Hi,
I know you have already drawn your conclusions from the playtest, and I'm sorry it took me until now to put the following things in writing. Some of the notes below may be misunderstood from my notes during the session. I may correct any misunderstood notes later.
I organised an AW oneshot a few weeks ago, and ended up not running it, because we started according to the Co-MC suggestions, and then someone else had a better idea to start than I did, so I passed on being the GM.
When creating our place, it was a bit difficult to come up with names for peoples and nearby places. The language-based name lists seemed to imply that peoples and place names should also depend on languages, but there are no guide lines.
I had not printed enough peoples sheets, and also more peoples creation rules sheets would be good, so people can create peoples in parallel. If your next iteration ends up with stuff that is needed multiple times, an estimate of how frequent stuff is needed on the table would be helpful.
Did we miss an indication of how wealthy characters are?
Are the seasons supposed to follow the yearly seasons of spring, summer, harvest and winter, or are they of arbitrary length, a time during which circumstances are comparable or something like that?
What is the mechanical trigger of “sizing someone up”? In particular, do I need to interact with them, or can I do that from a distance?
How does small-scale stuff interact with large-scale stuff? I think this question turned up during a small battle, in which the influence of individual PCs' actions was comparatively large in “enemies incapacitated” or similar.
During a small battle, we managed to outnumber our fighting enemies 3 to 1, because some of them were incapacitated and some out of range (it was a battle between three boats, so some melee fighters on a boat could not come closer to the action), which scewed the odds extremely in our favour. Are we supposed to have such an immense difference in fighting capability?
The gods did not seem to really play a role at character creation, and did only rarely turn up later.
Leap Into Action reads like a nice move, but when successful allows quite a few choices given the fact that not all of them may be applicable. We felt that either there need to be more options to choose from (I may remember later what we considered missing), or less choices.
Is it on purpose that hindering other characters is not in the rules, but helping is?