Bottom post of the previous page:
Individuals with little to no RECENT dynamic experience need not apply. The gamemode has gotten constant updates and tweaking, and I believe it has reached a good point where it typically maintains secret-levels of "chaos".My biggest issue with secret is that it's so incredibly easy to metagame antagonists, even at a subconscious level. Consider the following hypothetical: An antagonist attempts to fool security into thinking there's a cult with a very clever tactic; narsour, dagger+metal from lavaland, cutting comms, the whole 9 yards. Enter Randy McChangeling, he bursts into the brig, armblade drawn. Security now knows that there is no cult, because there can't be a cult and lings at the same time.
That was a complete hypothetical but I believe it gets the point across - secret takes a LOT of paranoia out of the game, especially in what most would consider "TDM" modes, where the loyalists can generally know to all trust each other no matter what and just shoot non-implanted or whatever. Of course, my point here is that in dynamic, you're still kept on your toes.
A smaller point, but one that I can appreciate as someone that plays security a decent amount, is that rounds aren't destined to be snoozefests after a cult gets caught 2 minutes in. There's still opportunities for the round to spiral into something interesting.
Finally, a great feature I believe anyone can appreciate, dynamic does away with most of the dreaded random round endings. In dynamic, no antagonists deaths end the round, allowing much more potential for construction projects, mining, xenobiology, etc. at least from a personal experience, I avoid longer projects in general unless it's announced extended, due to how common it is to roll either revs, wizard, or nukies in secret, which can end at any given second.
As for frequent criticisms of dynamic, a lot of the issues have been resolved. Without exceptionally high threat, if there's for example a wizard, there generally wont be more than 1-3 traitors depending on population, sometimes there wont even be extra traitors. The idea that dynamic is "constant rev nukie wiz cult" is EXTREMELY dated, it was toned down rather quickly, frequent dynamic players can attest you need high threat for the dreaded chaotic rounds.
Another common criticism, even from orange man himself, is that "it has antags that aren't designed to be mixed together". I understand the sentiment, but experiencing it first hand as an admin and a player, the only big conflicts people have is what objectives they're supposed to follow when they get converted to antag as a traitor/blood brother, or some really rare occurrences such as zombie cultists or revolutionaries with a head of staff blood brother. These sorts of issues are few and far between, infrequent enough that headmins haven't even needed to give a full ruling on lots of cases like that yet.
I encourage those not familiar with dynamic to use this thread to have whatever questions and worries you might have about it resolved.