I agree to the suggested changes too

But there are some either or suggestions too so here is some thought from me:
KangarooGirl wrote:ALRIGHT! Time for discussion on how to improve the game:
We found Rye to be a wee bit too strong with Vengeance since he KNOWS he will be voting someone on the other side so we're suggesting a change for Rye to Revenge like the other two snipers instead. There was a second suggestion to remove Frighten as well but I think if we put that caveat that Frighten can be used by only one BO member at a time should be fine?
Yeah, vengeance is too strong with that :V
I think frighten can stay when only one BO can use frighten if there are two roles in with frighten. (with that, GM can vary the ability-pool)
Speaking of Revenge, Kleene I think said this earlier but I really want to change Revenge to be a temporary injury. PGT came to the consensus of 4 phases which felt like a good balance between enough to be bothersome but not too long to might as well be a permanent injury. Discuss!
Yeah, permanent injury is bleh when you get injured at the beginning of a game

4 Phases sounds good \o/
Next is PT's suggestion on making Betrayal and Interview non-passive. And I would agree on that. It isn't fair to get info when you're not sending something as well. Arguably that should go with James' subordinate results too but see what people say.
Non passive is good, for one it's a reminder for the GM too (XD) and as a player you feel more active too.
I think James subordinate result is more a status than a passive and is different from betrayal or interview. Since James get the info just once at the beginning, while interview and betrayal give out info each phase-pair. So you actually have to use it or get the info every phase.
So I think you can let James Status info as passive. It's also kinda an info that comes with your role.
That said, NOC is also a status and also comes along with the role information.
It would also be strange to make the FBI Leader an active ability, since the person who is James would first need to know that they are James. So if James is supposed to know the amount of FBI in the game on Night 1, he'd need to send an action during prep.phase? Which is strange? XD (if my babbling makes sense XD)
Now we've finally been able to test out Toichi, the feedback was there wasn't much control over the actions since the GM was randomising so the proposal is to give Toichi TWO keywords and he picks one action from them. Eg. Toichi gets Detect or Observe and he chooses between DETECT, STAKEOUT, GENDER OBSERVE or AGE OBSERVE.
Also good \o/
Lastly stems from the inactivity issue we had that last round. So here is another proposal to handle that:
[spoiler=Proposal to handle inactivity]From now on, every player needs to send a PM to the GM every phase from Night 1. Even if you don’t have day actions and plan not to vote, send the non-vote to the GM. If a player fails to do so for 3 total phases without prior warning, their vote/actions will be split amongst people belonging in the same faction (ie. BO, town, lovers). With cases with prior warning, it will be up to the GM’s discretion, but players need to keep in mind that it will hurt your side if you miss too much.
Which role/player went inactive will NOT be given (although it is likely obvious in some cases). If the player given either of those actions die, it will be passed on to a different living player on the same side. If the inactive player dies, the players given the abilities will be notified they no longer have control over them.
For example, if Rena goes inactive, one player will be given her Betrayal, Investigatex1 and SIx1, and a second player will be given her day votes in the form of a Vote Token. The GM will list the inactive vote as “Token”.
The people who are given the inactive’s abilities/votes may NOT at any point discuss that happening to ANYONE. The inactive person will still be for all accounts and purposes the role, including keeping passive abilities like Vengeance/Revenge, being investigated as doing the actions, and being able to be arrested for it if applicable. For Revenge lynch injuries, the player receiving the inactive’s actions will be accountable. For example, Makoto receives inactive Takagi’s actions. If Takagi was the subject of Revenge, Makoto will not be injured and will still be able to use SO/Follow-up/Arrest as normal to prevent Makoto from knowing Takagi was the one inactive. If Makoto was the subject of Revenge, he will be injured and unable to use all of his own abilities and Takagi’s.
If by chance the inactive person returns, they will come back to a PM from the GM saying they have been considered gone inactive and may no longer participate in the game.
Sample PMs:
To inactive players:
“You did not send actions for X, Y and Z phases. You are now considered inactive and may no longer participate in the game. Your actions have been split up amongst other players on your side, and you may still be investigated as having done the actions that they send for you, but you will not receive results.
You may not discuss anything with living players or post in the game thread about being considered inactive.”
To the ones receiving actions:
“A player on your side is now considered inactive and you have been chosen to take over one of their actions. You may now use X ability/vote each [Night/Day]. You will receive the results for this action, but you cannot be investigated as having used it.
You MAY NOT discuss this with any player.”[/spoiler]
Sounds good too \o/
Tho 3 total phases might be a bit harsh, in case the game is running for a long time and someone happens to miss the phasechange or so. (but then the GM would just adjust as how they see it fit)