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Well, the GM needs to create 3 different blockers, 3 different checkers, 3 different doctors, etc., and each of them should be approximately equal in abilities.
Balance is difficult not even because of that. The town will simply be "what's going on, who are all these people" during the day. Here, either clues need to be given that are very clearly discernible (but not in direct text), or the town needs to be given a stronger advantage (but then it's easy to overdo it and they won't have a chance), or some role that can identify the characteristics or the random roles present in the game, and that this role must appear...
A lighter version of what you're saying was implemented in my game 85, with a Mafia role that had unknown characteristics. But there, you could guess based on the very fact that nothing is known about it x)
That is, it's probably not impossible, even intriguing. But you need to think about it carefully.
With the concept I have in mind, there's one mandatory role for the town and one mandatory role for the mafia. Perhaps we could reveal the available roles to them.
A setting is being developed for roughly 20 roles: say, 12 townsfolk, 5 mafia players, 3 neutrals beneficial. But sign-ups are for, say, 11-12 players, and only, say, 7 townsfolk, 3 mafia, and 1-2 neutral beneficial roles are dealt out. At the same time, players don't know which roles were dealt and which weren't; they only know the player distribution, but not the team composition (mafia players of course know their own, but don't know the town and the maniac). Of course, based on night actions and post-factum from corpses, you can roughly figure out who's in the game, but at first it's completely unclear. In this scenario, the setting initially needs several blockers, guards, doctors, etc., to reduce the likelihood of a situation where the town is left without proactive night actions and ends up, like, sitting around like idiots with only investigative roles. The thing is, I don't know what's more interesting—choosing one town blocker out of three available to enter the game, or randomizing it so that the game might end up with either all three blockers or none at all. Of course, these won't be clones; roles of the same type will differ in abilities, passives, ultimates, newspaper descriptions, etc.
A long, long time ago 11 years ago, that is Pobeditel ran a HeroesWorld mafia on the KB forum, a format I liked (though the folks there didn't). Clear newspapers, clues. Something to think about, make tables out of... What do I see now? A game that's 95% "blind". Wacky newspapers, clones of night action roles, nothing shows up... "Foot-and-mouth disease and a cop in the same bed"—what the...??? How are you supposed to definitively determine the role of the killed? And after all that, various Majorsons first hang you "for suspicious inactivity," and then when it turns out they hanged a townie—they hand out "epic fail"s and "failing grades". As a townie, I will never execute "at random," "based on old-school logic" (unless that very old-school logic is supported by at least some reliable facts), or just "for info." And now they're also suggesting not knowing which roles are even present in the game??? Well, I guess it's "time to retire"...
Ничто не возникает из ничего и ничто не пропадает бесследно. Если где-то чего-то убудет, то в другом месте добавится. (Закон сохранения).
Long ago, about 11 years ago, the Winner hosted a Werewolf Mafia game on the KB forum, and I liked the format (but the other participants didn't). Clear newspapers, clues. There's something to think about, to create tables... What do I see now? The game is "blind" by 95%. Crazy newspapers, clones of Neutral Detectives, nothing is displayed... "Lizard and Cop in the same bed" - excuse me, what is that...? How can you clearly determine the role of the killed players? And after all this, various Megersons first accuse you of "suspicious inactivity," and then, when it turns out that they killed an innocent player, they give out "epic fail" and "loser" comments. I will never, as an innocent player, execute "randomly," "based on heuristics" (unless this very heuristics is supported by at least some reliable facts), and simply "for information." And now, they are also suggesting not knowing what roles are even present in the game??? Well, it seems "it's time to retire"...
Well, not 95, but a lot. You are right, I don't like acting based on heuristics myself. BUT. How many people were playing 11 years ago? About 20? With that number, it makes sense to make the game transparent. With 11 people, it's questionable. I can run the next Mafia game with displayed heals and investigations. And so that Mafia and Town Neutral Detectives are displayed differently, let's see what happens. Should I?
I actually don't know if we need to add percentages or not, but if Yashur insists...
We could create a character without any negative traits or special abilities, except for the rule "every night, with a 15% probability, all characters win." I think it would be fun to add some suspense...