Thanks everyone, for playing, and I'm sorry for the way the game ended prematurely due to some modkills. We can all commiserate together. The quick explanation:
Scum was made up of four players. Two were traditional (EFHW/PPS), in that they could talk to each other. Two were basically traitors (DS/WCD), in that they were unknown to the other two scum. All four knew all four flavor names. The traitors knew all four player names. There was a QT available to all four to read, but only EFHW/PPS could post, so scum could coordinate. There were multiple warnings in multiple QTs that if anyone other than living traditional scum posted in that QT, the entire faction would be modkilled. DS/WCD had to confirm reading and understanding of that rule. Since the rule was in place so firmly, there was no ignoring it and still being fair to the rest of the game.
A few quick thoughts to share on the game:
--the double modkill: Again, I didn't like it, but I felt like I had to go through with it after having made such a big deal of the rule at the beginning of the game. The added stress was part of the experience, and I liked the implementation of traitors that were "unknown" but could be coordinated. There were multiple warnings and confirmations at the beginning of the game, so going back on it would have been dishonest and unfair to the rest of the game, even if it did just end it in a sort of unfun way for everyone.
--the setup: I was going for the introduction of some new concepts in game design. I don't know if they were actually new, but do "newish" or "original" seem like fair adjectives? The first one was the idea of "contingent" as a modifier. I think we've probably had roles that were "triggered" by something happening, but I went for something more with the idea, including things that could be forced, done on purpose, or would be disadvantageous. I extended the idea from powers to win conditions very early on, with conditionally win conditions being a neat way to implement "alignment changes" without actually changes alignments. ADK/Shraeye went from a Lyncher win-con to an SK win-con. They never actually changed alignments (always purple), but just had to do different things to win based on the game condition.
--2.7's Lexi was the first role I created for the game. In retrospect, I should have used a single color for the alignment, but otherwise I am happy with the role. I'm sad it wasn't more of a factor.
--The Troubled Survivor faction was neat. Purple is the usual color of the SK, but people let the flavor name (and claim) keep them off that track for awhile. Props to ADK for never shooting, which was a flavored kill designed to give him away. The decision point there was whether to use the day vig and effectively lose the NK, or the other way around.
--I constantly battled with the feeling that scum was underpowered. I actually only had three until late in the process, then added Sonya for balance.
--Sonya is a fruit vendor, sending useless items. PPS's item claim on D1 (D2?) was completely uncoordinated, in that he didn't know the role existed, but I found that to be pretty incredible.
--Props to faust for holding his ground against the IC.