Discussion New Roles and New Rules Suggestion Thread

GrySun

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Submissions for new roles need to follow the next format in order to be considered:

I. [Place Holder Name]

II. [Affiliation]

III. [Short Description]

IV. [Long Description/Idea/Premise/Scope]

V. [Priority/RoleType/Interactions/other Specifics]

I. Troublemaker

II.
Town

III. Can once per game make a Day phase lynch be the top 2 voted people instead of regular 1 top voted person. Every player has 2 votes but cannot vote the same player twice.

IV. PMs the host on the night before the day he wishes to use his power on. Host announces at start of day that the 2 top voted players will be lynched.
Everyone gets 2 votes that they can use on 2 individual players. Both can be moved once like usual. Example:
!votekill1 PlayerX
!votekill2 PlayerY
!votelock2
(locks on PlayerY).

Any other format is also fine as long as players specify who they are voting and if it's a new vote or they are changing their first one.

V. Doesn't have a Priority, happens at the end of night after all other actions. Doesn't target another player. Primary role.

Since it happens at the end of a phase, the player can be both blocked and killed to prevent it happening.


I. Psychiatrist

II. Townie

III. The Psychiatrist investigates one person per night phase to see if the player has a Secondary Role. They get a "Your target has a secondary role" if that is the case, and a "Your target does not have a secondary role" if it's not. The Psychiatrist does not find out the allegiance of the target.

IV. It's a counter for scum secondaries without outright revealing them, leaving room for guess work and player reading.

V. Priority 2, Primary Role.

Current roles Approved for testing here

Rules on including those in a game:
  • A host can take any of these roles and test them in their game. Depending on results from testing the role it will either be included into the Role list or need more changes/testing.
  • A host at the very least has to announce in the opening post of the game that new roles are being tested, or alternatively even more specifically reveal the roles that are being tested.
Link to the last update post with the roles that are either close to approval or were not approved: here.
 
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Lambu

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Im definitely all in for the Cat Lady, and Im not really opposed to anything proposed save heavy RNG roles or overcomplex ones. :p
 

Asako

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So how's things looking here :lambirb
Also are the role in the poll up to tested because till now no one has been tested only the Shapeshifter and Shuffler by spriggar and that was a long time ago.
 

GrySun

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So how's things looking here :lambirb
Also are the role in the poll up to tested because till now no one has been tested only the Shapeshifter and Shuffler by spriggar and that was a long time ago.
Think we‘ll post some approved roles soonish, I‘ll be more free for it next week.

As for the poll, no it doesn‘t mean they‘re allowed to be tested. Just an opinion/interest thing.
 

James Rye

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Shapeshifter might need some changings, though I think to maybe change the Martyr into a "group protection" role where he can chose 3 or 4 people at the start of the day who he will protect and if one of them gets killed or lynched he dies instead.
 

GrySun

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  1. Updated the opening post with changes to how new roles are approved and handled overall, and stickied. From now on talks will mainly be held publicly here and handled as written on that post.
  2. All roles that were suggested in this thread up until(not including) this post have been reviewed. Here's the decisions on them all:

Approved Roles, possibly still requiring some minor tweaking:


Shapeshifter (Third Party)
Each night the Shapeshifter may choose a person to hide behind. If somebody tries to kill the Shapeshifter while he is successfully hiding then the kill fails. If the Shapeshifter is hiding behind his killer or a person from the same group of his killer, his hiding is unsuccessful. If the person that the Shapeshifter is hiding behind is targeted and killed in the same night then that person and the Shapeshifter both die.

If Shapeshifter survives the Night, his hiding wasn't blocked and his target was killable that Night (had no protection from nightkills), then his target gains the secondary role Illusion at the end of that Night, which lasts for the rest of the game. The Shapeshifter wins the game if the number of his Illusions plus himself is equal or higher than half the players alive. If the Shapeshifter dies, all of his Illusions shatter and die at once.

Illusion (Secondary Role/Unassigned)
A secondary role caused by the Shapeshifter. The player is not made aware of getting this secondary role, and can continue to write posts, vote and submit any day or night actions he has. However, his vote will be registered as usual but it won't count towards lynches, and his role will lose all its active/passive effects.

If any day or night action is used on an Illusion, it will immediately shatter and die. Upon an Illusion's death, the host will reveal on which night the player was turned into an Illusion.

