We started playing SWN on Sunday, with me at the helm.
I love it. Love. It.
Combat is ultra fast, although I am a little curious about why a d8 is the initiative die instead of the venerable d6 or d10 of older D&D.
Combat is deadly. The PCs started out with five NPC companions/henchmen and the only big combat of the session quickly left them with two. First level characters have a lot to be afraid of...most weapons in the game will probably kill a first level character in one shot.
SWN doesn't really give you much guidance with regards to experience awards. This is something my group actually discussed afterward and will merit its own post.
SWN is dead simple but feels substantial enough to satisfy me.
Some of the group seemed to be a bit iffy on the combat roll mechanic. (d20+Attack Bonus+Attribute Modifier+Combat Skill+Opponent's AC, target number 20) Yes, the math is pretty much the same as older attack tables or THAC0 formulas or the like, but I might go ahead and make up tables if that is what the group prefers.
The psionics seem a little weak at 1st level, but then the group psychic took Telepathy and Precognition as his starting disciplines.
For those that care, our campaign set up:
Half our PCs belong to the Gecko Corporation, a mining concern made up by Mindy. I added the detail that Gecko Corporation buys prisoners as indentured servants as part of a trade deal with the planet Galdera, a newly self-appointed regional hegemon. (Self-appointed with battleships, that is)
The other half of our PCs were prisoners aboard the Galderan transport ship Guardian, bound for the penal colony Tartarus, unless they were picked to become part of the Gecko Corp indentured service program...
The deal for half the PCs to buy out the other half was interrupted by the Guardian being blasted by the pretech automated defense systems on the uninhabited moon they were orbiting to seal the deal. A frantic romp to the escape pods ensued. Luckily, the computers on the escape pods found that the nearby planet Valifor was habitable and listed as in the "pre-colonization" status. The Gecko ship was blasted as well, but managed to make a crash landing on the surface of Valifor, though separated from the PCs downed escape pods by miles of inhospitable mountains.After making contact with their ship, they determined that repairs were necessary.
The party is now engaged on a sort of free roaming planet crawl. They have located several points of interest -indigenous and xenophobic indigenous humans likely descended from a fallen pretech colony, sapient frog men with poisoned arrows, acid-spitting fauna, flying plants, a remote research station with heavily armed soldiers and headed up by an insane scientist, several other escape pods from the Guardian (most of them not responding to contact, some possibly having been commandeered by inmates from the ship), possible pretech ruins in a foreboding swamp, and their own damaged spaceship, which they are now having trouble raising on the transceiver.
Hot damn I love this game.