Trying to figure out from Visigoth's power description if he's immune to nightkills - not sure how winning ties helps with nightkills, that was somewhat ambiguous. Otherwise, I'm not sure why he would've handed victory to Hellheart like that, unless he actually knew that HH wasn't getting the nightkill each night.
Still very unclear to me how the maul rotation worked - I feel like I'm missing a giant rules section that puts everything together, but maybe rereading the roles will help me figure that one out. Day 4 and Day 12 mauls in a 4-faction game seemed very sparse.
I saw a lot of notes that the lock-faction communication was OP'd - it was definitely powerful, right up until about the second time that I used it and it was repurposed and then no team had enough players to make it worthwhile. . . End-game? I'd much rather have had the near-complete immunity to lynch-and-night-kills that everyone else seemed to have. I felt *completely* ineffectual in the end game, even with my powerup (and looking at the other powerups, no frikkin' wonder - Visigoth had a vote manipulation power worth double mine, but without my usage restrictions. . .
Our team power not reporting all of our nighttime visitors seemed like some false-advertisement - the description of that might have been better served as reporting the-first-of or one-of or the like, but not a huge deal in the end. Also not sure how much I liked the RNG-block-aspect; maybe trimming that to "it always protects a person the first time, but then that person is no longer protected" would've suited similar balance issues without leaving our fate up to dice rolls (I'm not a huge fan of dice rolls in any of these). Tough to say.
Interesting game - my attention definitely wandered on this one, and I have to say that the break(s) - combined with the Klingons seeming to have full control of the lynch, and having waited 8 days since our last maul - it dropped significantly at the end. There were some fun components and fun days, but overall, I just wasn't feeling this one as much.
Adding vote manipulation as power-ups was probably not the best option - it really, really, really felt like the day votes just didn't matter, but again, maybe that's because mine was an absolute pittance compared to the others out there. One of the core themes of TWG is that the ~villagers have power over the lynch. Take away that power - repeatedly - and I'm going to get very disheartened. Part of that is why I kept going after the Klingons - I honestly expected both Furin and CAD to survive all of the lynch efforts, but at that point, I didn't really care anymore and just wanted to get the game finished with, and that attitude pretty much carried through to the end.
Next question: Visigoth kept making night-visits to us toward end-game (myself and Okaros). Visigoth doesn't have a night-power. Once might have been a maul, but I'm still not sure what those were? Did Visigoth have another power-up beyond the one identified? Because of the dferrantino-SNAFU?
Thanks for the game Omega - some things I definitely felt were out-of-balance (but I see some of them raised in here already), but I enjoyed the middle section of it very much (the part that I was actually paying attention to). Had real fun working with that team, and Okaros - very, very excellent analysis on the player/faction stuff. It was fun to watch you go crazy-paranoid and then trying to explain that maybe you had gone off the deep end ~diplomatically.