I found the use of the three terms in this game to be straightforward and amusing; Emotion was particularly intriguing, and Ancient was pleasingly humorous. On the other hand, the handling of the Time ingredient seemed arbitrary; I could imagine this game being played for any standard length of time and for any number of sessions (taking into account the necessity to add new Magisters and Emotional States).
There were a few points in the text where I was puzzled about what was going on. The linkage of the issues to the course of play is opaque to me, and I'd have appreciated some examples. On the whole, though, it was well-executed, particularly considering the drastically contracted timeframe the game was written in.
Given a more robust understanding of Issues, their relationship to the selection of Grand Magister, and so on---in other words, a better holistic view of the game---I think this'll be highly playable.
The mind-game element of the Emotional States makes it sound like a lot of fun. I want this game to break out of the artificial structures IGC imposes on it and really use them. Looking forward to seeing that.