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EM roles

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Apr 29th, 2017
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  1. MAYBE ROLES
  2.  
  3. General thoughts:
  4. - Having more 3rds is good, in general. It forces the town to keep guessing on what they are; fewer means that it is more likely there is a fool, ww, lyncher, etc.
  5. - Non-meeting mafia roles are usually not fun. Games where only nk mafias are left are boring.
  6. - Variance in game experience is good. That is the sole reason sandbox 12p exists.
  7. - Scum claims are not necessarily bad. Mafia has to win somehow; if there were no scum claims, town would win everytime.
  8. - In contrast to the previous point, many scum claims are not fun to play as. A balance between the two is necessary.
  9.  
  10. Snoop -
  11. Yes. Unlike mechanic, the role is a little memey. Also, it's far more likely to do something useful like catch a cult or find the masons.
  12. Pathologist -
  13. Maybe. I don't know enough about this role to say anything, but I wouldn't mind it.
  14. Leader -
  15. No. Its effect is not fun, unlike lightkeeper, and is not fun to play as.
  16. Invisible Man -
  17. Yes. It is a pseudo lazy cop, with the tradeoff being that it can hear night meetings in exchange for falsely detecting if the target does not talk.
  18. Agent -
  19. Yes. A powerful role, but can also be fakeclaimed as with spy, tailor, or ww.
  20. Enchantress -
  21. No. The role is not fun to play since you can only give one crystal. Crystals don't do enough to warrant it staying in the setup.
  22. Huntsman -
  23. Maybe. I have no strong feelings about this role.
  24. Secretary -
  25. No. See leader.
  26. Lightkeeper
  27. Yes. See leader.
  28. Keymaker -
  29. Yes. It is pretty much a weaker bs, but that is ok. Keys are an interesting to use correctly.
  30. Butterfly -
  31. Yes. There are a lot of roles that interact with this role (borgs, illusionist, mimic) so it should be kept.
  32. Trickster -
  33. Yes. Scum claims that can also be fun should be kept. Often leads to interesting games because of its effect.
  34. Cthulhu -
  35. How dare you put this on the maybe list.
  36. Cyborg -
  37. No, until the role is fixed. Then yes.
  38. Nomad -
  39. Yes. I am surprised that it is here.
  40. Prophet -
  41. Yes. See Nomad.
  42. Alien -
  43. No. It is a worse mistle and can rarely win. The most fun this role has is telling people you probed their butt.
  44. Creepy Girl -
  45. No. This one has been argued thoroughly, so I will add nothing.
  46. Autocrat -
  47. Yes. See mastermind.
  48. Librarian -
  49. No. Its effect is almost 100% useless, outside of whispering different things to different people and being easy to contact. Town usually just nls since it is annoying to "broadcast" whispers.
  50. Silencer -
  51. No. Its effect is not that fun and often can't contribute to the mafia, similar to fiddler. Vote blinking defeats its purpose mostly.
  52. Blinder -
  53. No. While potentially useful, it is too often weak and has to be carried by the meeting mafia.
  54. Don -
  55. Yes. Useful for saving a 3rd, ruining a ml, or fakeclaiming gov.
  56. Whisperer -
  57. No. It only exists to prevent telepath from being auto clear, so both should go.
  58. Spy -
  59. Yes. A worse tailor, except it can safely coordinate with thirds or fake agent.
  60. Fiddler -
  61. No. Often it is more of an annoyance than anything since people can still communicate with the fiddled by vote blinking. Similar reasoning to Blinder.
  62. Plumber -
  63. Maybe. See Pathologist.
  64. Diabolist -
  65. Yes. Like Voodoo, it has to play smart to get mileage out of its effect but sometimes gets easy kills (noavis, hunter suspects)
  66. Apprentice -
  67. Yes. This role is strong and works well with a lot of existing mafia roles (tailor, any mafia with a town counterpart, yak)
  68. Paparazzi -
  69. No. Basically nilla mafia.
  70. Mastermind -
  71. Yes. While (unfortunately) drastically difficult for the mafia to deal with, its effect leads to a lot of unique games that I would argue are fun.
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