In reading through people's post, including the new roles mentioned, I'd like to say that I really think the complex version of the game that I ran covers all of these bases. People get so down on "normal" villagers and say it's boring without having a special ability. The version of the game I ran gave everyone a chance at better figuring out things. I thought the beta run was pretty good, but honestly people didn't seem to fully grasp the power of the tweaks I made.
The new whisper character that Abi and Chris are proposing is similar, but in my version everyone knows what happens to their character. If a player is scanned by the seer, they know it and can reveal that if they want. If a player is protected by the hunter, they know it and can reveal it if they want. If an attack fails because of protection the Guard and wolves both know it and it sets up a tense situation. The Guard can tell the village he/she was successful and the resulting information helps with strategy and deduction. If you don't get it from my brief explanation here then go back and read through the game thread of the complex game I ran.
In my opinion the key flaw in these games is that not everyone talks or participates enough. Because of this people think we need more special abilities or more stuff be it items, dead players, etc. etc.. When we just keep adding things it makes the game more and more random and less and less strategic. What's the point in playing an excellent game just to have it jacked up by some random item or action. Additionally, more specials doesn't translate into more vocal players or mean there will be more information out there. It just makes things more complicated and calls for more rules to straighten it all out. Maybe it's just me, but I don't think random is fun at all. I think strategy, teamwork, and skill are fun and they can be extremely fun when players work together to pull it off.
Take Jav's game just played as an example. Sythas and Moyank executed an incredible strategy with brilliant maneuvers. They should be applauded for that and in my opinion take some pride in how well they did. This game is about who you trust and the moves you make. I would be disappointed to see us move in a direction that takes us away from that.
The point is to set up a scenario where increasing amounts of information are out there and the real possibility of putting all the pieces together exists. As we play it now there is no sense of urgency on the wolves because all they have to fear is the hunter and seer. When increasing amounts of information are out there it makes the game more balanced and more strategic on both sides. You moves have actual consequences and you need to plan for that appropriately.
I've got plenty more to say, but this post is long enough as it is now. I'll get to the other stuff after some of you respond to this.