Keeping true with the Baldur’s Gate game, I wanted to have some “flashy effects” (think JOAT) as well as roles that players enjoyed playing.
First of all, I would like to give credit to ThunderCat for suggesting the lynching of the Dragon mechanic. Had he not suggested it, the mechanic would not have been in the game. The reward and the exact workings of the vote/NK was up to me but would not be implemented without the Dragon suggestion.
I like to think that it made the game more interesting in Twilight, as well as providing something different to what we as regular players are used to. Props to the Town for using the 2[SUP]nd[/SUP] vote very well and catching another Mafia.
The game setup consisted of 22 players, 14 players were Town aligned, and two teams of Mafia. One team consisted of 4 players with slightly weaker (but still uber powerful) roles but more focus on investigations and investigative immunity/misinformation. The other team had three players but more emphasis on kill protection, an investigative role and a very powerful JOAT Mage. There was also a Neutral in the mix that could get hired by Mafia or Town alike. The Mafia teams had the pitfall of having the other team to contend with as well as Town investigative roles and scumhunting.
Town:
I felt Town was initially quite strong with investigative roles in Cop, Name Cop, Tracker, and a pseudo-investigative role in Shapeshifter. There was also the Party Host /1shot coroner as a booby trap (which, ironically, kestegs fell into :wave

as well as a Bus Driver to put a spanner in the works of even the best made plans. This all was against the background of the possibility of the Mafia teams weakening each other or even taking each other out. Thus with proper use, the Town could conceivably lynch Anti-Town regularly and win the game.
Mafia:
The original plan was to have one scum team of 4-5 players and one Serial Killer. I decided at some point to abandon that and go with two Scum teams. I will always wonder what would have been had I stuck to my original plan (or even going with a SK-less option).
The Mafia teams were eventually divided in to two groups. One that has more members and better investigative role immunity but slightly weaker roles and the other that has 3 members with more or an emphasis on kill protection and investigation. It was my hope that the two would balance each other out as well as with the Town Power Roles keeping both factions in check by having enough lynches to itself win the game.
Conclusion:
Regarding this game, It would have been interesting to see what would have occurred had I had stuck with the original plan of having only one Mafia team and tried to balance it for such (and the game likely would have lasted much longer). I now understand why two scum teams has not been done since the Cheers game. (Bad Ash’s game exempted, but everyone was Mafia in that one).
I try to set high standards for myself in forum mafia and many, many, many hours of planning and thought went into this game, going back to before the beginning of Pharphis’ game .This game has been a learning curve for me. I have 10 full games and 2 mini mafia games experience in playing and this was my first modding attempt. I hope you all enjoyed yourselves playing, enjoyed reading the stories and I look forward to trying modding again in the future.
Regards,
Solar
PS:
Special thanks to:
ThunderCat for the game review and game chats on Skype.
Goryani for the PM with thoughts on the game, afterwards.
The players that Pm’d me about liking the stories.