No, it's been done.
That kind of idea is decent (I did something similar with the Alien Psychotrooper in Crazy Idea, giving them a 1/game ability to scramble all scries and an always-on ability to scramble scries against them), although I think the idea of roleblocking everyone might be too strong. Also I don't feel like making them lose their powers is necessarily a good idea as it encourages everyone to use their most powerful abilities all at once, at the end of the game.I'm contemplating a couple roles that have a normal night power, but can then lose their power permanently to do a strong power. For example, a voider who normally voids 1 person, but they can void all actions for a night (including the wolf-kill) in exchange for becoming a vanillager. Thoughts?
Masons are fine in PMless games, and are fairly common - so common that MafiaScum uses them in their newbie games.I'm also contemplating, akin to the HP game, of a pair of Lovers who don't die if their partner dies. But that seems too easily making a verified townie. On the other hand, I'm not allowed QTs in my game (besides 1 night-power that allows such), so it's not like the Lovers could be networked with the rest of Town without the wolves knowing who their partner is. So I guess maybe that is balanced if townchat is banned?
Millers and framers are both relatively normal roles, although framers are less common.One power dynamic I'm considering (which would be public in the opening post) is a strange sort of scry.
The game's premise is that there's 3 factions: the diabolists working for a law firm (wolves), the Town (practitioners), and some neutrals (Others). But the Town might contain a diabolist, just a good one.
Most scrys only detect if someone is a diabolist, practitioner, or Other. So there's a chance of getting misinfo if you target the good diabolist. There might also be a role like the hexblade in the Wizards game that make someone read as diabolist for the night.
There'll probably be 1 true seer who detects if someone is wolf, Town, or neutral. But some half-seers who can detect if someone is a diabolist or not.
Generally, the setup is about 1 mafia per 4 town if all the mafia and one in four town have powers, or rough equivalent. I would suggest more like 1 mafia per 3 town if all town and no mafia have powers.What would be the balancing of a all-power-role Town, but no-power wolves? But the wolves have a higher starting number than Town. Like, I could see if 20 players, doing 15 Town and 5 wolves. With some talk of vanilla Town, it made me wonder if that might work well. Maybe if no QT for Town, too.