Ha! It might be yet more realistic with some mechanic where the traitors don't know who each other are and they only win if there are fewer than x of them left.
That might be fun in concept, although it would mean having to start with more traitors to keep things balanced (and would complicate things immensely; does someone only get outed if two traitors finger them simultaneously or what?).
I think it stays a much more playable game if all the traitors "wake up" (actually, meet up in an undisclosed location, of course) some time during the weekend and can continue arguing about who to out until they have reached consensus.
And anyway, I'm already keeping it pretty unrealistic by requiring a majority (rather than totality) of the cabinet to remove the President from office, and letting the cabinet cancel firings; again, those are needed to keep it playable. The asymetry of a mafia game in terms of a smaller group having the knowledge but not the power is really what tends to make them work and be detective games rather than random nonsense.
Ooh, you could have complications, as in mafia variants. The two masons who know each other and can vouch for each other not to be traitors = two people who are agents of the same foreign state.
It's true; it's not hard to add extra hidden roles, though thematically you need to make sure there's a reason for them to be hidden (because of the public roles). The masons are great (particularly thematically) but I'd be tempted to have a restriction just to fit the theme: If one of them is outed (-not- fired) then other is also outed. So they can vouch for one another and have good reasons to support one another during the day, but they also have reasons to lynch the other to protect themselves, and clearing one another is super-dangerous.
This is also another example of Reverse Mafia (where the "town" is actually bad guys and the "mafia" are actually the protagonists, more or less). Apparently, I have a prelediction for this sort of thing (http://forum.mafiascum.net/viewtopic.php?f=53&t=94).
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I think it stays a much more playable game if all the traitors "wake up" (actually, meet up in an undisclosed location, of course) some time during the weekend and can continue arguing about who to out until they have reached consensus.
And anyway, I'm already keeping it pretty unrealistic by requiring a majority (rather than totality) of the cabinet to remove the President from office, and letting the cabinet cancel firings; again, those are needed to keep it playable. The asymetry of a mafia game in terms of a smaller group having the knowledge but not the power is really what tends to make them work and be detective games rather than random nonsense.
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This is also another example of Reverse Mafia (where the "town" is actually bad guys and the "mafia" are actually the protagonists, more or less). Apparently, I have a prelediction for this sort of thing (http://forum.mafiascum.net/viewtopic.php?f=53&t=94).
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