One thing in addition to what Rath said, we really got into the way that conditions forced us to move around to different angles of approach, both to optimize our rolls, and to deal with negative conditions “safely”.
There is a similar mechanic in a TRPG called TechNoir, but those conditions are much stickier than the ones in Betrayal At Club Low. I think that having them come and go quickly does a lot to make players think hard about when to play non-optimally, and I really want to see what it would do in an RP context.