So my group is a few more sessions in (We're on like 8 or 9 now) and a couple of observations. One is that the game is better on producing the sort of unexpected narrative twists you get from traditional dice games than I thought initially. At first I had a bit of trouble with dominating the narrative due to traditionally being the gm, but once I relaxed and experimented with taking my character out of scenes more, my fellow players ended up filling that gap with alot of cool story hooks and plot ideas I've never considered. Also the turn based system of scenes really has helped draw out a player who's a little more reluctant to take an active role in shaping the narrative, and while they're still mostly a passenger to the main thrust of the campaign we're playing, they've had some fun storylines for themselves involving buying shady weaponsgrade fertilizer for a project they're working (they're a hedge witch). Aspect use is still weird, feels like I'm the one who mostly invokes them, will need to talk to the group about why that is, might just be a me acting too much like a gm and stifling the group from interacting with the tools as often as intended problem.
Overall this has been a 9/10 ttrpg. Btw do you have an estimate on when 2.0 will come out along with the online tools? Or is that uncertain?