Hello there! Wow, i got nsg as a reviewer, i'm excited! Nice to meet you, we haven't played together yet but i heard miiiiles about you - also i read some of your posts, all of which deserved respect for their in-depth analysis and amazing tone.
And hello again gobble, me and you have played at least a couple game together which i remember to be fun, so happy to have you here too!
This is my first time modding, so any advice is welcome. I played some normal games before starting my mod career, so i want to share my thoughts about how i'd like to "shape" my setup. This might be useful to tailor the suggestions towards a general direction, even in case the original idea needs significant changes.
1)
My primary goal is to encourage scum fakeclaims and dayplay. This is why i included a rolecop and a fruit vendor in their team - they should provide added info, and room for a strong investigative claim (rolecop) or a weak PR claim (fruit vendor), while also increasing the false positive chances for the town tracker.
2)
In contrast, town should be able to gain soft results as they go on, but very few possibilities for hard results.
2a)
All the PRs have a night action, so the Tracker felt like a natural choice.
2b)
The Masonizer is there to allow town to produce a single hard clear, under the proper circumstances. Now about the normal whitelist issue, this role could be changed into a 1-shot Simple Loyal Neighborizer which is... almost literally the same thing with a different name.
2c)
The Loud Jailkeeper is there to provide wifom and protection to the town. It would be dangerous to use it offensively as it would immediately out to the scumteam that you are a PR of some kind, and likely killed shortly after. Could be useful when there is only one scum left alive, but i don't see this happening many times statistically speaking.
2d)
The Doctor, who gains Macho and Weak starting night 2, is there to provide another layer of protection and investigation. The Weak modifier might actually be too strong as an investigative option since it provides hard clears from night 2 onwards, we might want to gate it more (Night 3+? Even-Nights only?), maybe scrap the modifier in favor of something milder like Indecisive, or replace the entire role with a less impactful option such as a Tracker Backup.
3)
I specifically want to avoid vigilantes and anything related (gunsmith, psychologist, mafia doctors...). Also i would like to limit town named roles to 4 to facilitate scum PR claims.
4)
The game pace is supposed to be slow but steady, with very little swing overall. Night actions become more relevant as days pass, with the ability to produce massive information per night but without knowing which alignment it is tied to.
That's all! Looking forward to your judgement. I will keep my mind open to any criticism or suggestion, i love setup speccing in general and i take this as an opportunity to learn more about the review process from more experienced users. Hopefully one day i will join the review group too.