I haven't post in a long time, but I did pledge in the FS kicktrter.
These are some impressions along with some quick comments on things that others have stated.
Several of the well known 1st edition errors are also in the 2nd edition version of guns and archetypes.
Some archetypes now have problems that were fixed in latter printings of 1st edition.
Some guns did have some of the errata applied to them tough.
Examples:
The Colt M1911A1 is said to be a 9mm. It is also incorrectly called the M1911A in FS 2 as the 1 after the A got dropped for some reason.
The Dessert eagle is still incorrectly said to fire .50 Magnum ammo instead of .50AE (AE = Action Express)
The Magic Cop is missing his Martial Arts skill.
The draft it looks like just used what was in the core book and some supplements but ignored that some archetypes got modified in latter books in parts of the text you'd miss if you just looked at the Archetype pages in 1t edition products and didn't look at or remember bits of texts that modified them in latter supplements.
Some characters don't have a Fortune stat but have Chi, Magic, Genome, Scroungetech instead that is the Fortune points they have. So some archetypes are way to powerful now. You have to us Fortune or whatever it is a labeled as on your archetype to to power schticcks and abilities and the points are all coming out of the same pool.
The Old Master in the 1st printing of 1st edition had a Fortune of 10 and a Chi of 10. This was one of the 1st errors that was found in FS and it was fixed in the latter 1st edition printings so the Old Master had a Fortune o and a Chi of 10 as the error made the type not balanced. 2nd edition the way it handles fortune has unbalanced several of the archetypes that were giving low Fortune in 1st because they had certain other advantages.
The base value for all resistance checks unless specified is 7. You also have to keep track of more schticks now too as some schticks are just meant to increase the value with certain checks. Defense is the only one that is given a specific number for each Archetype. By doing this some balance was lost as some Archetypes were made to be better or worse for game usage.
The Willpower of GMCs is based on how important they are and you have a chart to tell you what value to use for them in Will checks.
By lumping the sub stats together and getting rid of some it makes some types unbalanced.
A few archetypes have new abilities.
A couple lost things. The Old Master doesn't have his Noodle Making or Chinese Painting skills for example.
Characters don't have the any points to add to primary attributes, secondary attributes, or skills.
They don't get to pick any starting schticks.
The only things you can do is swap a skill for another of the same AV with the GM's permission or a Fu path for another.
Because of this new characters of the same archetype are basically just copies of each other. 1st edition let you customize your character much more.
Guns have a Reload value based on the magazine capacity of and in some cases this value is wrong as the authors used incorrect ones found in 1st edition products.
The reload rules now can cause some very unrealistic things in regard to reloading. If I have a 32 round magazine or a 300 round drum on a gun the reload chance is the same. So you could be forced to reload even though you have more ammo in the 300 round drum and didn't fire enough to empty it.
The way experience works now stinks. You are very limited in what new shticks you can buy and attributes have a major cap. Most of my old FS will not want to play FS2 because it limits the choices you have for improving a character. The new system seems more geared to keep archetypes doing only what they were maent to do and not growing up to do other things. The new system seems like it is better suited for those that don't want much customization and have a narrow idea of what sort of improvement a character can have. While the new system is quicker and easier to use what is lost isn't worth it IMHO.
Character's with Martial Arts are now told if they are formal martial artists or of the streetfighter type. I don't like ths at all as some archetypes could be of either. It would be best to let a player pic which type. Additionally, a streetfighter could change into a formal type latter on in a campaign. In 1st edition you had full Martial Martial Arts or a subskill version Brawling and you could increase your Brawling to full Martial Arts for 1 skill bonus. if you had Brawling you couldn't use the skill for Knowledge and Contact purposes. The 2nd edition version lets streetfighters use the skill for Knowledge and contact purposes.
If your Martial Arts is formal or not has also changed for some Archetypes too.
You get very little info on the various junctures and you see several major GMCs get mentioned in various parts of the text, but no stats for them or enough info to give you a real good of idea about who they are if you wanted to make stats. So we can expect at some point revived faction/ juncture source books to cover them.
Some GMs I suspect will not want to run campaigns with certain faction and in certain junctures till more details get released on them.
