(apologies, you'll see my reviews for "torg eternity beta clearance player's primer" and " torg eternity beta clearance gm's primer) are almost identical ... this is because I feel the same thoughts and opinions apply to both products which, honestly, should be viewed as two parts of the same whole .. also worth noting the gm's primer version is a 13 page long pdf)
Honestly I see this more as the publisher saying " Darn it we hit our page limit on the core rules" and then being generous enough to publish this as additional content with a pay what you want price ... if you do purchase at the (admittedly low) suggested price you're basically giving a well deserved (in my opinion) tip to the publisher for being nice about it ... on the other hand if you've already purchased the core rules (which you probably have or else you wouldn't be looking to buy this) I would argue you can safely buy this at some ridiculously low price and just spend the saved money on one of the torg eternity cosm sourcebooks which I would argue are absolutely mandatory in order to properly run a good Torg Eternity campaign and enjoy the campaign setting the way it was meant to be enjoyed.. or just put it towards one of their prewritten adventures like say " Day One " or " The Fires of Ra" if you're a fan of prepublished adventures or simply don't have the time to write your own.
Basically this book expands on the role of Beta (as well as Alpha, Gamma and Delta and Omega) clearance which are basically descriptions of the player characters "levelling up" in terms of how much experience points they gain, game rule mechanics on how to toughen up encounters for "higher level" player characters and typical high lord reactions to the new threat the player characters pose.. I thought the "quick combat" rule .. which I'm guessing should be used in a situation where the PC's are powerful enough to easily make mincemeat of what is now a very "low level" threat to them ... was a fun addition.. it reduces the outcome of the battle for each PC and his/her/their foe to a single skill roll on the PC's part and if the PC is successful the PC gets to narrate how their successful skill roll defeated their opponent as opposed to the longer more drawn out typical Torg battle with all the attendant dice rolling and so forth.
The suggested skill ratings for foes the PC's face depending on their clearance level was also helpful in my opinion.... also a fun read for me was the "year one " review as far as the publisher's declaration of what happened in the various cosms invading Earth after a year's worth of game time.. though as I type this it occurs to me for the first time that a gamesmaster and their players may very well want to reject that and come up with their own version of what happened within that game-time year ... which on the one hand is great, it really customizes the campaign to the player's choices .. on the other hand it could render the campaign incompatible with future Torg Eternity products as the publisher continues to release them since the publisher will build on the assumptions made here (and in their other products - for example the Torg cosm sourcebooks also have a " what happened after a year of game time" section) ... if it helps the players feel better the GM can always point out there are a ton of other Storm Knights (NPC heroes as powerful as the PC's) doing their own thing and affecting the campaign as a result throughout all of Earth.. having said that a wise GM would definitely do their best to alter the "established" campaign timeline accordingly if the PC's pull off some epic event that can, and should, have repercussions throughout the entire world.