First off, this is awesome how after enough petitioning, C9++ has finally gotten back in full swing and is starting to become a Central Park regular. Also, credit to Fiasco for even devising this setup in the first place - wish he was still on site. :\
The reason I'm bringing this up is if I wonder whether or not this setup can be improved somewhat. The basic principle is so brilliant - the more power Town gets, the more powerful scum get in response. However, there are some facets of the ruleset that are ambiguous or perhaps the subject of individual interpretation. However, I'm wondering if certain aspects can be polished up and whether or not certain idiosyncrasies about the setup are actually pivotal to the game's function.
Some of the talking points I wanted to bring up at least:
*Night Start - more and more we're trying to phase these sorts of games out. Is it necessary to do this out-front, if only to give insight to the 7-letter code that created the setup? Is a Day Start a bad idea?
*Inhibited Scum Reveal
*Millers - should they be naive or told explicitly? Is the 1-3 randomization a good thought, or should it be some fixed quantity? (Fiasco said 3). My thought: maybe even just have it be Sane Cop + Miller - seeing how strange a Miller Backup Roleblocker is?
*Insane Cop + Godfather, what's the result? Does GF always show Innocent, or does Insane always show the opposite (Guilty)?
*SK's "Spy Immune" function - does he have to be notified? Can it just be sent in amongst his actions and left alone?
*Innocent Child - confirm D1 or confirm when they ask to be confirmed by PM?
*Can this become 13P to adhere to the new Mini standard? Does it have to?
Thoughts?