Keirador wrote:condude1 wrote:I have experience trying to balance confusing games. I also have experience failing miserably, giving up, and resorting to simple games.
I'm not a good person to ask

.
That being said, I generally love playing them, so don't be disheartened. I'm just really bad at making them. Also note that you have to be REALLY careful with interacting with players. My first game quickly became chaotic when my flavour became more than flavour. Minimize interactions with players, just send results, and I know Rolan, for one, doesn't even do that.
Eh, a new GM could do a hell of a lot worse than listening to you. Your games that I've seen were very elegantly designed. Shot in the Dark suffered badly from factors outside your control, but the design was still excellent.
Thanks! With that comment I now feel obliged to give a bit of advice:
1. Don't send flavour with any results at night. At least until you've made a few games and get the hang of it. You are god, people will treat you like it, so anything you say can and will be twisted in an attempt to gain information. It's the players' job!
2. Be really careful of synergies. A game design with a cop, doctor, and a bunch of vanilla townies is about as simple as it gets, but also completely broken. The cop reveals, and the town plays follow the cop until they find a mafia.
3. Blocking roles are extremely powerful in the late game. A blocker and a doctor will annihilate a lone mafioso almost every time.
4. When in doubt, err on the side of simplicity. If you aren't sure whether something will unbalance the game, it probably will. OR at least, it's best to assume it will. It's better to be more simple than you expeccted than more complicated, especially for your first game.
If I think of anything else relevant, I'll post it in a bit.