Setup thoughts!:
The general theme behind this setup ended up being to make a Town with many roles that are strong and clearable in a vaccuum and make them easily disrupt-able, chiefly through a mafia that has the ability to not only kill, but temporarily remove players, and an Indy who could kill large swaths of people at a time if let alive.
If you haven't checked out the Greenroom where I summarize the roles, players in the setup role-wise were:
Standard Indy Arsonist (that could ignite as many times as needed)
vs
Town Mason Jailer team (one who could jail, and one who needed to be alive to keep the jail functioning)
Town Odd Night Cop
Innocent Child
Town Informed Tree Stump (Hated with some immunity N1 and N2 to offset that they'd be a negative in the long run)
No Chill Townie (Hated 50/50 Dayvig and triple voter at-will before N2, but forced to use both or die.)
Town Self Watcher
Town Doublevoter (gets doublevote if the hammer)
Town Sleepwalker (immune to day actions, but randomly sleepwalks at night)
vs
Mafia Abductor (could remove one player for the dayphase each night, but stopped working after N3)
Mafia Tracker
Mafia Roleblocker
and Mafia Underinformed Traitor
The main idea was that there would be a town that was quite hard to deal with normally, but through strength of removal, excellent claims, and numbers could be competed with. In the long run, I think we failed a bit and made town slightly too strong (despite the fact the game was a clean sweep, I don't think it should have been as close as it should've been based on how many wrong choices were made)
So, the roles, why, and why not!:
Jin Kisaragi, Independant Iceonist
Overall this role was a staple of the initial setup idea. We wanted to be able to include an arsonist in some way (and make an arsonist related pun in the process). However, we (especially Ryker) were wary of making a game where an arsonist lives until Night 4 or so and suddenly blows the entire game up without warning, as that's kind of a feel bad for every other faction, not having any meaningful way to try and play around it. Ryker made sure that if we included an arsonist, we would also include a method of determining that an arsonist is in the game so it's not a salt-explosion surprise, in this game that method was the Tree Stump's information side-effect.
Did it work?:
Overall, I think the arsonist role itself was perfectly fine. But we stacked the odds harder than they needed to be against it. Initially the arsonist was going to have people told "They felt cold" as a way to indicate that something odd was happening to them, then sooner or later after Arsonist was revealed to be in-game someone would connect the dots. We changed the reveal however to be the entire role PM (barring only the safeclaim) because we thought that would be hilarious. What we forgot to do though, is stop telling people they felt cold (which was now no longer a weird vague hint that something was awry (or maybe even protecting against "arsonist!"), and instead directly told people they were doomed, when and how many). By the time this started to matter it was too late and the Iceonist died of natural too-town causes. But it was still too much in 20/20 hindsight, especially since it made our planned Day 5 message of how many people were marked redundant.
Would would Dietz change?:
If I had to run this all again. I'd probably just leave it as merely telling thread that there was an arsonist in play, and leave the role PM and marking messages out of it. Alternatively, keep the marking messages and merely say an Indy of no particular description is afoot.
Terumi, No Chill Town
We wanted to make a role that would twist thread's arm to activity ASAP. And there's nothing that can do that quite like an extreme claim or action that happens shortly into the game. By giving what would normally be insane abilities to someone who is forced to use them before N2 starts, we ensured that there'd not only be a shake-up but someone to talk about, possibly even before any flips happened. It's also a role that can easily thin out the herd, which was essential in what we thought would be a game that needed activity and a slot that could remove lurkers if they were a problem. The only problem with that? Both me and Ryker (for obvious reasons) hate unrestricted Dayvigs. The solution was to make it uncertain whether it would work, and since we especially dislike the insta-death possible to also make it secretly fail if they try and use it too early... That way they still get to start the game without ruining it for one player in particular if it's still been too early to make an actual read on their contribution rather than just slap-sticking them out of the game.
