by Kikigiri » Thu Dec 13, 2018 5:15 am
I was just thinking of a similar role. Here's a few ideas for how to fix it.
1. Make it so anyone who whispers you or anyone you have sent a whisper to becomes a possible target, permanently (in addition to anyone who has visited you becoming a target permanently.) This solves the core problem of depending too much on others' actions. It also makes it a bit harder for people to instantly deduce who you are (since you can eg. kill someone who visited you after they also received a whisper, throwing suspicion on someone else - anyone who whispered to or from your target is a potential suspect.) Of course, sending whispers and then killing people might out you - but it's much more under your control. And in general, it punishes "whisper me roles!", which is a strategy that badly needs to be discouraged - if everyone whispers the Jailor roles, you can just kill them. Which leads to the second point.
2. Astral attack that cannot be healed and which ignores all temporary sources of immunity (BGs, vests, alerts, etc.) It might sound like a bit much, but this is reasonable given their restrictions and is vital to serve the core purpose of punishing "whisper network" strategies where everyone whispers their role to a confirmed town - now, receiving a ton of whispers from many different people becomes a dangerous vulnerability that cannot simply be prevented with a doctor or BG. Also, this avoids the problem of "worse than an SK" - in exchange for the trade-off of limitations that potentially out you, you get an attack that bypasses many of the things that frequently catch or out an SK. In other words, you have to be caught by different means.
3. If you didn't attack last night, then your next attack is a rampage. This serves to reduce the randomness aspect further by ensuring that missing a kill is not a big deal. It allows you to delay killing if your only options would out you, without losing too much ground in the long term; and when you do kill, the rampage will sometimes make it harder for the town to figure out who was targeted and, therefore, makes it harder for them to just look over past whispers to produce a list of suspects. And, of course, it adds to the main purpose I'm going for here - you can severely punish towns that try to operate via a protected central "hub" figure who receives a bunch of whispers, since you can now attack them with impunity due to everyone who ever sent them a whisper being a suspect, both ignoring and killing all the Town who were protecting them. (Edit: Another possibility is that anyone who visited your target the night you killed them is permanently added to your list of possible targets. This 'contagion' model makes it harder for towns to track who you are and aren't allowed to attack, while still serving the core purpose of punishing whisper-promiscuous towns - especially if they send a lot of whispers to someone and then try to visit and protect them, a very common strategy.)
Yes, I know there are other ways to try and fix Jailor games or whisper games in general. But the reality is that whisper games have been a major problem for the game's entire history; it's not specific to the Jailor or to any one role, role-list, or mechanic. I think having a role that specifically punishes them is valuable. And this addresses most of the objections people have above - being able to whisper people to add them as potential targets (permanently) makes it a bit less RNG-y and allows you to, with some foresight, ensure you can attack key people later in the game. The astral pseudo-powerful attack and ability to optionally delay for a rampage both gives them an advantage the SK doesn't have (to make up for their limitations) and compensates them for normally missing an attack N1.
But most of all it gives the role a purpose - I feel every role idea should have a purpose, some way they impact the meta in terms of rewarding some broad strategies and punishing others. In this case, you'd be punishing towns that whisper too much, and especially ones that try to send a bunch of whispers to a single hub. The advantages outlined above would be sufficient that, even if the town avoids that strategy, you'd still be able to serve as a credible threat.
Please put the Witch in Coven mode. I miss it.