First of all, I would like to point out that this is a background/setting book only. RSE is not tied into any particular RPG system although I do understand that it was originally designed for the D20 System. My own choice is Savage Worlds. But no matter what your choice is the information in the book is presented quite clearly with only a few glitches.
The first half of the book is devoted to background and character generation. In a nutshell, millenia ago a race of bloodthirsty savages burst out on the galactic scene. They enslaved or destroyed countless worlds and sentient beings. Finally, the other races of the galaxy rose up and in a long and brutal war managed to defeat this race and exile them to a small planet. The race was humanity and the planet of course was Earth. In the aftermath, the Martians arose and formed their own empire called the Hegemony. They were the top dogs for a long while but now there is a new enemy that they are fighting on their own frontiers and the Hegemony is losing.In desperation, the Martians have decided to unleash the ancient scourge of humanity on the galaxy. In 1919, the Martian Hegemony makes contact with the humans and makes them an offer they can't refuse. The author, Ed Kann, doesn't say what it is that is out there or for that matter what it was that made humanity sally forth so many millenia ago. I like this because it gives the GM two very basic questions on which to build a campaign.
The next chapters are more recent history from 1919 to 1936. It covers the rise of the League of Nations as well as the starfaring powers( would you believe the Kingdom of Holland as well as the Kingdom of Spain are included in that group?) It is a well thought out alternate history.
There is a chapter on character archetypes. It is interesting to note that there are no provisos for alien PC's. This is deliberate on the authors part and I have no problem with it as it re-inforces the terrible uniqueness of humanity. There are also sections about incorporating psychic powers, magic, and Things Man Was Not Meant To Know. The next chapter consists of extensive equipment lists that feature what is Hybrid Technology. This is a combination of human and Hegemony tech.
The second part of the book is all about starship design and building. It is quite thorough provides everything you need to design ships ranging from Snubfighters all the way up to Starbattleships. It also gives a great rationale for why so many starships look like surface ships or aircraft from this time period. It's simple, the design paradigms are what the humans are used to building and using. It makes a lot of sense and adds some real pulp and anime flavor to the background.(Anyone remember the old Starblazers/Space Battleship Yamato series?)There are also provisions for building merchant vessels, explorers and whatever else your player group may need to get around the galaxy. There are a number of sample starships at the back of the book ready for immediate use once the GM converts them into whatever system they're using.
All in all, this is one of the most innovative backgrounds I've come across in a while. It appeals to both the RPG player and the Historical Miniatures player side of me. I highly recommend it. Check out their website at www.rocketshipempires.com You'll be glad you did.

