@NFY Thanks for running an interesting game. If possible could you explain your reasoning for choosing the roles you did, how it was balanced and if anything unexpected happened.
Good question... I think the main attraction was that I wanted to try an items = abilities mechanic, after browsing through the Wiki and coming across Inventor and Fisherman roles. This then necessitated the coin system to make sure that power-roles wouldn't get overloaded with powerful items. After that the Flavour Thief was a natural balancing choice, involving almost role-cop-like detail and the possibility of actually stealing an ability from someone (and coins, as Damnation discovered!).
In parallel I liked the idea of a poisoner and thought that since I seemed to be accumulating a confusing game anyway, why not give the mafia the opportunity to spread some confusion of their own. I think I wanted to encourage a game that had a ridiculous amount of possibilities, in order to try and get people to revert post analysis to catch scum rather than flavour. I don't think I succeeded, but never mind. :)
bazilisek very kindly took a lot of time to work through the setup with me - faced with the amount of possibilities for ability switching we decided to treat items as random acts of 'god' and just look at the standard roles. In that respect the balancing was still tricky, but seemed to hold.
Mafia: almost-role-cop+thief, poisoner, 2x roleblock/godfather.
Town: doctor, cop, poisondoc, watcher, hider (+Inventor, +Fisherman)
What I REALLY wanted was for Damnation to investigate flubbazzer, and for Telika to find the medallion...
@Telika: if Joe had died, I might have cried...
I'm compiling the night flavour files in between errands, incidentally, so there will be updates throughout the day.