1st edition FS took several years to get all the faction / juncture books out and that was a major hindrance I found with running games with some factions in the past.
1st edition is more complete, now given all the books for it. 2nd is a work in progress and the lack of background on some junctures, GMCs, etc. is another reason I'll stay with 1st till and if that get resolved.
Most of the better crunch bits in 1st edition FS have been removed and it is more geared to the newer less rules school of RPGs and this is going to be a problem for some gamers.
Some things like military weapons, rocket launchers, etc. have been handled better in 1st edition fan material and in BTRC's Guns, Guns, Guns and More Guns books.
Attributes and Skills all have default values now, which can be confusing to old FS players.
The vehicle rules are new and appear to be a streamlined refinement of the Golden Comeback ones. Many of the options you had for vehicles aren't in the boo.
The core book has more archetypes but less in the way of iconic schticks/powers, etc. you got to pick for characters and many are lackluster.
The Enemy only schticks are ok and may help reduce the number of custom GMC unique schticks found in many GMCs.
Some of theses schticks ought to be acquirable by PCs and some of them ought to just be equipment with an effect anyone can use.
A few of them are very lackluster and won't be of much use.
The 690 Juncture is a bad idea because most GMs and players are not going to know much about that period.
Well, they will may know historically incorrect version about thee period and this will make 690 seem exactly like 69. I'll elaborate on the how and why of this in a minute.
The main inspiration for having a 690 Juncture appears to be because Robin D. Laws is a fan of the film Detective Dee and the Mystery of the Phantom Flame
Unfortunately this movie is not a good depiction of the period and is full of numerous historical errors. It was created mostly to take advantage of the popularity of Judge Dee in China. Several popular TV series about Judge Dee aired in China before the release of this film. The Dee in the film has little resemblance to the historical Dee and the fictional verionn of Dee the Robert von Gulick wrote about in the popular Judge Dee series of books.
The movie is popular with gamers and very few I suspect have never bothered to read Robert von Gulicks novels or know about the real Dee and the Tang dynasty. (Empress Wu established the Zhou Dynasty in 690 AD and it lasted till 705 AD, but history books place her reign as be lumped in as part of the the Tang Dynasty (618-907).) The film IMHO is not very good as it becomes very ludicrous and is all style and no substance.
It also spawned a prequel film.
In addition to the above, Robert von Gulick excellent Judge Dee novels have been recommend by many FS players on the old FS mailing list to help in running 69 games and many will most likely go and read them since they are set around the time period of the 690 juncture.
Robert von Gulick's wrote to emulate a specific convention so while the novels are in the Tang period, much latter Ming customs, etc. are used and reading them will not be historically accurate about some things of the Tang period. (Example: Monogamy was the norm of marriage and you could not have multiple wives under law. Dee and several other characters in the books do have multiple wives. The 2nd and other wives would have been consorts if one wanted to be historically accurate.)
Also, since many old FS GMs were using them to help with 69 games I suspect most 690 games will be very similar to 69 ones in several aspects because of this.
I recommend you check out Kelley L. Ross, Ph.D excellent article about Judge Dee.
friesian.com/ross/dee.htm
Ross also has several other excellent articles about Chinese history, philosophy, etc. on his site worth checking out too.
Judge Dee is also featured in a video game which also has historical errors, but does bear more of a resemblance to Robert von Gulick's novels.
The Master Li an Number Ten Ox series of books by Barry Hughart while set in roughly around the time of 690 AD. The 3rd on is set in 640AD according the text. the series plays a very lose with history and takes things from different periods of Chinese history and they have numerous fantasy / supernatural things in them ghosts, demons, etc.
The books were highly recommended on the old FS mailing list and many used them to help with 69 AD games. So again you may see little difference between 69AD & 690AD games because of this.
All 3 of the books in the series have been printed in a single volume called The Chronicles of Master Li and Number Ten Ox and you can fin a copy of of one of the omnibus printing for around $20. (The series was going to have 7 books in total, but they were never published.) The omnibus printing I have also has illustrations by Kaja Foglio in it. (This is the same Kaja Foglio that did the art for several Feng Shui characters that appear in the Shadowfist game.)
