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Contrary to what I predicted earlier in mason chat, it *was* mostly threadwork and not night actions that decided the game. Due to this, it's hard to ascertain whether the game was truly balanced, though all in all if you throw aside the issues of momentum and mafia being hamstrung from early on, I think it was mostly a success on Jabbz's part.
That said.
I learned some time ago that in these types of games where there's a lot of night actions, town naturally gravitates towards pooling their information in order to get a better idea of what's going on. While I may bitch and moan about this because it's my M.O., there's nothing inherently wrong with this approach - townies are supposed to try to solve the game, and this is solving behavior. But it still needs to be accounted for in development, most notably by beefing the mafia up by a bit.
In general there are two successful solutions to this. The first one is to give the mafia cover so that they can't simply be caught by everyone adding their stories up. Double night actions, a way to blast through a protection circle, etc. Now, if they get tracked visiting a target who died, or if they get vigged or something, fair play, but otherwise measures need to be taken to allow the mafia to successfully blend in.
The second solution is related to that - while allowing the mafia to blend in, make sure they still have overall agency when it comes to night actions. I've learned the hard way that if the mafia frequently have to make a choice between blending in and doing nefarious things at night, it's not a good sign for balance. After all, when it comes down to it the day is the town's time, and the night is the mafia's time. Obviously give them a few obstacles, but don't close off half of the targets to them. Let them work towards accomplishing their objectives.
tl;dr of this section is that I think balance was adequate. Mafia still would have lost because town was on their game, but may have caused a few more casualties with a couple of tweaks.
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A second point I want to touch on is one of game pace.
This doesn't have to do with whether 48/24, 24/24, 36/12, etc. cycles are most appropriate. This is talking about keeping the number of players steadily dropping as the game progresses - i.e. I have a serious bone to pick with Stasis and Lynchproof abilities.
For those who played Capo IV back in the day, my stance on Lynchproof is well known - I think it's the single worst ability that can be assigned and it has no place in any mafia game in any capacity. Stasis isn't quite as bad, but the general intent is still the same: its goal is to thwart the will of the town and circumvent the lynch process. The day phase should always end with a lynch unless the majority of players vote otherwise - the lynch is the fundamental backbone upon which mafia games are built.
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