« Reply #7 on: December 26, 2012, 11:07:35 PM »
Fun fact: During paradox mafia I totally planned out a logical and consistent way to handle pretty much any bus driver shenanigans. None of them happened during paradox mafia.

I'm gonna go ahead and post all that planning out here because I like game mechanics to be relatively transparent. Note that while the mechanics are the same, none of the roles are guaranteed to be present here.
The target is the person I am told a person is affecting. This never changes (but it can be stopped/removed, like by a thief). The person that is actually affected may not necessarily be the target.
Bus Driver(s) go first. The bus drivers place the bus driven effect on all their targets. If there are multiple bus drivers and their paths overlap, then an order is chosen (first to send or something) for the order of bus drivings. Bus drivers are considered to target both people being driven.
Thieves go next. Thieves' actions may be swapped by the bus driver. If the thief ends up hitting the bus driver, their bus drive is removed. Thieves prevent people from doing anything at all (They no longer have a target even). Generally, a person cannot tell the difference between being thieved and their action working normally (only real exception is when a person that should never get 'no result' getting 'no result').
Other actions follow afterwards. Bus drivings are applied in order on all actions. They do not change the target, only who they affect. This is enough to figure out Tracker/Watcher effects but I'll spell them out too:
Trackers getting bus driven are obvious enough, they end up tracking a different person. The person being tracked's target(s) being bus driven do not change their target; the tracker only sees a person's original target(s) instead of who is actually affected.
Watchers getting bus driven are a bit more complicated. They still end up watching a different person, and they only end up seeing the people that targetted (not affected) THAT person.