Super Mason (Secondary Role/Townie)
A townie with a role at the start of the game. When he/she got recruited by the Mason Recruiter, he/she will not lose his/her original role. (e.g. Super Mason Doctor, Super Mason Detective)

Substitute Teacher (Townie)
The Substitute Teacher can only win with third party Mentor/Mentee. He has one guess per day to guess who the Mentor is. If he guesses correctly he joins the Mentor/Mentee group. If the Mentor dies at any point after the Substitute Teacher joined his group, the Substitute Teacher changes his role into Mentor. If both Mentor and Mentee die before he joins them he commits suicide the following night.

Spirit Medium (Townie)
The Spirit Medium can target a dead Townie player. He gets to know which players that Townie targeted every Day/Night, in chronological order. But he doesn't find out any action results.

Mafia Apprentice (Mafia)
At the start of the game, the host presents the Mafia Apprentice with up to three mafia roles of the host's choosing. If the Mafia Apprentice successfully kills twice, he can pick one of those roles to become his primary role for the rest of the game.
  • A host can now take any of these roles and test them in their game. Depending on results from testing it may still need some changes. Most notably Shapeshifter and Spirit Medium split opinions a lot, many liking them but also some not approving of them.
  • I'll later write some more details on those new roles + certain interactions so it's easier for hosts to pick up and use correctly. I think most interactions can be seen from just reading the description, but might as well write it for simplicity of use.

Neutral opinion. Had a few people liking them, but majority was neutral on them:


Shuffler (Townie)
If the Shuffler is killed by a non-townie, then three townies chosen at random between the remaining players get their roles randomly switched with one another. If the Shuffler is lynched or killed by a townie player, then one random townie among the remaining players gets the Traitor secondary role.

Mafia Loyalist (Mafia)
The Mafia Loyalist is not allowed to vote for his mafia teammates.

Mafia Substitute (Mafia)
At the start of the game, the Mafia Substitute has to choose one of his teammates, who becomes his teacher. If his teacher dies, the Mafia Substitute changes his role into that of his teacher at the start of the next Day or Night phase.

Mafia Ghoul (Mafia) - Whenever he dies, he returns in the next night phase to kill one last time before dying for good. (For example, if he dies in night phase 1 he comes back in night phase 2. If he dies in day phase 2, he comes back in night phase 3). He dies as mafia. Kill does not count to the kill count of the remaining Mafia.

Mafia Ghoul 2.0 (Mafia) - Same as 1.0, except his kill from the grave is unblockable.

Mafia Ghoul 3.0 (Mafia) - Same as 1.0, except he can choose the night of his kill from the grave.

Not approved, would require some extensive tweaking before their inclusion, but have some interesting and possibly reusable concepts:


Prophet (Townie)
Night Role. Starting at Night 1, the Prophet will predict who will be lynched in the following day. If the Prophet predicted correctly, he/she can name another player to be lynched immediately.

Prophet 2.0 (Townie)
At the start of the Game, the Prophet will predict when he will die at the game. The Prophet is not allowed to pick Day 1 and Night 1. If he guessed correctly he can cast 3* votes from the grave.

*number of votes subject to change.

Prophet 3.0 (Townie)
At the start of the Game, The Prophet will predict when he will die at the game. The Prophet is not allowed to pick Day 1 and Night 1. If the Prophet predicted correctly, he/she will be allowed to pick his/her role in the following game.

Mafia Prophet (Mafia)
A Prophet on the Mafia side.

Enchanter (Townie)
The Enchanter is granted three buffs by the Host which he can hand out to a target each night, but never himself. Each buff has a limited timeline to be used or is limited in amount to be handed out. If the Enchanter dies all his buffs disappear at the same time.

Buff List:
Vengeful - Grants the Target to kill somebody after being lynched. Last the entire game. Can be granted only once.
Eye of Truth - Grants the Target to investigate other players like a sane Detective, Target does not know his sanity, last for two nights. Can be granted only once.
Crazy Trinket - Grants the Target to investigate other players like an insane Detective, Target does not know his sanity, last for two nights. Can be granted only once.
Invisibility Charm - Grants the Target the ability to hide behind somebody else besides his usual ability for the following night phase. Can be granted only thrice.
Mark of Rage - Grants the Target to kill at night in the following night phase, cannot use other actions if he does so. Can be granted only once.
Spell of Confusion - Grants the Target the ability to block somebody in the following night phase, cannot use other actions if he does so. Can be granted only thrice.
Iron Skin - Grants the Target kill immunity at night for the following night phase. Can be granted only thrice.
Gold Coin - Grants the Target to vote twice with a 2nd Anonymity Vote the next day phase. Can only be granted thrice.
...

