Different dangers at different depths was the main idea here. The highest and lowest depths focused on investigative, information-based interactions, whereas the middle, transitional depths focused on navigating dangers with bombs. Despite the game featuring myriad bombs, just one was defused, and none went off. In that sense, the mafia had a relatively pleasant early game because they avoided detection at night and played along nicely during the day. Overall, despite the depth mechanic, the game was low on role-heaviness. The game I desired revolved around a few types of interactions at every depth. I anticipated that early detective deaths might inspire the player base to sink to a more defensive type of depth.
The regular gameplay loop of Dave involves diving with basic equipment, but finding weapons and upgrades underwater. The plentiful vanilla roles here represented those empty item slots that could be filled in through the various events that occurred throughout the game. We prepared three events that worked through the anon poll, but basically, around game start, I realised that blues could see the results (Holt) and could more or less nullify the anonymity of this event. I temporarily resolved to let the game continue without the events, but when Holtish died early, after some internal debate, I judged we could carry on with them anyway.
The events, too, mirror an aspect of the game: occasionally, at night, a character in the game (Sato? I believe) will prompt you into action to take on these temporary bosses. Despite the rather sudden aspect of it, I thought it was fun that the players had to make an extra decision that had to do with much the same diving mechanic that's been used anyway. In this sense, I thought it would have been an interesting way to potentially shake up an otherwise stable situation that either team was comfortable with. Generally, I aimed for options to be mutually beneficial or harmful (e.g.
Lovers!

). The only exception to this would have been the final event, which was just
Troublemaker to close out the game.
I chose this type of set-up, meaning role composition and events, in large part because I thought it would be fun for the noobies! There were no complicated roles; the base roles chosen would teach them about the basic value of detectives and doctors, the risks posed to both sides when it came to killing roles, how one-time use roles worked and how role flips at the end of the phase might not always be reliable. Furthermore, any newer or complicated role introduced through the mechanic could either be explained by the players, me or the role list, should they be so curious. At any rate, by introducing the information piecemeal, I figured it would be less overwhelming to take in.
The noobies played a great game tbh. Except for Snail, who pretty much went afk, all the other noobies were active, involved, even leading lynches. Lumi, of course, as mafia, was very strong. But the others, too, were strong contributors. Arrow and Dego voiced many townie arguments and balanced out the rather ecstatic Sam (who was enjoyable but wrong); Vali held onto Doc for as long as they reasonably could, and Style (insofar he's still an mhmg noobie), I don't think I'd have ever voted out that day lol. I'm very happy you guys played and hope to see you all back in my games in the future!
Special thanks again to my cute mascot hosty! The avatar and additional art all contributed to the underwater adventure vibe. She even added cute bear ears to my avi! And to Klauspan! She hasn't beaten him yet. No surprise given her gaming skills

Lastly, thanks again to Konoha, who managed to sub in during my bearly time of need

Thanks for playing, all!