So I had this idea for a more complicated type of mafia, in the opposite direction of Roy's simple version. The goal is to expand the depth of the game. Depth is important for a better player experience, and to give players a choice (not a problem) for players to enjoy.
First players are randomized into a set ratio of town to mafia. They are then randomized (evenly) into archetypes. Players may then choose their archetype. Each archetype has distinct passive advantages, but roles ultimately decide how these advantages are used -- a player may only choose two role powers. The game does take a more stat approach to the game, which I think may be ultimately more rewarding.
|Law Archetype
People of the law archetype are cunning and sly, preferring to play a game of wits and politics to get ahead. They are charismatic and ambitious; pursuant of power and justice, often driven by strong idealism.
Influence (passive ability): All members of the law archetype receive an additional half vote when voting.
Council Member (role)
Political Sway (passive ability): Council members receive an additional half vote when voting for lynch or mayor.
Diplomatic Immunity (passive): Council members may not be targeted by night actions from the enforcement archetype.
Lawyer (role)
Research (active): Once per night, a lawyer may dig through documents to find a a clue.
Subpoena (active): Once per night, a lawyer may request information from a public office, hospital, police station, or private institution that would be unavailable through any other means. Information such as personnel files, sealed criminal records, or secret internal documents are requested.
Mayor (role)
Execute (active): Once per game during day, the mayor may choose to execute a person and override the lynch process.
Political Sway (passive): The mayor receives an additional vote when voting for lynch.
Diplomatic Immunity (passive): The mayor may not be targeted by night actions from the enforcement archetype.
Personal Escort (special): The mayor is protected by bodyguards. [Details Required]
|Medical Archetype
Doctor
Treat (active): Once per day, the doctor may return a player in critical condition to normal condition.
Cure (active): Once per day, the doctor may cure someone of a negative condition.
Autopsy (active): Once per night, the doctor discovers a player's cause of death.
[Additional Ability, adding more HP?]
Paramedic
Stabilize (active): Once per night, the paramedic may visit someone and keep them from dying, but they will still be in critical condition.
[Additional Abilities Required]
Mad Scientist
[Abilities Required, bringing back people from the dead as pawns? -- Creativity needed.]
|Enforcement Archetype
Police Officer
Detain (active): Once per night, a police officer may detain a player. This player may not use any night actions.
Escort (active): Once per night, a police officer may escort a player. This player is protected from any harmful night actions.
[Additional Abilities Required]
Detective
Shady Connections (active): Once per night, a detective may visit a contact and receive a hint about a clue.
Investigate (active): Once per night, a detective may dig up a clue.
Shadow (active): Once per night, an undercover investigator may discreetly follow someone. The target is not visited.
[Additional Role?]
|Citizen Archetype
Citizen
[Abilities Required, law abiding -- passive protections?]
Vigilante
Hit (active): Once per night, the vigilante may target a player. If the player is not visited, he is killed.
|Science Archetype
Rogue Engineer
[Typical Rogue Engineer Abilities, Constrain, etc.]
Chemist
[Abilities Required, uses drugs and chemicals]
[Third Role Required?]
|Mafia Archetype
(I haven't gotten too far with this bit, but the mafia would have one additional power and additionally be sorted into archetypes, they would be "corrupted" versions of the role they choose and may have different powers -- vigilante may be hitman, for example).
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That's a rough jot down of what I came up with.
HP: This is something that could be added to add more depth. A player could have 100 HP and a night hit deducts 100 HP from a player. A doctor could potentially use steroids or something on a player to make them go above this. But I'd imagine a sliding scale like this for the medical field.
Below 0 HP: Dead.
0 - 19 HP: Fatal Condition: Will die at end of turn.
20 - 49 HP: Critical Condition: Loses 20 HP per turn if left untreated.
50 - 99 HP: Stable Condition
100+ HP: Healthy Condition
Chemists would, for example, be able to poison people so they lose HP every turn unless treated by a doctor. I think this adds a lot of depth to the game and is worth expanding upon.
But this is all really rough.
None.