Beauty (Third Party)
Beauty chose two people at the first night who gain the Secondary Role Rival. Once a Rival became Beauty's Lover, she gains the ability to poison at day, killing the target at the end of the next day phase. If the Lover dies, Beauty ignores his death and continues to poison people.

Rival (Secondary Role)
Player chosen to become Beauty's Lover. You know who is the other Rival, but not who is Beauty. Your goal is to live longer than the other Rival, in other words, kill them or get them lynched or hope they somehow die before you do. If you come out of top your role changes to Beauty's Lover. if you reveal that you are a rival or who your rival is, you get host-killed and Beauty can chose two new rivals the next night phase.

Beauty's Lover (Third Party)
The Lover has to protect Beauty every night from now on. If Beauty gets targeted by a kill, there is a 50% chance for the Lover to take the hit as a Bulletproof or as a regular Bodyguard. If it is anything else but a kill, the Lover has a 50% change to block the one who targeted your Beauty with the other 50% chance to fail at doing so. If Beauty dies, the Beauty Lover kills himself.

Old Cat Lady (Townie) - At the start of the game the Old Cat Lady chose a neighborhood of 3-5 players depending on the size of the game. Each night the Host will randomly tell the Old Cat Lady what actions were used on her neighborhood but not on who exactly; or what actions her neighborhood did that night but not who did what; or get told a role from her neighborhood but not who got it.

Not approved, requiring a major overhaul or simply bad ideas:


Statistician (Townie)
At the start of the game, the host will give him the number of townies, number of mafia members and number of third party players in the game.

Naive Statistician (Townie)
The number he/she will receive is bogus.

Psychologist (Townie)
The Psychologist can target one player per night. If he targeted a player with a role with sanity, the sanity would be swapped. Insane will become Sane, Sane will become Insane, Naive on the other hand will remain naive.

Tour Guide (Townie)
The Tour Guide will be notified if the Hider hid behind him/her. The Tour Guide can transfer the Hider to another player. The Tour Guide can also choose to let the Hider hide behind him/her.

A Man of Few Words (Townie)
The amount of posts he/she is allowed will be limited to a certain number. The amount of posts will be decided by the host. If he/she exceeds to his/her limit, he/she will be eliminated in the game.

High-Scale Bomb (Townie)
When lynched, all the players who voted for the High-Scale Bomb will die. The High-Scale Bomb will not be notified by the host if he/she is a High-Scale Bomb or an ordinary bomb.

Election Rigger (Mafia)
The Election Rigger can manipulate up to 3* votes. This role can be only used once. There will be announcement about the rigged election at the end of the Day.

*number of votes subject to change.

Player Host (Third Party)
A Host and Player hybrid. The Player Host could be a Serial Killer, Santa Claus or any other Third Party role. If The Player Host is killed he will become an ordinary host. The player who managed to kill the Player Host will be allowed to host a mafia game! If the Player Host was lynched, a randomizer will be use to determine who among the players who voted will be allowed to host a mafia game. In the event that a killing role targets the Host and the host turned out to be an ordinary host, that player will get an additional 5* votes in the following day. If the players lynched the host, and he/she turned out to be a ordinary host, the first player to lock her/his vote will get the an additional 5* votes in the following day. If there’s no locked votes, a randomizer would be used to determine the player who will get the 5* penalty votes. If The Player Host is killed/lynched, he/she won’t be allowed to host for 3* games.

*number of votes subject to change.

Mad Scientist (Third Party)
Each night the Mad Scientist hands out a Not Voter disease to a player, which follows the regular roles of Not Voter disease. The Mad Scientist cannot be infected. The Mad Scientist wins the game once all remaining players expect him are infected.

Ghost (Secondary role)
The player who gets this secondary role, regardless of affiliation gains the right mark a player to "haunt" with his last will via PM to the hosts during a night phase. If he is killed during Night/Day by mafia/insane doc, (or other townie roles that can possibly kill) the player marked by the ghost will be visited by him next Night Phase and get to know who killed the ghost. The haunted person cannot reveal to other players he/she was visited by the ghost at the cost of becoming insane(townie)/unskilled(mafia).

