Haven't read too much or too deeply but I'll just point out two things:
1. I noticed that only one of the seven players in Dem Tryouts 2 came back to game 3. (And iirc, nobody from DT1 was in DT2.) I kind of understand it; it's a stressful setup. Everything's so close and dependent on small things that a small error can cost one side the game, as can a unfortunate play by the other team. I thought it was a fun setup but not one I'd want to play all the time.
2. Ircher's 63 is so not the point of the game at all and makes no sense whatsoever. (NLing is not necessarily bad; however, what you do is you play for a while and scumhunt and townhunt to get a better idea of who is scum, THEN you NL and let them crosskill.) Unfortunately, I could see Ircher saying something like that as town
I popped into the first DT thread to say this, but it was interestingly similar to a 7p setup I had designed for f2f mafia that I played for a while and that seemed to work well:
2 Mafia Goons
2 Werewolf Goons
3 Bulletproof Townies (full, not 1-shot)
What I liked about this setup is that after a day 1 scum lynch, it became more likely that a member of the opposite team would be killed. Whereas with the roleblockers, I feel like it's more likely for the other member of the same team to die (it was just luck last game that he didn't).
but I feel like my tell (which didn't really even work last game) will be much less accurate now that you added the townie (and also the fact that I'm not in the game and thus know nobody's alignment rather than knowing my own).
The addition of the townie definitely makes the game harder to solve by PoE (which is basically how we did it last game, with pretty much the entire town obvtowning).
I wonder if it would be more interesting to pick a player and spectate from that player's POV, knowing only what they know. But I think I'll stay unspoiled for now.
I mean, I fumbled hard with the Korts read all game and it's just luck that that didn't cost us the game
but other than that, yeah I agree
I don't think that this town will have the same cohesion; fortunately, due to the setup it's not nearly as important as town can still win after mislynching without needing to get lucky with crosskills.
this town is going to tear itself apart (even though I don't know who's in it... I just know).
fortunately for them, that might be a winning strategy
imo something killed the vibe I had going in the last game; either the addition of the extra townie, or Ircher screaming for a NL from an incredibly naive perspective, or me not being in the game and not being able to PoE scum... possible all three.
,well...with people arguing that "no talking" is best strategy for tpwn, it definitely makes sense to have a horrible, unfun, useless and apathetic D1. I hope two townies are shot, just to stick it to ircher, lol
This reminds me of a game (which, thankfully, I wasn't in) where the mafia had to all send in the same name to kill somebody (and the names were revealed publicly) but the town could choose when they wanted to go to night. Jingle suggested that they go to night without much discussion, implying but not stating that the reason for it was that the people whose names were sent in would be confirmed town.
So, they did it... and all three mafia sent in Jingle's name.