I read it this weekend. Fun stuff, it looks like, but (like KAMB), I suspect that the blood-alcohol level of the players contributes greatly to its success.
The vocabulary system is a brilliant twist, and the heart of the game. Everything else is pretty much replaceable, but this is one of those instances where the mechanic makes the game.
I would have liked some more guidelines/suggestions for scenarios, though, and a sample 'quest for fire' module, even if really short, would have been welcome. As it is, until I DM'd it a couple times, I'd be really afraid that it would fall flat, or be over in 30 minutes. Not a big deal with a regular group, but for a gameday or such it could be an issue.