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Re: D&D Mafia Fallout Thread

Posted: Thu Jun 18, 2020 12:48 pm
by Emprexx Plush
It's appropriate we were playing DnD for the fantasy setting where we assume town is ever anything but a series of monumental misplays. We were absurdly lucky and most town roles cannibalize each other. Desperado advances MyLo/LyLo by a whole phase if it misses, gunsmith has two different millers one if which doesn't know it's a miller, watcher has mostly town actions to catch, flavor cop says nothing unless people are suspiciously resistant to massclaim(come on, with how the flavor played out literally any combo of classes could have been scum and made as much sense), jailer roleblocks anyone they protect so they can't defend a confirmed PR without taking it off the table, bodyguard is a stall at best but probably the only thing on the list that is objectively pro town. Fruit vendor is a nothing burger, and the miller/informed townie pairing screams scum team.

This game was 110% scum winnable. The only balance change I would make is safeclaims with roles that can't be tested and at least one member who is always immune to gunsmith investigation. Otherwise nah, you put absent players in the powerful town roles and active ones in the scum roles and it's just as hard a dunk the other way.

Re: D&D Mafia Fallout Thread

Posted: Thu Jun 18, 2020 6:43 pm
by MK Kilmarnock
Hard disagree and I think the very setup of this game agrees with me but whatever, enjoy your win.