Notes:
The Mafia GF was just told that they had some limited protection form other roles. What this meant was that they would seem innocent to a sane cop and guilty to an insane cop, and couldn't be killed by a vig, but could be roleblocked.
The doc was non-self-protecting.
Coron, StallingChamp/DrippingGoofball were a sane cop.
Fritzler/ibby were an insane cop
The cult could only recruit plain townies. They never successfully recruited anyone. In order, they targets were: Pablito/STD, adele/Pooky, and Glork/MOS. They never sent in a choice for night 4.
I bet you're all wondering what Fritzler's suspension was all about. When he replaced in, amb sent me a PM that said Fritzler couldn't replace in, since he knew amb's role. Fritzler hadn't mentioned anything, and I trust that he would if he learned of someone else's role. So I suspended him to prevent any posting or other communication while I found out what he could know, how amb knew Fritzler knew, and whether Fritzler had told TSQ. It turns out amb was mistaken, and obviously there was nothing Fritzler could have told TSQ, so they were all OK and the suspension was lifted. Sorry I couldn't provide a full explanation earlier.
petroleumjelly: You actually missed my first go at modding: Mafia 23 (I think of it as Smilie mafia, though I didn't name it at the time) - No cult, no gunsmith.
I kept roles in this game simpler than in other games I've run because I wasn't quite sure how the two-headedness would affect things. The first Two-Headed Mafia was so small and short that I couldn't really get the best idea of how it'd affect a full-sized game.
Amb's early day 5 reasoning that no-lynch would be a good idea amused me -- At that point lynching was the only way for the town to win, since the vigilante couldn't kill the GF.
[quote=petroleumjelly]Cults win once they control 50% of the town, and I believe that was also how Courk used them. [/quote]
Cults win with a majority -- 50% + 1. One cultist and one townie results in a tie.
I liked DGB's "Bollocks. Multitask." post
.
Finally, I have some questions, and welcome any critiques you have on this game/my modding.
Was there anything I could have done to allow the game to run smoother, considering the site down time and number of replacements?
What did you like about this game?
What didn't you like about this game?
Was the "Day X starts on this post" list in the first post useful?
Was there ever a point when you thought one player was suspicious, but you didn't feel that way about his or her partner?
Was there ever a time you found your other head to be scummy?
Did having a partner affect your usual playing style?
Did you enjoy having a partner, or did you see it as a hassle?
Did you ever delay posting so you could check something over with your partner first?
How often did you talk to your partner during days? During nights?
Any improvements you can suggest about modding in general?
For players with abilities: Did having a second head significantly affect your choice of targets?
For players without abilities: Did having a partner make the game more interesting?
And a special thanks to Thok for being my co-mod.