Hi,
I like the premise and the character creation. It is interesting how madness turns on its head when acting on your fears. Here are a few of my thoughts and questions in no particular order.
- I think for a broody cosmic game, an end (win) condition defined by number of successes is weird. How would you describe typical positive endings, the ones that don't end with crew madness, of a story with BAB?
- I assume clarity would reduce madness, but does it ever go positive. In the other words, do you think madness can go into negatives? Do you have any guidelines for a player to roleplay with differentially with varying madness?
- The plot hooks are all juicy and narratively kinetic. Except maybe the space whales, I am not sure if they are a threat or an objective. I would run with that hook anyway because I like incomprehensibly gigantic space whales.
- The Power Dice. If someone needs to make a check with one of the Ship systems, is the difficulty still falling between 1-10? That seems a bit unwieldy.
- The readability can be improved by picking a different font (a sans serif maybe) or reducing the opacity of the background in the text body area. There is an inconsistent spelling of GameRunner in The Ship portion, and the C in Crew profile is sometimes capitalized and sometimes isn't.
I hope this helpful and you find it constructive. If that is not the case, I apologize.
— Vish