Hi Simon, and thank you for reading the manuscript!
Let me reply to your questions:
Is the aesthetics of it worth the trouble and expense of using a glove for each player? Do people actually use this rule when you play?
Well, yes, considering that a pair of simple linen gloves cost as much as 1€, and yes, we've been using it a couple of times so far.
Is the “rule of the glove” fun to play? Does it get used? How do you feel if you get challenged?
When I was part of the playtesting groups, we used it and players did like it, even when they were the ones challenged.
This part: “The winner, in case of a player, wins a number of permanent Progress token equal to the highest number of failure rolls (1,2,3) in any one pool that was
involved in the conflict” in the “Conflict” section is unclear to me.
I'm the GM and you're the player. I roll 4,4,1,2,3,2; you roll 4,5,5,2,2. You win. You rolled three successes and two failures. I rolled two successes and four failures. You win four permanent Progress tokens.
What is narration for in your game?
I'm not sure I understand the question. Could you please explain? As I understand the question now, I'd be only able to reply with "what is narration for in any roleplaying game?"
This bit: “If you know Monkey Punch’s Lupin the 3rd anime series, just consider this: does Lupin ever kill detective Zenigata?” Why not use an example more people might know? Are these characters similar to the ones in your game?
Ah, tricky cultural issues. What could be an example americans would easily understand? I'm Italian, and this one is easily understood by any italian player, as all of us used to watch Lupin the Third when we were kids.
Are all the players always men?
Yeah, I don't know about any gamist female players (in general, I see girls more prone to aim at GWEP -gut wrenching emo porn- rather than competition).