Ok, feedback from having run two feature-length 6-8 hour sessions and played with @jasoncordova and @edige23.
(Just offering my observations without any suggestions for fixes, but will share my notions about how I’d tweak if you ask).
All of my players were confused about the fact that there’s no required mechanical connection between bonds and entanglements and kept assuming they’d missed something.
There was a real reluctance to use the misunderstanding move. I think it’s because it just feels disruptive to demand a scene that interrupts the flow of the ongoing narrative, even though it’s perfect genre emulation.
Having dozens of options for entanglements caused some real choice paralysis during character creation, whatever you can do to make those lists a more manageable template will speed up PC creation a lot.
The more I play the less I like having the magic/no magic choice as a binary as opposed to a continuum. That may just be me.
Corner case thing, but Advice on what to do if you get that player who insists on rolling their style stat all the time knowing that there’s no way I’m setting it up so they can’t fight during the climax (because yeah, I’m not) would be welcome.
Finally, it sure seems like a con two-slot is about perfect for running a game that nails the feature-length movie vibe. Both times I’ve run it that way have been pretty excellent.