Evan, Jess, Pat and myself colonized Oakes 2.
Durance has cool stuff. Just reading the book I wondered, "How could this possibly create a coherent story?"
But it did.
* everybody plays 2 characters. Don't get attached!
* every character has an oath assigned by someone else. (Well, cool if you accept the endowment, not so cool if it clashes with your character idea...you'd think having more than one character would help.)
* like Microscope, you create scenes by asking questions
* anybody can call for a roll when things stall out (we didn't know that at first) - keeps things moving
Our game was filled with intrigue, even before play there was already a broken oath, a vow of revenge, a strange plague that was our own fault, and a crystalline mineral alien intelligence that we didn't know about.
Possibly the most notable part, was after oaths were broken and people died and things were winding down, we'd decided to inject the Emancipist with a risky cure. We weren't sure whether to end the scene right there, just roll a die to see whether he lived or died, or play by the rules and roll Uncertainty. We rolled Uncertainty, and were glad we did, because we got trip fives - Planet of Doom. We decided the risky cure 'activated' the plague and it became a viral alien rocklike ravaging tentacly intelligence.
The last scene, narrated by Jess: the Governor of the Colony, a right bastard the whole game, looking out the windows of his control tower, watching chaos in the streets as the marines try to fight off the alien virus - pounding on his door as his subordinates cry for help - he presses a button to activate the panic room, and steel shutters closed down on the windows.