For one:
early game tied votes between 2-4 people. Pro-town roles caught in this wide net can covertly suggest to someone random to please save them. Odds are, they can maintain their role, and if they don't come forward eventually, the person they revealed to can accuse them of just being scum. Tied votes, especially at one vote apiece for many suspects, make it harder for the mafia to defend themselves. They just have to chance it. If they switch their votes to save themselves, it gets suspicious. And there's a decent enough chance that we will actually randomly kill a mafia early, or get it sent to a runoff with them involved, where their voting patterns may (suspiciously) change, or stay the same. There shouldn't be bandwagons of like 9 votes on 1 person and 4 on another. Unless someone reveals as a detective and accuses someone of being scum. And even then, the detective should probably be on that list within a few votes of the leader. Keeping votes close allows late turn vote shifting, and that gives us clues or allows us to correct a mistake. Kind of hard to stop a guy with 9 votes from dying, whereas it's not hard to unvote someone 3 different times.
There are other behaviors which should help townies be townies;
Benefit of the Doubt:
If a person is nearing the chopping block, and is a townie with or without a role, and for some reason wants to survive a couple more rounds, they could request a stay of execution. But, the condition for that is, they must vote themselves either 1 or two rounds later, and not change their vote, and people should lynch them to be sure. Especially effective after the mafia have already lost a murder per round. Added bonus: not likely to be murdered by mafia too, or, they could be murder bait on purpose. Always better for generic townies to be murdered.
Early game lynches:
In spite of a recent game, it's still very difficult to randomly nail a mafia on the first round. A townie should step forward and volunteer for the lynch to protect any pro-town roles from getting accidentally smashed, thus eliminating one suspect and protecting the protown role without having to step forward or even lay low. I'd volunteer. I prefer to die on a non-critical round. But I won't do it every game, or even half of them, because I also want to be murder bait, and there are rare occasions when I have a protown role.
I'm thinking about and reviewing games regarding detective/doctor/mason/roleblocker tactics, too. No plan is foolproof but I think there has to be a way of increasing the odds of success.
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