I'll start off by saying that this event was a bit of a dud at my FLGS (due to lack of promotion), however, the game is absolute dynamite. The people who did stop by to play had a lot of fun and also had lot of good things to say about it, and a few concerns. The main comments:
PROS -
The new dice mechanic . Very involved, very intuitive, and extremely easy to grasp after your first couple rolls. Gathering the dice pool reall helps paint a picture of what you're doing. Each dice you add to the pool represents something thematically that adds to the atmosphere of the game. They are very much a story-telling aid, even more so than FFG has led me to believe from the designer diaries.
The stance system . This is an interesting mechanic that gives players more tactical options for both combat and social encounters. Again, it's a good way to weave story into the actual rules of the game. Is your dwarf troll slayer making the most of his cards by going reckless? Or is his party trying to cool him off to take a more conservative approach? Which leads into...
The party sheet . While this wasn't used too much at the game store demo, I used it a lot in the session I ran at home beforehand. It's a good component that I used to remind my players that they are in fact charcters in a story and they must work together or suffer visible, negative penalties. I cranked up the party tension when Laurekell the wood elf waywatcher wanted to shoot a shady priest but Steiner the human zealot had to stay her bow. I think this little mechanic helps the players develop the relationships between their characters.
The action cards. This is not a TCG. This is not D&D 4ED. The action cards in this game drive the action and keeps players focused on the encounter unfolding before them. They don't have to reference pages in rulebooks to figure out how one of their abilities work. It's all written on the card, which changes depending on your stance. Finding the right card for the right situation is a challenging and fun approach to task resolution. Everyone I played with enjoyed this aspect of the game and I heard zero complaints.
The GM. I've GMed a lot of D&D, and I usually have to spend quite a lot of time in advance to prepare interesting scenarios and make sure I have weeded out all the rules I need from the rule books. For this game, I literally sat down the night before with only knowledge of the basic functions of the game and ran/improvised three 3 Act Encounters. They all ran like clockwork. The GM has so many different ways to use the components in the game to shorten preparation and book-keeping time. While I was the only one that GMed, I was commended by the players for preparing a fun session. I didn't tell them about the lack of preparation though. Shh.
CONS -
The rulebooks. There were a few instances where the rules weren't stated as clearly as they could have been. Personally, I didn't have much issue with this, but my brother is a rules fiend, and he needs to be told what he can and can't do when making characters and advancing careers. But this did not hinder gameplay at all.
The bits. I had one player (a 2nd Ed. player) say that he wasn't a huge fan of the little tokens, saying they would get lost easy. Being a huge fan of components, I didn't have a problem with this. And neither did he, as he said he could easily use hashmarks on his character sheet and just keep the tokens in the box unless his own players wanted to use them. I also have to say, for a FFG game, the bits in this game are kept to a minimum. The only have stance/progress tracker tokens, fatigue/stress, and the generic fortune tokens. Not much really, considering the big box games they produce.
Other than those complaints, I think the game was a huge hit. I cannot wait until the game is released, as my roommates and I are all anxious to continue our adventure with the looney priest and his pet ghouls...