[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #25 (ISO) » Fri Jan 16, 2009 12:13 pm

Post by Simenon »

Basically. It's weak, but it is still a viable information role.
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Post Post #26 (ISO) » Fri Jan 16, 2009 12:18 pm

Post by shaft.ed »

Simenon wrote:Basically. It's weak, but it is still a viable information role.
So essentially it's a game of hypocop
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Post Post #27 (ISO) » Fri Jan 16, 2009 2:19 pm

Post by Simenon »

Why?
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Post Post #28 (ISO) » Fri Jan 16, 2009 2:37 pm

Post by Adel »

Bastard-Mod Cop Town

1 Bastard-Mod Godfather (investigates as innocent, revealed as "Mafia Goon" in death scene, gets Mafia Goon Role PM)
2 Mafia Goons
2 Sane Cops
1 Insane Cop
3 Non-Sane Cops (Random Role: 50% chance of being Naive, 50% chance of being Paranoid. Each one is randomly determined independently of the others)
1 Bastard-Mod Miller (Gets Townie Role PM, revealed in Death Scene as "Mafia Goon")
1 Bastard-Mod Townie/Miller (Random Role: 50% chance of being Bastard Mod-Miller, 50% chance of being Townie)
1 Townie

Cop Head-Start.
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Post Post #29 (ISO) » Fri Jan 16, 2009 2:44 pm

Post by shaft.ed »

Simenon wrote:Why?
everyone pretends they are a psychoanalyst and submits their targets ahead of time. If a psychoanalyst dies they've got a good probability of having hit scum. If they don't die due to their power, once a psychoanalyst eventually dies, the town has a list of cleared innocents by going back through their previous claims.
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Post Post #30 (ISO) » Fri Jan 16, 2009 3:45 pm

Post by Simenon »

Duh, okay. But that's a problem with the proportions, not the setup, right?
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Post Post #31 (ISO) » Fri Jan 16, 2009 4:10 pm

Post by shaft.ed »

Simenon wrote:Duh, okay. But that's a problem with the proportions, not the setup, right?
Yeah in a bigger game it may be less of an issue, but you also have the possibility of the psychoanalysts living longer. Thus, In a larger game I think it will be more an issue of the psychoanalysts keeping themselves alive long enough to clear enough townies. Smaller game seems the threat of them outing a scum if they target "properly" is a greater issue.
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Post Post #32 (ISO) » Sat Jan 17, 2009 10:07 am

Post by Fiasco »

mith wrote:As discussed here
Some setups inspired by your comment are in the other thread, but they don't add much to the basic idea.

Other than sheep and RAF, I wonder what classic forum games we could cannibalize into a mafia setup.
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Post Post #33 (ISO) » Sat Jan 17, 2009 12:55 pm

Post by Mr. Flay »

farside22 wrote:Written by Adel, with the help of shaft and Mr. Flay

2 Mafia Goons
2 Mimes (joint RB)
1 Watcher
1 Vigilante
5 Townies

..or 2 Watchers and 3 Mafiosos.
I recommend trying the smaller version first to see if it works. 2 Watchers might also be able to cross-confirm each other, which is problematic.
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Post Post #34 (ISO) » Sat Jan 17, 2009 1:11 pm

Post by Lord Gurgi »

How can watchers cross-confirm? Watcher targets mafioso, Mafioso shoots someone. They both claim that the other did something.
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Post Post #35 (ISO) » Sat Jan 17, 2009 4:52 pm

Post by SensFan »

I dunno if anyone has mentioned this, but I think Lovers Mafia should have an extra Townie, but have a Night, so the Scum can kill. Under the current set-up, Town needs 4/4 Townies to lynch Scum Day 1, or 3/3 Day 2, which is too hard imo. My suggestion would require 4/5 Day 1, or 3/3 Day 2.
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Post Post #36 (ISO) » Sun Jan 18, 2009 5:23 am

Post by Seraphim »

Follow the Cop...or Not


1 Compulsive Doctor
1 Cop
1 Tracker
1 Mafia Roleblocker
2 Mafia Goons
5 Townies

Mod Note: The cop's sanity is determined by whether or not the doctor is protecting him. If he's not being protected, his investigation is sane. If he is being protected, his investigation turns up paranoid.

The number of normal townies is this game is variable, but I think the basic concept can work.
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Post Post #37 (ISO) » Fri Jan 23, 2009 6:11 am

Post by Empking »

Bump


1 Ninja + 1 Scum Tracker + 1 Scum Watcher

3 Trackers
3 Watchers
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Post Post #38 (ISO) » Sun Jan 25, 2009 9:57 am

Post by Caboose »

Seraphim wrote:
Follow the Cop...or Not


1 Compulsive Doctor
1 Cop
1 Tracker
1 Mafia Roleblocker
2 Mafia Goons
5 Townies

Mod Note: The cop's sanity is determined by whether or not the doctor is protecting him. If he's not being protected, his investigation is sane. If he is being protected, his investigation turns up paranoid.

