[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #925 (ISO) » Fri Aug 07, 2009 3:51 am

Post by yabbaguy »

(never mind... I guess that nominate/second system got scrapped somewhere back there)
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Post Post #926 (ISO) » Tue Aug 11, 2009 9:49 am

Post by LlamaFluff »

10 Vanilla Town
2 Goons

Night Start

Goons do not know the other goon

Each night goons submit a list of all other players in their order of prefrence for night kills. Top spot gets X points (where X+1 is all living players), all the way down to last who get one. Points are added by the mod and the highest ranked town player gets killed.

As the game goes on the goons might be able to infer who the other one is a bit, and start playing like a team, just might be an interesting concept.
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Post Post #927 (ISO) » Tue Aug 11, 2009 9:53 am

Post by Seraphim »

LlamaFluff wrote:10 Vanilla Town
2 Goons

Night Start

Goons do not know the other goon

Each night goons submit a list of all other players in their order of prefrence for night kills. Top spot gets X points (where X+1 is all living players), all the way down to last who get one. Points are added by the mod and the highest ranked town player gets killed.

As the game goes on the goons might be able to infer who the other one is a bit, and start playing like a team, just might be an interesting concept.
I like this. Just make sure that the scum PM is posted publicly so that the scum don't try and confirm each other.
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Post Post #928 (ISO) » Tue Aug 11, 2009 10:13 am

Post by LlamaFluff »

Seraphim wrote:
LlamaFluff wrote:10 Vanilla Town
2 Goons

Night Start

Goons do not know the other goon

Each night goons submit a list of all other players in their order of prefrence for night kills. Top spot gets X points (where X+1 is all living players), all the way down to last who get one. Points are added by the mod and the highest ranked town player gets killed.

As the game goes on the goons might be able to infer who the other one is a bit, and start playing like a team, just might be an interesting concept.
I like this. Just make sure that the scum PM is posted publicly so that the scum don't try and confirm each other.
Well it is an open game...
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Post Post #929 (ISO) » Wed Aug 12, 2009 3:04 am

Post by Mr. Flay »

Seraphim wrote:Just make sure that the scum PM is posted publicly so that the scum don't try and confirm each other.
I don't see where this would be a problem at all - they're already at a massive disadvantage.
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Post Post #930 (ISO) » Wed Aug 12, 2009 3:14 am

Post by yabbaguy »

Fewer vanillae, more fun.

(random latin suffix, I know)
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Post Post #931 (ISO) » Tue Aug 18, 2009 7:24 am

Post by MichelSableheart »

No(i)sy Neighbourhood

The game consists of 8 groups of 3 neighbours. Each player is a member of 2 groups of neighbours, thus:

Player: First Neighbourhood, Second Neighbourhood
1: A, B
2: A, C
3: A, D
4: B, E
5: B, F
6: C, E
7: C, G
8: D, F
9: D, G
10: E, H
11: F, H
12: G, H

As always with neighbours, players are able to nighttalk (perhaps even daytalk?) within their neighbourhood. Unlike normal neighbours, the players are guaranteed that there is at most 1 scum in each group of 3 neighbours.

12 players total.
2 of those 12 players are mafia(who can daytalk if the neighbours can).
nightstart

---
Inspired by the way the black Ajah (sp?) is set up in the wheel of time series, I'm hoping for a mostly vanilla game that has just interesting enough roles to keep players interested.

Thoughts? Idea's? Is the concept clear? What could be improved?
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Post Post #932 (ISO) » Tue Aug 18, 2009 9:31 am

Post by nhammen »

MichelSableheart wrote:No(i)sy Neighbourhood

The game consists of 8 groups of 3 neighbours. Each player is a member of 2 groups of neighbours, thus:

Player: First Neighbourhood, Second Neighbourhood
1: A, B
2: A, C
3: A, D
4: B, E
5: B, F
6: C, E
7: C, G
8: D, F
9: D, G
10: E, H
11: F, H
12: G, H

As always with neighbours, players are able to nighttalk (perhaps even daytalk?) within their neighbourhood. Unlike normal neighbours, the players are guaranteed that there is at most 1 scum in each group of 3 neighbours.

12 players total.
2 of those 12 players are mafia(who can daytalk if the neighbours can).
nightstart

---
Inspired by the way the black Ajah (sp?) is set up in the wheel of time series, I'm hoping for a mostly vanilla game that has just interesting enough roles to keep players interested.

Thoughts? Idea's? Is the concept clear? What could be improved?
A scum death confirms 4 players. This almost breaks the game. Two scum deaths does break the game, unless the scum have driven mislynches so that most of their neighbors are already dead at this point.
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Post Post #933 (ISO) » Tue Aug 18, 2009 2:04 pm

Post by yabbaguy »

I also think having practically every person in the game have mason powers makes this game ab-Normal.

