Quicktopics: mafia gy neighbor v2
Postgame-ish stuff:
Boy. This was a game. Not without its share of fuckups by me, as well. The main one being that the delayer was only ever meant to be one-shot, but I didn't catch the wording until it was too late, and I had to run with it as written, which in the end screwed over the mafia, as that wasn't intended.
I almost completely hecked up the drive shenanigans on N3, but I actually caught most of that before people really saw I had completely forgot to apply that drive. Oops!
Comments: D2 modkill: I had to debate whether to do one of the following:
1) Modkill, continue the day (lolno)
2) Modkill, allow discussion (ehh)
3) Modkill, end day.
I opted into 3) since the modkill had to take the place of the lynch, + delayer shenanigans meant the gamestate would stray too far from what was intended.
Setup:
I tried to make it so that there were no duplicate roles or roles that were eerily similar, and to limit town's investigation to lower amounts. Non-TP roles existed on both sides to mess with rolespec.
Ascetic was possibly a little too close to commuter, but aside from that I think I did an okay job.
In general, I didn't want to jam shitloads of power onto each role, so I tried to temper it around and try out some less standard options.
Inventor items were not terribly strong either, and the Farmer role was always kind of throwaway. That's on me.
Also I totally forgot a role pm. am good at the organisational things
You are aligned with Armoroad, and you win when all threats have been eliminated.