Thanks so much! Yeah the light weight of the system was definitely part of the design.
I sort of hesitate to comment on that, because of the interpretative nature of the rules. I could have said "three negative rolls and it's over", but then every set of player and director is going to interpret the result poorly. You know, someone might think a negative result is having an argument with your partner about which way the toilet paper goes, whereas someone else might interpret it as them having an affair. One of these is obviously much more severe than the other, so it feels weird to say that three of one or the other will end it. In the latter case, maybe one negative roll is enough to end it. That's sort of the fun of collaborative and interpretative storytelling! :)
These kinds of rules are not particularly common in DS, but you can find them in other, more rules light systems (a lot of OSR style games have these kinds of rules, for instance), so I wanted to introduce some of those styles of play into DS. :)