-I need to review my own iso, and succinctly pick up all relevant points.
-If possible, review time of inactivity--is any time strategic?
-Look for someone encouraging wagons on town, especially while off said wagons. (Comes from scum.)
-Look for signs of frustration when defending town and/or fencesitting. (Town.)
-When rereading, look for buddying towards flipped scum (probably comes from town), but it must be buddying, NOT defending.
-Similarly, look for scum buddying towards unflipped players. (These both indicate town.)
-Look for how valuable a scum player was when pushed: town lynch the most dangerous; scum bus the least useful.
-Town protect PRs; scum out, discredit, marginalize, and kill PRs. Look for who did which.
-Town will also protect town more; scum will protect scum more. See if one is more true in a player.
-Town will try to convince others that their read is right; look for signs of this happening.
-Town will try to dispel misunderstandings, whereas scum will try to dismantle opposition entirely. Look for this vital difference.
-Scum will survive bandwagons, whereas town tend not to. Look for this.
-Scum will attempt to frame town, especially avoiding responsibility while doing so. Look for this.
-Scum attempt to force town to make mistakes which they can then exploit.
-Scum are survivalistic; look for that. Similarly, they'll focus on trying to convince a player they are town; look also for this.
-Scum try to get compliance from town, and will ask for permission. Town don't care. Look for this.
-Scum will attempt to handle scumbuddies, directing them to optimal positions and play. Look for evidence of this occuring.
-Scum will attempt to make the town waste energy. Look for this.
-Scum will test the waters. Look for this.
-Town will try to find town/scum, and convey it when they have done so;
Scum will attempt to manipulate others, such that they misread the mindset of one another.
-See why the lynched town were lynched. Review their points, and how valid they were.
-See why the killed town were nightkilled.
-Look for signs of a player breaking the chain in town information.
-Similarly, review the players who were known to be accurate: who talked them down? (Or, at least, attempted to.)
-Observe townblocs: how they formed/fell.
How solid were they? What caused their collapse?
Did they form naturally, or artificially?
Who dismantled them (especially natural ones)?
Who was present in the artificial ones? (Especially if absent from a natural one.)
-Look into the mindset of players, and see what their interactions were for--did it make sense to think that way?
-Look at the circumstances--how, why, and when someone did what they did, and the nature of the interactions.
*Timing is everything, as is accountability and thoroughness.
-Look into the motive of actions: what did this hope to accomplish as town? Does that make sense? What did this accomplish if scum? Which is simpler? Which is more likely?
*Basically, find the reasoning given and evaluate its validity.
-Figure out the intention of actions, by analyzing strategies used, what said objectives were, and how well their behavior supports them.
*What drove them to do this?
-Analyze why a player was, or wasn't, on a wagon.
-Find the player who most keeps their options open. (They're probably scum.)
-Cognitive dissonance (actions not matching words) will indicate scum, especially from a rational player.
-Use pattern recognition (look for trends in the data), and value the simple patterns highest.
*Mindset/motive/intention WILL show in said patterns.
-In analysis, speculate, but don't assume.
-Weigh the possibilities versus the probabilities, using said trends.
-Look for signs of consistent wrongness across the whole game,
ESPECIALLY consistent failures to advocate for scum death.
-Ultimately, I'm doing guesswork.
-Go with my instinct. (Not bias. Instinct.)
-Be okay with the call.