Yeah me and some friends in highschool would rent halls and play ours were Usaly 30-40 people. The biggest i ever went to was 100 and something people, It was some good times
I see your point, but disagree about the town's power roles being fairly limited... IMO the Don/Wiseguys are pretty powerful. The Don/Detective is directly unkillable (he can't be directly hit, and is replaced if lynched) AND multiple people are made aware of his investigation results...that's a REALLY tough obstacle for the REBELS to overcome.
It'll be fun either way...
wht happens if the don tells a rebel to vote for a wiseguy, per blackmail, and the wiseguy is then turned? (if it was mentioned already sorry i skimmed).
The wiseguys dont seem that powerful becuase they dont know who each other are, but the Don is over juiced.
With protection, investigation, blackmail, a replacement if lynched, plus rebels can be revealed if they go against the blackmail, it is kinda stacked.
i suggest dropping the protection or make it so the cant protect the don. Also have the don only be replaced if he dies within the first 2 nights.
a. The priority of night time happenings is:
Towns Lynch
Rebels Hit
Untimely Deaths
also, where does the blue mist fit in for priority? can it happen at anytime or only at night?
Is the blackmail optional for the Don to use?
Nope, the Don must blackmail someone each day. If not, I will just turn someone.
That could be a potential issue toward the end of the game.
Ex: If there are 12 players(i have no idea how many are playing now).
3 rebels 6 townies 3 wiseguys/don
Worse case: rebels get hit and turn, town lynches a townie.
4rebels 4 townies 3 w/d
the odds for the don to pick a rebel has increased.
rebels get hit and turn, town lynch townie
5 rebs 2townies 3w/d-game might as well be over
I suggest makinig the blackmail optional so the don wont be forced to loose