Now, seeing as there's two parties that'll be looking at this, I'm going to address this to both of them individually; first to browncoats, and second to roleplayers. Go ahead and skip to the section that applies to you if you want, or you can read my little introduction.
Ok, I've been playing RPG's since I was nine or ten, and I also fair near recently became a big Firefly/Serenity fan, so when I first saw this book, two things immediately leapt to my mind. The browncoat in me said "Sweet! A Serenity RPG!" While the
roleplayer in me said "Oh no, not another cheap movie rip-off."
I'd been a roleplayer for a much longer time, so that side of me won out at first. I figured I had d20 Future, so I could make a campaign set in the 'Verse we all know and love if I wanted to. Eventually, though, I read some reviews, and decided to go ahead and get it. Worst case scenario, I ended up with a lot of interesting stuff about the movie. Now, if you haven't already guessed from the rating, it was a wee bit better than that.
And now on to the review!
To Browncoats:
When I first opened this book, it nearly blinded me, it was so shiny. In addition to all sorts of information about the ships, the stuff, and the 'Verse, it really does a great job of representing all the characters. The system is simple and easy to learn, but it's complex enough that it'll last you a while. It's easy to roleplay, and for all y'all that I'm sure will find yourselves as new gamemasters, it's easy to adjucate as well. Browncoats in general should have no problem with it, and a lot of fun.
To Roleplayers:
First off, I'm going to say this: powergamers need not apply. The leveling system is rather simple, combat is quick and deadly, and the game is mainly focused around roleplaying. If the roleplaying is what you like, though, there are few systems that combine roleplaying and mechanics better. Also, it introduces a couple of new mechanics that I find really interesting, such as:
Plot Points: You get these for doing stuff right. If you accurately roleplay a complication, if you do something the GM just happens to really like, if you achieve a character's goal, you get a/some plot points. Sure, there's the basic spend them to improve your checks, but you can also use them to affect the story in a limited way ("It turns out, the mayor used to be in my platoon in the war, and is willing let us off with a warning.").
Ability/Skill Dice: Rather than having a strength score of, say, 12, you have a strength score of d8, or d12+d2, or the like. Likewise, you have a d6 in Unarmed combat, and a d6(d10) in Guns (Pistols). So then, if you were making a check to shoot someone with your pistol, and you had an Agility of d4, you'd roll 1d4+1d10. Also, no particular skill is tied to a certain ability score; the GM decides based on what you're trying to do. Quirky, but all in all, I think it's neat.
In a nutshell, it's new, fresh, and I heartily recommend it.
To Everyone:
Now, there is a reason it didn't get 5 stars. It doesn't have an outrageous number of advancement options, but then, that's to be expected, and it doesn't have a small amount either. Also, it is distinctly lacking in the character sheet department. Personally, I don't use character sheets all too much, but I know I'm odd like that. Don't worry, though, as you can find a number of sheets online; just google "Serenity RPG character sheets".
All things considered, this book, against the odds, does an outstanding job, and you'd be making a good choice if you bought it.