I couldn't get a playtest game of Misspent Youth going last night.
So here are my own impressions of the game.
-p.10: Rather than being "darker", should sold-out Traits be "more conforming"? The cycle of frustration and aggression comes out well in the Mistreatments, but the Motivations (plus the Means Brutal and Perverse) don't seem like they would follow from "selling out".
-p.13: Why is it Perverse when Lukaq kisses Pakku? It was already established that they were interested in each other.
-p.14: Make a decision on whether planning should be done in or out of character, or don't mention the issue at all.
-p.16: Oh no, it's the cybered bat-kraken! It's about to...suck them up into cages in its body? Doesn't quite do it for me. Scenes Five and Six need to have some YO death or other consequence dire enough to *force* a sell-out. Scene seven, on the other hand, will never be important enough to sell out, and I don't care for the example where intra-party feelings are arbitrated by the die roll.
-p.17: Laying out the scene structure at the beginning will probably work and create some good stories.
-p.18: The resolution mechanics look like they will be exciting. The YOs start out at a disadvantage (unless they roll a 7) and improve with every roll. Like craps, there are no choices to make that will affect the outcome.
-p.21: "Clique number" is undefined, or I missed it. I infer it to be a number that the YOs have claimed.
-p.24: Opening closed traits: should it be "Why do you.." rather than "Why don't you..."?
-p.24: Setting Hack: Note that setting Misspent Youth in the past will give the players a setting rather than having them create one.
-So basically, each character has 5 hero points and no progression, only degeneration. OK. But winning has no upside and losing has no downside. The story progresses whether they succeed or not. It's likely that player's will sell out to move the campaign towards its ending.
-Need to adjust the ecology of sell-out according to the number of players. Let's say that the YOs will lose three conflicts per game. If the players enjoy their failures, sellouts drop to one or even zero. So there is almost no risk that a YO will sell out their Glitch and end the campaign on the first night. If there are six players, then the campaign will last much longer and people may lose interest before someone sells out their Glitch. You mentioned that a campaign has never ended. Consider adjusting the number of closed Traits according to the number of players. May also need to cut one from the default, from 5 to 4.
Hope this is helpful.