Well yeah, they had to be. There were only two full blown mafia members! Proto was kind of gimped, in that he'd die if they died. tbh I consider the fact that it went down to lynch or lose to be proof that it was very well balanced.
Anyway, a word on the set up-
We had a main theme to this, really. We didn't want crazy smurfing mindsmurf (although maybe it ended up that way!) There were two main ideas, really:
- A very small mafia team.
- Drive the cop absolutely insane.
Obviously if you have a small mafia team you can't stack the town with a whole lot of power roles. We didn't really want the game to drag on so we ignored most protective roles other than the governor (hey, it blocks day kills! Sorta), and threw in a one-shot vig and the jihadist to further thin out the numbers. It's a shame Timekeeper didn't wait 'til Jessweee claimed cop to make his kill but alas. Finally, we gave the mafia the Beloved Princess on the town to give them a bit of a boost.
Then we threw a whole bunch ofout there to trip up Jessweee and send the poor girl mad! I told you guys I hate cops! I don't think I have ever forgiven them for C9 Mafia II.
I think it's an easy role, a little too easy, and perhaps their word is seen as law. I hope this game has at least made you all question whether or not a Cop is a 100% foolproof way of finding scum and you should look to people's actions too. That is why we also had the watcher in there, I guess he was kind of meant to be the town's true "cop" but got taken out on Night 0. I think if anything the town could've been given a tracker on top of that as insurance against the Tom going down. However, Jessweee DID play amazingly well and so I think that was unnecessary. I am pleased with how it turned out.