I got the game "Ultimate Werewolf" by Ted Alspahc as a present some time ago and I have to say that I much prefer that implementation of Mafia. The roles are just on standard cards instead of cardboard, but everything else is so much better.
- more roles, and no stupid roles like Little Girl
- a second scum faction
- numbers on the role cards that roughly indicate the power of the role, to help design a balanced setup
- the ability and name of the role is actually written on the cards. That one seemed like such an obvious design choice, and such a fatal flaw of Werewolves of Miller's Hollow. Ever played the game with newbs and random role, and you had to explain every single role multiple times, or everyone needed to read the rulebook before the game started to not give hints as to who has a PR? No more!
Also, some general advice for IRL werewolf:
- if you have an open setup, and all players sufficiently familiar with the game, you can have daystart and the player that gets lynched takes the moderator role. This allows everyone to play the game.
- you can do simple semi-open setups, like take 3 PRs and randomly pick 2 of them to be in the game. If you want to spice things up, you can show the remaining card to the Werewolves, giving them a fakeclaim.
- our lynching plan is as follows: in a first round, everyoe can (simultaneously) point on two different players. The two (or more in case of ties) players with the most votes get nominated. Then each of them may hold a final speech (noone else may speak). Afterwards, everyone has a single vote to determine who to lynch. The upside of this is that PRs can claim when they are in trouble.