C18++
Pretty much exactly what it says on the tin. I wanted there to be a generative Multiball setup but was convinced it was impossible until I had a late-night epiphany after waking up from a Mafia-related dream.
Unlike C9++, it is a Modular Open setup, particularly with respect to the town roles.
1. No considerations for inter-scum balance. There could be the issue of little to no power rolled to one team, and lots rolled to the other. While both scumteams will be balanced with the town since the power roles only work against one faction at a time, it's possible that one scumteam will be much more powerful and curbstomp the other. I have a couple preliminary ideas. One is creating power tiers for the scum, where if one scumteam ends up on a higher tier than the other, the less powerful team gets (a) helpful role module(s) depending on the difference. Another is biasing the selection of Traitors somehow.
2. Multiball games are not known for their stability, but this setup seems particularly swingy. Just look at that second game and its absolutely loaded town (particularly note the OP Mason pair of a Tracker and Seer). One of the more important roles or combo roles dying can be a huge hit to the hunting efforts against a particular scumteam. It seems that the best way to alleviate this is to add more townies and expand the setup, but I'm not exactly sure how many to add and how to balance the game for the increased number of townies. I basically copied most things whole sale from other generative setups, so any input on that front from people more experienced designing these kinds of setups would be appreciated.
So leave comments on the doc regarding any suggestions, concerns, or confusions you may have and I'll address them in-thread in the coming days.
(EDIT: Back and going to sleep...just realized on a check that