Obvious stuff really. Limit the number of Night roles, so players have to rely on their own observations. In my game of 16, only 7 had Night roles (one of which was just a one-time thing). The rest were all vanillas, apart from the Priest role. I didn't have any write-ups either, so players had to think outside the box in order to find the mafia.
I also limited the power of the roles themselves, so players wouldn't be over-reliant on them. For example, 2 of the roles were Tracker and Role Cop. Kind of moot roles as most of the players were vanillas. I combined the doc and role-blocker roles into one, in the form of Jailkeepers. So the doc could protect anyone he wanted, but that person would be role-blocked. And vice-versa. The double voter could only use the double vote once, and just to counter-balance, was the Priest as well. The SK was also the cult leader, and instead of trying to kill during a Night phase, could attempt to recruit as well (but only a maximum of 2 attempts).
And to give the town some back-up, I also made one of the Vanillas a Universal Back-up as a secret role. That was the theory behind the design anyway. The outcome didn't come out as I had hoped, again, for a variety of reasons, but the main one being inactivity. It was like they gave up cos they had no head-way.
JB, all that depends on how well the players play actually. Not everyone can be Abhas and pull out something spectacular each time but, they can at least try to.
Exactly. That's why I was kind of disappointed in Smurfs. No one tried to be bold. The whole point of these games is to have fun. You don;y have fun if the game is dead-still and you don't attempt something daring. Perhaps Abhas should have a Mafia 101 class
There are many examples of some very good play. I remember in one of the games Smurf and Zorax went after each other but, they were both mafia. It was a smart move by Smurf as he was an Usurper there.
Why, thank you. Rather brilliant if I do say so myself. Although I totally failed