Learn first lesson of forum game, you must.
Survival of game, usually dependant on GM.
Not always, ofcourse. But still, if you pester (by PM) people who don't post, or AI them after a reasonable limit, there is no reason for a game to crash... except you getting bored/busy
Anyway...
you should make the following:
MRTQ: MAFIA ROLE TO QUEST
It works like this: The players are members of an agency. Turns are day or night. During the day, players may perform RTD-esque actions. They are given a quest by the agency.
During the night, they may attempt to complete this quest.
HOWEVER, some players are evil, or at least neutral. Evil players want to perform the counter-quest, whilst neutral players want to perform counter or not helpful quests.
Example: Quest: Find golden sword
Player 1 (good knight): Find it
Player 2 (Evil villain): Stop the rest finding it
Player 3 (Monk): Stop the rest finding it, because it is a holy relic
Player 4 (Pagan knight): Find it, give to other people.
Players may choose what to do in the night phase: Good players may do nothing, because they fear death. Evil players may do the main quest, because they fear that their lack of participation may be noticed.
Points are awarded to players dependant on how well they perform the quest. +X for completing the right quest, +Y for attempting the right quest but failing, -Z for attempting the wrong quest.
V points for doing nothing
Depending on your role, your chances of completing a quest may vary
Example 2: MRTQ: The square table.
Player 1 is a good knight. He is fanatically devoted to doing good. He receives +10 for completing good quests, 0 for attempting good quests, and -10 for attempting bad quests. If he chooses not to do anything whilst there is good to be done, he gets -2 points.
He is armed with faith, giving him a +1 to roles against evil.
Player 2 is a knight. He does good. He receives +5 for completing good quests, +1 for attempting good quests, and -3 for attempting bad quests. He receives no penalty for doing nothing.
He also has heavy armour, giving him a +1 against physical damage
Player 3 is an evil knight. He seeks to destroy the square table. He receives +6 for completing good(that is counter) quests, +1 for attempting good quests, and -2 for attempting bad quests. He receives a -1 penalty for doing nothing.
He is also sneaky, allowing him a +1 to avoiding detection by detection roles
Player 4 is a clever knight. He can check to see what a fellow knight does during the night. The knight gets a 1/6 chance of avoiding detection (6 on a d6). He receives the same points as the normal knight
Player 5 is a pagan knight. He may receive counter or side quests from his pagan buddies. He receives +5 for completing good(be they main, counter, or other) quests, +2 for attempting good quests, -2 for attempting bad quests, and -1 for attempting neutral quests (Has side quest, does main quest). He receives no penalty for doing nothing.
He can also use his pagan potions to heal a fellow player once a night.
Quests could also give items, or death. Quests could only be performed at night, although preperation for the quest (Go get the golden sword: I find a map for the swords location) would be allowed.
There would also be lynching- when a player is killed or lynched, his score is revealed, added to his running total, and put in the waiting list. The next person on the list hops in, generating a new charecter.
Yeah, it needs polishing, but whatever.