I finally got arou d to take a look at Coriolis last week. It's a name I've seen occasionally mentioned over the years, but never given another thought. I might have somewhat associated it with sci-fi, but I can't even remember that. Looking at it now, that was a real shame. It's looking really good. I think sci-fi games in general have a tendency to be overly complex, much more so than fantasy games. Coriolis really isn't. I might actually call this a rules light game, though there are plenty of games even more simple than this one. The combat options and injury system make it a bit more complex than most rules light games, but I would still call it being on the very light end of medium. I think I learned the whole rules in maybe two hours, even though it's a 400 pages book.
Something that struck me immediately is how much the whole game reminds me of Stars Without Number and the Blades in the Dark hack Scum and Villainy. Looking at the original first edition release dates, Coriolis predates them all. SWN feels a bit like an OD&D remake of Coriolis, including the setting. SaV's starship crew system seems to be a straight up adaptation of the Coriolis system to the BitD mechanics. And while BitD itself has nothing to do with space opera, I am having a suspicion that some of the changes to the dice role mechanics I made to the original Apocalypse World might have been inspired by Coriolis as well. Also the way BitD/SaV do advancements by giving characters simple bonuses to some actions.
What I am wondering, getting deeper into the game, is of there are certain aspects of the Coriolis rules that have gained a reputation for being significanty flawed and commonly adjusted? Are there any kind of popular fan patches to the game that people would recommend to newcomers?