@ reis91
Cultist allegiance isn't always revealed. Johho's last two games didn't reveal cultist alignment, albeit they could switch sides. As a general rule if they're exclusive, allegiance is revealed, if they're not, allegiance isn't revealed. Because they could count for either pack's parity, I chose not to reveal alignment. That was apparent on Day 1 when Falc died, at least to his three packmates, and it should at least have given everyone else pause and they could have asked for clarification on the matter, but no one did. That the village didn't know who the cultist were working with was WAD, not an oversight.
As to your variation of cultists - you mean becoming cursed on pack death? I think that bring us pack to unattached cultists. It is different to unattached I know, but if a cultist manages to find a new contact and sell out his entire pack he can then wait to be hunted and join his new friends. The problem with being able to swap pack affiliation is that it undermines trust in the cultists.
I agree entirely about RP - unfortunately fewer people are aware of 40K here than I'd ever have imagined. Oh well. It seems like it's hard to find a theme that people like - many are like "You're a videogame clan that has been infiltrated by a rival clan who want to shut you down" and everyone is really disinterested. Then you get themes like this where everyone says "I don't know what this is."
@ Randy
As far as leaderlynching in ties go, I prefer having to select as many victims as were in the tie. I believe I said at the time with Kriszo that this removes the ability of a player to save someone by wasting a lynch: if you've got 3 valid targets, 1 is you, 1 is your packmate, fellow JL member, et cetera, and 1 is someone you don't care about, while it's a 2 way tie, you're trapped into killing someone you value. This has balance consequences, since players might vote up 3 suspected wolves and have them more than 50% ahead of other candidates. A wolf happens to be a leader, and so he redirects the lynches all onto the one hapless villager that was in the tie and 2 wolves walk free. Another situation might be that you vote up 2 players, 1 is a wolf 1 is not. They finish tied. No valid targets. But the wolf, or his packmate, shifts both lynches onto the same person. It
can be looked at the other way though: this gives leaderlynching more utility. A leader who thinks a tie is horribly ill-advised can save all the people involved in a tie bar 1. That could be crucial, if all the targets are bad ones. My main reason for saying you need to pick all targets is that this has always been the norm.
It isn't necessary to always make cultist a different flavor of wolf. If they can't hunt, they're not a different flavor of wolf. It's possible to have wolves attach, but not hunt, which I believe at least one person has done. I'd be happy with being an attached cultist that had traits instead of the ability to hunt. Too many traits shouldn't be an issue; packs usually get something like 1 trait for every 2 members. Having packs with 3 wolves 1 cultist, 1 brutal wolf 1 hunter-roleblocker cultist is only about 2 more traits than normal for the whole game.
Hunter/SD idea was put in my head in your "Do Cylons Dream of Electric Sheep?" setup so I'm well aware you'd done it before
at the time you did it I wasn't sure why, but at some point it seemed worthy of resurrecting, and I like the results. It seems to be well received, too.
I couldn't see the harm in trying Johho's RP traits again, especially when they seemed popular, but the results didn't enthuse me.
@ Kriszo
I figured as much. I toyed with putting you back in the game, to allow you to at least shout "LEMEARD IS THE SEER", while also costing the village another day to parity, since this would have been as close to unscrambling the egg as possible. It's quite possible that if you had leaderlynched Paen and gotten away the village would just have wagoned you the next day. Whereas if you lynch the wrong person by accident you can't unscramble the egg, it seemed possible to mostly unscramble the situation by putting you back in. The only damage done then is any chance of you surviving was entirely lost, whereas you might have escaped after leaderlynching Paen. This really did seem like the best course of action, but I suspected that doing so would led to be being sent to the Bonfire of Failed GMing - any sort of "fix" seems to be worse than the original mistake.