3. My role was absolutely the worst role in the game. I like that I was given it, but an issue that would have made it better would be allowing me to not give out Hotdogs when I'm targeted. It basically means I can't count the number of people that directly targeted my target. Additionally, forcing my choice at Day start means I can't use any information from the Day to prove someone's claim, so I'm forced into other specific choices. I have to pick number because otherwise, I'm screwed on information, or I have to get lucky and hit someone that lies about the Hotdog. It basically forces me to choose count, which isn't awful, but it felt like a fake choice. And given how my role interacted with NQT, I was still put in a bad spot anyway. Basically, it was stronger than a Fruit Vendor, but still very, very weak. If I could pick both options, I'd probably have been equal power to some of the other roles.
5. Who the fuck took all Night to action???
Yeah, I was pondering making Greasesniffer a Day action instead of an Auto and giving you that little bit more flexibility. In retrospect it would have been a good idea.
With regards to that point? Yeah, that's pretty much on me. The 'process once all actions are received' is with the caveat of 'me having time', and I'm a college student. I still have a decent amount of free time, but it does mean I can't just immediately get on with processing as soon as I receive all the actions, not in all cases at least.
4) Hmmm.. I'd think it became a bit swingy, but I'm not sure if that's good or bad. What did you change when going from 11 to 12 players?
I added an extra Town role. Funnily enough, I miscounted and accidentally designed 8 town roles instead of 7, so SHAD0Wdump showing up just let me make the setup work, lol.
4. So many cops and protects.
Yeah, another thing in hindsight would be replacing one of the direct-investigators with an indirect-investigator or action-interferer. Maybe a tracker? Flat 'Tracker' without modifiers wouldn't have been the worst idea.
4. So many cops, lulz. I felt it was a little unbalanced because town hit scum D2 and D4, and still only won D5 by accident. It was unbalanced in an anti-town way because there were so many scum. It was unbalanced in a pro-town way because we had waaaaaay too many cops, proteccs, and watchers. I really liked the non-SK masons and the idea of masons that only really became viable after one of them died. I liked less that the game became very driven by mechanical confirmation, which leads into point 5 ...
A little unbalanced in every direction, heh.
I want to at least think that it was a
valid game - one with sufficient balance to make it fun to be in.
I was pondering a Vigilante role, but I didn't want to have that much swing with an SK already being present. Though Secretdorf took much longer to gain their abilities than I thought - I think that was because of the subconscious 'SK=kill' assumption, so I felt like scum would die faster, but since there was no vigilante and poison wouldn't come early, it'd take at least two lynches minimum to allow Secretdorf to poison, and as if it would happen that fast.
The mechanical confirmation thing is an issue in any setup where literally everyone has a power role.
An alternative to Tric's role would be Randomizer Cop - both inspects and randomizes the target, which might have made his role a little more reliable but passes the unreliability onto others.
In hindsight, really, there were a bunch of things I could have done better - but I can't let that distract me from the fact that this is
still the best mafia game I've run so far. Because it was unbalanced like a spinny top, but the unbalances sorta cancelled each other out, and the setup
worked. It wasn't horribly broken against the players or against myself. Every party had a reasonable chance to win.