I don't think it solves the problem for the most part.
You take away some of the "Informed Minority" aspect that makes mafia fun.
You can still be outed through no fault of your own as mafia if your recruiter, who you don't know, dies.
2 questions: never-ending story & non-English player
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MegAzumarill She/HerJack of All TradesShe/Her
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I mean it doesn't encourage people to play if there's a one in 6 chance they could be at risk to die through no fault of their own by rolling scum. In fact it may encourage players to try to be elimmed if they roll scum so they could play town.
Secondly it makes sure that the kind of long term mastermind will never actually exist. It incentivises eliminating older players because once you hit the oldest mafia, town can eliminate basically everyone that is evil assuming those people return. At some point all initial players will die and if they rejoin the game is effectively permanently ruined.
What would happen if either side won the game? What if no mafiosos exist anymore or all town members die off?Imprefection is the spice of life.-
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I know of at least a few procedurally generated setups that could work in MS. (A variation of 3d20, Vanilla Idea, Mountainous.) May be nice to try out but not for an eternal game.
It would depend on the amount of chaos/ effort the mod wanted to put in, and probably wouldn't be suited for a queue.Imprefection is the spice of life.-
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MegAzumarill She/HerJack of All TradesShe/Her
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In this context it just means to have a setup that can generate poayer's roles for any arbitrary number of players from a system.
(Like you suggested a dice roll that determines alignment)
You could also recursively define the setup to be more likely to generate town when town are low in numbers (comparitively) and more likely to generate scum if less exist.
I'd be inclined toward the first, which would be your suggestion as opposed to something like VI, which would be the latter. (At least in terms of generated roles rather than alive ones.Imprefection is the spice of life.
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