Doesn't that just mean that you are really bad at balancing? I really can't read that in any other way.Professor Palutena said:Vanilla townies are very important for balance in my opinion. When I design setups for games that don't include vanilla townies, the scum ends up being very powerful (one of my blank game setups had a 5 person mafia where each Mafioso had two power roles).
No. It means that by abstaining from using vanilla townies, you're forced to make the mafia strong to compensate for having a town full of power roles.Teal said:Doesn't that just mean that you are really bad at balancing? I really can't read that in any other way.Professor Palutena said:Vanilla townies are very important for balance in my opinion. When I design setups for games that don't include vanilla townies, the scum ends up being very powerful (one of my blank game setups had a 5 person mafia where each Mafioso had two power roles).
You are even using Vanilla townies to nerf the mafia. What on earth.
Of course I understood what you meant, but my point is that you are doing it wrong. Yes, the mafia must be stronger when the town is stronger. Doesn't mean that it should be overpowered, either. The mafia has a huge advantage by being able to cooperate. Rolewise, the mafia does not need to be as strong as the town (not even near it). I hope you understand that a town roleblocker can also hurt the town by roleblocking the cop or the doctor (using your example roles) but a mafia roleblocker will always roleblock a non-mafia member (unless they gain an advantage from roleblocking a mafia member). You can also balance by making harmful town roles instead of vanilla townies. Yes, townies, that have a high potential of hurting the town. The player would have to find the course of action that hurts the town the least or doesn't hurt it, or maybe even, if they are very skillfull, help the town a little.Professor Palutena said:A town consisting of a cop, a doctor and a roleblocker is more powerful than a town with a cop, a doctor and a vanilla. The first setup needs a stronger mafia than the second setup because the town is stronger in the first setup, and the mafia needs to be just as strong as the town in any balanced setup.
Chaos Jackal said:You can't really have a balanced game without vanilla townies.
LIES. Sigh. Seriously wtf man?Chaos Jackal said:Vanilla townies are, and always will be, part of the game. The original mafia games only have a cop and a doctor, with the rest of the players being vanilla (I have played plenty of games IRL with only a cop). Roles are fun, but you can't have too many. The scum either gets underpowered with all these PRs around or gets so overpowered it's ridiculous. You can't really have a balanced game without vanilla townies.
You should not run a game if you just want it easy.Chaos Jackal said:The concept of vanilla townies just makes things easier for the GM.
Another lie. It's not even an opinion, it is a lie. (It's not more challenging except maybe mentally challenging because it sucks.) Using a role correctly requires more skill than not having the option to show your skill in the choice you make. There are many roles that will play pretty much exact the same as vanillas during the day but they have to make a choice during the night. The information how that choice was made does not change the playing during the day with certain roles.and playing as a vanilla townie in a role madness game can be a real challenge.
PMJ said:How do you guys feel about one-shot roles where you are, for all intents and purposes, vanilla after it's been used up?