User:Solmization/Mode ideas

Some ideas for modes I have for Werewolf.

I model my modes after default/aleatoire mostly, taking elements from other main rotation modes as I see fit. My goal is to create balanced modes with interesting concepts that are deep and rewarding enough to be played seriously, yet not too difficult to pick up and play.

Overcast
This mode is heavily intuition-based. All seers and oracles have been purged from the village, leaving behind a group of uninformed safes that must nonetheless work together to find out who the wolves are. To make up for the lack of seers, the shaman sees the revealing totem much more often than others, but this wastes a lynch. Additionally, there are a greater number of "power players," including a hunter starting from 7p and a vigilante at 16p, that can aid the village by taking out unsafes more quickly.
 * Player count: 7 - 16
 * Default role: Villager

Shaman totem chances are also altered. They can receive death (10%), protection (20%), silence (15%), revealing (30%), impatience (10%), influence (10%), and misdirection (5%).

Glassine
The complete opposite of overcast mode. This village has multiple seers that can quickly figure out the board all by themselves. However, they have very few roles that can kill, so one wrong lynch could spell disaster for the village. Gunners can only ever have one bullet in this mode, so be careful who you trust.
 * Player count: 7 - 16
 * Default role: Villager