Did it work?:
In starting the game off with a bang? HELL YEAH. Did the rest of it work? ...Meh. Unfortunately it was used immediately instead of held for a gamestate where there'd be more to work with, which in a way was the intent, but was also somewhat disappointing. It meant we had to *******-mod the outcome as planned, then the slot died before anything else happened (as we semi-expected from a slot that would be naturally grimy in powers). It did start the game, but people failed to do anything with it afterwards, so in a way it was like RVS was just pushed back 48 hours once the talk died down about the shot.
What would Dietz change?:
Knowing what I do now, I think I'd instead make it so that the triplevote had to be used D1 to achieve the desired effect of starting the game with something amazing to talk about. But leave the dayvig restricted to only D2. It was hoped the dayvig user would hold the shot until a time when more info was available to make it informed on game-alignments instead of just arbirtary or based on players. In theory it was one of those "if they want to do it they can hang themselves" style pitfalls where it'd be an opportunity to make a mistake for their faction (or a big gain), but when the bad outcome is that severe to the point we felt the need to plan to *******-mod that eventuality, we probably just s
houldn't have let them do that in the first place then.
Hazama, Beligerant Town
This role was chiefly a way to make our planned trickle of mod-info intractable, if only very slightly, while still playing to the theme of both removal and clears simultaneously! The thought was, it would be a double-edged sword and therefore neutral on the scale of the game balance, as a town essentially voluntarily killing themselves is always good for mafia's numbers, even if it means they can still speak, even if it's annoying if scum was pushing them at the time it happened. However, we very much wanted this role to be able to live until the point we deemed it appropriate to inform the thread of the arsonist, so we gave it some immunity from actions until then as an extra bonus.
Did it work?:
As a tree stump? Yes, it did work as intended there. A player got a chance to say what they wanted to for free in exchange for a free slot advantage for scum. The rest of it? No I don't think it really played out as we wanted it to.
What would Dietz change?
For one I'd make it more immediately clear that if you die die, the information stops, but if you tree-stump it stays. It was hinted in the role PM, but not explicitly stated. This gives the player incentive to play well BUT weigh the value of stumping for continued info vs possibly dying much more highly. The N1 and N2 immunity wasn't really necessary based on the strength of the rest of town, and it probably would have simply been better to make that D1 message the indy information so it's gauranteed to come out, even if it did have an equal chance of screwing over a town aligned role like Odd Night Cop. It didn't end up affecting this game in particular because the only time anyone tried to target the tree-stump during those phases they were also independently roleblocked by the Jailer, but it was I think, unnecessary. If we did this, we probably also wouldn't have made them hated. Hindsight very 20/20 here.
Carl, Innocent Child
This was a second role designed to garner discussion D1 and then die off. So what happened? No one talked about it and it lived until endgame of course! *shrugs wildly*
Did it work?
It existed, so technically yes. But as far as interactions went, it really didn't do any of the things we expected. It didn't draw protects or nightkils as a means to dilute the general power level of the game, and it didn't die either!
What would Dietz change?
Nothing, it just happened to turn out quite weirdly this game.
Rachel and Valkenhayn, Town Mason Jailer pair
Okay, this role was really interesting to us. We wanted some protects since the game was going to have two killing factions, but we didn't want to leave it as just jailer either. We thought the idea of connecting a Jailer to another confirmed town would be a great PR combo to help equal out the fact people would be regularly missing through abducts and likely the No Chill Townie would either kill someone or get lynched right away. A sort of backbone for town in the early game if you will. So, masons are very powerful, and Jailer is quite good as well, so how do you weaken it just a little bit? Make it so they're both needed alive for those things to work. And while we're going whole hog, why not let them talk to who they jail for giggles! We thought maybe this would be clear overkill with a cop and inno child, but thought "hey, but that's the theme of the game, and they'll almost certainly die soon since they're
two slots trying to dodge
three different removal abilities (nightkill, abduct, and Indy ignite)
and they'll be running extra risk by talking to people secretly since it has the hidden disadvantage of tipping your hand to scum that you're PR's if you target one, so they'll certainly die or only be one extra clear by endgame right?"