I highly recommend the books, but don't rely on them for an accurate depiction of the time period.
Some historical things that are important and need to be remembered and taken into account to the 690 background and how they would impact some things.
Eunuchs were married and often had adopted children.
Several Eunuchs in power became greatly know for their sense of justice, devotion to the Emperor, military skill, way they helped the common people, etc The whole all eunuchs are Lotus members and evil stereotype needs to be dropped. Players will need to figure out who is a good and who is bad.
During Empress Wu reign Eunuchs got more power and she even proposed making an entire army out of the Eunuchs she command in order to elevate them. Eunuchs would continue to gain even more power with latter rulers.
The way 690 AD is described the Lotus are in hiding because Wu has banished sorcery doesn't really work. It would be more interesting and better if they were operating to help the Empress Wu secretly or even having some members helping openly as the Lotus well knows from future history books that they will gain more power and influence in the government during Wu's reign and in those that follow. (By openly i mean it is known that certain Lotus members are sorcerers, but not that they belong to the Lotus. The Secret War, history of the Lotus, etc. will not be known. They will just be a know practitioner of magick that the supports the Empress and can be consulted upon for advice in dealing with supernatural things.)
Most 690 operation the Lotus does that could cause them to lose power and that they wold have done more openly in 69AD will be hidden as not to draw attention and connect them with the Lotus and those in position of power.
It also sets up an interesting thing in which you have good eunuchs not part of the Lotus and the evil Lotus members sometimes at odds with each other or working together to deal with threats in 690 AD.
Women had more power in this period too and this is something that ought to be expanded a little on. The Lotus do take in female members now according to FS 2, but they ought to be more prominent with Lotus members that originate from 690 since Eunuchs were married and because of the actions of Penny Bane. (Penny Bane is the Lotus mastermind of the contemporary juncture in 1st edition.) Some of the old surviving 69 AD ones may not like women, but the Lotus that survived in history after 69 up to 690 that were not able to use junctures but only knew about the Secret War from history texts, etc. would have adapted to be more like fellow Eunuchs from that period and would be aware that women could be good Lotus members.
Also, if you are going to be a 690 character or run a 690 game get a copy of the expensive book China's Golden Age: Everyday Life In the Tang Dynasty, by Charles Benn.
The 2076 juncture sounds interesting but it would have been nice if we had another futuristic juncture that was more like the old 2056 or had a high tech feel along with the 2076 one.
In a long running game the 1850s juncture may cause problems as that juncture advanced time wise but the C-bomb caused that to close and a new juncture to 1850 open. The reset didn't affect memories of advances in the previous 1859 timeline.
Some quick comments and observations on creating custom Archetypes in 2nd edition since others have mentioned it.
You can't really reverse engineer a 2nd edition character directly. As you have no idea what Attributes, Skills, Schticks, etc. cost in 2nd edition.
In 1st edition you knew how much it cost to improve them or acquire a new one at least. The new skills, improvements, shticks all cost the same in 2nd edition.
Most FS 1st edition Core Book character are roughly 162 point Nexus: The Infinity City characters. Nexus uses a point based system, like Champions, to make a PC.
With a copy of Nexus you knew exactly how much it coasted to make a new Archetype's Attributes & Skills (Info skills that Archetypes had a variation cost wise based on what it covered and how useful it was and would fit into one of the different costing Nexus skill categories based on this.)
Some of the schticks are doing the job of Secondary Attributes in 1st edition or things that you could get a cost for in Nexus.
A few character who are super strong in 2nd edition get a damage bonus schtick in hand to hand or when using melee weapons to cover what extra damage they would do if they had a high Strength in 1st edition.
1st edition had no system, deliberately, for creating new Archetypes in it. Robin D. Laws did post some guidelines on making new Archetypes to the FS mailing list for 1st edition though.
Your best option is to make a 1st edition Archetype and convert it to 2nd if you want a new 2nd edition Archetype. 2nd edition just on its' own isn't going to be of any help in making a new Archetype and a player with just 2nd edition can't reverse engineer a system or even rough guidelines to help in making one.
Overall, I'm disappointed with FS2 it dumbed down FS and took out too much I liked in FS edition.