So I don't have the ability to play a session within the rating period, so these impressions are just from reading:
The premise is cute. I'd be down for playing something like this.
The presentation however, is very rough. Setting aside the fact that it's a horizontal text box layouted on a vertical page, where ctrl+f doesn't work, some of the wordings definitely need a do-over. The most memorable examples:
- Satiny roll 3 (Quirk) mentions a double edged-sword but the effect is literally either positive or negative
- From my understanding, the fact that the PC pro and con is relevant to the d8 rolls is only inferred through context
- Sanity roll 2 mentions a "negative contition". I assume this can also give context-dependent -1 but that's not explicitly stated anywhere either. Or maybe a negative condition doesn't affect rolls and is just narrative, like the paranthesis at the end of the Sanity Stress section imply?
To aid with problems communicating gameplay paremters, a structued overview of what a character and round of gameplay might look like can go a long way here. And please use consistent wording for your mechanics, for example what something is called that gives -1 to a roll.
As from the perspective of a GM, some prompts as to what to design for, how long encounters shoud be, etc. would be appreciated.
Gameplay seems very sleek and freeform, which I think fits well with the setting and everything. The core of a fun, chill game session is here, it's just buried in a very inefficient way of communicating information. But like I said, it is an intriguing setting I'd love to explore.