I don't really see any reason for the SK to let the town power roles do anything during night 1. Perhaps later, but again only in certain narrow circumstances. In any case, the town should not have to rely too heavily on the SK; if the town manages to lynch the SK on day 1 it shouldn't cause a town loss, that's just silly.Fiasco wrote:I think this was a very atypical run due to the serial killer 1) not blocking any of the switches, and 2) dying N1. I'm not sure the setup as a whole was unbalanced in favor of the mafia. It's a real problem in this kind of setup, though, that IF the mafia do well, they're going to do very well, and IF the mafia do badly, they're going to do even worse because they can't use as many switches.
The SK didn't have cop or single NK immunity, did he? Giving him those will 1) let him live longer and 2) give him more incentive to prevent cop/vig switching.
edit: also, lynching two innocents in a row is a better than average result for a 3-player mafia in a 10/8-player town, especially given that some townies could save themselves through power role claims. Usually you'd expect the town to hit one scum on the first two days; then the game is open again.
The scum played well, of course, and also had some lucky breaks, but even before the game started I was thinking that it was unbalanced. Basically, for purposes of balancing, I would consider the town as having nearly no power roles at all, which means the ratio of town/nontown should be much higher, more like the 20% scum/80% town ratio in vanillia mafia instead of the 25%scum/8%Sk/66% town ratio we had in this game.
Basically, I'd suggest that we add in about 3 more vanillia townies, which should both increase the town's odds and decrease the chances of one random nightkill throwing the balance off, and perhaps give the SK one-shot nightkill immunity to compensate.