I was pleased that the ConFusion playtest went really well. Everyone seemed to enjoy themselves and the game played out as intended. Lots of scheming, daredevil plans and - as in the playtest - the game ended with the British and French ships engaging each other and finally the British winning after a climactic swordfight between the captains. Huzzah!
There were a few bumps to do with deferring narration. One was that a character had set up a watch for nefarious Frenchmen, and we went into Crisis mode to resolve what happened - I said that some were coming and we'd roll to see what happened. Of course, at this stage where they are coming from and even what they have planned is undefined. This only gets firmly established after the Crisis is resolved - at this stage it's just "A boat full of Frenchmen is threatening your ship." I guess I'll need to make that all very explicit - the Crisis when originally presented is just a more or less defined danger. When the player and gamemaster decide what is at risk, it gets defined some more. But only when the roll (and any follow on rolls, possibly) are done do we finally have an authoritative version of what happened.
Also, it's difficult to play troupe-style games in a convention. I should have planned for this and had a bunch of other crew members on small cards or something - just a name and description probably would have been enough. On the other hand, one player seemed to prefer the sailor who disliked another character's officer more than his main guy.
I'm planning to run another playtest with the regular group starting tonight. Rather than doing a full revision of the rules, I'm running off a new version of the two (now four) page summary that I made for convention players. This is much easier to handle and I think I'll stick with that until everything is settled.