It was a terrific reminder for me to take a long hard look at my various current projects. I’ve got one that will, in the words of one reader, “create a tornado of PvP.” If there’s bad-competitive stuff baked in I need to pull that shit right out. JFC.
It was also a good reminder to back down the cognitive load of my designs. They tend to be overinvolved, which maybe is great if you’ve taken the effort to really master them (see: Burning Wheel) but oh lord not if you can’t or won’t.
Also: super clear affordances of what’s procedurally possible and what’s expected to be handled non-procedurally. The constant butting up against the moveset to accomplish stuff wore everyone out fast.