We finished our Space Truckers campaign that used the Stars Without Number game system and the Star*Drive setting. 8 or 9 out of 10.
I've previously reflected on the rules. I'm going to give them an A-. Well above average, but I still found some flaws. Mostly directed at the details of book organization. Everything was in the book somewhere, but sometimes it wasn't where you'd expect.
For example, there's a mech section. However, how much tonnage it takes to transport a mech as starship cargo is in the vehicles section more than 100 pages away where they talk about transporting vehicles as cargo. Mechs are mentioned in a spare sentence.
I used some of the optional rules and I was glad for the options presented. I used the concept of Stars being a meta currency that allowed a reroll or minor story edit similar to D&D’s Inspiration. It refreshed everytime you leveled up or was awarded for good roleplay or smart, clever ideas.
We house ruled some stuff, such as the Help mechanic. We used D&D’s Movement, Action, Bonus Action, Reaction, Object Interaction rules instead of RAW since it was close enough to how SWN combat is written (Movement, Action Instant Action, React).
I give my storyline a B+. The overarching plot was time traveller's from the past arriving in the present to prevent a disaster they couldn't prevent in their own time.
Along the way to the finale of the overarching plot we explored: transhumanism, mech combat, personal combat, starship combat, trading (lots of trading), piracy, gun running, terrorists, ship upgrades, capital (money) management, True AI insanity, nanites, alien precursors\ruins, swarms of aliens (razor monkeys), solo xenomorphs (scorpatoddlers), terraforming, helping colonists (poor B Bart never knew what hit him), interfactional struggles between the 12 stellar nations plus the Galactic Concord, cyberware, emerging consciousness from a VR internet, alien life forms made of pure energy and thought, time loops (finale), amnesia (my Hangover episode), and probably more. It was a sci-fi buffet of concepts from reading\watching 50 years of the stuff.
I'm proudest of my Hangover session and the finale.
For Hangover, with the cooperation of the players, they explored and accepted permanent changes to their characters plus consequences of actions I said they did. It created an interesting story that introduced some key NPCs.
My time loop finale included starship combat, personal combat, psi power usage, use of a mech they owned, tangling with ancient aliens, NPC interaction, and creative thinking. I didn't have a definite ending to the campaign in mind when I started it, just a vague hope that the PCs would want to get involved and take it upon themselves to solve it. Thankfully, they did. They crafted a satisfying happy ending that made sense within the fiction.
Thanks to my players who made it happen.