Overall — and feel free to disagree — I'm extremely happy with how this game played out mechanically. It basically worked the way I hoped it would, and I think it was very fair.
The final setup was:
3x VT, 2x Miller, 1x Town Two-shot Tracker, 1x Town One-shot Roleblocker, 1x Mafia Goon, 1x Mafia Two-shot Tracker
The mechanical theme of this game was maximizing player agency while punishing Day 1 claims. Tracker and RB are strong roles that provide huge upside if they target correctly, but both need to stay hidden to work effectively given the only protection is the 1-shot RB itself.
The millers were put in this game for two interlocking reasons, and a third reason which is yes, I thought it'd be fun.
First, the double millers provided a mechanical spark right off the bat to drive conflict, but it was also a huge dayplay opportunity. Correctly townreading both millers puts town in an insanely strong position, chain eliminating both millers puts town into an awful position, and eliminating exactly one puts them somewhere in between. I suspected scum would play too passively around the claims and I believe that was right: scum didn't push the millers early, erring on the side of caution instead of pushing the "at least one is scum" narrative, and it was a big opportunity for the town that almost sunk them even with so much else going for The Curve.
Second, the double millers served to narrow the PR pool instantly. The meta is for millers to claim Day 1, and I wanted to do something to counteract that meta while still not sinking town if they look at dayplay. Scum's only counter to the PRs were the tracks, the kills, and forcing out claims. (See point #1).
I hope you think the idea was interesting and aren't too frustrated. I really wanted to make claims and the dayplay around them matter, while still giving night actions and mechanical choices huge gravitas. I like to think this game used "red herrings" in a much more fun and engaging way than
other notorious Normals that seemed to punish players for even trying, but perhaps you disagree, and I am open to feedback if that is the case.
I thought the parallel trackers would be an interesting dynamic, and it was. Something like the Dunn tracking Luke gambit was exactly what I was hoping for: Town getting punished for forcing their PRs out early, allowing scum to counter. I knew this could happen, but I thought even just getting a one-way track would be rare and difficult. I was very pleased to see the two-way tracks.