The number of normal townies is this game is variable, but I think the basic concept can work.
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Post Post #39 (ISO) » Sun Jan 25, 2009 3:46 pm

Post by BlakAdder »

Second Don't Follow the Cop
Game Record (W-L-T)
Town: 1-2-1
Mafia: 1-2-0
Third-party: 1-0-0
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Post Post #40 (ISO) » Mon Jan 26, 2009 7:00 am

Post by Empking's Alt »

2001

2 Scum
3 Cops

2001 - Cop Start

2 Scum
3 Cops
AdjectivePick needs
0
replacements.
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Post Post #41 (ISO) » Mon Jan 26, 2009 9:19 am

Post by animorpherv1 »

TOWN WIN/BASTARD MOD MAFIA


2 Mafia
6 Town

When town post, they have to post the name of there scumbuddies
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Post Post #42 (ISO) » Mon Jan 26, 2009 12:30 pm

Post by Fuzzyman »

Everybody states their "scumbuddy", the players eventually agree that there is nothing to be gained from the statements, and they move on to play a normal mountainious game.

Also, town would be in LyLo after one mislynch.
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Post Post #43 (ISO) » Mon Jan 26, 2009 3:42 pm

Post by Jahudo »

Adel wrote:
Bastard-Mod Cop Town

1 Bastard-Mod Godfather (investigates as innocent, revealed as "Mafia Goon" in death scene, gets Mafia Goon Role PM)
2 Mafia Goons
2 Sane Cops
1 Insane Cop
3 Non-Sane Cops (Random Role: 50% chance of being Naive, 50% chance of being Paranoid. Each one is randomly determined independently of the others)
1 Bastard-Mod Miller (Gets Townie Role PM, revealed in Death Scene as "Mafia Goon")
1 Bastard-Mod Townie/Miller (Random Role: 50% chance of being Bastard Mod-Miller, 50% chance of being Townie)
1 Townie

Cop Head-Start.
Seconded.
That sounds interesting.
-Do any of the cops know their sanity?
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Post Post #44 (ISO) » Mon Jan 26, 2009 3:58 pm

Post by StrangerCoug »

Jahudo wrote:
Adel wrote:
Bastard-Mod Cop Town

1 Bastard-Mod Godfather (investigates as innocent, revealed as "Mafia Goon" in death scene, gets Mafia Goon Role PM)
2 Mafia Goons
2 Sane Cops
1 Insane Cop
3 Non-Sane Cops (Random Role: 50% chance of being Naive, 50% chance of being Paranoid. Each one is randomly determined independently of the others)
1 Bastard-Mod Miller (Gets Townie Role PM, revealed in Death Scene as "Mafia Goon")
1 Bastard-Mod Townie/Miller (Random Role: 50% chance of being Bastard Mod-Miller, 50% chance of being Townie)
1 Townie

Cop Head-Start.
Seconded.
That sounds interesting.
-Do any of the cops know their sanity?
Cops are almost never told they're not sane, and being sane is only something mods tell cops in games where it is known that sanity issues are not in play. (The same goes for docs, by the way.) I have seen cop/doc PM's where it says the recipient's sanity is in question, though.
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Post Post #45 (ISO) » Mon Jan 26, 2009 5:33 pm

Post by Jahudo »

It confused me because there's 1 insane cop and 3 "non-sane", which I usually assume to mean naive, paranoid or insane. But maybe insane helps the balance better than knowing you'll have a naive or a paranoid.
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Post Post #46 (ISO) » Tue Jan 27, 2009 4:26 am

Post by Empking's Alt »

Fuzzyman wrote:Everybody states their "scumbuddy", the players eventually agree that there is nothing to be gained from the statements, and they move on to play a normal mountainious game.

Also, town would be in LyLo after one mislynch.
Town pick a different person each post, scum don't.
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Post Post #47 (ISO) » Tue Jan 27, 2009 6:20 am

Post by Empking's Alt »

Nominate: 5p Lyncher + Mafia
Nominate: Near-Vanilla
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Post Post #48 (ISO) » Tue Jan 27, 2009 4:27 pm

Post by Adel »

StrangerCoug wrote:
Jahudo wrote:
Adel wrote:
Bastard-Mod Cop Town

1 Bastard-Mod Godfather (investigates as innocent
to a sane cop
, revealed as "Mafia Goon" in death scene, gets Mafia Goon Role PM)
2 Mafia Goons
2 Sane Cops
1 Insane Cop
3 Non-Sane Cops (Random Role: 50% chance of being Naive, 50% chance of being Paranoid. Each one is randomly determined independently of the others)
1 Bastard-Mod Miller (Gets Townie Role PM, revealed in Death Scene as "Mafia Goon")
1 Bastard-Mod Townie/Miller (Random Role: 50% chance of being Bastard Mod-Miller, 50% chance of being Townie)
1 Townie

Cop Head-Start.
Seconded.
That sounds interesting.
-Do any of the cops know their sanity?
Cops are almost never told they're not sane, and being sane is only something mods tell cops in games where it is known that sanity issues are not in play. (The same goes for docs, by the way.) I have seen cop/doc PM's where it says the recipient's sanity is in question, though.
All cops get the same role PM. Of the six players that get the cop role PM, 2 will be sane, 1 will be insane (almost as useful as sane), and the other 3 will each either be paranoid or naive.
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Post Post #49 (ISO) » Sat Jan 31, 2009 6:20 pm

Post by JDodge »

Don't Cut the Red Wire!


1 Serial Killer
1 Mafioso
1 Bomb (when targeted for kill, takes killer with him)
1 (ONE-SHOT) Bulletproof Townie
1 Townie

Day Start
Lynches Compulsory
Nightkills Compulsory

It creates an interesting dilemma if the townie is lynched.
Last edited by JDodge on Sun Feb 01, 2009 10:58 am, edited 1 time in total.
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