Hey there, long time reader and player, first time reviewer. Tonight we played Odin's Eye at a game day for the first time. We had a mix of players from three people who have played several installments of the Black Monk series to one player who had never played any post world games and another who has once but was out of her usual comfort zone. We used the story milestones but no plot twist or other variant rules. However, our new player picked the Passenger (sold separately), which heavily influenced the direction of the game.
As is usual for Praxis, the story ended up with too many threads for me to completely recount here as every character pursued their own milestones (or trepidation at least as often). The main plot revolved around trying to keep our injured ship from being dragged down by the alien beacon's tractor beam, then after being unable to avoid it entirely as we located real stranded people on the planet, escape the planet by equally heroic exertion. Meanwhile, alien influences in my Analyst's brain were trying to turn her to loose a terrible imprisoned entity, the shapeshifting passenger tried to replace the Captain, and the captain, after nearly dying, unmasked and killed the shapeshifter. This was triggered by trepidation and was thus what the Passenger's player chose. So, crazy enough as it sounds for a Praxis game, all but one character escaped safe and alive (alas, we are lost somewhere in space).
The excellent story prompts generated a lot of energy and enthusiasm at the table. There was plenty of out of character laughter as we batted around possibilities even though most of what happened in the game world was quite serious. Starting setting details were far more up to us than in the Black Monk series (we never even had a name for the planet) but we were able to agree on the broad strokes of the setting fairly quickly. Our greatest difficulty was in trying to help the less comfortable player choose scenes to direct without impinging on her agency, which is a problem a book can't solve for us.
After the game all the feedback I got was very positive. We really loved this game and the change of pace from the dark fantasy of Black Monk. Players who embrace the GMless structure will get a lot out of this or any Praxis / Protocol game. Highly recommended.
PS. In the Designer's Notes section, I saw Jim talks about this game's predecessor, Joan of Arc, being influenced by Planetfall. I was flabbergasted - Planetfall as in Floyd, the Stellar Patrol, 'Blather is a trotting krip!'? That was the first Infocom game I ever finished on my own. It taught me some puzzles aren't meant to ever be solved (such as, "Where can I get a radiation suit without being killed by radiation first?" (answer: You can't, so just don't go there)). Dio, Queensrÿche, Planetfall... I wonder what surprise I'll find next. I really tried to pull the game in the Rendevous with Rama direction but it didn't last. It's just as well.
PPS. If you get the print-on-demand, make sure you also get the PDFs, which includes a file of just the role/character sheets. In any Praxis game, you'll want clean copies of those every time. I suppose the POD-only option must exist for Kickstarter backers who only backed at a PDF level and later wanted to upgrade, but I kinda wish the prices of POD vs POD+PDF were closer together so as to make sure people won't buy the book without the PDF. Probably doesn't happen but the worry still crossed my mind.