I suspect having a range of crappy investigative roles was a result of people disliking the cop role.In post 145, Ether wrote:I really don't like vanilla cops as weakened rolecops. Rolecops already aren't that strong, and we have plenty of crappy investigative roles already. A role that returns the same positive results on mafiates and town power roles is a lot more interesting, strategically. Even if "vanilla cop" doesn't wind up being the name for that role, it should still exist.
This was actually a topic of discussion when these new normal guidelines were set up. The decision was made to standardise and write down in the wiki what people would recognise as a gunsmith. Quite simply, there's not a precedent for "role that gets positive on x, y and z roles" apart from the gunsmith, and it's always more or less had the same group of roles it finds. "Normal" isn't what the NRG thinks the game should be, it's what (the NRG thinks) people expect out of a normal game. It's not the NRG's job to invent new roles. Doesn't mean that mods aren't invited to do that, there's at least one slot in a normal game where they can put a non whitelist role which uses normal mechanics.Gunsmith positives always felt arbitrary to me, and I think it would have been better to just straight-up say that they're arbitrary per game then tie their results to flavor that doesn't exist.
I fear I didn't get the NAR complaint yesterday, and I still don't really get it.