Help! My players are quiet and uninvested until the final execution
Hello all! I could really use some advice. (TLDR at bottom)
I've been playing Clocktower since last summer and I play with a pretty consistent group of 10-12. Usually we play with one or two new players in every other game so we run TB 95% of the time.
I've noticed recently that my group has solidified a very quiet and passive playstyle. No one wants to say anything to each other unless they're a starting info role. No one ever wants to execute in fear of wasting "good lives". No one wants to participate in private chats because they'll "look suspicious." The end result is that days will go by in game without anyone figuring out anything. Evil has a much higher win rate in my group but I think I'm the only one that's noticed.
I've tried explaining that the day phase is intended for people to talk and piece together the game. I've tried explaining that executions are the only way to have shots at killing evil players. Nothing seems to be working. No matter how many times I put in the undertaker, I end most days with no nominations at all.
I even have a couple of players that all-but shut down for the majority of the game. When the more talkative players try to talk to them, they give up no information and never attempt to bluff. It's gotten to the point where some of my players have given up talking about the game completely and spend entire days chatting about what's going on in their personal lives. This lasts until the final day when they'll finally get invested and debate on someone to execute.
I feel like I'm doing something gravely wrong. We've played other social deduction / hidden role games in the past and this lack of engagement is not present in those games.
I want my players to be excited about playing the game beyond just the final day execution! I want them to be interested in talking to each other about the game that they're currently playing! I know that they like the game but sometimes it feels like they're forcing themselves through it until that final, fateful execution.
Is all of this a natural part of an evolving group meta or are there options available to me? Would branching out to other scripts more often be a good idea? Should I ask them to tone down on chatter not related to the game?
TLDR: My regular group spends most of the game quiet and uninvested until the final day, causing high evil win rate and boring day phases. How can I improve the experience to engage my players throughout the entire game?