Hologram wrote:I'll get the action log and roles up soon, but you all pretty much worked out who each other were.
If strokem hadn't have gotten killed that first night it would've been more evenly balanced, especially if say the politician were recruited again or someone in CTU was recruited, which very nearly happened when srokem recruited pmc, but fortunately for the town Mr. Squirrel end up bussing pmc and spiesr, having strokem recruit one of his own before being lit the f*ck up by pancakemix. Then when Thezz blew himself up, spiesr could've only come out with a tie.
I think if I do this again, the Terrorists will have some kind of nightkill ability and town will have more daytime functions.
Balance shouldn't hang by a single thread. This is why you rarely see games with a single SK/single cult leader: You risk the game ending Day 1. This is a very similar case. You have all the eggs in the terrorist leader basket. True, the actions probably did land perfectly to screw them over, but you've got to account for every possibility. That's why generally I give recruiters one time immunity for a failed recruitment before killing them on the second failure.
Now, if you were going to run this game a third time (hypothetically), I'd say get rid of the CTU mason group. A mason group on it's own isn't necessarily bad, neither is that many power roles, but together it's overwhelming. If one of them gets recruited by a terrorist, then it's stacked the other way, because you have an infiltration into a group you thought was safe. It boils down to the group that controls the mason group has a huge advantage, and in turn, game-play breaks down. You could either get rid of their power roles or their mason powers, I'd say the latter. That's all theme aside of course. Other than that, not much, except that I'd agree that the scum need a conventional killing power, or at the very least, turning recruitees into terrorists and having them lose their power from before that.