How would you expect the spy to work on the forum? As I recall, in ToS the spy was able to "hear" what the mafia were saying during the night.
Actually, Town of Salem changed the Spy's abilities completely. Now, they can visit a person to see what effect other people's abilities have had on them that night. So, basically an inverse Lookout. They also get to see who is visited by the mafia each night, but not which role did the visiting.
Also I don't like the mayor if you expect it to work the same as in ToS. Again, recollection tells me they are a confirmed townie and get 3 votes. Far too OP, especially if there are doctors in the game (more on this later)
The Mayor can't be healed by a Doctor once they've revealed. However, you're right about them being a bit OP. More on this later, when I suggest a slightly different setup.
I can't remember what an escort or transporter do, and I think the veteran is basically a paranoid gun owner? Again, perhaps too much for a 1 scum game, given they'll be dead if they choose wrong. Bad stuff.
Escort roleblocks. Transporter makes whoever would have visited the first target visit the second target instead, and vica versa. The Veteran is the paranoid gun owner, except that they can choose whether or not activate their ability (it's a 3-shot). Yeah, they're also pretty OP. On second thought, they'd definitely unbalance a small game. If I remove them and the Mayor, I can change the setup a bit, and make something we might both be happier with. How about this?
6 PlayersMafiasoConsort / Framer / BlackmailerSheriff / Investigator / LookoutDoctor / Bodyguard / Spy
Spy / Vigilante / Escort
Escort / Transporter / Doctor7: Bodyguard / Vigilante / Transporter8: Executioner9: Sheriff / Investigator / Lookout10: Serial Killer /
ArsonistIn this case, I don't think I'd force a lynch every day, since this setup benefits mafia enough. In fact, that "Bodyguard / Vigilante / Transporter" increases the nebulousness of the distribution immensely. Maybe this version gives Mafia too much of an advantage?
How would role assignment work? A number of the town slots have repeated roles in them. If townie 2 is a vigilante, for example, would townie 3 also be able to be a vigilante?
Before I assign roles to people, I randomly determine what the individual roles will be. These are determined independently from each other, and it is possible that two of the same role end up in the game. After that, I randomly assign the roles to the players.
I'd replace the doctor with the bodyguard too. It at least allows the scum to get a kill, but it means the town lose a protection role so they can't just do a follow-the-cop-like breaking strategy.
Even if it would be possible to gracefully extract the the Doctor from the setup pattern (which it wouldn't be after I removed the Mayor and Veteran), I wouldn't do it because the role serves a great purpose for the scum: The doctor is a protection role that cannot harm the scum (unlike the Bodyguard or Transporter) and it's the perfect fakeclaim spot for a Serial Killer suspecting an Investigator in the setup. "Follow the Cop" can easily be defeated by the Mafia's Consort or Blackmailer, so the Sheriff / Investigator / Lookout would never reveal themselves for that in the first place.
How many ICs would you expect, and what about scum ICs, given there's only 1 scum slot if there are fewer than 7 players?
With 2 Mafia in the revised setup, there'd be one Scum IC. As for the number of normal ICs, there'd be one at 6-8 players and two at 9-10.
@webadict: I want to get this thing running as soon as I can. I just need a little feedback from the players first. If I don't get anymore feedback that makes me change the setup, I'll get this running by the day after tomorrow.