Auto-translated
Now, regarding the game itself:
First, I'll shed some light on the negative aspects.
1) Tox and Wolfstet violated the game rules and should have both received a modkill. I didn't issue it mainly because I didn't want to disrupt the game's balance – the town would have instantly lost without those two players.
The blame here lies more with Tox, as it was likely his impulsiveness that led to this.
What to do with him/them in the future is a question for future GMs. I'm just conveying the information without making any suggestions.
2) Sanctuary didn't really participate in the game, nor even in the Mafia chat, even though he had the technical ability to do so.
I believe that with such an attitude towards the 17 participants, his team, and the host, he shouldn't be included in future games.
As for the game itself, I think it provided some good food for thought.
Firstly, I think it clearly demonstrated that there's nothing wrong with allowing players to write during the night. On the contrary, it only positively affects the quality of the game.
Secondly, the discussions and reveals seemed less tense to me. Of course, the game was still somewhat unbalanced and lost some of its intrigue towards the end, but still.
I don't think the reveals gave the town an even greater advantage. Look at it this way: the entire town revealed themselves, and the Mafia simply united. After that, the town's chances significantly decreased, and if the Mafia had been luckier during the night, one of them would have definitely won. So, the town still played incorrectly because they exposed all their roles at once. If the Witch hadn't had such strong protection, I think there would have been no chance at all.
Further, I'll note that the game ultimately devolved into a tactical one. This type of game has its own advantages and its own fans, but, in my opinion, it's not quite Mafia anymore. However, the reason for this ending is not the reveals, but rather the setting itself. The role distribution mechanism allowed for a certain degree of balance, which is confirmed by the game's ending, where the revealed town almost lost, but the overall number of roles is still too large. More roles without night defense are needed, and then the town will be forced to protect its active roles, and it will be easier for the Mafia to hide.
Now, regarding the players themselves.
I liked the play of both Mafia teams; their interest and active discussion of all the details in the Mafia chats were enjoyable. The town played at a good level; I wouldn't even say that anyone played poorly. The thing is that for most players, this setup was new, and no one fully knew how to play it effectively. Therefore, there were some mistakes, but it wasn't a complete failure.
The only negative point I'll mention is that you shouldn't lash out at each other so harshly in the game thread during an unfinished game. You need to be more tolerant. Yes, there were violations, and of course, the other side is upset that their chances are being reduced because of these moments, but in the end, it's just a game. Express your complaints at least after the game is over, not during it:)
I think I've said everything...)
Anyway, thank you to all the participants for the game:)
In my opinion, together we created a not-so-bad 62nd Mafia game