WW 2 Game time! Here's the spreadsheet of roles, as a reminder:
https://docs.google.com/spreadsheet...sgpE8jmJ2qLVrCXvFwaNGXcic/edit#gid=1110874861
Also totally ignoring how or why WW Game 2 came to be. Valid or not, that's just excuses.
First, I'll cover what actually happened. Overall, despite the way the game ended, it clearly ended up favoring Werewolves overall, and they should have won N5. Day 5 started 6v8, and scum posessed a double vote which meant town was in LYLO. What scum tried to do was bus their Wolf Pup, while keeping Sheriff on scum. Then, they just had to kill any player, in addition to Rats(a hunter), then Makai would have controlled her action to force him to kill a third town player. Next Day starts 5v5 and scum wins. The problem is that scum somehow glossed over Czartim's Hider role claim and targeted him with Rats, meaning they failed one kill. That still should have left the game 5v6, which would effectively end the game due to the extra sheriff vote they controlled. However, the only person who had not claimed happened to be a backup doctor who guessed correctly and protected a second kill. Now the day starts 5v7, but town knows who ever single scum is due to the way they bussed Crimsonfist. The game was effectively over but I had to let it keep going in case anyone decided to go nuts. You all saw the results of that. Essentially, it stopped being a proper game of Werewolf when Day 5 ended. Nothing after that really counts for much, though I do wonder if I should have called it sooner.
For Day 1-4, the biggest town issue seemed to be inactivity. I'm not here to assign any blame for that, and some of it seems to be my fault as discussed previously. It's just a fact that there was a lot of inactivity. Even aside from that, Town cannibalized it's own players pretty rapidly. Day 1-4, there was only a single vote on the scum team when a day ended. Town players suiciding really hurt. Town players roleclaiming when they didn't need to, also hurt. The Sleepwalkers and the Lookout lost all utility once they role claimed. I generally feel like Town played badly overall, which exacerbated some balance issues.
Town!
When I made this version of the game, my thought was I'd include more killy roles, but also give town more ways to mitigate it. Thus a doc, backup doc, neutral CPR doc, witch,1 shot BP, and Hider. I'll come back to the CPR doc in a bit. There's nothing here I would specifically change, in hindsight.
I also didn't want town to have too much investigative power, cause that's kinda easy-mode and I dislike it. So there are no direct cops at all, and of the 4 investigative roles(Tracker, Lookout, Hider, Voyeur), 3 have built in limitations, and all 4 had counters on scum team and their own team. The Celebrity and Sheriff falls into this category somewhat as being confirmed town when needed. If I changed anything here, it would be turning the Celebrity into a normal townie. I liked Sheriff and will talk about him separately.
To make up for scum numbers and neutrals, town had access to 5 total kills. Witch and Hunter each had a 1 shot, and the Vig had 3-shot. I balanced Vig by making them Macho, so they could not be protected. I didn't want them to be able to claim, get targets from town, and be protected by doc while doing it. Between these killers, town could cause up to 3 deaths in a single night, and 5 throughout the game. I would probably get rid of the Witch 1-shot if I was going to change anything here. Overall, I think the Macho 3-shot Vig and Hunter were fine.
Sleepwalkers! For negative interactions, they were intended to confuse both trackers, and possibly the warlock. For positive interactions, the lookout could have used the info from them visiting to get extra info. They also would not really have thrown the Voyeur off at all. I was surprised to hear people call them negative utility. To me, they're scum bait. I also had 3 of these, and two trackers to make some role claims a little sketchier.
Ordinary Townies! Nothing to say other than I should have had more of them. I'd probably turn 1 neutral into one, the Celebrity into one, and I'm not sure beyond that.
Scum Team!
For scum, I wanted them to have numbers and mostly decent roles to balance the amount of kills. They had no real self protection at all.
The scum tracker is a tracker. He's there to try and catch power roles. There were risks to using it or claiming it. Wouldn't change this.
The Strongman and Ninja(and Macho and Hider) were there partly to introduce the idea of role modifiers to GAF. The strongman was meant as a counter for the Lookout, and 3 doctors. His downside is the Voyeur/tracker could(and did) catch him, he couldn't hit the Hider, and I would let the Witch revive his kill as well. The ninja would obviously dodge all of the investigations, but couldn't counter the protections or Hider either, and sometimes the lack of information is information in and of itself. Problem was making them both 3 shot. I should have made them 2 shot so scum would be more picky about it's usage. I still liked the general idea though.
Wolf Cub was just a Wolf Cub. Only real trick is that scum wouldn't want to use him for the kills like usual, because they'd want to use Strongman and Ninja instead. Just love this role for some reason.
Dream Wolf was there to mess with the investigative roles as well. His sleepwalking could have cleared him early only for him to start killing later, or it could have led to his lynch if he was particularly unlucky. I think the sleepwalking on a wolf made him slightly worse than a normal wolf goon so I was using that to balance a little. Probably wouldn't change
The Warlock is one of two roles I basically made up. The idea came from the wtich in ToS that can control someones actions. That seemed a bit too bastard, so I basically made it so he could only do it every other night, and the target would know their action was redirected so it wasn't too bastard. It was a bit too fiddly and could have been swingy, so I'd probably change this back to being an ordinary wolf or something else.
The infamous Neutrals!
CPR Doc was awesome and anyone that disagrees is basically a bad person. More seriously though, I thought it was a fun way to give town some potential protection, while also possibly causing a lot of confusing interactions. Warlock could have controlled it, seen it protects, and then killed a teammate with it on mistake. Trackers could have seen it "protect" someone, then wonder why the person died anyway(cause the strongman?) . He had to save 3 lives to win. I might change it's win condition a bit so that killing 3 people causes him to lose immediately as well. I thought this role had a pretty solid chance at winning, though it would be in an awkward spot if it ever had to role claim due to the other 2 doctors. Overall, this should be a fairly pro-town neutral.
Doppleganger was too swingy and I would get rid of it for sure. Statistically, I figured it would end up as a town role, but in that case, I should have just made it a Universal Backup for town. It erased the only good thing town accomplished in the first 4 days, and pushed them 1 day closer to LYLO. This was also me fucking up by warping rules to fit the fluff.
Gossip Arsonist. It was fun, but probably the biggest mistake for a few reasons. The idea was KK would have a few town and scum and blow them all up, maintaining some semblance of status quo, but shortening the game by a few phases. The reality is that he should play it like a normal Gossip to avoid arousing any suspicion, and a normal Gossip only wants to invite townies. Unlike a normal gossip, he was hoping to get ordinaries who wouldn't get killed by others., but it still went 100% anti-town which i quite stupidly did not see coming. It also did not really have any counters, nor way for anyone to find out about, or even prevent it other than simply killing him. I think the general idea could be reworked and balanced around, but my implementation was bad. It put town several days closer to LYLO than they should have been.
So overall, removing the Gossip Arsonist and Doppleganger would have pushed LYLO back by 6 days, which is a huge difference. With the player count, I'd probably keep one of them a neutral of some type, and turn the other into another ordinary townie. That alone would probably fix the balance a good bit. Do note that this game was meant to be balanced in favor of a Wolf win since Town has been too successful overall.