Sure, here goes.
The prompts are very well constructed. They have the correct level of openness. Prompts that are too open make starting the game too much of a job for the players, I feel, and can result in stylistic dissonance. Prompts that are too closed block the players from participation.
With that being said, some of the choices were more popular than others.
- In all three sessions, the players chose to have a slow ship.
- In all three sessions, the players would have chosen to have a restricted area on the ship. The third session was with friends and I didn't allow that choice, for my variety, so they had an ecosystem instead.
- In the first two sessions, the Scientist became quite religous.
Maybe give each player character a prompt that adds a location or system to the ship, instead of the one about ship equipment.
I could see these types of prompts being useful for other games, as a way to set the style and setting.
Cheers, Jim