Hi. I'm a game designer.
I get play reports.
Here's a play report from people I don't personally know and have never met (I've communicated with the GM in discord I guess).
Background
3 players
Session took place over 3 hours, covered getting an operation, recon, prep, sabotage, and running the op
Characters were a Green Face with maybe too broad of a focus (more on that later), a Synthetic Bruiser, and an Uplifted Octopus mage
What my players loved
- Gameplay felt pretty easy and straightforward, one remarked that once you were into the flow it just made sense
- One player described the game as definitely being easier than Shadowrun, but admitted that that is grading on a curve
- Players really liked the structure of mission prep, compared it to games like Blades in the Dark
- Really felt like they were in control of the story, high degree of agency
- One player compared character creation to making a custom race in Master of Orion, felt like they had a ton of meaningful choices and it was fun to think through
What my players were less enthusiastic about
- My face player went too broad and ended up with some pretty mediocre hacking and a bad innate spell as part of his Green heritage that was hard to use. Felt certain things required a lot of investment and almost weren't worth taking as a result
- Some felt the somewhat structured nature made it maybe harder to roleplay or get in character much
GM Thoughts
- I used the in progress random mission generator and it mostly worked great! Shoutout to you and bacchist for making that possible
- There were definitely some gaps in the mission generator content, or maybe they're just assumptions the system makes? - For example the alert track talked about drones coming out to patrol, but didn't say what kind of drones or give stats for them. I could've also used more information on NANs and electronic defenses. It feels like the current mission generator is great at providing "what is unique" about an operation but more of the baseline stuff would be helpful to me.
Note that the operation generator on https://sinlessrpg.com has been updated since then several times.
- The core dice mechanic just works and makes it really easy to adjudicate what is happening and why. I definitely felt like I had a long way to go w/ system understanding but it was easy to make reasonable rulings that everyone thought were fair in the moment
- Every once in a while you run into a little gap here or there; our run in this session was the gun cyber-limbs; none of the guns listed have effective ranges, so I just improvised off of what stats regular firearms had. Not a big deal, but mildly annoying to turn to a page in the book only to figure out it doesn't quite have what you need in the moment
I dunno guys. That's a raw play report. I've read some of them in my time, and, uh, they aren't usually this positive.
You should read into it yourself.
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