I forgot we could talk strategy during the Night in this game.
I don't have a strong opinion on Millers yet, since this is the first one I've encountered. From what I understand, a Miller is a Townie whose investigation comes back as "Scum" or "Not Town", similar to the way a Godfather's investigation comes back as "Town".
The thing that seems really strange is the Miller/Mason thing, since a Mason is Town and knows the identity of at least one other Townie. The "Missing Radio" twist looks like an interesting way to put in a Masonry in a game with a smaller number of players.
In the Dr. Seuss game, we started with 20 players, and there were two Masons. In this game we started with 15. The "half Masonry" (that is, a Mason who knows the identity of someone else, but the other person doesn't really know the Mason), looks like a way to balance a game without giving too much power to Town.
But it definitely has a different feel than the Mason revelations of the Dr. Seuss game.
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Just your normal, everyday biker/computer geek.
Except for the "normal" part.
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