you can put me in for a small game (20 players)
Thematically people will be jumping animals of varying sizes. At the very least will have kangaroo mouse, rabbit, klipspringer (antelope), kangaroo*. Supposed to be lighthearted theme, but may impact the game. Strictly 1 scum team versus townies. See (1) and (2)
Design:
It will be a draft order game, like the
pirate termite-themed or
drink-themed "pick your poisons" (PYP). Which both of those were dope, and I have found myself enjoying games with player selection capabilities [and trying to host a good one]. The Pick your poison series is especially a strong and robust, in that it has worked well twice and I see nothing wrong with it.
(1) MORE PICK YOUR POISON ROUTE--POSSIBLY EXACTLY THE SAME AS PICK YOUR POISON:
I'm undecided on the exact nature of the draft. Since a motivation for me to host games is to exercise my creativity, I'd probably evaluate something sliggghttly different than the pick your poison draft. The most likely variant would be a system involving choosing your animal and a number(s) (pick your poison submitted two numbers, (X, Y)).
Some abilities may be restricted to certain animals in that case. Animal selection probably wouldn't get revealed then (draft order gets known in PYP games). So you'd know the draft order from the numbers, but not their animal. Just adds one more dimension to the draft.
For (1), it would be a completely "open" game mechanically. The mechanics are known and all the draft rules are explicit, as well as resultant draft order. Like the PYP games, but may restrict stuff by an animal selection (exactly who is what animal is unknown).
Draft may just follow the PYP though and I'll adjust some abilities from the PYP list (the second cfc PYP linked here, ninjacow's, expanded the catharsis PYP game in some abilities). That would just have a list of animals and animals would just be a theme and not relevant to the game, other than being cool.
(2) TO CONSIDER DIFFERENT THAN (1): JUMPING!
Basically making this up as I type or thought about <30 minutes.
I am ever-so-slightly considering making a game where the victory condition for the town would be a "total distance jumped". Hence the specific list above: smaller animals contribute less to the jump distance, but have abilities to compensate. Off top of my head, say the town has to jump X meters to "win", and a kangaroo jumps 5 meters per day and is vanilla, while the klipspringer jumps 4, while the kangaroo mouse and rabbit jump 3 but can have abilities. Appropriate balancing to occur that probably are unknown to the town (e.g. if more than 10 kangaroos, the mafia team get an extra night kill available for use). Abilities may be tied to jumping (e.g. one choice could be double the jump distance done by the selected target. Of course, mafia might count "negative" to the jump distance. Or, roleblocking entails "Breaking their legs" for the night/day).
Some sort of draft still implemented.
The distance jump would not be publically tracked until the victory condition is met (unless, someone had an ability to post the status or something). You shouldn't be able to "know" people's animals from "figuring it out" based on the jump distance.
Obviously if all mafia killed then the town gets to jump on to victory
(2.1) TO CONSIDER:
Because I like "night 0" mechanics I've done once before (give scum a choice for some benefit or trade off night 0) I might implement that. Fits with either game setup, but that overly complicates (1) and I would not do it.
Literally spitballing this idea as I type, but could do something like
"you have a choice:
(a)Choose one of your players. He now ignores protection/roleblocking. You also know how many animals of each there are
XOR
(b) have a one-time use ability break all kangaroo/rabbit legs on a night of your choosing. All rabbits are roleblocked that night, and kangaroos and rabbits cannot jump in the following day".
You can tell that setup (2) is something of a "shower thought" but I can get motivated to try to design it.