Whippy, can you give use a run down on how it works?
Have you seen Paul's previous
Star Trader?
Solo is more than just an expansion of
Star Trader, it's a new system. There are many goods bits I liked. One is that you control a groups of PCs instead of just a single PC. Another is what Paul calls the "The Plan".
Are you familiar with
Mythic? That system is good and I've used it a lot, but you're continually rolling to answer questions at all stages of a scene or session.
Solo's "The Plan" mechanism reduces all of
Mythic's die rolls that to just two. The idea behind "The Plan" is that you must
write down what your group is trying to do.
By writing down the plan, you can more truthfully examine it to decide the target number and which DMs really apply. Also, by writing it down you're less likely to "cheat" by finagling things!
There is loads of other stuff too like a chapter on NPCs, plot lines, and a nice play example.
As good as
Solo is, it gets even better with the
four campaign chapters. Paul shows how the system can be used in four different campaigns and provides additional tables for each. He covers nearly all of the classic campaign types like trading and travelling. He also has an active duty navy campaign and, one I really want to use, a scouting/surveying campaign.
The only thing "missing" - and saying something is "missing" in a book like this is comes across as rather petty - is a chapter for a merc campaign. That's why I asked Paul about it.
Here's a link to a
review by Andy Slack. He explains things much better than I do and, given his long time as a
Traveller and RPG author, you should listen to him more than me.