What I learned from this game in terms of modding:
1. Majority Lynch is the way to go. Too many times a player can't vote because of an event, a real life occurence, or a legitimate excuse. I propose a new rule for inactivity modkills. Voting is done by majority lynch and a player must post at least once during each full cycle (night and day). This gives each player a very long time to post. Inactivity with votes isn't a problem to the game, but people who don't post in the thread hurt the game. A player who almost never posts in the thread but always votes is less valuable to a player who is active but forgets to vote IMO.
Any player who does not vote once during the game will be put on probation and cannot play in the next mafia game.
48 hour days are simply WAY too long late in the game when the most active posters are dead. People lose interest as no content is posted for a long 2 days and games start to flatten out. Haunted Mafia had a HUGE amount of modkills. I think majority lynch, revamped inactivity rules, and a bigger crack down on spamming will help reduce this number significantly. There should be regular micro mafia games for newbies (with a very simple set-up such as 6 town 1 cop 2 mafia) that gets them warmed up to the game. Newbies jumping into a huge game like Haunted Mafia might be intimidated and it leads to modkills.
Majority lynch also opens up the possibility of roles concerning the "Hammer" which is the vote that pushes a player to the majority and ends the day, killing them. This will make the way voting works more interesting and make vote analysis a much more relevant part of the game.
2. Communication with co-host is the key to success as a mod. My communication with Meeple was essentially non existant. My suggestion is for mods to use QuickTopic to share information (post all night actions, voting records, and relevant information to the forum). QuickTopic is very difficult to penetrate with google and it is a relatively safe way for mods to share information easily. I also suggest QuickTopic for scumteams.
Every host should also have a back-up cohost who they send all information to in the case that a cohost is inactive. Mods should not use pastebin to store information.
3. Cracking down on spamming/flaming is necessary. Modkilling is never fun but it is necessary. I propose a simple policy. Double/triple posting ONLY in the case that the posts are game relevant post. Consecutive non relevant posts would constitute a warning, a second offense would constitute a ban. In games that move very quickly, players have a hard time catching up if they aren't very active on TL. A lot of information gets buried under pages of spam and players are discouraged to read everything they missed when there is too much irrelevant posting.
4. Smurfs must confirm their real identity to the mod. In Haunted Mafia, I gave BloodyC0bbler information I should not because I was not aware he was using the smurf name "LastArgument" in my game. Annul also confirmed himself as Count Dracula to BloodyC0bbler in irc because of smurfing. If you're going to smurf, smurf responsibly. Tell the mod.
Players in the game, don't reveal information to players outside of the game under any circumstance due to the possibility of smurfs.
5. Sixty-one people is too much. I think somewhere around 40 should be the hard limit for a game. It's too easy to make mistakes in counting, it's too many people to keep track of, and it welcomes a lot of inactivity. It was a bad idea to hold a game that big. I bit off more than I could chew.
6. PM's are a good thing. They don't make town OP, they make mafia very powerful if they understand and use the godfather right and I think mafia can too easily take advantage of a town that can't communicate reliably. I don't like the "No PM" trend.
7. Clues bad. Elections good. Clues rely on players to spice up their profiles well. Some players are too hard to make difficult clues for, others have profiles that are too obscure. Look at the two extremes in haunted mafia. Masq who was very obvious and SouthRawrea who wasn't anywhere close to being caught on a clue at any point o the game.
Elections give a lot of discussion for Day 1 and they prevent the game from having an RNG stage with IMO is really lame. I think every game should have a gimmick that creates Day 1 discussion beyond "which inactive should we lynch". You could get creative with this.
Haunted Mafia Analysis:
Mafia started off very well. NB presented himself as a somewhat capable leader behind the scenes and their hits were pretty spot on. Ghosts blocked 2 of the vampires hits and a vampire was lynched on the first day.
The problem with Mafia is they had no real leader. BrownBear had the capability to carry Mafia but his life was cut down fairly early and eventually it all fell on the shoulders of the novice SpydR. While I'm impressed with SpydR's play he didn't quite have what it took to lead a scum group.
