Well, thanks for playing, everyone - I know joining an untested open setup is a bit of a risk. Here are some brief thoughts on how it went, would appreciate anyone else's thoughts or suggestions.
The game was slightly too swingy, especially because losing one mafia member lowered the chance of a mafia win far too much, as Web pointed out. The team-kill gambit was impressive, but I think web and Max felt a bit more forced into it than I'd have liked... I think it would have been better to allow the last person in each section to self-target, so scum could self-kill and roots could self-protect. This would make play a bit more stable.
I'm not sure if the mass roleclaim/confirms D3 were overpowered - as people noted, if the last scum was outside of Jack/webadict, it would have been game over for town, as revealing information is potentially pretty deadly. As it happened, scum had a very good idea of which roles people had by that point anyway, so it didn't actually hurt town, and did really narrow down the pool of suspects. I'm not sure if this is a genuine imbalance, or just the result of both scum and town massively escalating the situation N2 and D3 - I'd appreciate any input on that.
The night game only proved important once or twice - Toony's block on Web, Jim's confirm on Toony - so broadly speaking, town won by finding other town in the day. Everyone played a fine nightgame, people showing a lot of self-restraint in action use, and acting based on a pretty good assessment of people's roles. Shoutout to Tric for hitting scum N2, even if it didn't end up helping.
Actions
D1
No elimination
N1
Webadict tracked EuchreJack
D2
notquitethere was eliminated
N2
webadict killed MaximumSpin
Jim Groovester tracked ToonyMan
EuchreJack tracked Jim Groovester
TricMagic blocked MaximumSpin
D3
EuchreJack was eliminated
N3
ToonyMan blocked webadict
webadict attempted to mafiakill Fluffe1199 but was blocked by ToonyMan
Fluffe1199 protected a1s
a1s blocked TricMagic
Scumchat will be posted at discretion of mafia.