Having played at the creator's table for quite a few times, trust me when I say this system gloriously combines the gritty osr item-focused dungeon crawling with anime-esque skill tags which can be used to to great feats at a risk. Characters will unravel quickly and the further you go in the dungeon the more you will lose. I am amazed by how this system brings tough choices onto the players just by design without requiring the gm to wrack their brains to make them by hand. As a player you'll find yourself often wondering wether you want to "burn your tag" just for that auto-success or extra difficult feat, or wether you want to keep that tag for later and gamble with your character's life instead. I highly recommend this system for anyone wishing to experience a more old-school type of story where the world is dangerous and adventurers have to rely on their problem solving skills, while still having a more narrative focus. The system doesn't bog itself down with unnessecary details such as hyper specific swimming/jumping rules or stat blocks for weapons, it runs on quick logic and dm discretion of wether it would logically work or not. It will be an easy system to introduce to both long-time players and those new to the ttrpg scene.