Thoughts:
This was yes, heavily based off a certain board game, as several people have noticed. The goal was to make a setup where hunting for town was just as important as hunting for scum, and thus force out the 'race to the bottom' scumplay mentality without being inherently unbalanced. Unfortunately, well... we see how that turned out.
The town seriously shot itself in the foot a number of times. I don't think one townie alive is the least bit surprised Kanye was scum, for instance, but at no point did anyone get together and say "hey, he's actually obvious scum, maybe we should lynch him?"
I don't want to give a town MVP too much, but if I did it would be Vijay2Vasandani, for this post:
↑ vijay2vasandani wrote:Hmmm are you voting?
Also, I'm thinking Concision, kanye and Darox
Unfortunately he lurked and flaked before he could do anything about it, but he was definitely onto the scumteam. To quote Kanye in PM to me, "Goddamn it Vijay!"
The scum MVP... it was hard to tell. Kanye and Darox both played very good games, and CES/Concision was excellent. I think if Darox hadn't chosen to sabotage Concision (ironically to earn him TOWN points) this may have been a flawless scum victory.
Mechanics:
1) The town got between 1 and 3 gadgets every night. I used random.org and a double coinflip method, to increase the odds that it would be around the median. The randomness was to prevent a massclaim breaking the game open, "Okay, we get 2 gadgets every night, until we succeeded in our first mission, then we get three, and we have three claimed this night so all three are confirmed town, but 4 claimed this night so..."
2) Gadgets were, as many of you figured out, mainly to help the town by giving them something to talk about. Like many power roles, they didn't actually do much to catch scum or confirm town, but they gave a lot of points of discussion that just aren't there in a mass vanilla game.
3) The mission was actually the primary mechanic. The rewards were as follows:
1 successful: Town got an extra gadget
2 successful: Mission size reduced by 1
3 successful: Scum stopped learning how many gadgets the town got
4+ Successful: Mission size reduced by 1 for every 2 successful missions
The purpose of the mission size was that the mission would eventually get down to being 2 players (at which point it would freeze). That would mean that to win, the scum would need to mislynch literally all but one townie. Since this is a ridiculous goal that would never happen, scum were STRONGLY encouraged to sabotage through this mechanic.
1 failed: scum got an extra gadget, and learned the name of three town gadgets and their effect (this makes fakeclaiming a LOT easier)
2 failed: scum get a quicktopic (there was a certain level of annoyance when this was discovered)
3 failed: scum get a 1-shot anytime kill that doesn't work in LyLo
Scum gadgets existed mainly to make the town shake up the mission if they hit on a successful configuration. Oh, and mimic town gadgets.
On the plethora of Shoe Phones: I swear to you, there were 7 gadgets for town, and 7 gadgets for scum, and random.org had a 1 in 7 chance of picking Shoe Phone. Which it did about 1 in 3 picks.