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Kash, regarding the Gestapo, I'm talking about something slightly different. While the atmosphere is important, everyone should be in their proper place, meaning in this case, "their place" is within their own team. So, by "novelty," I mean not the story, but the game itself. That is, placing him with the Russians or the British would be more appropriate, in my opinion. The ability wouldn't suffer.
As for the officers, it's stated that they don't have night actions. Only peaceful roles don't have night actions, hence the conclusion. But I don't know how it actually is. If there's only one such officer, that's a different story.
Regarding the radio operator, once she identifies the doctor, the Germans are left without a resurrection ability.
As for the British investigator, it seems that as soon as he finds a "bad" status, you can safely eliminate the player with that status because it's either a character useful to the "town" or a Soviet spy. This greatly simplifies the actions of the British.
By the way, before the start of the 4th Mafia game, there were definitely at least 4 GMs ready. So, it's better for the GM to clearly announce to the public what he will be running.
And separately:
1) The Germans have very few roles, only 5.
- But there are 11 roles in total; let's add some ordinary German soldiers and balance the number of spies; it's not that hard.
The problem is that the Germans have 5 roles, while the spies have 4 roles, and they are interconnected. The Germans should have at least 7-8 roles; otherwise, they will simply be overwhelmed by the night actions in the first 3 nights. Because the spies have a blocker, 2 kills, and a status check – a complete set, except they forgot the healer.
If the problem is that there are expected to be far fewer players, let's say 10-15, then the spies need to be reduced...
Отдай свои прошлые сны, В сомненьях себя обрети, В бешеном танце душа кружится! Не думай, что будет потом, Здесь и сейчас мы живем, Стань хоть на миг сам собой, слышишь!