Zerroth's errors ended the game for the mafia. He roleclaimed at time when it was basically guaranteed vampires could kill him in the night by stacking hits. Inactivity was a huge problem for the mafia as well, they had more modkills than the vampires did. Really everything was stacked against the vampires over the course of the game. Both major mistakes I made hurt the vampires badly and they had a nearly disastrous early game.
What saved the Vampires? Annul understood his role as Count Dracula, NB did not properly play the Godfather. The Godfather role is a role that is mostly powerful in games with PMs. No PM games heavily nerf the godfather role as the main advantage the godfather has is that he can reliably infiltrate town circles. NB didn't infiltrate the town circle or use his role for manipulative purposes, annul was very calculating and believable in his fake jack o lantern role.
I set up the game so that Mafia would have the advantage in manipulation and that vampires would have the advantage in killing abilities. Poison, an extremely useful role (as it can be used to both manipulate and get safer hits in) was neglected largely by the vampires who wrote it off too quickly as useless (mostly because QuickStriker was confused to how it worked).
The game ended up being the opposte. Vampires outkilled the mafia and outmanipulated them. BrownBear didn't really have the time necessary to take full advantage of his framer role (a role that is EXTREMELY deadly late game), but managed to get a frame off on Pandain which was crucial as he was checked by a DT and visited by several other roles that night.
Zerroth was hit and miss with his roleblocks, mostly hitting weaker roles like boogeymen. Speaking of boogeymen, the boogeyman role is a town circle role. The boogeyman must be heavily involved in the town circle. The boogeyman can not be tricked or bypassed unlike the DT and can be used to confirm whatever bullshit that godfather roles/fake mafia spew. If annul said "i placed a bomb on this person" and one of the boogeymen knew for a fact that he hid in annuls closet and that didn't happen he has very strong evidence that annul is a mafia.
Detective play wasn't excellent in this game. Aztrorisk had some good checks but KtheZ was an inactive DT, which is a useless DT.
What strikes me as interesting is Veldrils lynching and this spoke to me a lot. I had never been town at this point and it wasn't until I saw the game from a neutral position that I really saw how easily town can make such awful mistakes. Veldril defended Masq very very very lightly, his initial defense of Masq was barely anything.
Now all things being considered Veldril was a brand new player. Brand new players are typically scared to take a strong position and are scared/wary of things like bandwagoning and the intensity with which mafia posts/accusations often are often rife with.
Afte rlynching Masq, it was VERY easy for mafia to say "oh well that means Veldril is red too." One thing I suggest town be wary of it is alliance type posts. Really analyse them. It is legitimate to point out scummy defenses/possible alliances but mafia also want to create fake alliances to incriminate a player with a bus, to take someone down with an inevitable lynching that would occur (this is what happened in the vampires case), or to make two townies look like a group of 2 mafia or a group of 1 townie and 1 mafia.
Look at how a player defends another player. Does that player defend the player by demonstrating how the attacks against him are unreasonable? Or does he defend through methods that are not based in reason (attacking the attacker, appeal to emotion, etc.). Ask yourself "What is the defending players goal here? Is this a defense a townie might make?"
Another interesting thing was the insistence that blue roles were really in any danger. Role claims should have been happening much more in Haunted Mafia than they were. Mafia don't want to kill blue roles they want to USE the blue roles AGAINST the other scumteam. Blue roles help scum as much as they help town if the scumteams conduct their business well. Annul was the one who realized this and his focus on the mafia and using the blue roles as a crutch led them to victory. The mafia's strategy seemed more scattered and their insistence on hitting problematic townies was a mistake.
Mistakes the town made? There was one big one. Lynching SpydR. I mean seriously what the fuck? You know there are 2 mafia left. You know 1 of the mafia is SpydR. But you lynch him, making sure the vampires are GUARANTEED to win. The town created a scenario for themselves in which they couldn't win and they are the ones to blame in this case. SpydR shouldn't have roleclaimed either IMO. The fact that he did makes the towns actions all the more confusing.
The towns clue analysis was much too literal/rigid. I don't like clues anymore, it's too hard to see how different mods make clues and it's just far too subjective.
It was an interesting game and there is probably a lot more to be said about it (particularly from people involved in the PMing action).