There are a few ways to use these products.
First, you can use them as presented in a lightweight, narrative session -- most likely in a one-shot session. Each setting consists of two pages. The player page takes you through a quick character creation process and it explains the core game mechanic, the Skill Test. The GM's page generates an adventure summary and offers a few tips on constructing scenes to carry it out.
The game system is heavy on narrative and improvisation. As a GM, you can do some prep work if you're so inclined, to cut down on how much you have to make up on the spot. The adventure summary doesn't generate a hook, scenes, or a plot structure for you. A typical example is "A Conquering Dark Lord/Lady and their host of Marauding Orcs/Undead want to Find/Control the Queen of the Kingdom so they can Start the Apocalypse, but their secret weakness is the sleeping gods of sky and earth." If you and your players can run with that, there's no prep work required. You might, however, want to break that down ahead of time into some events, locations, challenges, clues, and revelations.
As a player, you wind up with one each of six adjectives, six nouns, and six driving forces. These are distinct for each setting, so you might be an exiled wizard driven by a thirst for glory in one setting, or a smooth-talking pickpocket driven by revenge in another. Primarily, these are character concepts that amount to narrative permission. If you're a wizard, you can do wizard things and you have wizard stuff; the non-wizards don't have your skills or stuff. If you're a smooth talker, you can try to smooth-talk your way out of trouble, while others wouldn't be so good at it. The GM might create a challenge for you based on your exiled status or an opportunity to get your revenge. There are three core attributes (Body, Charm, and Wits) and a head-vs-heart pair that varies from one setting to another (e.g. Scroll vs Soul, Circuits vs Courage, and Luck vs Planning).
There's a good amount of replay value. Different players will handle different character combinations in their own way. The adventure summaries consist of six d6 rolls, allowing for quite a few plays before it starts to feel like the same old thing.
There are no hit points, no weapon lists or spell lists, or any game mechanics other than the Skill Test. It's easy to learn. Whether it's easy or hard to play, however, depends on your group. Some would thrive in an RPG where you use narrative to describe what that successful attack means or what happens when you fail to persuade the guard to leave his post. Players who'd rather have the crunch (hit points, specific mechanics for character death, specific spell lists, etc.) will be disappointed or even uncomfortable. I can think of some players who'd fall into the latter category. Know your audience, as they say.
That leads us to a second way to use these settings: Use your own RPG system. As a player, you might use the player page for the basic character concept (such as the exiled wizard glory-hound), letting it guide your RPG's normal character creation process. Or the GM might create some prefab characters based on the character tables. Or you might ignore the player page altogether and create your character from scratch. As the GM, you can adapt the adventure summary for your system. Figure out who that Dark Lord is, stat up the orc horde, and so on.
A third way to use these products is to fold them into an existing campaign instead of treating them as one-shot adventures. If you're running a swashbuckling Captain Blood setting, for example, you could use Cloaks & Cutlasses to generate new situations. Maybe you generate the full adventure summary. Maybe you use bits and pieces, such as creating NPCs for the Corrupt Governor, the Megalomaniacal Churchman, and so on.
Overall, these are very well done. Just be aware that you might still have some work to do, in advance and/or during play, according to your GMing style. For a few of the tables, I'd quibble over some of the entries, but the easy fix there is to make your own substitutions when you feel the need.
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