Anyone play/running this?
I love it in principle, wondering if it lives up.
Sure. Have GMed it lots. Not really sure what you're referring to by "wondering if it lives up", but I'll take a stab.
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By the above do you mean "does it do high-octane, high-fantasy, pulp D&D action-adventure"?
Oh yes, extraordinarily well.
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Is it intuitive to GM?
Oh yes, extremely so.
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Are the action resolution mechanics robust and minimalist?
They're fantastically so. If you want an engine that plays to PC archetype as the input for action resolution and ceaselessly delivers dynamic, genre-coherent complications as output, then you've come to the right place. It does this with minimal handling time as well.
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Are the PC build mechanics robust and hackable?
Absolutely. You can manage all kinds of PC builds out of the standard system, use all kinds of classes (and compendium classes - like paragon abilities) on the internet, or you can easily hack together your own.
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Are the GMing princples and guidance top notch?
As good as any I've seen. Unambiguous, and focused on generating content and pacing that guarantees exciting, adventure-filled lives where the PCs are hooked into conflicts and opposed by adversarial elements they're interested in (which ties into, and feeds back from, the PC build rules).
Search for Dungeon World PBPs on here and you can find a game that Campbell and pemerton and myself were fiddling about with awhile back (an extension of a 4e one-off for material in a post from last year) and a current, ongoing game that I'm GMing for a rl friend and S.O.
I've run the system quite a bit at the table (maybe 100 hours?) so if you have any specific questions that you want answered (that weren't answered above), I'll see if I can't help you out. It scratches a slightly different itch for me than 4e, though there is considerable overlap between the two (especially in GMing principles).