Definitely agree that Ryo's PM role smacks of neutrality. No reason not to include your win clause or faction if you were Town. That being said, what I find interesting is the third ability:
3. Night 1x ability, Select Fog option to cancel night activity of Mafia Dominator.
Having the ability to cancel the night ability of a mafia dominator
(if that is in fact what this ability is and not swapped for Town Dominator) then that is something to keep around. However, his omission of the faction and win clause are concerning as others have noted. The other thing that stands out to me is the Fog option. That makes me wonder what other abilities based on the game options/mechanics are out there. Does someone have the ability to use Unlimited Fortification? or impose Adjacent Fortification on someone else?
Just for the sake of "thinking out loud" I wonder about the other game options too. Maybe there is something we can deduce from all these?
Fortification: adjacent, chained, unlimited
Turn Order: consecutive, same time (beta)
Dice: original, balanced
Fog (I would assume in general this would be a mafia or neutral ability)
Advanced Cards
Teams: Free for All, Pairs, Triads, Quads (are these PM groups created in this manner? quads, triads or pairs?)
What about the game types? Deathmatch, Domination, Capitals and Assassination. I can see assassination being used as a game type, which is why I felt we should caution against giving out our colors right now. But what about Domination? Is someone's win clause based on the percentage of town/mafia/neutral killed?
Not sure how he would work Capitals in, and Deathmatch seems to be just what would be the standard game we're playing.
I don't know that this is particularly helpful, just trying to put some things out there and see if anything resonates with others.
Definitely agree that Ryo's PM role smacks of neutrality. No reason not to include your win clause or faction if you were Town. That being said, what I find interesting is the third ability:
[quote]3. Night 1x ability, Select [b]Fog [/b]option to cancel night activity of Mafia Dominator.[/quote]
Having the ability to cancel the night ability of a mafia dominator [b](if that is in fact what this ability is and not swapped for Town Dominator)[/b] then that is something to keep around. However, his omission of the faction and win clause are concerning as others have noted. The other thing that stands out to me is the Fog option. That makes me wonder what other abilities based on the game options/mechanics are out there. Does someone have the ability to use Unlimited Fortification? or impose Adjacent Fortification on someone else?
Just for the sake of "thinking out loud" I wonder about the other game options too. Maybe there is something we can deduce from all these?
Fortification: adjacent, chained, unlimited
Turn Order: consecutive, same time (beta)
Dice: original, balanced
Fog (I would assume in general this would be a mafia or neutral ability)
Advanced Cards
Teams: Free for All, Pairs, Triads, Quads (are these PM groups created in this manner? quads, triads or pairs?)
What about the game types? Deathmatch, Domination, Capitals and Assassination. I can see assassination being used as a game type, which is why I felt we should caution against giving out our colors right now. But what about Domination? Is someone's win clause based on the percentage of town/mafia/neutral killed?
Not sure how he would work Capitals in, and Deathmatch seems to be just what would be the standard game we're playing.
I don't know that this is particularly helpful, just trying to put some things out there and see if anything resonates with others.