Okay game mechanics time. The emails (actually, that entire rollover) make extremely vague reference to the game mechanics:
It’s hard, whenyou feel like you can’t trust anybody, no matter who they are or what they've gone through...
I've been checking out a lot of places and doing some research and I've uncovered some... not so great things, but ... monsters?
A copy of the book Dracula sat on the sofa, surrounded by cutlery
(I willingly admit that last one is really vague and requires context, though).
These were basically figured out near the end of the game, but long story short: the entire game had one mafia at any given time. There was a set initial mafia (Gerry) and if Gerry died, the mafia would jump to another player at random starting that phase. NKs were all RNG'd except for N0, which had no NK, and were all assumed to be counted as the first action after rollover. The NKs were RNG'd a phase before the night phase.
So the actual mafia in order were Gerry, Lucas, Mr. Alice, Ardonye, and alcasync. Each had a specific weapon or method of killing that would be their M.O. (Gerry = knives, Lucas = first aid kit, Mr. Alice = baton, Ardonye = rituals and a cursed sword, alcasync = break-ins). Each of these players actually counted as genuine mafia, for what it's worth, so the game was never at a point where it was like IKEA mafia - they would flip as mafia. Upon dying, they would revert back to their original alignment, which is why kills after revives are obscured in rollover.
If mafia ever realized they were mafia at any point and submitted an NK, their NK would override the automatic RNG'd NK. The anti-town lantern was put into play partially because we were worried about people submitting actions while we were asleep, and also because it gives mafia, if they ever found out they were mafia, some firepower other than guns and mirrors in the game.
The lantern makes the phase after it is used between 1-4 hours long, where the length of the phase is completely randomized; because the NK is always the first action in, unless manually submitted, it would be impossible for anything to snipe the NK. It's the sole item that universally is anti-town, but given that there's like 3 first aid kits in this game I feel like one anti-town item is warranted.
The ratio was never hidden because of a role, but mostly to obscure the fact that the ratio perpetually had one mafia in it. However, we included some checks to prevent the game from getting too suspicious about repeated town lynches, if mafia was somehow cleared in early game:
- Any player that kills another indirectly or directly will have their alignment changed to mafia on death. Because guns are dangerous. It even says so in the flavour of the gun. But outside of "killing people makes you as bad as the killers", it establishes several other "set mafia" (Tet, Ninfia and tiny) that will flip maf if their abilities go through.
- Gerry and alca were millers together.
Combined, assuming no one high noons, that would have been 1 + 5 hypothetical mafia, for a mafia of six individuals. The only genuine mafia of course would be the one submitting the NKs, but there would have been the illusion of a larger maf.
Some other housekeeping things:
- Messages did not affect abilities, but were affected by items. This was to make sure some roles weren't too OP (as mafia would not know they were maf, if chi was sent a message by mafia that was signed and received no other actions, she could immediately out maf), and some roles weren't constantly affected by shit (Ardonye's ability, had messages affected it, would have been super useless once she was revived because a lot of people messaged her and Ninfia would have rolled a chance to kill someone constantly); furthermore, it prevents the binoculars from being able to immediately out the NK sender since there's more confounding options in play.
I know some people said they were kind of useless because they saw messages, but they also see items and the NK being sent, and seeing three different targets (or two) would either mean the player had used an item or was the NK sender, since no one could message two people in one phase. In a traditional game, this would've allowed for fact checking item usage claims, too.
- The items were indeed, as Five said, aligned to each major role power: the shovel is a stunner that is dropped on an unsuspecting player, the bell is blessed with good vibes and determines alignment, the first aid kit and binoculars are self-explanatory. Death has a lot to do with memories, so the photograph (which has a terrible Nickelback reference) is the revive (though there's not very much it could have been, I suppose), the mirror was a reflect, and the lantern was explained earlier. And the gun was a gun.
- Everyone had a fairly weak passive so mafia could not be OP at any point, even if they found out they were mafia.
- Both alive and death flavour did involve ways to determine the true ratio of the thread, but no one ever fulfilled the conditions required to get either one. We have no plans of discussing these options further and would prefer to leave the plot of the game open to interpretation.
- Lighting candles in church would give you a set % chance of surviving the mafia NK while in the church, which increases for the more candles you light.