So, I'm working on this chapter for Rustbelt 1st ed. in which I explain how to modify the setting. I do this partially because I know that people love tinkering with games and I'd like to give 'em some support for that, but also because it explains a lot about the structure of the game itself. It's sort of lifting the hood and saying, "You see that thing? It does X. But you can swap it with Y, as long as you make sure not to take Z out with it, and the motor will still run" and stuff.
I came up with three examples for it: Mosswood, Frontier Suns, and Heatwave. Mosswood is a weird fantasy thing, Frontier Suns is a thinly-veiled Firefly rip-off, and Heatwave is a sort of slick, over-the-top, uber-stylized modern urban crimey thing. I'm quickly falling in love with Heatwave in particular, and strongly considering making it into a supplement later.
Unlike Mosswood and Frontier Suns, Heatwave's stylistic considerations necessitated a complete overhaul of the attributes. Mosswood needed only to have a few renamed, and Frontier Suns needed no change at all, but Heatwave calls for something completely different.
I'm very interested in the way that the terms we give things in RPGs influences the way that people play. I tried my damnedest to make Rustbelt's attributes intuitive and explanatory, and to make them imply Setting, and I think I did a pretty good job.
So, as an experiment, what I'd like to do real quick is present the Heatwave attributes, with no explanation whatsoever, and I'd like you to tell me what you think they're for, how you would use them. I already know how I intend them to work, and I'll reveal that later; I want to know what your raw impressions are. For science.
The attributes are:
EDIT: Cat's out of the bag. Those who have posted already without knowing this, I appreciate your enthusiasm and data, though.