Let's talk moral codes. Partly to clear my confusion on some of them, partly because I think some of the examples given in the archetypes just aren't very helpful or right.
First off, just to be clear, I love the moral codes, big dreams, and buddy system, stress, and all of these mechanisms that tie actual roleplaying and unique characters to mechanics. Forcing players into tough choices and a system that encourages more than murder hobos is great no matter how you slice it.
Here's some examples from the text that confuse me or strike me as kind of bad examples, though:
THE CIVILIAN
"You have a vision and must see it realized."
This one just doesn't seem to do anything for me, without making it very clear WHAT the vision is!
THE GRUNT
"The world is a blank slate, and you can be anything you want."
As a statement, fair enough. But how does this put my character in a situation where I have to make tough choices? This seems like a weak moral code that I can always use to justify anything.
THE GUNNER
"The team relies on you and your rate of fire."
I can vaaaaaguely see how this applies -- if as a player I'm trying to run away and save my own hide rather than support the team, sure, this applies. But surely it could be phrased better.
"You're in hell, but hell is pretty funny."
Don't see how this applies to hard choices at all.
"War is insanity -- you might as well join in."
When would this apply? If you were trying to play a gunner character that was a pacifist?
A few of the other examples took a bit of mental wrangling for me to work on. All told I think most of them are fine... but this is such an important aspect of characters that I think the book should present some really unimpeachable examples of how to come up with good ones!
(while I'm here I'll also just note that the way the appearance options are presented often comes across as kind of silly. My appearance is "Sunglasses"? I can choose between shoes or a Walkman? I think presenting them as "the options below" is doing a disservice.)