One of the projects I'm working on is a legacy game, which is making my table look like the local post office...
Designing a legacy game is surprisingly hard! My mind gets definite gear grind when working on long chains of linked events. It's akin to working with decision trees but with the added mess of physical components.
Admittedly, I've compounded the difficulty by forgoing the rule book and building the story and the rule set as the players play, making it more like a video game tutorial. At least this is a lightweight social game, I can't imagine trying to do this with a game like Seafall.