My only two concerns were the shear number of town investigative/protective PRs. Good to make some vanilla and some detrimental town roles like lovers?worcej wrote: ↑Fri May 15, 2020 3:05 amI would love to have specific items as to how it was unbalanced - it helps me learn to balance better in the future. Hearing 'we didn't stand a chance' doesn't help me get any better for the future.Squigs44 wrote: ↑Fri May 15, 2020 1:46 amWhile the mafia team did not play perfectly, they shouldn't have to play perfectly in order to win. If the town had played perfectly they would have definitely won over a perfect mafia. While the mafia definitely had several chances to improve their game, I think the town had more advantages than mafia did, which is normal for role madness. Its just really hard as a GM to predict how all the roles will act and interact, and the more crazy the setup, the more it can swing one way or the other, leading to it probably looking more unbalanced than it really was. If you want my detailed opinion on specifics as to why I think it was unbalanced and how it could be improved, in happy to give that, but the game is over and I had fun, so I'm fine just moving on as well.
Also I can't stress how much I think the neighbourizer negatively affected the game.
Scum need day chat with something like this as well
All in all I think you did an exceptional job at balancing the scumteam though, a good arsenal to counteract a strong town