NOTE 2: I sent the following to an active member of the discussion 2 days ago (not naming names) in hopes of getting it added to the discussion or posted to R&D where it really should be. I got no response so I'm just going to post this here, whatever. We've already had some days to see that saves are kinda... weird with things like escort as protective (when they can't protect) and BG as killer (when they can't target scum). I hope that this post makes sense of that weirdness.
NOTE 1: I know that this may be too little too late.. but here's a very detailed breakdown of role category splits for your perusal (that I was actually drafting before the R&D thread became public):
The random roles should be organized in such a way that it is easy and intuitive to make a save where random variation does not affect game balance. This can be best achieved through putting roles into categories where they are interchangeable without changing the overall velocity of the game. In addition, a player who is new should be able to predict which category each role should fall under if they know all the categories. This means the split must be intuitive in addition to being functional in order to be effective. In my opinion, this is the biggest failing of the basic/adv split as it is not intuitive if a given role is basic or advanced.
Lets break it down, starting with neutrals.
Plotting Neutral
Game Effect: Win condition relies on misinforming town and eventually killing someone
May hurt town more than scum by wasting lynches and confusing days
-Jester
-Exec
Benign Neutral:
Game Effect: Has no explicit ties to any faction
Any faction can "recruit" them through clever play. They are swing votes.
-Survivor
-Amnesiac
Evil Neutral:
Game Effect: Primarily self-centric play results in generally harder play for everyone else.
Relies on day lynching to achieve their goals (and falls back on night mechanics)
-Witch
-Cult
-Arsonist
Killing Neutral
Game Effect: Goal is to kill everyone else
Relies on night killing mechanics to achieve goals
-Serial Killer
-Mass Murderer
-Arsonist
Random Neutral:
-Exclude Killers [ ]
-Exclude Evil [ ]
-Exclude Benign [ ]
-Exclude Plotting [ ]
Protective Town
Game Effect: Protects one role from death through some mechanic
Allows role claims in town by making mafia kills on claimed roles have high chance to fail
-Doctor
-Bodyguard
-Bus Driver
Investigative Town:
Game Effect: Allows town to collect confirmed information in order to better deduce the truth
-Sheriff
-Invest
-Lookout
-Detective
-Spy
-Coroner
Town Hitters:
Game Effect: Allows town to strike back at scum through means of blocking or killing
The higher the number of these present, the more people who are suspicious during the day will be messed with
-Jailor
-Escort
-Vigilante
Town Leader
Game Effect: These town help to control the day vote and survive to see the mafia lose in the end.
Through some means of extra survivability or confirmability, these town own the day.
-Mayor
-Citizen
-Mason Leader
-Mason
-Veteran
Random Town:
-Exclude Core [ ]
-Exclude Hitters [ ]
-Exclude Investigative [ ]
-Exclude Protective [ ]
Mafia Saboteur:
Game Effect: Suppress and deal with troublesome town
These roles help counter confirmed or otherwise dangerous town
-Consort
-Blackmailer
Mafia Deception
Game Effect: Undermines the town's ability to get correct information
Helps counter investigative roles and role calling
-Framer
-Janitor
-Disguiser
Mafia Support:
Game Effect: Helps ensure that kills go smoothly or hit the best targets
-Mafioso
-Consigliere
Random Mafia:
-Exclude Saboteur [ ]
-Exclude Subverter [ ]
-Exclude Supporter [ ]