Big fan of the setup - medium powered role madness games are my jam. I love the concept of four relatively strong mafia, plus a bunch of weak individual town roles. The truth/deception list only powering up townies made the town a lot stronger than it appeared at first glance. I think on a mechanical level we played better than the mafia, but after D3 we just completely missed on the behavioral/social front.
One piece of feedback maybe would be to not have flipped mafia roles soft-confirm town roles, or maybe introduce some some of red herring with regards to that.
I know this could have gotten me into some trouble had I stuck with it too strictly, but the Miles Edgeworth role (Town Flavor Cop) was soft-confirmed a little by Babelâs flip, as there would be little reason to have âInvestigative abilities that target you would be roleblockedâ line if Furio investigated as Phoenix Wright. In addition, Frostâs role was soft-confirmed by Leafiaâs flip saying âif they die tomorrow during the dayâ.
I also thought that Marlâs tie aspect to the role made for useless wagonomics D1/D2 (which kind of impacted the fun of the game), but that ties into more how well he used the role, and convinced us all that he was town, than his ability being fundamentally unfun from a game design perspective.
I feel like in a vacuum, the setup is slightly? wolfsided (mostly because the mafia have a two-shot poison plus three other decently strong roles; I think I would have powered down at least one of the mafia roles) while we didnât have anything overtly powerful on the town side besides the one-shot dayvig. But maybe the Truth/Deception list being overwhelmingly townsided, plus it being something that the mafia canât really interact with, balances things out.
(just my 0.02 cents from a mafia game design perspective)