PookaMustard: Well if we're going with violent eliminations and games:
I may be 100% hugs and kittens most of the time, but mafia is a game of murder and lies.
Here is a semi-violent role madness concept in that there are still night kills, but day lynches don't result in death.
The town of [to_be_determined] is hosting the Fifth Annual Heroes Convention!
All players are D&D heroes (or claim to be.) Because this is a fantasy medieval setting, there's a lot of trust that the person claiming to be a specific hero is actually that person and not someone else just posing as that individual. If you've just met Norran Shadowseeker for the first time, do you really know that the elf before you is the famed vampire slayer of Barovia and not an imposter? When several townsfolk (NPCs) are found dead, it quickly becomes apparent that the convention has been infultrated by murder hobos.
// Side Note - Murder hobos are a specific type of D&D player that just wants to go around killing NPCs and looting. They don't bother talking to NPCs, so they don't do quests either... and are just a general nuisance to all DMs. //
Day Phase (day 1 only) - The game begins with the death of one NPC hero and several townfolk to set the scene. The number of dead townsfolk is always equal to the number of murder hobos present in the game.
Night Phase - Murder hobos have a compulsion to murder. They are required to team up as a group to attempt to kill at least one hero every night, which may or may not be successful. They will also individually kill random NPCs equal to the number of murder hobos present in the game.
Day Phase (reoccurring) - Alignment of impressioned character is finally revealed (hero / murder hobo.) If they are determined to be a hero, they will be immediately released. However since heroes typically do not appreciate being tossed into prison, they will typically leave to go do something heroic. If they are determined to be a murder hobo, they will remained in prison for the rest of the game.
Concept Inspiration - Neverwinter Nights: Tyrants of the Moonsea. There's a part where you meet a group calling itself the Dukes of Daggerforld. They'll claim to be the heroes that saved the town of Daggerford (in the module Darkness Over Daggerford.) One of the dialogue options is something to the extent of "actually that was me" to which they admit that they were lying for fame and glory.
PookaMustard: Just note that I'd like to continue the theme of non-violent eliminations
I have an idea for one that is 100% non-violent based on Call of Cthulhu. Mafia team is a non-recruiting cult that worships Great Old One or Outer God of their choice. Town team are all investigators. Because Call of Cthulhu is a game where your investigator can be eliminated numerous ways, most eliminations will be that the player was either hospitalized or committed to a sanitarium.
Oh and investigator doesn't mean that you have a night action that lets you investigate, I specifically mean investigator occupations from the Call of Cthulhu RPG such as Dilettante, Author, Professor, etc.
Lifthrasil: I would play both of these settings!
The thing is that I have never run a game solo. I've always had someone help me out that determines what types of role powers we need for the game for each side, then I write up all the lore and role powers based on the setting, then we split the mod duties during the game. With how easily sick I get and how often that I've been getting sick lately, I don't think it would be a good idea for me to even attempt to solo mod a game at the moment.
PookaMustard: Okay and here's another idea.
I like your layers of mafia game idea.