Secret History of RMM6 Roles:
Town Ghost: This was 100% yuma. Broken down to its essence, it's just a 1-shot cop. But man, it is much harder to pull off, as you need to pull the NK once, but not get lynched or NKed again. Raerae did a great job with it, and was the best town performance of the game. The death flip coming shortly after the final post really strengthens the role, since you get mod-confirmed as town right away.
1-Shot Deathproof Lover Watcher: This odd role was me. I wanted to use lovers in an interesting way in the game, but thought too many same-faction pairs would artificially speed the game up too much. (This is partly why we ended up with Pen Pal Lovers, too.) I gave the Town-half 1-shot Deathproof and the Scum-half some conditionals for how he would die. In the end, I think the lovers portion was balanced. The Watcher bit of this role would have been more helpful in the bigger version, as generally in this game no one was targeting scum.
Friar Laurence: I wanted to use potions at some point in a game, but hadn't found a way to do it. I generally don't like the delayed kill of the scum poisoner, though. I originally started out with the Apothecary in mind, but needed another town role, so here we go. I am really happy the sleeping potion got used!
Self-Satisfied Night Constable: This is mostly yuma. One theme we had built into the big game was a reliance on others, mostly through voting patterns. A JK is strong, but he could only jail the people who are voting him at the end of the day. Nkirbit got very unlucky that the only people voting him EVER were the D1 deaths. So he never jailed anyone.
2-Shot Commuting Bomb: I wanted a decision role, and this is what I came up with. This was the last role I made, and it was basically a throw-in to get to 13. I like that you have two completely opposite roles and you have to choose each night. In this game, TA commuted when he would have been the N1 kill. Was that the right call? It changed the way the game went, for sure.
Matchmaker/Pen-Pal Lover: So, in the bigger game, this made more sense. I saw it as a weak cop that could confirm or refute lover claims. This was originally paired with a different role that got cut.
Poison Doc/Pen-Pal Lover: A doc, but for one specific kill. This worked better in the big game, too. This was also paired up with a different role in the big game that got cut. Yuma created the Pen Pal idea.
Scum: the team was originally three, for all three witches. When I had to cut roles, I needed to get scum down to 2 total, so I cut a scum role that had a matching town role, to get rid of two quickly. I think the team ended up a bit weak, but EHFW especially played well.
Whispering Lover Witch: I based this one off a role I had in RMM3. Shraeye continues to believe scum whisperer is lame, but I think it created all the havoc I wanted. It was more flavorful than useful, maybe, but it was fun to watch.
Chauffeur Strongman Witch: Chauffeur is another yuma invention, and it's awesome. It's risky, but with a big payoff. In the bigger game, this would work better, since it would have been easier to plant your vote on a partner. I added the Strongman modifier to give extra incentive to bus.