Commissar (Townie)
Each night the Commissar receives a copy of the investigation results of the detectives. He doesn't know the sanity of the detectives nor who did what investigations, he just gets the results.

Commissar 2.0 (Townie)
Each night the Commissar targets three players. If a detective happens to investigate one of the chosen targets, the Commissar will then either be told that somebody of the three were found innocent, guilty or who exactly was investigated but not the result. The Commissar does not know the sanity of the detectives.

Priest (Townie)
If targeted by a player, instead of getting a result, he blocks or tries to kill the Priest. The player makes a full confession of his actions... but being a confession, it is totally anonymous.

Mafia Recruiter (Mafia)
Each night the Mafia Recruiter looks for criminal elements to join the Mafia. He selects 3 players and gets told by host if there is somebody in that batch who can be recruited by the Mafia. However he doesn't get told the specific player who can be recruited.

Mafia Recruiter 2.0 (Mafia)
Each night the Mafia Recruiter looks for criminal elements to join the Mafia. He selects 1 player and either recruits the player in case of him being a recruitable role or doesn't because the player was a non-recruitable role. The Mafia Recruiter treats the Naive Traitor like a usual Traitor and recruits him for the Mafia.

Insane Traitor (Mafia)
The Insane Traitor can only be assigned to a Townie role, but he can only win with the Mafia team. This secondary role lets the player know the names of all mafias at the start of the game, and if the player is targeted by the mafia with a successful killing action he gets recruited and becomes a normal Mafia Member. The Insane Traitor will once per game kill the first person who uses an action on him. The Traitor counts as a non-Townie for Detective investigations, as well as for Mason/Mentee recruitment. The Traitor does not know his sanity.

Paranoid Traitor (Third Party)
The Paranoid Traitor can only be assigned to a Townie role, but he can only win on his own. This secondary role lets the player get the names of random players at the start of the game and is told that's the Mafia. He is also told that he can only win with the Mafia and that he can be recruited by them. However the Mafia can't recruit him (even if his primary role allows it) and his win condition depends on his secondary role. The player will kill everyone who targets him at night and will always kill first. If all Mafias are dead, the Paranoid Traitor loses that ability and gains an active night phase kill ability. The Traitor counts as a non-Townie for Detective investigations, as well as for Mason/Mentee recruitment. The Traitor does not know his sanity.

Accountant (Town)
This player is sent a PM at the start of every day by the hosts with the exact number of town roles in the game. (ie they know how many doctors, detectives, etc. Or to weaken it, the number of investigative/protective/effect-adding roles etc)

Consigliere (Mafia)
Has no extra abilities than a normal mafia when alive, but when they die they're still allowed to discuss mafia business in PM's or Pirate Pad.

Journalist (Town)
On D1 only, this player can expose the roles of 4 players by sending a PM to the hosts. The results will be displayed in the thread but not which member has those roles.

Only the roles listed under Approved can be tested.
  • Neutral Roles - Can be discussed here among non-Council hosts/players, what they like/dislike about them and whether who wants them in the game. Shuffler has an updated different description compared to how he was in the RWBY game.
  • Not Approved Roles - Not Approved. If anyone wants to know why certain roles are listed here, I can copy the text from discussions about that role. But all of these are rather unanimously deemed bad. The first row of unapproved roles have interesting concepts but would need a lot of talking and changes, but in current state unusable. Second row were neither.
 
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Crescent Jinx

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:grumble

....6 months and numerous fights later.... The board of trustees finally makes a move.
 

James Rye

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Some new Ideas:


Mafia Blackmailer (Mafia)
The Mafia Blackmailer can each night do one of two action - either he follows somebody to dig up dirty secrets about that player or he use said dirt from previous nights to blackmail the same target up for a whole day phase. The host will announce next day phase that the player is blackmailed and not allowed to speak at day and cannot vote, he will however not receive penalties for it.


