Here I will describe what I believe to be some basic and universally applicable strategies across social deduction games.
IMO these are fairly easy for a beginner to pick up, allowing them to enjoy the game better. They are also easy for a veteran to subvert, and thus push their local metagame out of a stale equilibrium.
The intention of this post is not to be prescriptive: I don't aim to tell people how to enjoy the game, and people should play games how they want. However, I do want to outline some 'basic' strategy here, since it is the foundation of what I consider to be 'advanced' strategy (discussed at the end).
Most social deduction games have the following components:
Some games have additional components on top of these, but these extra bits usually don't fundamentally alter the core dynamic.
There are two sources of information in social deduction games:
The two kinds of information should be weighted differently throughout the course of the game.
These strategies are 'first-order' because they do not assume detailed knowledge of opponent's policies, and aim to be robust to a wide variety of outcomes. Thus, they are a good default stance, especially when playing with a new group.
Benign team:
Evil team:
Common mistakes for the benign team
Common tells for the evil team.
None of the above mistakes are conclusive in and of themselves, but multiple occurrences form a behavioural pattern, and should increase suspicion accordingly.
Also, most of the common tells also qualify as 'common mistakes for the benign team', since benign teammates doing these things makes them present as evil.
First-order strategies are what usually emerge "by default" amongst players, because they are relatively simple and robust to a wide variety of opponent strategies.
Higher-order strategies emerge when players can reliably predict how opponents will act, and then take adversarial actions to subvert their opponents' policies. E.g. an evil player might take actions which are detrimental to themselves on the surface level, in order to gain credibility with the benign players. But this will only be worthwhile if doing so has a large and reliable effect; ie if the benign team has a stable strategy.
Most players never get good at executing the first-order strategies and so most local metagames never evolve beyond these first-order strategies. That is a shame, because I think social deduction games are at their best when they involve higher-order considerations, of the "I think that you think that I think..." kind.
Again, the intention of this post is not to be prescriptive, and people should play games how they want. Many people might not find the kind of gameplay I've outlined to be fun.
But for the subset who do, I hope this post serves as an outline of how to create that fun reliably.