I have played it perhaps 8 times, with the same group, 4 of us, so sharing thoughts!
Minimal legacy / persistence longer than one game
First up, I mistakenly thought that there was some form of legacy / meta progression / campaign for the first few games. There is no such thing. The end-state for one game does influence the starting-state for the next in a significant way, but there is nothing of the game itself which is more persistent than that. You are encouraged to role-play by keeping a journal, and we did, and that is kinda fun, but it is otherwise not comparable to games like Gloomhaven, Pandemic Legacy etc, which have persistent elements.
Update: Credit to @Brooski (below) for correcting that there is some form of legacy. I completely missed it, which might indicate it is negligible.
Campaigning is complex
Honestly, within 8 games, I never ever really clicked with campaigns. The options you have for “targets” just seemed to me so counter-intuitive that I never learned what they were, and always had to refer to a guide. As a result, I hardly ever campaigned, probably to my in-game performance detriment. To really give this a fair shot, I might suggest walking through sample campaigns several times, and ensuring each player understands it well. The tutorial scenario has you do this once, I might have liked if it were done several times.
Compounding that a bit, is that some of the board items and concepts have - for me - some odd names. Worst of all (IMHO) was that you had a “Pawn” which acted as your Avatar / Commander. I was also often forgetting the difference between terms like “your site” and “site you rule”.
Winning thanks to others not stopping you
The biggest issue some of our group felt was that the win-states for the players that are not the Chancellor were always highly visible and highly stoppable by one or more other players before they could be fulfilled. As a result, whenever one emerged, other players essentially had a choice:
A. Prevent the win state (in turn, essentially advancing the Chancellor win-state)
B. Do not prevent the win state (thus ending the game)
Problem here is that whilst A may seem obvious, it seem impossible much of the time to do that AND make any kind of win-state play for yourself, with the implication that preventing the win-state for other non-Chancellor players kinda just advanced towards the win-state for the Chancellor. This felt like it led to players essentially just having to make a choice about which king to make, the Chancellor or the other.
In theory, this could lead to a whole lot of fun bargaining and banter, but . . . I never felt there was much payoff to “winning” really, since there was no ongoing benefit to it, and given it relied on others to some extent letting it happen . . . it fell flat.
I know all the above sounds kinda negative, yet I do not think any of my group really disliked the game, we just did not love it. One of us might have liked it a lot more than others given how different each individual game could be, with lots of possible win-solutions and game worlds, and for sure, it did have that.