Every game has its mistakes. Looking back, the deluge coming in from The Reach tipped the earlier model for a smaller, active player base administered by a relatively small cohesive staff past the breaking point. The influx in such a short time prevented many of those new players from setting down roots in the same way other PCs did in weeks or months before. Not everyone found RfK's model worked for them, sure. A good many did, and Shava went out of her way to link up similar characters or invest them with inroads. Older PCs helped me settle into the game, and the friendly atmosphere never really broke down but it did become hard to know other players/characters when the +who list jumped exponentially in a short time. That's common on multisphere games. On a single sphere game that underlined community, it marked a definite sea change. It makes me a little wistful for when times were manageable, though the influx brought some truly memorable and great players. So there's that.
How could two to five people give the same personal levels of attention for fifty-five people in short order that they had for thirty, many who trickled in week by week instead of a bulge that never stopped? It's no wonder beatsheets were taking so long to process. Pretty sure staff was burning out through real life commitments and trying to juggle a much more voracious demand on them. NPC interactions and scenes dwindled as staff turned more of their attention to balancing the many requests being put in. Don't know we can point the finger at any one source of activity overwhelming the rest. Investigations definitely ranked high as well as the usual complicated rules questions for blood sorcery rituals. Legwork could turn over pretty fast. XP spends were processed very quickly with a minimum of additional hoops, something that changed my personal opinion of automated spends.
RfK's crisis (and its overall downtime) system seemed to eat up more time than intended with several expansions between 1.0 and the intended 3.0 release. Much as I loved the OSS system, the extra layers of complication didn't do staff favours. Not with the playerbase size they had. Further tweaks to streamline may have made it workable, but it was still a very elaborate bit of work to learn. It wasn't everyone's cup of tea. If you learned and mastered it, you could have an incredible time and add new dimensions to RP. For vampires, it gave incentive to really RP with ghouls and mortals.
Dedicated territory/influence admins helped reduce the overhead somewhat. These admins still had to refer questions back to Shavalyoth and other staff for complicated questions, and there was commentary towards the end that big plots lacked sufficient notes to sustain.