I have been using these rules to play a full-on fantasy campaign and I have to say they are working remarkably well. The party have escaped an evil temple, got drunk, found an underground city of ratmen, had a run-in with a demon, got drunk, been sent on a holy mission, got drunk, aquired a ship, got it wrecked, got drunk (pattern forming here) and been attacked by orcs in a forest because the wizard couldn't keep quiet. The rules are simple enough that I can make NPCs and enemies on the fly. I don't spend time looking up tables or puzzling out what the rules mean, I can just get on with GMing.
Everyone is having fun. It is actually a great ruleset.
It is very crunch-light which may not be to everyones taste, but for throwing the players into a ripping yarn it's great!
[5 of 5 Stars!]