Thanks everyone for your comments on my idea for incorporating geography as an FM game mechanic. They were really helpful; I'm still working out some details for it, but hopefully you'll be seeing the end result when my turn to host comes around.
In the meantime, I'd like to toss another half-baked role out there. I know it's got some (perhaps fatal) flaws, so I'm hoping someone can fix it for me.
Role: Diplomat
Description: A visiting ambassador from a neighboring nation that wishes to establish ties with one of the local leading families of crime.
Alignment: Neutral
Win Condition: Survive until one mafia faction wins the game
Abilities: Can read both mafia night chats and post in them anonymously.
The basic idea is that mafia factions haven't yet won a game of FM. By having a diplomat who can help coordinate their actions, their chances could be greatly improved.
I foresee two major problems with this:
1) At some point, he'll have to chose one mafia over the other. At that point, he'll have every reason to betray the identities of that mafia, either to his chosen faction or to the town at large.
2) If the player selected to be the diplomat isn't very good, he could be more of a liability than an asset: if he accidentally drops clues in the day chat, he could end up revealing all of both mafias.
For problem #1, I can imagine a few solutions. One might go like this: once the diplomat decides which faction he wants to win with, he submits that choice to the moderator and "leaves the town" (i.e. dies, without having a chance to leave a last will). Presumably this would be accompanied by a prohibition on revealing mafia names in night chat.
I can't think of a good solution to #2, though. If you were on the mafia, would you think the risk was worth it? Is there anything that could be done to avoid the problem? The role is supposed to be a buff for the mafia, so if this is insurmountable it kills the whole purpose.
Thoughts?