Board Thread:Debate of The Week/@comment-28112409-20181230235210/@comment-33307613-20190108030747

RedJevil wrote: As much as they try to avoid it, the game is decided at the end of the first night. If Town gets a competent Jailor who comes out night one, a retributionist, a mayor, a lookout, an investigator, a bodyguard, a vigilante, and three semi-competent mediums. they win.

if the jailor dies night one and town get's all semi-difficult confirming roles, the game is over.

mafia wailing over bad rms is meaningless. rms do not decide the game. a janitor and consigliere do not bring you far, they help you slightly, but there are so many ways to counter janitor (only two, but they appear in so many games it's basically every game at this point) that they're pointless. consigliere is semi-fine, but it gets destroyed by a spy. consort is probably the best, a competent consort can make it seem like they're either a confirmed escort or a reporting spy depending on if there's an actual spy in the game.

the same goes for neutral evil and neutral killing. the game is fair when there's a serial killer. two kills every night makes the game a much faster rate. not to mention witch being much superior to other NE's, something I admittedly didn't notice until recently.

in conclusion, the game is decided upon the randoms in the game. A lot of these problems can be fixed with a few relatively simple changes (I think). The Osservatore (a Mafia Lookout/Tracker hybrid) should be added. It casts doubt on both visit-seeing roles instead of instantly confirming them. The Spy should be reworked so that it can no longer see visits (and instead has a different ability). The Werewolf should gain the traits of the TG Werewolf. The Arsonist should gain the traits of the TG Arsonist. Town Power should be created; if the Ranked role list stays the same after a Town Power alignment is created, that means that Mayor and Retributionist can no longer spawn in Ranked.