The City in the Sea is a sort of way station for dead souls, so the dead neighborizer would have been part of the role regardless of what alignment I'd rolled for them.
Basically, my design of the scum team was to provide scum with different ways to meddle with the ordinary progression of the game.
- the delay and roleblock for the Crypt, which was brute force and gave no PR-based method of looking town.
- the post restriction and beloved princess for Madeline Usher. The PR gave potential town cred because "why would the mod give such a horrific restriction to scum?", but also gave the team reason to bus. GiF and I talked through this role a bit. My thought was that with a fairly PR-heavy town, scum would be risking town PRs romping through two consecutive nights for the benefit of getting two kills in before the next lynch. This was also one of the methods I used to penalize town for claiming unnecessarily or mass claiming early.
- the City role was designed to be scum's "go deep" role with the dead neighborize. Ghato also had the same ability to send anonymous messages when they died. The plan there was to potentially sow paranoia about anonymous messages if they flipped early.
One thing I thought as the game progressed, was that another role or two that could send messages back from the dead might have been interesting.
I once played a game where all the dead players were allowed to keep posting in the game thread, and had a "while dead" goal to achieve, that could have potentially brought players back to life with a random chance of their alignment changing. It was a lot of fun, but the game thread was pretty chaotic.
I did something somewhat similar in a game I designed a few years ago, and some of the players still bring that game up as one of their favorites.
I think we all hate getting lynched or NK'd early and then sitting and watching the game from the sidelines. Instead of using that same mechanic here and making the game outright bastard, I decided to try out a variety of different ways to give players a chance to keep playing after they died.