Somehow when I read that it's over 400 pages I thought it would have more meat and I got bare bones. Tabels are nice inspiration, and I appriciate gear section. But I would defently like some more ideas that aren't "this are crayones and paper, draw your own picture". Also you should write its 400+ pages of A5 format, with wide margins and big spaces between lines. In scale Buu-Mech-Ok-Yeee!. I give it a weak Ok.
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The tables are there to generate everything you need, and combined with the procedures it works pretty well. There isn't any other way of creating a procedurally generated game focused on solo play. Also, it's not A5 format, it's larger (170x230 mm, whereas an A5 is 148x210 mm). The book is still choke-full of content (the wordcount is over 120K words, if I remember correctly, while your average indie RPG has less than 30K) and I don't think anyone can run out of things to do in many, many years. Regardless of all this, I don't think a game should be judged by the number of pages, but about the content provided and the quality of it. I think ATDW delivers in all fronts.
Well, I disagree, you could have made a more compact layout instead of suggesting a larger amount of content than there is in reality. The mechanical part of the game, it's a blast, totally thought through logical and quick mechanics. On the side of world content, it's lackluster. When reading that there is over 400 pages and sample gameplay, I thought there would be more world building then "roll in a table and fill the gaps". All in all, great mechanics, I really like it, but an empty world. Print friendly version would be appreciated.