This is an improvement over the first edition. First and most obviously you've got classy silhouette illustrating the pages and the planet names for skill/class names have been replaced with something more workable and quicker to grasp.
Minor Grumbles: Error on page eleven as 'Saturn' skill level is mentioned as a way to pick the Team Leader but I can find no mention of an equivalent skill in this second edition to match that from first edition. And I would have liked to have seen a page or two with a transcript of play detailing how narrative control works, (especially how bad a fail the GM should make a failed roll). Also an example of a groups' plan and a brief sketch of the resulting scenario would be helpful for potential GMs to see how to pluck threads from what the players give them and expand them.
In Summary: I love this paired to the bone rules-lite way of doing things, the less rules in your head the more you can concentrate on plot. Reading it makes me want to go back and watch 'Callan', and 'The Sandbaggers' to mine them for ideas, if you like spy telly and haven't checked these out you should do so!
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