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Thanks to everyone for the game.
A little about the setting. Here, many people talk about the "bugs" of the setting as if they have forgotten the fact that the setting was posted before the game started in the Workshop, and everyone could make their own adjustments. So, either you "placed your hopes" on the mentioned testing, or you were just too lazy to think it through. In any case, comments in the style of "Man is an overpowered role for one Mafia" and so on are inappropriate, because this is not a deep analysis of all possible night scenarios; you could have thought of this simply by reading the setting, if you hadn't thought of it now (because I personally don't agree with this, I mentioned this point specifically as an example). The only real change after the discussion in the Workshop that I remember is Ara's request to give Man the ability to kill the Doctor normally.
Next, the excess of roles and the variety of their effects. That was the whole point from the beginning. And it was said that the setting is crazy and chaotic. That's the beauty of it; more options = more possibilities. I have nothing against classic games, but if there weren't a lot of interesting roles and combinations, this setting wouldn't be... "itself."
Minor things like "players from a team are recruited" are just funny; I would understand if Lorelei had complained about this, but the rest have played before, so they shouldn't be nitpicking. This is the logic of the game; a team cannot be broken up by recruitment, as this gives too much important information about the role. It wasn't written in the rules – that's not a bug; it's just that "you can't keep track of everything." The list of role visibility alone is worth respect because it shows that it wasn't just the usual "checks are not displayed, everything else is," but that all the details were really thought out. Or the order of the roles, in which the balance is so interestingly emphasized.
Balance... You know, if we talk about the original idea of the alliance, i.e., the truce, I don't understand you. Cooperation that is beneficial for both sides has always existed – for example, Man helping to kill Mafia members for a while. To say that this initially deprived the villains of a chance to win is ridiculous. I haven't seen a single attempt to use the alliance for their own purposes, to cheat. No false notes, no daytime manipulations. They just stopped playing because "it's not Mafia-like."
I now understand your indignation about the idea of a draw. But Hos is right; this idea was initiated by Ara himself. Initially, I wanted to break the cooperation at a certain stage and arrange a duel between the town and the psychomafia. But then these violations became so annoying that I wanted everyone to win except Ara. A draw is not a victory, yes. But a draw between part of the teams, and not all, is a victory for these teams over those who were eliminated before the draw. I have nothing against the villain team; I'm just against Ara. What I'm getting at is that there was a balance, and it was normal. If you're talking about the fact that I was shouting about the town's guaranteed loss, it wasn't guaranteed; it was just likely. I wouldn't shout, "Let's have a truce, or we'll lose." During the game, I bluffed a lot.
In general, if you call the game the worst, you shouldn't address it to Slonysh. I made it the worst with my idea of an alliance, not the GM. There were bugs – I wrote about them, but there were no bugs in the literal sense. Imbalance – there was a balance, and my performance about the imbalance during the game was just a performance. An excess of roles and possibilities – that's the whole point. The newspapers were great, as were the executions. And in general, the setting was created with love and inspiration; every detail of it. In this regard, I apologize to Slonysh for ruining the game with my alliance. I'm sorry.
I won't participate in the next Mafia game; you can rest from me. x) Good luck to everyone.