The degree of Shell customization worked well and remained on-theme. The meme advantage was real but never overwhelming - it amounted to one or two extra shots per shell cycle at most.
The Timed Action mechanic failed what seemed to be the main design goal of reducing the advantage gained by being active at particular times. The correct time to land an attack - the only action that could be scheduled - was approximately as soon as possible in every case except one (the exception being my final combined two-Shell attack). However, it was quite advantageous to launch an attack as soon as possible after a Schedule Post, and that time was only somewhat predictable. Further, an attack couldn’t be scheduled during Recovery, the one period where a longer lead time might be useful, because selecting a Shell could not be Timed.
The combat mechanics themselves were cool, but underutilized. There was some basic teamwork going on within the Blue Lotus, but that could easily have been contested and we would’ve needed to adapt. The combat was much slower than a daily cycle due to the need to wait a further day-and-change to view the results of an attack. The dynamic where death was the main way to recharge was unique, but it messed with the DEVAs’ attacks to the point of rendering them useless, and in hindsight there should’ve been ways to recharge in the field that didn’t rely on specific Arms.
It should also be noted that the Poindexter’s refereeing duties seemed to be borderline impractical, given the frequency of errors, but it’s hard for me to tell how much of that was the scheduling and how much was the combat mechanics themselves.
The victory raffle, I came up with after reading through a bunch of player feedback on previous dynasties and earmarked for a Carnival dynasty in the future. The theory was that players drop out, or fail to jump in, because they think they have no chance of winning; also, informally pooled wins were popular. Explicit pooling should solve both problems, right? Except it did the opposite on both counts, and I’m not sure why, which means I don’t want to actually run a raffle-based Carnival dynasty until I figure out what went wrong.
On a meta level, I was very confused by the several players who were opining on the dynasty on Slack (which I couldn’t access at all) and waiting for it to fizzle, but not willing to actually jump in and propose anything.
The dynasty was extremely imbalanced in terms of proposal volume towards the end of the dynasty. I was making more proposals than everyone else combined; this appears to have started around the time of the CfJs “Stuck Recovering” and “What happens when the Poindexter makes a mistake?”. Josh accounted for a majority of the January proposals that I didn’t make. This wasn’t the case before January, even during the post-Seasonal Downtime period; from the start of the dynasty through December 31, proposals were split about evenly between me, Josh, and everyone else combined.