I made some more actual play posts here.
In my group's session today, with multiple players who are experienced RPGers, we saw the bite of the inventory system - food, light, supplies. And the importance of help/aid. And also the beginner's luck quirk: everyone can pile in and help with beginner's luck, whereas helping a skill test requires some appropriate skill, wise or Nature.
I'm still not sure how the colour and the gameplay fit together. My impression is quite different from @clearstream's: I don't see it as a story now vehicle, because of the overwhelming demand it imposes for skilled play. And killing four bandits for a helmet, two candles and an indecipherable note (as happened in our session today) has a hint of Vance but otherwise is too close to a parody of 1st level Moldvay or AD&D play for me to deeply invest in the story. Though the flavour definitely infuses play, I'm so far seeing it as closer to background colour than the essence of things that it would be in (say) Burning Wheel.
In my group's session today, with multiple players who are experienced RPGers, we saw the bite of the inventory system - food, light, supplies. And the importance of help/aid. And also the beginner's luck quirk: everyone can pile in and help with beginner's luck, whereas helping a skill test requires some appropriate skill, wise or Nature.
I'm still not sure how the colour and the gameplay fit together. My impression is quite different from @clearstream's: I don't see it as a story now vehicle, because of the overwhelming demand it imposes for skilled play. And killing four bandits for a helmet, two candles and an indecipherable note (as happened in our session today) has a hint of Vance but otherwise is too close to a parody of 1st level Moldvay or AD&D play for me to deeply invest in the story. Though the flavour definitely infuses play, I'm so far seeing it as closer to background colour than the essence of things that it would be in (say) Burning Wheel.