I'll start off by saying this is more or less an opinion piece than something actual factual. VLDR is defined by the spirit of the game and some very base mechanics. The fact it isn't a rigid structure which is proven every time someone decides to host a game. As well I wouldn't call myself an expert, just a pioneer. We all see VLDR through our own lense, this is mine.
Thoughts on the concept of roles
Roles are necessary. VLDR in my mind is all about playing the hand you are dealt with (and a healthy dash of RP). I draw a connection to Poker. If roles don't exist than another form of competition and friction amongst the players has to be present. Players should never be expected to make their own conflict and intrigue when it's more profitable and easy for them to all simply ally and escape alive. This leads to games which have potential to be dull, uninteresting, and really goes against the host's duties to make the game fun instead of something to salvage.
VLDR is also an odd beast in it's a game where it isn't out of place for everyone to win through a chain of events. Theoretically 100% wins can happen and that's fine. VLDR doesn't care about winning, it cares about the player experience and the goal of winning is just a means to an end. So long as the game has conflict or can keep people's interest than a game has no target % of winners or losers.
Roles give agency, roles are a foundation to build upon for a player. Roles are the first thing a player sees when they start their interaction with the game and shape the rest of it for them.
Role creation tips
Think about what you want the role to invoke; is it martial artist, a regular artist, someone with a mysterious ability, a killer, or idealist? Sometimes thinking of a name first can give you a direction. Then ask what makes this role different from an Average Joe? What abilities do they have and what goal are they working towards that allows them to take advantage of their skills or make the game interesting? When it's all boiled down each role should have a reason for someone to want to play as them.
Remember that win conditions make a role harder or easier than the base win condition; escape. Killers have to be stronger roles on average in order to actually kill. Whether that strength comes from stats, abilities and/or items is up to you. Generally the gap between the strongest and weakest role shouldn't be large, but the gap between the strongest and weakest role in certain scenarios can be. At the end of the day strength is hard to objectify but is important to try and gauge.
Stats are a newer addition to VLDR and they're very crucial in separating roles from another. Stats in most cases should be positive in order for the role to feel useful. It is ill-advised to give a character all negative combat stats (STR, DEX, CON). If you give someone a 4 or 5 in a stat, negative or not, then it's a main feature of their role, and you should have a reason to do so. Anything between the 2 and -2 is within normal human averages. Leaving 3s s an outlier of important but not completely specialized. Characters with lots of numbers on the ends of the spectrum (particularly negatives and in the broader stats like STR and DEX) can restrict or over incentivize what a player can do, and close of a lot of options. That's bad for the player experience.
For a criminally, overly, basic guideline a role should have 7-9 points.
- Stats are +1 point each
- Abilities are +2 points
- Adept/Inept +2/-2
- Harder win con is -2
- Easier win con is +1.
Remember to make roles outside of a vacuum. Players are going to interact, plan and prepare around how the game will work. Balance both the numbers and powers of the evil, good and those in-between. You may not have to pay too much attention to it, but be aware of how one role might counter another or synergize.
Finally, if you think an idea of role is going to be fun or interesting. Then that's probably a gauge for a good role and a good starting place. Don't be afraid to work off of other's ideas or use roles from the past, old standbys are called that for a reason.
Closing
One of the things that excite me when playing VLDR is receiving a role card, reading whatever the host has cooked up or given to me, and imagining what I'm going to do and what my character is going to be. I think it's one of the most important aspects of the game and is critical to get right. Do you agree? Do you have any experience you'd wish to pass on, or any roles you particularly admire?