I know that the playtest period is over, but I figured I'd link and talk about these anyway. I MCed (am MCing) both of these games.
The
first one just ended with the player's death. I think I was playing a little fast and loose with what "ghost" means. Either that's OK or you should define more about these ghosts, I think. You do a lot of that in this version compared to last and I love it, but maybe more yet -- like in the intro material. This player also didn't always answer my questions. I think that's largely an artifact of PBP; I didn't want to spend time drawing attention to it and bugging him for answers. In retrospect, it made the game seem kind of mechanical. (Long ago, I was one of many (I think) who talked about that as a problem with IaWA and you helped straighten out how to play. If you have tricks for making that natural here, they might be valuable.)
As I mentioned in an email to you, I really like p17. And also, the series of 6, 8, 10, 14 & 16 as builders of character.
The
second game is still going though I thought the player had a good chance of falling into the death spiral on the last turn. We recently encountered a situation where the player had already narrated trying to run back the way he came and then I sent him to 42 and on his high hand, he had to pick something bad, but one of the options was running back the way he came...how terrible! I narrated his escape and some prolonged running and getting turned around a little to help frame it as a bad thing, but I'm not really sure how much we're supposed to do like that. I guess it's OK as long as it keeps working. :)
It's a fun little game.