The idea is of another form of blocking by Mafia as well as using this as some sort of "defense" aka blackmailing one of their own mafia to let them appear innocent in the eyes of townies. This way players who are blackmailed are "taken out of the game" for one day phase, however their night actions are untouched! Meaning a player claiming det on which the Blackmailer has like 2 or 3 dirty secrets on so instead of killing him or blocking him they make him shut up for 2 day phases, so the det might find some mafias but is unable to talk about it. Ofc once those secrets are used up the mafia either gotta block or kill him because then the player could talk normally.
Also dirty secrets from dead players are deleted aka useless, only dirt on living players can be used on the same players.
This way with Host announcing the blackmail it is like being infected by the not-voter disease. Maybe we can even add a secondary role for that like we have it for the vote infected stuff.
This role works basically the same as the sickly Townie role, but with the limitation to find dirt of other players and that said dirt cannot be used up all at once but one by one, so the Blackmailer has to think strategically - does he dig up some dirt one night to immediately use it next night or keep it and collect several dirty secrets about the same person or does he collect a dirty secret of several different people to make each shut up for a day phase where them talking would really count, like them being framed as mafia but being unable to defend themselves?

I think this role is very fair and fun as it is using a system we already got but in a new way.


Mafia Blackmailer (Mafia)
The Mafia Blackmailer can each night do one of two action - either he follows somebody to dig up dirty secrets about that player or he use said dirt from previous nights to blackmail the same target up for a whole day phase. Once the player is blackmailed, he is not allowed to speak at day expect he is directy asked by somebody and then can only say "I am blackmailed" and nothing else. He can vote via pm to the Host. He will not receive penalties for not writing at all or not writing 3 times per day phase.


This one here is a little different version as here the blackmailed target can still vote making the Blackmailer role weaker however unlike before the host will not announce that the player or somebody got blackmailed. (Hm, maybe we could change the announcement from the previous version to just that somebody was blackmailed? That way if 3 players do not write at all the players would find out who was blackmailed due the one of the 3 not receiving any penalities next day phase? or does that sound dumb?) So in other words the blackmailed is helpless till somebody asks him directly aka per @ like this " @GrySun hey, why are you not talking this day phase?" and only then GrySun would be allowed to write "I am blackmailed". OFC this means a mafia could act as if he or she is blackmailed while in truth the blackmailer was digging up some dirt on another possible townie the previous night!!!

Alright, one of those two versions surely gonna make it, probably the weaker version I guess.


Potion-maker (Townie)
The Potion-maker got 3 potions - a healing one, a revealing one and a poisonous one. The Potion-maker can only use one potion per night phase. His healing one will protect the target. The revealing one will tell him the role of his target. The poisonous one will poison his target and kill him two day phases later. The healing potion or any protection action by a doctor used on the night he used the poisonous potion or the night phase before the deadly day phase will undo the poisonous potion.


A flexible townie role that can either protect once, find out a role once or kill once. Simple and cool. And it is an active killing townie role which is rare and cool and justifies a Mafia Doctor even more.


Potion-maker (Townie)
The Potion-maker got 3 potions - a healing one, a revealing one and a poisonous one. The Potion-maker can only use one potion per night phase. His healing one will protect the target. The revealing one will tell him the role of his target. The poisonous one will poison his target and kill him two day phases later. The healing potion or any protection action by a doctor used on the night he used the poisonous potion or the night phase before the deadly day phase will undo the poisonous potion. After using a potion it takes time to mix a new brew, only 3 night phases after he used the potion he is allowed to use it again.


Basically as above but unlike once he can reuse the ability 3 night phases later. So if the Potion-maker used the role revealing one on night 1 he can use it on night 4 again and find out another role. This make this role pretty strong, maybe too strong. This could be weakened by making the Potion-maker invite 3 people similar to BK so he doesn't know which one of the 3 he protected, poisoned or got his role told from. We could even change the role that it uses all 3 potion at once when inviting 3 people so in theory it could happen that all 3 potions are used on the same person. That would make it a BK that basically has 100% on all 3 actions to happen just not knowing on who.

Anyway, what are your thoughts on those ideas? Not approved for the trash bin, not approved cause in need of tweaking, neutral or positive?
 

Copy Panda

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The blackmailing role seems incredibly anti-fun for the victim and the potion making gives too many options for the player. If they can kill, protect and reveal on their own, they're more valuable than actual docs and dets
 

James Rye

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The blackmailing role seems incredibly anti-fun for the victim and the potion making gives too many options for the player. If they can kill, protect and reveal on their own, they're more valuable than actual docs and dets
That why it is only for one day phase and why the Blackmailer needs basically 2 night phases in which he can be blocked for example to get that done. And if we go with the 2nd version the blackmailed player can still respond to direct request in the thread by saying "I am blackmailed". The idea is that the players start arguing whenever that is a trick aka a mafia trying to appear as townie by being blackmailed or for real and the blackmailer either tries to stop an important role from telling something or if they wanna use the opportunity to frame the not talker as mafia or 3rd party. After all not being active is an argument which is often used for lynching somebody.

