Proposed it as something quick to take a break from our ongoing AD&D 1e campaign.
I ran some worldbuilding questions for the town before we started, basically "how big is the city you live in?" "what kind of climate do you have?" "what country is it in?" I went around the table and had each player answer one question with only the prompt - just go with your gut feeling.
We ended up in a rural town in South Korea. I don't know anything about South Korea so I have some googling to do before the next session lol.
I ran Stiff Bargains, which turned out to be a great call because there was a fair amount of drinking at the table and the general weirdness of Stiff Bargains led to a ton of laughs. They DID NOT want to help the Grifter, who they instantly mistrusted so it took them a good chunk of the night to figure out that helping the people would light the braziers at City Hall.
I found my players were unwilling to make a play for additional dice for their pools initially. They tried to avoid using their negative traits and would frequently invoke their positive traits to "win" the rolls. About halfway through the session, my veteran player that I have gamed with for years worked out that it was worth building dice so he started leaning into his bad traits, which led to some pretty funny encounters.
One of my other players, who had traits that basically gave him a short temper started a fistfight with some goblins (and normally he plays a super cautious type so it was hilarious to see him go super impulsive to lean into his traits). I think once we finish the dream (they progressed about halfway through it after character creation), the players who are reluctant to build their dice pool will see how they're missing out on character advancement. Key though, everyone at the table said they had a good time and wanted me to bring the game to a future session - so we'll play again at some point!
Character creation was my pain point surprisingly. I thought the D100 tables would make character gen very easy. My players were wanting to come up with their own traits (which I was definitely on board with) but then I'd ask them what their traits were and they gave me the deer in the headlights look. I only had one player that RNG'd as much as she could but the results were pretty great. I really liked the bond system because it let us talk about how the party all knew each other in a 6 Degrees of Separation kind of way.
Once I had one person venture into their class bingo card, everyone else started paying attention to theirs as well, sometimes doing things that didn't help the situation because it was on their card and it would earn them a dice. No one invoked their genre but they also managed to outsmart the really bad stuff I rolled. We landed with a 10 on random encounter "you hear the roar of a dragon" so I ruled there was an actual dragon in the stank museum. They pulled shenanigans to sneak past it. I asked one of the players what kind of minion the dragon had and she went into extreme detail about how the monster was just a harmless cricket. So they were easily able to deal with the cricket.
Anyway, as a GM very, very fun game to run. I liked having opportunities to have to players narrate key details (what kind of monster is it? where are you?) and found it an effective way to involve players whose characters weren't in the scene.