The question of evaluating organized events is an interesting one, because SK is a persistent roleplaying environment. Framing organized events like sessions of a traditional tabletop game assumes factors, such as that of a captive audience, that aren't really necessarily part of the SK landscape. Some systems provide interesting frameworks for GM involvement, particularly the relatively new system of
intrusion in Monte Cook's Numenara system. If we consider gameplay from a performance standpoint, looking at spontaneously organized events as
instructive opportunities could also be enlightening. Several metagame challenges for enticing participation have manifested in the past, and considering these challenges in a
holistic light might provide ideas for presenting a path to engagement that entices a more diverse cast of characters.
Let's talk gently about the current situation. To my knowledge, every broad-sweeping "tweak the map" series of any immortal's SK GRP has in some way, to quite Hume, fallen "stillborne from his brain" owing to availability challenges that are no one's flaw to have had. To my knowledge, SK had 8-9 bonanzas in 2014 depending on how you're counting, with anywhere from 0-7 events each. Nearly every bonanza had an event which had to be postponed or failed to net sufficient participants. I haven't recorded accurate enough data to draw conclusions, but I think a pattern would emerge if we classified each bonanza event and looked for group differences in percent successful implementation with an analysis of variance.
Does the pantheon have aggregate login and attendance data for bonanza events? There should be sufficient data, if logs are available, for some very informative program evaluation. That would probably be more useful than the non-representative sampling we'll get with self-reported open-ended data here on the forums.
If I were to offer any qualitative evaluation, I think I would say that 2014 represented a year of constructive experimentation by the pantheon with its events in spite of the challenges presented by a great deal of turnover. We've seen things range along many spectrums: from the player-sourced Tumble in the Timbers event to the staff-chaperoned Temple of Murder tour, from the short-term Festival of the Bean to the more long-term Masked Woman events, from the distinctly PVE Perplexion Challenges to the acutely RP-PVP Tree Rot storyline, to say nothing of the countless small moments of immortal facilitation, there have been events that capture a wide range of playstyles and levels of engagement. There has been, just about, something for everyone this year. That is probably one of the best traits to celebrate and attempt to replicate going forward.