My thoughts on the game:
I came into this setup from the flavor first. Maybe this isn't an optimal way to approach the design process. But mostly I knew I wanted to design a 9 player game because there were 9 people in the Bluth family.
My second approach was coming into the game I wanted to give mafia pre-designed, and effective, fake claims for them to use. So have mafia have both a town PR and a mafia PR.
Next I mulled around with a whole bunch of ideas on how to do this and eventually had mafia having secondary characters that they could use as PRs (Lupe the Maid, Barry Zuckerkorn, etc...) but couldn't quite come up with anything that I liked. Around the same time I thought about how it is a bummer to be lynched early in a game, especially a RMM game and how that isn't fun. I liked how eHal resolved this in the first RMM game, but wanted to try for something different... and then the ideas merged and everyone became a secondary character and a real character. This also allowed for more of my PR ideas to be incorporated.
Overall I was pleased with the game. It ended up being pretty close although Voltaire was walking a fine line the whole time after Walrus was lynched. My first change would be to make the mafia a 3-man team, with one player a Traitor ala Chocolate Factory Mafia. Obviously I would have lessened their powers and amped up the powers of town a bit to compensate. But as I think Voltaire pointed out having basically 4 players up against 14 town requires a bunch of deaths of town for mafia to win. I think if neither mafia had ever died and if they utilized their kills perfectly it would require 10 deaths. Compare that to a 9 player game with 2 mafia. They just need 5 deaths. Or a 13 player game with 3 mafia. They need 6. Adding a third mafia would have allowed mafia to only need 6 deaths, which I think would have been more doable.
Things I would have changed:
- not allowing mafia to night kill the player that had just been lynched the day before. I probably also would not have allowed that player to use their PR that night. But once I decided the latter I felt I needed to decide the former as well. My original intent was for that, but it was more stylistic and I never specified in the rules if it was allowed or not. In the end it was the correct choice for the setup that had been created, but I was sad about it as I wanted ashersky to come ragging back into the thread day2...
- changed a few roles. Eevee's was very swingy. EFHW's I would have eliminated the "informed who targeted you" part.
- I really liked Arch's role, joth's role and the gladiator role (the rolestealing parts especially, although those were never used)
- I felt mafia didn't really deserve to lose this game. Two kills came from vig/PGO stuff that they had covered, but couldn't block due to how the PRs interacted. Walrus's lynch came from info that was misinterpreted. Archetype and Walrus actually had it 100% correct how things played out with the PGO vs PHO part. And Voltaire was basically lynched as a PoE lynch for the end game.
- Mafia could have done somethings better... Volt's gladiator, killing ashersky again I think, both fake claims weren't ideal... (should have discussed that during the night, but didn't anticipate dying during the night)
- Anyways, I hope everyone had fun. Any feedback would be appreciated! Thanks for playing guys (and gal!)