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Mechanic vice I like the fact that your skill level determinate what you can re-roll. This is quite clever solution and players that enjoy rolling lot of dice will enjoy it. It also keeps up the tension when you can always hope for success or at least poor enough roll for re-roll. Idea that each obstacle has only one solution fights against my personal rpg ideology.

Setting is your out-of-the-mill low sci-fi setting. There is nothing wrong with it but there is nothing excitingly new either. Scenario is also little dull where space heroes haul good through lawless wilderness without bigger motivation than wealth and fame. These are both fine but they have been used so many times before.

Overall the best part is mechanics and other parts are fine.

Very good comments, although part of the bare bones background includes hints that there is more to the setting (what alien device extinguished the sun and why? why are there still bases on Canada, Mongolia, and Deimos?) The goal when expanding this out wouldn't be to lean away from tropes, but to lean away from heavily prescriptive settings and into a more evocative Moorcockian style where things are labeled but seldom described. This to me isn't an often enough explored area of game design, where a lot of words get spilt on prescriptive settings that have less interest than the designer might expect to the players. I'd be curious to see what you think of Version 2, which is shaping up to be about 50 words longer in the main text and have several "Obstacle Tables" that are used to bring out some tone in the flesh of the universe.