So, game setup:
This was mostly the inevitable consequence of my guiding signs (

). To start with I don't like packs with less than four names, as that reduces the ability of ordinary villagers to analyse. With 19 players, that immediately meant a single pack. I wanted this to be a trial of dual wolf types, so a two-two split was natural, and meant there would have to be two seers. That on its own would probably be a balanced-ish setup, Lite with the wolves needing an extra lynch but compensated by the need for double scans.
The question was whether to have two sorcerers, heavily tilting things towards the wolves but allowing for more shenanigans, or to leave it at that and add traits for flavour. Obviously I went with the former, and I think the shenanigans paid off better than could be expected. A sorcerer JL spokesman contacting a wolf claiming (honestly) to be helping him while inadvertently lynching his pack mate? Yes please.
But this left a question of balance. Traditionally if you give toys to one side you try to give the same amount of toys to the other, and hope it works out. But that can make for a frail setup - it won't matter to the village that they're loaded with assassins and leaders if the wolves only need to lynch three villagers to win, as would have been the case here. The only way to force the wolves to lynch more villagers was to deny them hunts. Looking at the Fall X Lite setups, there was an obvious candidate - 4 wolves, 1 warlock, 1 seer, 1 GA, 10 villagers. Split the warlock as sorcerers, split the seer, that makes 19. So I added a GA. However, I was conscious that would still be an unstable setup in favour of the wolves due to the two scan types, so I blessed a little under half of the goodies including all the important ones. I wanted to have about half of hunts be successful; that would push it out from the wolves needing three villager lynches to needing about five, factoring in the GA. That's what it took in the end, too.
I also knew there had to be a secret council, as it's a key element of the book. Scanning powers were the obvious choice as a fall back in case the seers died early. At this point I wasn't sure whether to make it all goodie or mixed. In the end I decided to see what random.org came up with - a sorcerer, a wolf he couldn't scan for, the GA, and two villagers. That seemed an interesting enough setup, so I stuck with it. I figured that much like the last game baddies on the council could hurt them more than it helped, and it did - it played no small part in LatinKaiser getting lynched.
Did it all work? In hindsight I would have gone for no GA, and instead blessings for
everyone. It would be more predictable that way. Or to have given signups another day, and have sent invites a day earlier, to get more players and more breathing space for balance. I would have had the exact same distribution of baddies with as many as 23 players, so that's telling.
I would have liked there to be another day or two of gameplay for it to run closer, but the fact is that it should have anyway. The wolves took advantage of the absence of a couple of players and did so with great skill. Who dares wins. Well done madchemist, and boo to the village for not spotting how openly the wolves were saving each other as they looked for that one last lynch they needed

I know a few of you simply didn't expect parity to be so close, but with so few players it should have been meta-able. Lack of activity cost you the game.