We gave Steal Away Jordan a shot, and it was an interesting session and some strong scenes were played. And we'd like to play more (even if, as a GM, I haven't felt this kind of discomfort since one My Life with Master game, even though I was trying to play this safe). But we had some procedural issues, and I'd like to ask for some help and clarifications, and good practices. So let me list these in order, providing examples when necessary, OK?
(1) Relations. (a) Could the person who owns me be my Friend? Surely s/he cannot be an Enemy, and I think I understand why, but I have no intuition here, and the text (at p. 36) does not explicitly deny this. (b) Does starting the game with more that one Friend or Enemy change a lot? We started with one of each, but I don't know what is a good practice here, and what could be the effects of choosing more that one (esp. Enemies).
(2) Are there any limits concerning pushing the luck? Say that Homer and his group are trying to kill Jim the Overseer; the chances are almost equal (four of them and some lucky 5s from the Skull Die for Homer, also they fight for the Snake so that he starts eating "whites" instead of "blacks", oh and also if they kill Jim, Cato, Voltaire and Plymouth will get this lucky talisman from root doctor Homer, and this surely will help them escape; and Jim being big, cruel, hog-like and fighting for his life). And after the second re-roll Jim is at -5, Homer at -1. Of course, as a GM I'm not (yet) happy with this outcome - I have some plans for Jim and other PC, Comfort. So I push his luck. Say I roll 3, 16-yo, straight from the Northern States, at holidays in Louisiana John comes to help his uncle Jim, and we re-roll. After re-roll, Jim is at -7 and Homer at -3. (a) Can I push Jim's luck again? Suppose I roll 6, and the outcome changes in Jim's favor. (b) Can Homer's player push his luck now? (c) And so on and on, until (because - I don't know if that's how it is intended to be done, but I'll go back to that in a sec - we provide some fictional content after each roll) one of us will be satisfied with the outcome? (d) And what if I rolled 1 for Jim - can I try to push my luck again? (e) Or if I got 5 and after re-roll I'm still losing the Conflict?
(3) When a character realizes a Task, what should a player say? Surely what the Task was; but should mention the Motivation as well?
(4) (a) When I push my luck in Conflict, and I get 3 or 5, do we re-roll all dices on the table, or only the non-scoring ones? (b) If only the non-scoring ones, then how do 3s and 5s work in Minor Conflicts?
(5) In Conflicts, should we provide narration (a) after every re-roll and Skull Die roll, or (b) after the Conflict is resolved? Intuitively, we used (a), but examples in the book suggest rather (b).
(6) The narrative competence (meaning, who says what and when) is not clearly attributed. Like, GM or player describing outcome of the conflict, or player adding details to the scene, or player framing the scene, and so on so forth. We used loose attribution, with players describing pretty much everything they wanted to, but from reading the text, it is not clear whether some other kind of attribution isn't intended (and maybe suits the game better) (I imagine that having no narrative competence except for describing character actions - not outcomes! - must be pretty harsh in this game, because of the slavery topic; maybe even to the point of really un-fun; any experience with that?).
Homer managed to escape, with Plymouth as his step-son, and convinced that the human sacrifice he offered to the Great Snake of Earth will make the beast stop feeding on his co-slaves and start eating white people. Of course, there is no Great Snake of Earth; there is only Colonel Smith and his wife and lovers living together in the Smithville at the South of the South, and 12-yo Smith junior, proud of the family, pushing people to alligator-infested swamp. Poor Homer's head.
Comfort tried to convince travelling gypsies to take her daughter North, but failed, and Francois the gypsy chief reported her to Colonel Smith, and got paid well, and the fact that Jim and John were found dead and four slaves missing did not help poor Comfort. She was bounded to the same stake at which Homer was almost strangled by Smith junior at the beginning of the game, and whipped 'till she started talking, and everyone saw this, and then Colonel Smith sold all her children, but not her, as he still is in need of a wet nurse. And so Comfort is worth good 40$ less, and her Goal of liberating and providing education to her daughter becomes a mere fantasy.