Hi.
I just finished reading through the game PDF and I have questions and confusions. I hope you don't mind me posting them here.
Overall the game looks great, the layout is awesome, but I found a lot of the text overly terse and confusing. There are a lot of assumptions about play that the reader may not share. There are clearly good ideas here, but they are hard to dig out. I'm looking forward to a more clearly explained final product.
Comments below based on 1.3 update
On p5, the character sheet has a "Place of Peace" and "Place of Disturbance", but I am not sure how to use them. Is it the intention that you get 1 of each from the list on p9, and only those places give rest/fear?
On p5, the character sheet has space for Aspects, which are mentioned under advancing on p18 up — what do they do? Are they just narrative? Do they sometimes give advantage?
Also on teh character sheet, is AV Protection? Why does Health have a line through it?
On p6, if you have gear/position advantage, but 0 skill, is it a normal 2d6 roll, or disadvantage? i.e. do adv/Disad cancel out?
On p8 it says "At 0 (health), make a Luck check or die", but on p10 it says you need to burn a Luck Point to be able to test Luck — I think this is just the normal Luck used on each roll, but I'm not sure.
On p10 on the full PDF there is a formatting error, it says "Succeed and take 2 He Injuryalth & 1" ...
On p10, the rules for Consumables and Gear were not at all clear to me. I had many cases where I was confused as to what Ud was being rolled, because it was not clear (to me) that there was a single Ud per character, rather than per type of item (which I have seen in other games). I think the text here could be improved to make that easier to understand.
Also, since all items deplete at the same time, what's the point in having multiple consumable items? Do they give the "advantage from gear" on p6?
To be sure I understand the rules — you roll Ud on many skill failures, and this can cause all my gear to simultaneously vanish? Similarly foraging can cause me to have more candles or iron spikes? You roll Gd after every round of a firefight, so shooting a few times can cause my armour to break?
On p10 it says only the first 4 items in the inventory are available to use in close combat, does that include armour? i.e. does armour have to be in the first 4 slots to count?
On p11 there are numbers listed by weapons, is that meant to be Harm?
On p11 what is the point of armour with protection 0? e.g. the mask.
Also on p11, characters begin with silver peices, and there is a spot for money on the character sheet, but no prices for items (exepct the horse on p12) — is the intention to just use some price list from outside the game? Given that horses are 10s, it's hard to think of a price list that would be suitable.
On p12 you suggest that firearms will end most encounters (due to damage done, presumably), but the pistol on p11 does less damage than the crossbow, so this seems odd.
On p12, under horses, you give horses a Ud, but (if I read correctly) simply decrement it instead of rolling it, which makes it not a Ud?
On p13, under firearms, Black and Purple's rolls appear to be reversed (at least, if I am understanding correctly — I am not sure I am, the dueling page is very hard to read).
On p15 Lore complication says "lose d6", lose d6 what?
On p20, in the exploration proceedure, players roll Ud on a Miss. On p14 the Exploration skill says to also roll Ud on a complication, and to Suffer the Fate on a miss, but neither of these are mentioned on p20, which is right?
On p24+ the creatures in the bestiary have a Fear score, but the fear proceedure on p9 just says you make a Will test when you face something horrifying, so I'm not sure what the score is for. Is it a modifer to fear tests? Something else?