From tg wiki:
"The standard game mode. The dynamic game mode generates a threat number which is used to "buy" rulesets (rulesets are basically your antagonists). This means you can have rounds with for example traitors and cult. You can have up to three roundstart rulesets depending on the pop and threat level. Then there are latejoin and midround rulesets. The latejoin ruleset can assign late joining players as antagonists, and the midround ruleset assigns (prompts) ghosts or currently living players as antagonists.
The threat level of the dynamic round is hinted by the "status summary" automatically printed by the communication consoles near roundstart:
Peaceful Waypoint: Threat 0 to 19, no antagonists alive
Core Territory: 0 to 19, with antagonists
Anomalous Exogeology: 20 to 39
Contested System: 40 to 65
Uncharted Space: 66 to 79
Black Orbit: 80 to 99
Impending Doom: 100
Threat level is split into two separate budgets, one for round start and one for midround/latejoin."
I think this is the beauty of the dynamic game mode, because it can basically result in your typical just tators, OR tators an changeling, OR tators and changeling an vampires, Or nukies and vampires and blob etc., and the game randomly selects between these combinations based on the amount of points it has to spend, its super cool, and would help solve the problem of "wizard/blob is dead so round automatically ends and interrupts anything cool anyone may have been working on" essentially it is extended, but with actual fun stuff happening during an extended round.
@AffectedArc07