Brought over from the Round 3 topic as I realized this would fit better in this one:
I think that Dopps need a little less powers, or less chance of getting them. The town needs at least one more investigative role than the Dopps do, and definitely need a Protector if the Dopps have one. For sure. Psychic Wardens are good, but not as great as you'd like. They can be both beneficial and terrible, depending on their luck.
Also, less powers in general.
Yeah. The Warden needs to be paired with an investigative role to be anything but frustrating. Or perhaps simply describe what the targets are doing (holding a gun, sleeping, studying/researching, etc.) in the night results PM or maybe even combine it with an investigative role (probably telepath), so that when the Warden blocks somebody, they at least have
some clue as to whether or not they chose the right people to block and whether or not they should block them again.
And eh...talking after death is a pretty big advantage. Take the first M&M Mafia for example. I died and our reviver had already been killed, so I had no chance of coming back alive. However, since I was the Cop and Pandar was my Enabler (effectively my partner; kind of like the typical "Lovers" role but when one person is dead, the other is merely useless except as a regular townie, as compared to dying the next day with the regular Lovers role), Josh allowed me to continue talking to Pandar via PM. I then proceeded to pretty much mastermind the town's recovery plan (I think I spent more time analyzing the game after I had died than when I was alive, actually). And though we still lost anyway, from that experience, I can say that it's a pretty big advantage to have talking dead people that don't have that unknown-trust-level that is so important to Mafia games present.
The leader of the Dopps (not even necessarily the one who has the leader role; the one who takes the lead as mastermind for the Dopps (typically webadict or Josh)) may die, but then if allowed to continue to talk to the other Dopps, the dead Dopp could continue to mastermind the Dopp operation, proceeding as if barely anything had happened. This is compared to the town's Medium role. The Medium first has to connect with the town base
and they have to trust him, and vice versa, along with trusting the dead people (big deal in Mafia games, this one especially) to really be useful. This would take at least 2 turns, probably more if the Medium is really unlucky. The dead Dopps however would just continue to talk to each other, with no "time penalty" that the town's Medium would experience.
In short, Dopps should not be able to talk to each other after death (though dead Dopps should still be allowed in the dead chat). =)