Tiny Dungeons Play Experience?
I played once in a Tiny d6 game (on another site). It was a very meh sort of experience. I'm all for rules-lite, but for me this system was just a bit too pared down.
The core mechanic was very simple, but it felt stale after the first encounter. The novelty of it wore off very quickly, in other words.
With the right group though, I think this kind of 'explain it on the back of a cocktail napkin' system really does have a lot of potential for PbP.
A Tiny d6 GM would have to be real comfortable ruling things on the fly (just straight-up inventing things when weird situations pop up, adding/tweaking rules, etc) in order to keep it fresh.
The basic 'do I succeed' framework is there for simple tests, but invariably, something will pop up that the rules do not cover. Almost like an OD&D / free form sort of experience.
The players in any game where the GM takes these sort of liberties would have to be comfortable with things regularly being declared via GM-fiat. As in, 'The GM has ruled, 'nuff said, moving on.'
On the other hand, if they are of the variety that needed a quote chapter-and-verse about why the world works as it does ... this system would not be a good fit for them.
My $0.02, applicable to any ruleset with a narrative system ... players should be willing to lean into their character's flaws/frailties. When the mechanics are spare like this ... sometimes the tendency is to spam the one or two things a character is 'good' at just to declare advantage (and in this case, roll the extra die). I sort of feel like ... if every roll is special, then none of them are. And if everything is the same all the time ... the blandness sets in and the whole thing becomes meh.