The Robber actually gives the village team a lot of info. They know they switched and what they now are and who is now the robber. If they switched with another village team card they should absolutely speak up and say who they switched with, as that sets up an easy trust between two players by the robber confirming with the other person what they are. If no one speaks up as the robber you end with two scenarios: either they switched with a wolf and now there's multiple liars from people who are werewolves and who now just think they are werewolves, or the robber is in the middle. If you combine that with the Seer (who should always look two of the center cards, imo) the village team starts off with a pretty solid base of information.
We usually just start by calling out each of the roles and giving people chances to claim them, since this either leads to the wolves fighting another player as they both claim to be a role or a story coming together that the other team then needs to figure out some way to logic their way out of. The really important thing with this game is that people can't be shy with the info they have or the roles they are. If you've played normal Werewolf before you might have that instinct to hide what you are, but that helps no one in this, since there isn't a second night coming up for you to get murdered on.
I agree that the Troublemaker is a little too random for a starting group. Though it leads to some really fun tricks where you can do stuff like pretend to have switched people to try and get werewolves to reveal themselves as they no longer think they are a werewolf.
It often still comes down to who you believe and who you don't, and I actually think who wins and loses kind of isn't important which might seem weird. The arguments and ridiculous logic chains that develop are really fun for me.
We usually just start by calling out each of the roles and giving people chances to claim them, since this either leads to the wolves fighting another player as they both claim to be a role or a story coming together that the other team then needs to figure out some way to logic their way out of. The really important thing with this game is that people can't be shy with the info they have or the roles they are. If you've played normal Werewolf before you might have that instinct to hide what you are, but that helps no one in this, since there isn't a second night coming up for you to get murdered on.
I agree that the Troublemaker is a little too random for a starting group. Though it leads to some really fun tricks where you can do stuff like pretend to have switched people to try and get werewolves to reveal themselves as they no longer think they are a werewolf.
It often still comes down to who you believe and who you don't, and I actually think who wins and loses kind of isn't important which might seem weird. The arguments and ridiculous logic chains that develop are really fun for me.