I'll give out more details in a second, but at the end of the game the remaining players were Cuban Smoker, mith, Antrax, all of whom were pro-town, and mole (who replaced Polotet) as the sole remaining mafia. I decided to call the game for the town (sorry, mole) because it looked like the game was heading in that direction, and it would have been nearly impossible for everyone to reconstruct the scenario where we left off.
Below is the list of players in the game, their identities, their motive, and their role, horribly typeset for your convenience.
- Internet Stranger, Homer, Mafia Clan C, Soothsayer 2
Antrax, Polyphemus, Townie, Psychic Master 2
Jeep, Asabat, Townie, Mystic Triplet 1
CS, Samson, Townie, Identity Protector
mith, RayCharles, Townie, Psychic Lackey 1
Polotet/Mole, Galileo/LeadingThe, Mafia Clan A, Mystic Triplet 2
Gaspode, Braille Townie, Thought Vigilante
MeMe, Tiresias Townie, Mystic Triplet 3
Werebear, Handel, Townie, Mystic Constable
GreenCrayons, StevieWonder, Townie, Soothsayer 1
CaptainBlic, Tobit, Mafia Clan A, Psychic Master 1
Sketch, Euler, Townie, Identity Investigator
d8P, Oedipus, Mafia Clan B, Psychic Lackey 2
DourGrim, Milton, Townie, OMGUS Cop
As for the roles, the basic premise I had going was that most roles were relatively weak by themselves (this also held true for the SK's and mafia above):
There were two pairs of Psychic Lackeys with Psychic Masters who essentially work combined to form one cop. One person got to choose the target, one person got the results, and neither knew if their partner had the same alignment as them.
There was a regular cop with a 75% accuracy, which I now concur is a little weaker than I had intended. If I were to do it again and still wanted a random role to weaken the cop, I would respond with "No Result" 25% of the time, instead of incorrect information.
There were three mystic triplets who were arguably a little weaker than masons, in that if all three of them were ever voting for anyone at the same time, they would die the following night,
There were two roles (the identity investigator and the identity protector) which just went well with the theme.
A constable (i.e. blocker) that stopped people from acting seemed like it fit well with the mental/thinking theme.
There were two soothsayers who only once per game could PM the moderator one yes or no question and get a truthful reply posted in the thread (though the question would not be posted). This isn't really a watered down version of any other role, but I love this role so much I had to put it in.
And, of course, a vigilante, 'cause who doesn't like a vigilante?
In any case, I realize the game was annoying because of the aliases, so I apologize for that. Nonetheless, I hope most if not all of you had a good time playing.
Cam