At first I have to say: I am new to Fading Suns. When I got interested in this setting - I loved the idea of combining medieval feudalism and a strong church with starships and high technology worlds - the third edition was already announced, so I wanted to wait. I did for some years and now I got this revised edition as soon as it was out.
When I opened the file and skimmed through it, I got really shocked. Nowadays RPG core books often look like professional art books. This looks like done in the 80s, with much plain text, crampy, small margins... The artwork is fine, though it is from the 90's. Contrast is good and the PDF allows copy&paste, is searchable and got bookmarks, which is good.
The setting is really great. I don't want to get into detail, you may read reviews of the old editions for that or you allready know the setting. But as this is a Player's Guide, it misses some background info, like about the planets or the jumpweb. I wonder, how I can chose a planet my character comes from, when I don't get any information about them? I fear a player will need the GM Guide, too.
To me it seems, this book was poorly edited. There are carryovers from second edition (which is bad for a revised edition), there are repeatings of rules (shouldn't it be streamlined), rules explanations are complicated and hard to understand, like for players who already know the rules. Was there even Playtesting? Did they give this book to a gamer who never played Fading Suns before and asked him for his opinion? I don't think so.
As far as I know there are some changes to Second Edition. In combat you now have a passive Defense and don't have opposed rolls anymore. There are some basic combat actions, some of those contain the possibility of multiple attacks, and additional fighting styles giving more maneuvers. There are Fighting Stances, for example, in aggressive stance you get a penalty to defense and a bonus to attacks. Nice idea.
Most of the rules seemed bulky to me and deserve some streamlining, like the skill rules. It's very detailed and doesn't seem supporting a faster and more dramatic style of play, which I thought Fading Suns and this new edition is all about. This game is still stuck in the 90's. But you have to say, it has some interesting ideas, like bad side effects for magic, called Hubris and Urge. This concept is something I really liked, rules and setting are fitting here. And I really do love the Lifepath system.
Don't get me wrong - had I got this game around 2000 when I was playing Earthdawn 1st, Shadowrun 2nd/3rd and the like, I really think I would have loved this game. But now we have the year 2012 and as a whole this Player's Guide was a disappointment to me.
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