Wow, so I just looked at the role pms and this game seems to have a very unique set up. GG to OS for making such a cool game.
GG to anyone who actually had the time and dedication to playing in such a huge game.
All my games are unique and awesome :D
Thanks.
Definitely a misstep on my part. I trusted that SK would be back D5 and thought I just needed to get rid of a possible counter role in Gova or Swiss.
OS, a bit of insight on your setup? Specifically I'm having trouble seeing how Donnie Darko might've viably hit his doomicide N4 when town had to limp to even get to N4 (the PGO suiciding also playing a factor in that potentially). Was town's hope riding on the doc to save old NKs?
Looking at the results, it seems like Town would need to "limp to N4", but that's only because Town didn't use their abilities in a way that really helped them out. This was all town capitalizing off of scum's mistakes, rather than using their abilities in a way that led them to scum.
I'll go through the list.
First of all, you have Chuck Goodrich. Chuck can move any night actions forward in time up to two nights, including the SK. That is huge, and effectively outs any visible role. Given this is a small game, pushing something back to N4 or N5 can be huge.
James Cole was completely anti-town in every way by design. His player slot is literally paranoid, as he's an informed miller.... with no cop. He can also kill a townie and THEN himself, which is a huge boon to scum. This player slot has to constantly worry about the possibility of town mislynching him if he claims ("Guys, no one use an ability on me ever") or the possibility of killing a townie and himself, giving a +2 bonus to scum, NOT counting their NKill. Huge. Even if he kills scum, it's a 1-1 trade.
Bill & Ted are the best trackers ever. They can go back in time to track a player to confirm things, meaning if everyone is getting poisoned and its D3, he can say 'hey, only players x and y haven't been poisoned', time travel to N1, track them, then immediately get results (and possibly more). If scum is too straight forward, B&T can confirm it using any of those actions. It's one thing to say "hmm... scum killed the guy who thought X was scummy... I'll have to track him tonight" and another to go back in time to track him on that night to see if he did it. With any sort of knowledge, he's a super cop.
Donnie Darko is both pro town and anti town. You didn't live to see it, but custom images would have been made that could have released role names, actions, who visited who, etc., all for town to figure out. He dies on N4, but as you can see that isn't that big of a deal in this game.
John Titor is another version of Darko, except just for himself. His goal is to get people to affect him with actions to confirm their roles, if he can figure stuff out. Both he and Darko can help out town quite a bit with their abilities, should they figure them out.
John Connor is a doctor with a flair. If he stays alive towards lylo situations, he can literally protect multiple players to almost ensure there will be no NKill. I was actually worried this would be overpowered. Can you imagine a cleared role being protected on N4 by the doc on N2, then another player protected on N4 by the doc on N4?
Link was the A lister this game, having the ability to remove himself from the game to overcome his restriction, the ability to restart a day if he felt it wasn't going the right way, and the ability to remove a Night phase from the game. If he played
poorly, he doubles the length of a day to give more discussion to town (after seeing a hammer!) and prevents an entire phase of Night deaths from occuring. If played properly, he can almost completely determine the game. His big weakness is that he's very open about all his actions.
Captain Kirk, if played properly, can destroy any scum chance of manipulating the day unless they target him with their abilities.... thus leaving him as a town semi-confirmed double voter. That's not including his ability to choose two players to be the lynch, which can be epic. Can you imagine if Ran had said "I don't think KK is scum, and see he'll be a target; I'll make it between Nabe and Gova"? Nabe would have been dead in a day.
Hermione is mostly fluff, and her "use an ability twice" can make John Connor an incredibly powerful role, ditto to Chuck Goodrich and B&T, but it's a one shot so whatever.
So from the above we have three roles that can prevent Night deaths, one of which that takes the entire night phase away completely, three roles that give a ton of information to town, an anti-town role, and a role that can buff any of the preventing night death roles, or B&T's info gathering.
That's not counting Hiro the indie, who was pro-town in every way, and was a
time traveling role blocker.
That's pretty stacked for town in almost any game.
Trevor Fitzroy is strong, but direct. His strongest ability is his time travel ability, which Nabe neglected to use for some reason. I guess he really didn't need to, but Trevor could literally kill someone N2, find they are protected by the doctor, then go back in time to N1 and kill the doctor, and then gain the death of the original person he attempted to kill on N1. If he figures out what is going on, he can change it.
His poison ability is direct, but useful as you saw, and his one-shot bulletproof prevents swingy terminator deaths.
His calling card was there mostly for fun, but I could see some good ways to manipulate town with it. Was sad when Nabe didn't use it.
The sorceress is an incredibly weak role, but with a strong Day presence. She can add wifom with careful "mesmerize" usage, which also gives her a safe claim ability. Being able to say "I tell someone randomly each Night who they were visited by" and have that ability is huge in a game like this. Her vote manipulating ability can add some strong stuff to her day presence as well, especially combined with time travel. Oh, and AFTER she dies she comes back as someone else who may have been confirmed town at that point.
To put the sorceress' day presence in perspective:
On N1 she can time travel to N2 to influence a player, then on N2 can influence another player, thus giving her control of three votes on her own. Add a vote with her mafia partner and the vote blocking her mafia partner can do and on N2 they are directly adding 4 votes wherever they want and preventing one player from voting anyone else.
It took 4 to lynch on D3. :O
Of course, that puts a big spotlight on them, but still powerful.
Terminator was... a terminator. Boring, straightforward, and nigh unstoppable. Reyth did a good job fitting in, just got unlucky.
So all in all, mafia had power but it was mostly power that needed to be concentrated. Town's power could be spread out and still be strong, and this was a very day-oriented game, which is always pro town.
Had X1-12/Asdioh not modkilled themselves, KK claim indy and get himself lynched, town wouldn't have "limped in". With only 3 anti-town scum roles, all of which were pitted against each other, it's easy for town to come back from a deficit, imo.