[QUOTE=Millit the Frail]
See, I think Masons should get the same advantage as Mafia there. Fulfilling the Mason win conditions, from the beginning, seemed nigh on impossible, with only three of us. We started out at such a disadvantage, and we did so well, just by our sheer staying power! We should get something, just for coming so close.
I have read elsewhere, all over the internet, that Masons are usually allowed to talk at night. I’m not sure that would have helped us a lot, but it might have given us a shot. Any reason why this rule hasn’t been co-opted on the SDMB?
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This is actually something that I gave serious thought to allowing for the masons in the game I’ll be running, and while I really wanted to do it, I decided I’d rather have other, more interesting roles. Further, I’m not really sure how much it adds, because they all know who all the others are, so they can appropriately weight what people say based on that. The only thing it wouldn’t allow is a highly complex gambit but, as we’ve seen, even the mafia don’t really tend to get too complex because there’s so many things that can go wrong.
[QUOTE=NAF1138]
I sort of like the idea of the doc being a mason. It allows you to bulk up on the evil forces in the game because the docs and masons are SO much more powerful together than they would be apart. And, at least for me, the more evil forces in the game the more fun in is.
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I actually considered doing that as well, and it would have worked very well with the theme, but I also felt that it makes the Doctor WAY over-powered (unless he’s weaker, like in M4 where he can’t protect the same person twice in a row). For one, he has information, and two, no one can fake claim because he’ll have people that can back him up. In the case of how I wanted to implement the doctor, it would make his value perhaps greater than the detective’s.