It's at times like these that I remember that I'm still a newb in these forum.
I've been here for two years and I didn't know that. So, y'know.
@Samarkand:
The trouble with suggestion games is:
A, that they don't generate enough personal player investment by virtue of the player having no direct hand in things to make plotting a particularly rewarding exercise. Especially if the suggestion game doesn't have any decent pictures (which are a pretty good way to generate player interest and investment). I don't really know of any non-illustrated suggestion games that have really taken off around here - maybe that urban vigilante game Funk ran, but otherwise, no clue. Someone can correct me if they wish, since I don't frequent FG&RP that much these days, or indeed earlier aside from some ill-fated experimental forays.
B, that the side effect of lesser player investment and dilution of agency is that, well, it's very rare that these suggestions produce anything brilliant in my experience, at least as results of deliberate action. Player plotting requires good, invested players, and the SG format basically removes (through things averaging out, often not favorably) most semblances of player skill from the game if you have a lot of suggesters, which it will have if it gets popular in the basic format, and if you don't, you might as well just get a group of six suggesters and make them actual players (players that suggest things, if you want) instead.
C, that suggestion games move even slower in terms of progression than regular PbP games, and that's saying something. They also have a higher mortality rate than most other games, and are in fact much more difficult to run effectively and successfully than non-SGs, despite ostensibly being simpler games at their core.
D, that a suggestion game needs, above all else, inspired design. One thing I didn't really touch upon yet is that you should pay close attention to the winning and losing conditions of a suggestion game - in the buzzwordy description you gave, one can spot a great deal of things that are punished in the game - not being sufficiently effective at "ruthless action", not being able to put up a virtuous exterior, being victim of a political conspiracy or just plain being behind on trends and tasks, and the "complex political environment" implies a thing that should presumably be difficult to navigate (otherwise it's hardly a complex political environment), hence the difficulty veers toward hard. This is not good, because, even with the best of intentions, a suggestion box does not invite or reward personal competence, and to obtain communal competence you need to have a cohesive group. Probably a good thing to consider would be where the main character or characters start off - at the bottom, which wouldn't work because it ratchets the difficulty upwards, in the middle, which is a gray area, or at the top, which would allow for more of an easing-in, but would take away some of the "vying for power" aspect.
Seriously, never overestimate your abilities with suggestion games, and think very carefully if you want to run one.
But on the note of the setting, sensible choice. My opinions on the Renaissance are by no means universal, it's just that I find it a very overrated period of history, as well as overrepresented despite there not being many works focusing on it that I can presently remember. I think it may be a personal issue, and targeted toward Renaissance Italy more than anything.
Harry, you had a good character sheet the first time around. Are you one of the people interested again in Kurchil's Children?
Yes, actually. Though more in terms of the idea (genre, I guess, the fact that it's an RP-focused RTD, though it's probably better not to advertise that fact as a general rule) of the game, since I don't feel much of an attachment to the setting, or the specific mechanics. It was also a little perplexing how everyone started out vastly geographically separated in it.