has enough problems that I'm currently at 8 pages of notes for FAQ/errata that needs addressing.
The setting just leaves me cold. Both the Pact Worlds and Veskarium feel overstuffed with different species on every single world, like Victorian scifi or Flash Gordon/Buck Rogers. There's plenty of room to expand out in the Vast and Near Space and make less overcrowded systems, but that's not really the game's published setting, its your own work. Also something lacking in the way tech & magic are integrated. The tech part comes through even if its more sci-fantasy than scifi (which is fine, works for Star Wars) but too much of the magic feels weak (pure tech weapons outperform most combat spells) or hidden behind the scenes. Most tech supposedly uses magic in its manufacture, but that's not something a PC will ever see unless the GM writes a scenario around it - corporate espionage to hex a manufacturing plant or rescue a kidnapped wagemage or something.
Honestly, I'd recommend trying a different game if you have a scifi itch to scratch. There's plenty of them out there in all degrees of complexity and covering subgenres from pulp to hard scifi to Horror In Space to baroque to exploring definitions of humanity - and that's without bringing in franchise IPs like teh Expanse, Star Wars, Trek, etc. DTRGP has "scifi" as a genre tab for good reason.