In post 605, callforjudgement wrote:Setup is broken, assuming scum don't have a nightkill (there isn't one listed). The Roleblocker can't block the Healer, thus if the town massclaim and direct all actions then the scum will never have any ability to kill or lynch any town power role. Town forces an NL/NK cycle until everyone has been investigated. PEDIT: OK, I see you disclaimed this already; I was writing this post while you were writing yours.
Thus, I'm assuming you meant to give scum a nightkill. At 13:4 town would be relying a lot on their power roles to balance the game, either via claiming to confirm themself or more directly via stopping the scum poison. (Town are in huge trouble if they lose their Healer to an NK, or to a lesser extent, being roleblocked; before that point, directing the Poisoner makes it double day, but as soon as the scum get the ability to kill then town are behind.) Apart from the double day ability (which is genuinely powerful), Town pretty much have only the Variable Cop (who is an even-night-plus-confirmations Cop odd-night Rolecop) for power, with the other roles all cancelling each other out. That said, the Variable Cop is a very powerful role; the setup is clearly scumsided without it (as having any PRs revealed is devastating for town, so they can't really claim-to-confirm) but I'm not great at reviewing Larges and am not sure if this would balance it. The setup is at least clearly very highly swingy, possibly unacceptably so, because all three town PRs represent a major amount of power and the town will be set back a long way by losing any of them to factional nightkill or repeated roleblocks.
I'm not a setup expert, but this game was designed by one.
"Town are in huge trouble in they lose their Healer to a NK" - how so? if they want to slow down the rate of death, they can just have the town poisoner holster. or is there another concern?
Cop has a n0 peek, so at game start there are actually 4 clears, or 3 clears and an outed maf (I personally prefer n0 checks to be randomized town checks, but w/e. not an expert).
It wasn't written in role PM, but maf roleblocker cannot target the same player on consecutive nights (I think that's generally not a thing here; but it is where I play).
I don't think it's that swingy, honestly. You're getting a minimum of 3 game days. (A vanilla 17er at 13:4 has a minimum of 4 game days).
Fastest possible wins:
Town: EOD3 (d1: mafia lynch, d2: mafia lynch and mafia poison, d3: mafia lynch)
Mafia: EOD4 (d1: ML, n1: NK, d2: ML/town poison, n2: NK, d3: ML/town poison, n3: NK, d4: ML and/or town poison)
^^hypothetically, this could actually go faster if healer holsters. or if healer dies and town poisoner keeps poisoning town resulting in 3 town deaths each EOD when there's a ML (this could make game end in mafia victory at EOD3/N3)
Also, you're assuming "ideal" play with town coming to a consensus on poison target. In my experience, you have individuals saying who they'd poison, and you have a poisoner who may just do whatever the f they want, because they trust their own reads over others'/consensus (paranoia that maf are influencing the target, and general hubris inherent in a good percentage of people playing this game).
It's rare that there are "true ideal team players" in a game to the point that ideal play can be employed.
I very much appreciate you taking the time to give your feedback! And would gladly take suggestions for adaptations.