Intriguing. What would the win/loss ratio on that be?
The ghost powers should balance out with the kills. Let's imagine 10 players, starting with 1 angry ghost and 2 evil mediums (three scum in total must be necessary, now I think of it, as otherwise game could end on D1). Let's play out the scenarios:
Scenario A:D1 - town lynch town - 7 left alive
N1 - angry ghost kills one player. Two good ghosts fail to protect. - 6 left alive
D2 - town lynch scum - 5 left alive.
N2 - angry ghosts kill two players. One ghost fails to protect. Tracking ghosts clear each other. 3 left alive
D3 lylo
Scenario B:
D1 - town lynch scum - 7 left alive
N1 - both angry ghosts kill, but one kill is protected by starting ghost - 6 left alive
D2 - town lynch town - 5 left alive
N2 - both angry ghosts kill, one is successfully tracked by friendly ghost - 3 left alive
D3 lylo
Scenario CD1 - town lynch town - 7 left alive
N1 - angry ghost kills town, both friendly ghosts track each other - 6 left alive
D2 - town lynch town - 5 left alive
N2 - angry ghost kills town, friendly ghosts fail to protect - 4 left alive
D3 - draw in voting- possibly stalemate depending on the draw mechanics
Scenario DD1 - town lynch town - 7 left alive
N1 - angry ghost's kill is protected - 7 left alive
D2 - town lynch town - 6 left alive
N2 - angry ghost's kill is protected - 6 left alive
D3 - town kill town - 5 left alive
N3 - angry ghost is out of kills - two of the other four ghosts track each other - 5 left alive
D4 - MYLO - town kill scum - 4 left alive
N4 - angry ghost's kill is protected - 4 left alive
D5 - town kill town - 3 left alive
N5 - angry ghost's kill is protected - 3 left alive
D6 - lylo
Reflections:
- having limited kills can end the game in stalemate, which could be written up as a win for scum.
- the ghost's tracking power would help clear other ghosts- you could get a core of town-friendly ghosts who could then co-ordinate their protects.
- multiple scum kills should be balanced against multiple town protects