Talk:Roles/@comment-83.6.131.252-20150626103433/@comment-32.213.56.32-20150626124358

the problem with this is that most of those roles depend on other roles in order to function in the game. Also, the hunters and cultists are interesting, but it takes away the importance of the mafia, it also makes the towns chances of winning much lower. It puts the Hunters and Cultists against each other and while if it were a separate minigame such as witches and vigilantes, the groups have the mafia ability to know who is in the group and therefore would be able to know who they are against. However, the secrecy of the specific roles of people (who is what depending on if it says all the roles in the roles bar, or if it just says cultist and hunter with no specifics) in the opposite game is hidden and that makes the game a little bit more interesting, but not much harder. Also, with this many new roles you are proposing, in order to have a well functioning game, you would need more people per game as there are more groups against town, unless certain groups win with town or mafia. A cool idea would be alliances able to form between groups, so they win at the end if still allianced or have a break alliance option/alliance broken if they kill an alli. Again, while many of these roles are cool, they seem to push down the importance of the abilities of the roles ingame currently. For example, the janitor is a unique role, but the importance is taken away if the collector goes in game. being janitor wont be helpful anymore once the collector is there. While your ideas are interesting and have some good points, it is too much unneeded stuff that instead of giving to the game, takes away from it.