When playing it's not really that complicated. The negotiations are more around the marriage writs instead of orders. These can be very simple and in fact become very simple after playing for a while since you realize that doing anything complicated just makes it longer to write up and most of the time never gets agreed to.
Since it's broken down by phase really well, as a player you only need to decide the following:
During Winter:
1.Builds and Disbands (16x0 years only)
2.Number of childen attempted for each couple (Generally this will be 1 or 2 for each couple unless you want a writ to go away then you breed her as much as possible)
If there's a vote for Pope and you have a Cardinal+ (Very infrequent)
1. Votes
Each marriage phase:
1.Marriage Writs and acceptances of Marriage Writs (This happens only when you have eligible members of your family and is what makes this variant so different)
2.Assignment of Titles (Only when you have males who are of age and not in the clergy)
3.Assignment of Nobles to Units (Only when you have males who are of age and not in the clergy)
4.Disposition of Captured Nobles (Only if you've captured some)
5.Names of newborns. (Always having kids)
6.Assignment of Priests (When you want males to enter the clergy)
7.Granting of archbishoprics (When a clergy advances to this level)
8.Archbishops and Cardinals can attempt to arrest a leader (You'll have few of these if any)
9.Cardinals and Popes can protect a leader (Even fewer of these)
10.Cardinals can cause a succession skip from the most recent turn (Very seldom used and mostly just for fun)
11.Popes can annul a marriage with consent from one side of the marriage (Very, very rare)
Moves and Retreat phases:
1.Moves or Retreats for all units
The GM really takes care of all the book keeping, and that's mostly what it is, a bunch of book keeping and randomization.
The best part of the game is the ability to really seal up those DMZ's and KNOW that the other player can't breach it. And the risk of knowing that some of your units just might transition to another power when you made that deal, but in the end the risk was worth it.
All in all, after playing one of these, I thouroughly enjoyed it and would play again if given the chance. I'm looking forward to GMing it once I can get 3 more players.