[REVIEW] Open Setup Reviews

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #1200 (ISO) » Mon Jun 28, 2021 8:20 am

Post by Kerset »

I recently thought that Sacrifice our Leader would be fun as secret alt with Mask of Monsters tools.

Elect the Puppet Master
Secret Alt Game


1
Puppet Master

6
Townies


Day eliminations are called elections. Elections are compulsive.
If
Puppet Master
gets elected, it imminently wins. If
Townie
gets elected, it becomes
Minister
. If
Puppet
gets elected then following night is being skipped and this
Puppet
is removed from the game.
During night
Puppet Master
may select a
non-minister
Townie
and turn it in to
Puppet
. Original owner of that account may no longer post from it and account access is being given to
Puppet Master
.
During day
Puppet Master
may try to guess the real identity of
Townie
and has to roll d4. If it succeeds, selected
Townie
will be turned in to a
Puppet
. If it fails and dice rolls 1 then this
Townie
may no longer be targeted by this ability and it becomes
Minister
.

Town wins once they posses 3
Ministers
.
Townies
, who got turned in to
Puppets
don't lose their win condition.
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Post Post #1201 (ISO) » Tue Jun 29, 2021 4:57 am

Post by Jingle »

Balance relies a bit to much on how good people are at obfuscating alts, but it looks decent to me assuming at least some level of success.
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Post Post #1202 (ISO) » Thu Nov 04, 2021 6:52 pm

Post by RH9 »

A secret alt game seems fun. If it is run after my Limited Access ends, I might want to try it. Wait, by real identity, do you mean the actual player who is playing? Like the Puppet Master knows who all the Townies (and Ministers) are.

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Post Post #1203 (ISO) » Fri Nov 05, 2021 4:15 am

Post by Kerset »

giv me pagetop :(
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Post Post #1204 (ISO) » Fri Nov 05, 2021 9:22 am

Post by RH9 »

Oh. I just looked at it. Does everybody imitate other people, in secret alt games? I glimpsed through it and I thought that Not_Mafia played in it.

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Post Post #1205 (ISO) » Fri Nov 05, 2021 11:04 am

Post by Kerset »

Every secret alt games needs a rule, which prevents people from clamming their main account.
Here the idea was that, if scum guess your real identity then they steal your alt account. Dwlee impersonated N_M to conceal themselves from it.
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Post Post #1206 (ISO) » Fri Nov 05, 2021 11:08 am

Post by Jingle »

Secret alt games are not universally designed, but more often than not there's a drawback to getting correctly identified.

PEdit: Yeah, that. I've seen NKs that only work on identified players and factions outright winning if they can guess all the identities as well. And some just force replace anyone who main slips.
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Post Post #1207 (ISO) » Fri Nov 05, 2021 11:42 am

Post by RH9 »

Oh, that's why he was acting like Not_Mafia. To be fair, I feel like if everybody imitated Not_Mafia, then the scum would realise that. (I think that realistically, they can just play the opposite of their usual playstyle. For example, a normally quiet and passive player can play aggressively and post a lot. Wait, has there been anybody who uses a different playstyle when they are in a secret alt game?)

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Post Post #1208 (ISO) » Fri Nov 12, 2021 5:08 pm

Post by T3 »

chromatic ascension
Large Normal 241 is currently in play. PM me if you want to spectate or replace in!

https://www.mafiauniverse.com/forums/threads/37202 is in signups.
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Post Post #1209 (ISO) » Mon Dec 13, 2021 6:57 am

Post by Jingle »

Kind of meme-y mountainous setup I intend to run in the nearish future. Would appreciate feedback.

https://forum.mafiascum.net/viewtopic.php?f=115&t=88370
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Post Post #1210 (ISO) » Mon Mar 07, 2022 5:07 am

Post by TemporalLich »

An interesting setup to EV but probably still too boring for actual play:

Two Deputies9 players

2
Mafia Goons

2
Town Deputies

5
Vanilla Townies


All roles work exactly like their Normal counterparts.
Deputy is a special name for Backup Cop.
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Post Post #1211 (ISO) » Mon Mar 07, 2022 5:29 am

Post by Cook »

think you break this by forcing one deputy to out themselves and eliminate them, thus just having a town cop in a slightly disadvantageous ratio.
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Post Post #1212 (ISO) » Mon Mar 07, 2022 5:35 am

Post by TemporalLich »

In post 1211, Cook wrote:think you break this by forcing one deputy to out themselves and eliminate them, thus just having a town cop in a slightly disadvantageous ratio.
yeah that kinda breaks it into 7p Cop

oh well I'm not good at making EV setups
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Post Post #1213 (ISO) » Mon Mar 07, 2022 5:36 am

Post by Cook »

In post 1212, TemporalLich wrote:
In post 1211, Cook wrote:think you break this by forcing one deputy to out themselves and eliminate them, thus just having a town cop in a slightly disadvantageous ratio.
yeah that kinda breaks it into 7p Cop

oh well I'm not good at making EV setups
still an interesting thought, splitting a PR between two people

...it'll be worth something.
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Post Post #1214 (ISO) » Mon Mar 07, 2022 5:41 am

Post by TemporalLich »

In post 1213, Cook wrote:still an interesting thought, splitting a PR between two people

...it'll be worth something.
I have a feeling the NRG might deem Two Deputies an Inadvertent Mountainous setup though...

I like the idea of dual backups for a negative feedback element though.
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Post Post #1215 (ISO) » Mon Mar 07, 2022 5:53 am

Post by Cook »

In post 1214, TemporalLich wrote:
In post 1213, Cook wrote:still an interesting thought, splitting a PR between two people

...it'll be worth something.
I have a feeling the NRG might deem Two Deputies an Inadvertent Mountainous setup though...

