I'm just going to go down the list of unconfirmed setups, so to start with;
Bad Tweed
- Doesn't work with 12 players. Either needs an extra VT or should be scrapped. I'm in favour of the latter, as even if this is were a balanced game, it doesn't seem like an especially fun game. I don't think a 13p version of this would be balanced anyhow. It's optimal for the Tailor to target itself N1 to guarantee it can't be caught and can use its power again later. Having power isolated in two roles really exposes town to lucky nightkills, and although I know this community tends to value the influence of cops highly, I don't think it's enough. Best case scenario is catching two scum from the roles, but this won't happen every game.
Town is almost guaranteed to mislynch D1 as optimal scumplay is claiming Cop which can't be disproved. Hypo-cop claiming strategies
may
be beneficial for town at times, but the risk of narrowing the cops down for scum is too great. Guilties and Innocents are of less value as cops are less sure of their results, and town is less sure of a player actually being a Cop. For example, if a Cop claimed a guilty D2, got that player lynched and they flipped town, town would be in a very tricky situation wondering if the target was tailored or scum was gambiting. The nerfed nature of the Cops (less confirmed status upon claiming, paranoia about results) is good for the game, but doesn't give the town enough power.
I personally don't rate this setup very highly, so I'd like other opinions on this one.
C/9
- Bad setup. Should probably be binned (don't know why I haven't yet). I hope I don't get anybody sticking up for this one, otherwise I'll shoot them.
C9++
- There is another thread on this regarding changes, so I'll bump that and solve it there.
Faith Plus One
- This setup has four variants, so we really ought to just pick one and use it if people like it. I know it was played recently. Is there anyone here that played or read the game? What did they think of the setup? To me, it doesn't have that X-factor about it, and I think there are some people who think %-based roles are kind of meh. It feels a little scum-sided too. Again, would like others to weigh in on this one.
Follow The Cop... Or Not
- Doesn't seemed balanced for an 11-player game. That's one less lynch, and the Cop has two possible ways of collecting false or no results. I don't think I'd want to be town in this setup. Not a fan of this setup, but I think I remember someone liking it?
Friends and Enemies and Enemies/Friends and Enemies and Enemies and That Other Guy
- Don't need both of these. I'd probably favour the first one out of the two though. Being a mason seems difficult in this game, and you probably wouldn't want to claim it, as you increase your chance of being offed at night by scum, which isn't good in a game dependent on crosskills. I don't think we need a whole heap of 2:2:X setups, but this one seems popular enough.