Did it work?:
Well, the masonry and jail were quite instrumental for game balance buuuuut: WTF They lived until endgame!
Because of that, there were a somewhat unreasonable amount of clearable slots left in lylo but... hey whatever!
What would Dietz change?
Honestly, despite the hilarious outcome this game, probably nothing about this particular role itself. I quite liked it in fact! Instead the problem was that it existed with a bunch of other roles that also happened to simultaneously get to end-game one way or another. Bad math I guess.
Tsubaki, Odd Night Cop
In a game with 5/15 players as scum, towns going to need
some bones thrown their way at night in case the other PRs don't deliver. Or at least... that was the thought. Initially this role was going to be Even Night Cop actually, but we thought maybe that would be too weak to matter based on the amount of players who a clear wouldn't mean much on (Masons, Inno child, indy) and the potential to be roleblocked, so we bumped it to Odd Night. Hard to say if this was an accurate guess or not had it actually come into play, but with the amount of alive clears at lylo in this game probably if it would've done what it was supposed to it would've been a bit much.
Did it work?:
Hilariously no. It was continuously roleblocked and abducted, but it did live to be a potential pain for scum in lylo. That was probably for the best however, there were a surprising amount of roles that lived when they weren't expected to already.
What would Dietz change?
Probably could've gone back down to Even Night Cop, despite the results.
Celica, Oblivious Town
This one was a "mostly for fun" role that would have a chance to affect the game in a meaningful way, but also might never be more than a VT. Celica was immune to all day-affecting actions (50/50 Dayvig, being double or triple-voted on, being abducted, having a convo with the jailers) but in return was a sleepwalker that randomly visited other players (meaning both tracker and self watcher could get false positives on their role). It was designed to be neutral overall, while still being non VT.
Did it work?
Yes, I think it did. While no one ever tried to use a day-affecting action on the slot, it was successfully tracked to a target which influenced Mafia's decision to kill the slot. A good spice of life role.
What would Dietz change?
Nothing
Lambda, Town Self Watcher
Despite watcher being a fairly powerful ability, this too was a role that was mostly for added spice, as most of the
important things to be watched for were useless to watch your
own slot for as you'd be dead or roleblocked from knowing who it was if they successfully targeted you. (I.e. Kills, the Abduct, Jail, and Roleblocker ). As far as actual useful things to do you could: confirm that the Tracker (who is mafia, oops!), the Enabler, the Cop, The Indy, and the Sleepwalker indeed had roles that could target. It was also a minor way for town to try and track down who potential Indy was if it neared lategame with this role still alive.
Did it work?:
Hard to say. It was lynched D1 before any night actions happened!
What would Dietz change?
Nothing
Bullet, Town Doublevoter
Once again, a role that was mostly to make some non-VTs. We figured someone getting doublevote from hammer would be both mildly useful to an active player, but also give opportunity for undo suspicion on them of being scummy as their ability would make them want to hammer at opportunistic times.
Did it work?:
Yes, but too well! What I don't think we expected for this role was to suddenly clear itself (kinda sorta) in lylo by being able to prove they weren't a part of a 3 man scum-team (as otherwise the game would've already been alpha'd). That was one more clear than we planned for, and we planned for a lot of clears already. It also would've been obnoxious for everyone to have to keep the game going in a 3v3 scenario just for this role, thankfully that didn't happen.
What would Dietz change?
I think with this hindsight, I'd probably try to get a different "spice up" role instead of the doublevoter.
Amane, Town Enabler
And as the final town member-padder we had the enabler. The idea here is since there's both a roleblocker, jailer, and abductor in play: it would be good interaction to give someone the ability to try and help people fight through it and get to use their powerful PRs.
