There were 17 roles in this game, including several new ones (and all the common roles were renamed to mislead people). All these roles will make a return (not necessarily all at once). Unfortunately all three of the new roles I was testing died in the first three lynches and didn't get very well tested
When I was designing the 17 roles I wondered if I could find some way for players to design their own roles - this concept made it into the game as items. There was some confusion over how items worked, I think this was mostly people not understanding just how free they really were to do what they liked! Several interesting items were created - most publicly the wolfsbane potion plot by the wolves which involved 4 items (pen, paper, ink and a poison vial) in combination with a role (thief) to plant the item on another player anonymously.
I'm going to take some time to look over all the items people made in detail, and will see if I can adapt any of them into roles in a future game. I probably won't repeat the item mechanic again anytime soon, it felt like I was making up a lot of fairly arbitrary rules and although no players have complained I personally hate that.
Destinations made it into the design as something a bit like subsystems - a second thing to vote on during the day to stimulate discussion even when no one has any idea to loot. However, the humans guessed that the end of the line would be a big payoff early on, and then just plowed straight on with no real discussion - even the tunnel barely gave anyone pause for thought! All in all I think subsystems were way better than this.
I probably won't repeat this mechanic again in the future. Subsystems split players up into groups, encouraged secret nighttime shenanigans and generally promoted a lot of shifting alliances and discussions. Destinations did none of this, I suppose because they were far too linear, there were only three choices each day and it was heavily biased towards simply advancing forwards constantly.
3am day/night switchover
I apologise for a few blunders made switching over the day/night in this game. Most obvious being the miscount which nearly killed The_Sane (three players noticed the miscount within minutes of it happening). These mistakes happened because I foolishly made the switchover at such a stupid time! Combine that with an incredibly hot summer and I really wasn't in a good shape to be doing complicated spreadsheet management at that time of day.
I have two ideas for the setting of the next game, and various mechanics tied to each of the settings. There will definitely be more wolf games coming up. However, I'm considering reducing the number of players, perhaps to ~13 or 14 (I'll have to do some maths on victory probabilities with different player numbers). Thoughts?