Quick thoughts:
1. Oh no, we lost the priest's apprentice! I feel bad for aedan though, he would have been one of the most active in the game and he'll be a bit pissed I imagine, especially he can't sub in
2. There is a priest in the game. I expect a relatively standard set-up from JM so this implies to me there are scannable baddies, probably at least 2 cultists or 1 sorc and and 1 cultist, or a sorc with an apprentice. This may seem obvious but sometimes I might consider a priest with no sorc or cultists. But I figure there are probably a couple in this game.
3. Corralary to 2) is that I believe we definitely have a scanner still in the game capable of picking off baddies. So again this would favour a slower pace of lynchings rather than trying for ties. This is irrespective of whether or not there is a seer.
4) Perhaps the priest scanned the apprentice night one or night two. However I think it is strongly possible they started off with an apprentice. Even if the a prior assumption is only say 25% chance of this, in retrospect the low chances of an apprentice scan (if maybe 2/3 unclaimed starting apprentices) makes this a bit more likely, although I'm not a stats professional.
5) This means that we have to be prepared for the wolves having quite a lot of firepower and/or the village not having a seer. I lean towards there being a seer and therefore feel more confident the wolves will have a lot. And I think likely a sorcerer perhaps with an apprentice, maybe not connected to a (/the) pack yet.
If we assume 25% of the players for one pack, that means about 6 wolves, and if we look at something like 33% for two packs with them split, that means two packs of 4. We are sort of right on the edge of what I would consider to be enough players to do two packs, but I suspect we more likely looking at one pack of four or five wolves + Cultist and/or Sorcerer.
Having a slighter larger single pack would then mean that they could more easily handle more traits as they wouldn't be hunting each other.
For what it's worth, any situation that's looking like a village loss in a one pack game is already a village loss in a two pack game, imo.
We aren't hurt by assuming the situation where more baddies exist (33% with two packs as opposed to 25% with one), as a situation with 13 players left and no dead baddies is arguably worse in the two pack game, as the numbers could already be lost.
I'd also like to use now to apologize for my inactivity during deadlines both yesterday and going forward. I am employed in such a way that I am forced to be absent for the three hours prior to deadline on Wednesdays, Thursdays, Fridays, and Saturdays. Quite literally, I get my first work break at deadline.
So please forgive me for yesterday and today. I will definitely try to be on for deadline on my days off, at least?
I'll try to get something resembling cognitive analysis in the morning, though I will be generally busy tomorrow between work and other plans.
Re-treading some ground here but I think we are largely in agreement.
We are likely looking at 6-9 baddies (1-2 packs) =/- 1 potential cursed.
1 pack: 6-7 (some unattached baddies) vs 14-15 goodies
If cursed turn night 1: 7-8 vs 13-14 baddies
2 packs: 8-9 vs 12-13 goodies
If cursed: 9-10 vs 11-12 goodies
We are slowly running out of time, but even on the worst case scenario we do have some time. I'm more worried about a 1 pack setup than a 2 pack setup. As if there are two packs, they are still at equal numbers and even though we would be out of control of the game, they would be trying to kill each other equally.
I think we have at minimum two more days where we can fully control the lynch. If we lynch a single person today, we will be able to try for a tie or something tomorrow.
6) There are evidently a lot of hunters in the game. I find it unlikely we managed to kill like 5 out of 7 hunters. More likely is that many to most villagers have this power.
We need to think about how we can democratically use this power
Is there any reason to go for a Day 1 tie? This is a genuine question, haven't played enough werewolf (both recently and ever) to know if its considered a meta move or not. Is it an attempt to secure as much information as possible by revealing two players early on? Perhaps it operates on the presumption that in a two-horse race wolves will manipulate the vote to protect their own, and a late switch to a tie will reveal this? The deadline is relatively early in the morning for me, so I'm not active in the latter part of the day when people seem to disgorge content which can be responded to. I imagine that flow of information is also easier to decode when viewing it live, rather than trying to engage with the whole thing all at once.
I think Yakman's argument for chilldude being a villager was relatively obvious - a more engaging role means a more engaged newbie. Not sure why that wasn't evident to MAW. I do think it is especially disappointing that we didn't manage to get any chatter out of the leading candidates yesterday, thought that was the whole reason for putting them on the edge of the abyss. Johho's ramblings are... interesting, but more significant I feel is the willingness of Yakman to jump straight onboard without offering anything of their own.
Unless someone can explain to me why a villager would want to make a tie on Day 1 (or is this just one of those EURO eccentricities I hear so much about), I'm going to leave Yak as a secondary candidate and instead:
vote EURO
It's something we've went back and forth on over the years including myself. The trouble with them on day 1 is that you are getting more information than lynching one person, but the marginal yield is less, than say any other day.
However if we do tie people, we do gain an extra lynch (guaranteed at least semi-random chance of getting a wolf) over a hunt (guaranteed killing non-wolf (of that pack)). So there is value to it, and I think we should consider it at some point this game. But immediately early on I prefer to avoid accidentally killing the seer or something.
EDIT: Also outside of strategy in terms of pure enjoyment, it depends. In a 40 player game faster pace of deaths is needed and some ties are good. But in a 26 player game, more the opposite. I don't want the game to end too quickly, either way.