Josh’s comment about the Mafia Game is pointed and accurate; the feeling of “are you one of them? Are YOU?” is exactly what I want to capture with The Things?. My problem with the Mafia game is that it goes to the trouble of according credibility to certain people (the police, sheriffs, what-have-you), then fails to support that credibility. Nobody can verify your role until the game’s over. (And of course, as Josh mentioned, resistance to execution, which is what the dice-slotting system below is for.)
It may be obvious that my real problem with the Mafia Game is that I never draw a Mafia card, and I always die first or second, because I come off as too eager to kill someone. Of course I want to kill someone! I want to kill the Mafia! I hate the Mafia Game! But I still play it when given the chance, because paranoia is fun.
The one-room-fewer-than-players idea is solid: four areas (say mess hall, lab, barracks and “outside”) provide enough variability in networking to allow for different board configurations, while guaranteeing that at least two players have to be hanging out together. But I want an armory too. Everybody wants an armory.
What can you do, mechanically, when left alone in the armory? In the lab? Outside? There should be some incentive for players to go to each room, and some (possibly different) incentive for Things to do so; that should be enough to make players worried enough to follow when anybody goes off by herself.