As for the Potion maker, just change the role that similar to BK it has to use all 3 potions on one night by inviting 3 people and not knowing who got what potion and then having to wait 3 or 2 night phases before using it again. This way the Potion Maker cannot have the Role reveal without the possible chance of accidentally killing an important role or even poisoning the same role he just got revealed (ofc he also has the 33% chance on each potion so maybe he got the role reveal, poison and healing potion on one and the same person without knowing it) and with such a limited use it has a clear disadvantage compared to the consistent actions of the dets and docs.
 

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Mafia Loyalist sounds like such a boring role.
 

Farfalla

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The problem with the blackmailer is that we've been trying to get people to be more active and engaged in the game and this role goes against it. Also, it doesn't even look like something that could aid the mafia team a lot. Feels like a weak role that defeats the efforts to get people more involved in the game.

The potion one is kinda broken ._. being able to chose between saving and killing alrdy gives the role an advantage against the insane doctor one. And the revealing part is just super OP...
--- Double Post Merged, , Original Post Date: ---
As for the Potion maker, just change the role that similar to BK it has to use all 3 potions on one night by inviting 3 people and not knowing who got what potion and then having to wait 3 or 2 night phases before using it again.
Then I don't see why we should have 2 roles that are pretty much the same.
 

Lambu

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Basically, Mafia Loyalist is a worse version of a Gambler and goes against the meat of the game: discussion.

Then Potion-Maker sounds like "Witch" role from the wolves game, but even more op with the revealing thing. Its simply too powerful: kills, saves and confirms at the same time. Theres already a bunch of roles that cover those aspects for town.
 

GrySun

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Mafia Loyalist sounds like such a boring role.
Think that‘s mainly why people are neutral on it. Roles for Mafias don‘t all need to be some strong thing, some like Burden/Vanilla/Unskilled exist to make a mafia team weaker or fill space in an already strong team. Reason why nobody outright disapproved Loyalist is simply because it doesn‘t really do anything wrong. Not very exciting or significant as a role, but gives some more tools to balance a mafia team in bigger games.

Though yes it is kinda boring. Maybe would be better as a secondary, which could be given to group-roles like Mentor and Mason Recruiter/Starting Masons as well as mafias? That could work, though frankly still not too significant.
 

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Think that‘s mainly why people are neutral on it. Roles for Mafias don‘t all need to be some strong thing, some like Burden/Vanilla/Unskilled exist to make a mafia team weaker or fill space in an already strong team. Reason why nobody outright disapproved Loyalist is simply because it doesn‘t really do anything wrong. Not very exciting or significant as a role, but gives some more tools to balance a mafia team in bigger games.

Though yes it is kinda boring. Maybe would be better as a secondary, which could be given to group-roles like Mentor and Mason Recruiter/Starting Masons as well as mafias? That could work, though frankly still not too significant.
I think as a secondary it works better. :zomg

:XD I wish we had more mafia roles that were in the middle like Gambler and Pirate. Not super awesome but not passive or the role nerfs :verily your team. Well... maybe just a little better than those two since when the victim of the gambler can ignore consequences :derpand the mafia pirate can’t kill ;).
 

GrySun

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Basically, Mafia Loyalist is a worse version of a Gambler and goes against the meat of the game: discussion.
Have you mixed up that role with another? :XD All it does is prevent a mafia from voting his teammates, don‘t see how that in any way goes against discussion or is in any way related to Mafia Gambler? :hmm
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I think as a secondary it works better. :zomg

:XD I wish we had more mafia roles that were in the middle like Gambler and Pirate. Not super awesome but not passive or the role nerfs :verily your team. Well... maybe just a little better than those two since when the victim of the gambler can ignore consequences :derpand the mafia pirate can’t kill ;).
Yeah why I put in Gambler back then. Was an interesting tool for mafia but not too strong. More of those could be nice, and let hosts have more approaches to making a mafia team with interesting actions and strats to pull(or make em all vanilla :lambirb)

Maybe even one more powerhouse that can be equal to Janitor and Assassin(okay maybe not equal to Assassin that‘s very unlikely).
 
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