To me most games with vanillas only work well with cult or recruiters of some kind, and that's a different game altogether... It's occasionally fun to be VT but urgh... else either only VTs and you got a boring ass game or "Hey it's a VT! Lynch him, no big loss!" going on till mafia wins
Anarkistsdream wrote:If you guys can't tell that Doom is being forced to post this drivel, you are fools...
Ooo that's a nice question. PGO can be very tough to play if you're remotely high profile. I think it's one of the few roles that might need to be played semi-actively. As a PGO you definitely want to not be lynched early, but instead be alive at endgame and attract the scum to you. In Chu's overpowered version, the PGO trap was often one of the biggest town chances to win vs many hostile factions and a fun strategy. I'd say my strategy for it would be to only move once when you feel really confident about a case during the first 3 days. It can be a thin line with submarining but if you manage to get on the right case you should have credence with town and become a way more appealing target for scum. Either way, it really depends on how likely you are to be a default target for protection/investigation night 1, but I would see day 1 lynch as a bad way to play it. If you kill a power role, it can always be "balanced" by killing scum too.
Anarkistsdream wrote:If you guys can't tell that Doom is being forced to post this drivel, you are fools...
I think that as PGO, I would probably play closer to VT. The ideal PGO is to build a case that catches scum relatively early on. If that happens, it lowers the chances of an investigation and increases the chances of a scum revenge NK. Of course, in a large game is more than one investigative/protective role, collateral damage might be unavoidable, but finding a good case to latch on to would be ideal imho.