petroleumjelly wrote:To add to my commentary:
I think my largest bone with this game (now that I've given it some more thought) is that I made the game 'too easy' for mafia. Certainly the Mafia had plenty of chances to shoot themselves in the foot (like if SensFan had been alive when Darox fake-claimed), but I almost always try to balance my games so that whoever wins, they really feel like they had toworkfor it -- I do not like to reward luck, but Idolike to reward smart play. Although this says nothing about how the mafia played in this particular game, I do think the set-up could easily result in a mafia win without a good deal of effort/stress.
I talked to a number of people about what power roles they would give to the town, and almost uniformly people said I should not have an investigative role beyond the Coroner and the Cop, precisely because that could too easily result in a process of elimination game (i.e. "you don't have to work for it"), especially since that information could live longer than the player would (by using the pieces of paper).
I see there is a comment about the town being "woefully underpowered"; what powers would you then give to the town to make the game more balanced? Presumably, this would be replacing the Tallyman or the Horticulturist or both.
I tend to think that the town needs a lot more role-based information in a no-reveal game, to make up for a lack of other kinds of information. Yeah, that can mean a "process of elimination" type thing, but so long as some mafia have "provable" roles as well, that's ok, especally since the town will never really know if, when X claimed masons with Y, if he was telling the truth.