I like the idea of dual backups for a negative feedback element though.
Or consider the idea of three Backup Neighbors. Once one dies, the other two get a PT together.
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Post Post #1216 (ISO) » Mon Mar 07, 2022 5:54 am

Post by Something_Smart »

In post 1211, Cook wrote:think you break this by forcing one deputy to out themselves and eliminate them, thus just having a town cop in a slightly disadvantageous ratio.
It's not quite as simple as that. How do you determine which deputy reveals themself?

(I'm also not even sure that 2 goons/4 VT/1 cop is even good for town. I honestly think 2 goons/5 VT/2 named townies is probably better EV.)

I think the setup is interesting. The deputies have an incentive to get NK'd, or honestly even to get executed (a D1 that provides a lot of info and happens to end on a deputy execution is honestly not that bad, especially if it leaves scum with little clue who the other deputy is), but the low end of the setup is not that low because you get two named townies even if that doesn't happen.
In post 1214, TemporalLich wrote:I have a feeling the NRG might deem Two Deputies an Inadvertent Mountainous setup though...
It's not an inadvertent mountainous. I don't think a Backup Cop would become a cop when another Backup Cop died in a normal game, but this is an open setup, you can set whatever rules you want.
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Post Post #1217 (ISO) » Mon Mar 07, 2022 6:02 am

Post by TemporalLich »

The intent in Two Deputies is to have actual "dual backups" where if one Deputy dies the other becomes a Cop. If backups could not backup backups, you'd effectively have a Two Named Townie setup which counts as Inadvertent Mountainous.

If the strategy in Two Deputies isn't always to have one of the deputies claim then eliminate the claimed deputy, it would be quite an interesting setup I feel.
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Post Post #1218 (ISO) » Mon Mar 07, 2022 9:58 am

Post by Jingle »

In post 1216, Something_Smart wrote:(I'm also not even sure that 2 goons/4 VT/1 cop is even good for town. I honestly think 2 goons/5 VT/2 named townies is probably better EV.)
Technically it’s neither of those. It’s slightly more power than either case. In one you have an 8 person with a Nightstart (slightly more likely to get an investigate) and in the other it’s got the odds of a cop becoming apparent.

Regardless to get EV you’d run the calculations on both models and pick the higher one, but I’m not convinced it’s a setup where EV is the right approach to balance.
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Post Post #1219 (ISO) » Mon Mar 07, 2022 10:04 am

Post by TemporalLich »

In post 1218, Jingle wrote:
In post 1216, Something_Smart wrote:(I'm also not even sure that 2 goons/4 VT/1 cop is even good for town. I honestly think 2 goons/5 VT/2 named townies is probably better EV.)
Technically it’s neither of those. It’s slightly more power than either case. In one you have an 8 person with a Nightstart (slightly more likely to get an investigate) and in the other it’s got the odds of a cop becoming apparent.

Regardless to get EV you’d run the calculations on both models and pick the higher one, but I’m not convinced it’s a setup where EV is the right approach to balance.
good point

EV would definitely miss something actually, it might require playtesting maybe
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Post Post #1220 (ISO) » Mon Mar 07, 2022 10:16 am

Post by Jingle »

More that the nuance on making a system for the latter involves a lot of branching paths which both complicates EV determination and makes it less reliable because of swing.

I’d look for double named townie runs and slightly course correct for additional townsidedness. Gut says playable but leans slightly town overall. Two clears on D2 of a micro is not insignificant.
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Post Post #1221 (ISO) » Mon Mar 07, 2022 10:22 am

Post by Something_Smart »

In post 1218, Jingle wrote:In one you have an 8 person with a Nightstart (slightly more likely to get an investigate)
Good point, I forgot about that, it does actually make a significant difference. But, there's also the chance that the cop dies N1. And I don't think there's a claim strategy that doesn't risk giving some information away to scum.

Actually, I think there might be one if you can determine a period of time, even if it's brief, where everyone is online simultaneously. But it's probably not realistic to assume that kind of thing would be coordinated in a game.
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Post Post #1222 (ISO) » Thu Mar 10, 2022 5:41 am

Post by Jingle »

You could go with a “next post is a deputy claim style thing”, which could itself come from a deputy, but that seems tedious at best.

Honestly, regardless of EV I think it would just be more fun to play it as a 2 named town with an emergent cop setup and rely on day play.
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Post Post #1223 (ISO) » Sat Jul 16, 2022 5:57 am

Post by ProfessorDrapion »

This setup is a different take on Mafia:

One Choice12 players

3
Innocent Child

3
Vanilla Townies

6
Mafia Goons


Game Specific Information
:
This is a 12 Player Game with 6 Town and 6 Mafia.
All Mafia will have 24/7 wolf chat.
There will be 3 different main threads.
Half of the town will be IC’s in their own thread.
2 different mafia and 1 different town will be assigned to an IC’s thread.
The IC has 2 weeks to decide who they think the town is among the 3.
You can only talk in your own main thread you belong to and cannot talk in the other 2.
At the end of the 2 weeks it is revealed how many IC’s were right.
If all were right the game ends in a Town Victory.
If all were wrong the game ends in a Mafia Victory.

If not all were wrong or right, the mafia chooses 1 IC, 1 town member that isn’t an IC and 2 Mafia members to advance to the final round.
In the final round if the IC is right, Town wins the game.
In the final round if the IC is wrong, Town loses the game.
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Post Post #1224 (ISO) » Sun Jul 17, 2022 3:22 am

Post by Irrelephant11 »

EV is 35% chance of town win (28/81 random scenarios). Perhaps a touch scumsided but seems interesting.
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