Did it work?:
As we saw, the roleblocking was a very key part of how this game went. So the potential to circumvent that for some roles (like Odd Night Cop) would've been good. However, in this particular game, the ability was never successfully used at all, due to inactivity on Zaixl's part. Saddddnesss.
What would Dietz change?
The player playing the role
Kokonoe, Mafia Boundary Technician
This was Mafia's cornerstone role this game, and what enabled them to play against what was an otherwise on-paper superpowered multi-clear Town. With this role, not only are you getting your regular nightkill, but you can also "save for later" the second most pressing slot you don't want to deal with! It's effective as not only removal, but thread control. Letting scum remove more than one person at a time, even if only temporarily let them set their own pace this game. Removing your own teammates to try and save them from scrutiny was another, slightly less powerful but no less useful angle that could also be employed.
Did it work?:
Yes! There were ups and downs with the actual details of the usage of this role in the game itself, (like the fact that mafia put all their eggs in one basket N1 and let both their kill and their abduct be roleblocked), but it did successfully help mafia navigate a large number of potential threats when they otherwise wouldn't have been able to. It was also used for its secondary potential of easing pressure from a teammate, successfully I may add.
What would Dietz change?
Nothing, I'm extremely pleased with how this role turned out! I was worried that out of game people would be bored waiting for their chance to come into thread, but by telling people exactly when they'd come back instead of the indefinite hiatus of a real abductor, people stayed actively watching thread even when abducted.
Jubei, Mafia Tracker
To complement their ability to remove more than one person was mafia's potential to find the people who had important things to prevent from being used. Tracker was a perfect means to this, as well as giving mafia a very solid safeclaim to work with.
Did it work?:
Yes it did. Mafia was led slightly astray by the Sleepwalker, as was a potential downside, but they also used it successfully to peg the Cop in a lie about which day he was able to use his power, and who he visited.
What would Dietz change?
All good here
Taokaka, Mafia Roleblocker
Rounding out the mafia's methods of dealing with problem people was their roleblocker. A way to keep known PRs around but useless if they preferred to keep the player alive, but not the role. There purposefully weren't that many roles to RB meaningfully, but the ones that really mattered if claimed, like Cop and Indy, were.
Did it work?:
Kind of yes, kind of no. They successfully RB'd the cop, but RB'ing the jailer was pointless as both RB's resolved at the same time, which reduced their counterplay to the Mason pair a bit. It was only used twice as the slot was abducted for tactical reasons N2.
What would Dietz change?
Nothing about this role itself, but if I had more foresight there were probably opportunities to make this more meaningful instead of purely a Cop and Salty-Claimed-Indy preventer. Which was partially by design that it had small opportunity for impact compared to the otherwise game-bending Boundary Technician, but still.
And finally
Platinum, Mafia Traitor
We needed this role to make Mafia's worst case scenario better vs a stacked Town + Indy combo, and so we gave them that crucial 4th member as a Traitor, because anything else probably would've been too much, and there needed to be potential for crossfire with the main mafia group. Since the primary purpose of this was pure numbers padding and discussion disruption, we only gave them the ability to know the mafia role who would be the best off in a claim scenario: the Tracker. Since the mafia was secretly cats, picking the character who loves "Master Jubei", the tracker, as the Traitor seemed perfect lol. We gave them a flavor Beloved until they vote as well, mostly for fun, but in theory it could also be useful in that worst case scenario that all 3 other mafia members are trying to lynch you.
Did it work?
Like a charm.
What would Dietz change?
Nada
Overall, I think the setup and circumstances made this game slightly Town sided, and especially harder than intended for the Indy. But in the end Scum got a clean sweep minus the traitor (which they helped push for) because of some sub-par play and decisionmaking on the part of Town, despite having some really horrible luck with being roleblocked out of a kill N1. This was somewhat made up for by an AFK Town getting modkilled, but when you take into account that the same slot could've easily been killed by a Dayvig which failed, it really isn't an unfair thing to have happened as far as the setup is concerned.
Next up: Super Shout-out Spectacular!