I don't ladder on Shoddy (shawty?) much or host any mafia games on Smogon, but I do host a mafia group on Facebook.
One experimental game I made was one where everyone was mafia, of different factions. Belonging to a faction would give you a faction role, and you would also get an individual role as well. Each faction had the same number of each individual roles. The twist was that no one knew who they were aligned with or what their roles were. I would randomize the list of names and then put them next to the player list and PM them a random full profile of a player at the start of each day, which may or may not have been them. They would then have to gamble and barter information with others, some smarter players giving false information to others in exchange for true information through PMs and the Wall (remember, this is on Facebook.) Also, each player had the option of playing with their faction, or playing with players that had the same individual role as they did. This was intended to add another layer of suspicion on everyone. I intended it to have a stage where people developed their identities, and then a stage where people developed their allegiances. The daily lynch was meant to allow smaller, incomplete factions to overcome a faction that had already pretty much found out who their faction was.
What happened was that in the first few days, few people voted, because they were all scared to vote out their own people, or be voted out for being the first to vote. Eventually, the factions started to become more defined to the players through almost a week of stalling, and then a developed faction blitzed all the other undeveloped factions, not allowing for the intended second stage of the game, although one player did consider dealing with a cornered faction so that they would survive longer in exchange for having them kill off some of his own faction (he was trying to win solo).
I included a medic (i think you call it bodyguard around here) role, a mayor role (that's the one with double votes, right?), a glass cannon role (a vote by them would negate any attempts to save the target, but they could not be saved by medics themselves), and a majority/minority flipflopper, who could cause the majority vote and minority vote to flip during the night, intended to allow conspiracy against their own faction.
The faction roles were an immune-to-roles-role, a disabling-role (hooker, i think that's what it's called?) role, a role where only 50% (rather than more than 50%) vote was required by a faction to kill someone at night (helps with early faction development), and a role that allowed a faction to have two votes for each player, as if their were two mafias. First votes only competed against the first votes, and second votes only competed against the second votes...like if they were on two channels or something.
The game was played with no revealing of identity of victims of the night (they could still get their identities through the daily random profile), there were no cops needed since everyone was kinda a cop, and all kills by mafia were made through individual private votes to me, so that a person could conspire against their own faction.
It was a PAIN to host since I had to send out many PMs for the daily random profile, and I had a couple of mistakes that messed up the game a little. I don't think I will be trying this one again for a long time.