Finally got to run this at NC Gameday last weekend. I think it went rather well, considering it was a brand-new system to everyone. I'll see if I can get some of the players to post their thoughts here as well.
There was a snafu at lunch that delayed a couple people, so we started almost an hour late for the five-hour slot. I had to nip and tuck some stuff, but we still got in a couple decent sized combats, a couple intrigues, and capped it with some mass combat.
I began with an attack on a village that was essentially the prelude to the main adventure. I had the players put away the pre-gens that were their 'real' characters and handed them sheets statted out as mook villagers. Aside from a brief moment of hilarity when they all decided to run, they quickly got into the spirit of things and fought until they were overwhelmed. The reasoning here was that it gave the players a chance to learn the basic mechanics in a no-risk situation, so that when their first fight came along with the real characters, I just had to teach the wound & injury rules and they were all ready to go. It worked pretty well, I think.
Then there were a pair of simple intrigues, with the heir to the House trying to convince his over-protective mother he was ready to lead an expedition, and his bastard half-brother conniving to come along.
Once they'd assembled their party, they went to investigate the fate of the village. Some nice RP with the factions jockeying for position, followed by an epic combat. It was the five player characters versus 12 'tertiary' opponents and 3 'secondary' level leaders. The mooks were a mix of melee, ranged, and beast. It was a little tought; when I'd playtested the encounter, I had six characters, so I probably should have dropped one of the leaders. It was a near thing, but the characters prevailed.
Having unconvered the plot, they then engaged in a little more intrigue to rally some House troops and take the fight to the enemy. We closed with a mass battle that left the enemy routed and fleeing the field.
So, other than House management, we got to experience the high points of the system. I really, really like the combat system. The variations in armor and weapon types lead to interesting combats. At one point, there were three characters each taking on one of the leaders. The longsword and shield guy was hitting but not penetrating the armor; the ball-and-chain knight was gradually whittling down the armor of his opponent, and the sneaky bastard with the stilletto snuck up behind and took advantage of its piercing attribute to bypass the armor entirely.
It also seemed to run very fast, especially the 5-on-15 fight. The fact that most were mooks helped, but mooks aren't the total pushovers here that they are in some games. A couple even lived long enough to try and flee after seeing their leaders defeated. Given everyone's unfamiliarity with the rules, I can only expect that a group with some fights under their belts would really zoom.
I've got a couple minor quibbles. There's some organizational oddities, and a couple things that really should have been spelled out in better detail (eg passive skills). The errata and discussion boards were helpful in resolving most of that, and overall there wasn't anything game-ending.