That sounds like a good Mini Theme idea though.
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Post Post #934 (ISO) » Tue Aug 18, 2009 3:43 pm

Post by Hoopla »

LlamaFluff wrote:10 Vanilla Town
2 Goons

Night Start

Goons do not know the other goon

Each night goons submit a list of all other players in their order of prefrence for night kills. Top spot gets X points (where X+1 is all living players), all the way down to last who get one. Points are added by the mod and the highest ranked town player gets killed.

As the game goes on the goons might be able to infer who the other one is a bit, and start playing like a team, just might be an interesting concept.
I really like this. I know mountainous set-ups are generally considered scum-biased, but I think not knowing your partner cuts down a lot of the scum's advantage. Maybe 8 townies?
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Post Post #935 (ISO) » Wed Aug 19, 2009 6:16 am

Post by MichelSableheart »

A scum death confirms 4 players. This almost breaks the game. Two scum deaths does break the game, unless the scum have driven mislynches so that most of their neighbors are already dead at this point.
I'm not too worried about 2 scum deaths breaking the game, as there are only 2 scum.

I agree that a succesful scum lynch does give the town a lot of information, but I don't know if that is broken. Those 4 (max) confirmed innocents are all the role info town is ever going to get, and they need a succesful lynch for it. Besides, scum is aware of this, and should plan around it.

interestingly, this allows for some interesting WIFOM discussions about the scum nightkill at the start of day 1.

What are other people thoughs on the (potentially) 4 confirmed innocents?
I also think having practically every person in the game have mason powers makes this game ab-Normal.
Oops :oops: You're right about that.
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Post Post #936 (ISO) » Wed Aug 19, 2009 7:16 am

Post by Kelly Chen »

I don't think it's worth it. Confirmed townies are uninteresting, and it would seem to greatly limit scum's options. I think scum would even have to concede early sometimes.

Hoopla wrote:I really like this. I know mountainous set-ups are generally considered scum-biased, but I think not knowing your partner cuts down a lot of the scum's advantage.
I don't really agree. The early game already seemed futile for town, and with this, it's even less likely to find the scum pair. I expect activity to plummet early.

I think the scum lose their advantage mainly later in the game, assuming both are still alive.

On balance maybe it does hurt the scum, but I think the main effect is to make the game (even) less fun.

I like the idea, but not with this setup.
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Post Post #937 (ISO) » Thu Aug 20, 2009 10:21 am

Post by farside22 »

I am going to start looking more here for idea's on open set ups.
There will be lots of talks about an idea that gets 2 or more votes to be run before I put it in the queue to be run.
Any questions let me know.

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Post Post #938 (ISO) » Mon Aug 24, 2009 11:23 am

Post by Simenon »

Nominate Carbon-14
Nominate Picking Simplicity
Nominate Baby Too Much Scum

Nominate Big Cop Open

3 Goons
1 Godfather
1 Serial Killer
2 Cops
1 FBI agent
13 Townies
SEND THE VECTOIDS
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Post Post #939 (ISO) » Wed Aug 26, 2009 9:31 am

Post by KaleiÐoscøpe »

Vengeful - Jester+Lyncher:

1 Jester
1 Lyncher with Jester target
3 Townies with vengeful kill upon lynch

Selfvoting not allowed.
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Post Post #940 (ISO) » Wed Aug 26, 2009 9:44 am

Post by Crazy »

[quote="KaleiÐoscøpe"]Vengeful - Jester+Lyncher:

1 Jester
1 Lyncher with Jester target
3 Townies with vengeful kill upon lynch

Selfvoting not allowed.[/quote]
Does the town win if the Jester is vigged?

Who wins in an endgame of Lyncher + Jester?
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Post Post #941 (ISO) » Wed Aug 26, 2009 9:45 am

Post by KaleiÐoscøpe »

yes.
There is never a lyncher/jester endgame
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Post Post #942 (ISO) » Wed Aug 26, 2009 9:58 am

Post by Crazy »

[quote="KaleiÐoscøpe"]yes.
There is never a lyncher/jester endgame[/quote]
Townie is lynched.
->Townie is vigged.
--> Townie is lynched.

Does the townie get another vig kill and wins if he hits the jester?
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Post Post #943 (ISO) » Wed Aug 26, 2009 10:00 am

Post by KaleiÐoscøpe »

yes, it gets a kill.
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Post Post #944 (ISO) » Wed Aug 26, 2009 12:54 pm

Post by ortolan »

I still like Delayed Reaction :P
Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529

Feel free to PM me to be ready in case I need a replacement.
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Post Post #945 (ISO) » Wed Aug 26, 2009 1:40 pm

Post by Simenon »

Will anyone discuss the merit of adding the established setups I proposed to the open setups repertoire?
SEND THE VECTOIDS
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Post Post #946 (ISO) » Wed Aug 26, 2009 4:39 pm

Post by ortolan »

Having played Carbon-14 twice I think it's too biased towards town.
Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529

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Post Post #947 (ISO) » Tue Sep 08, 2009 5:50 am

Post by farside22 »

I need some game ideas people. Hit this page today with what you want to see. Carbon 14 is a possiblilty
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Post Post #948 (ISO) » Tue Sep 08, 2009 7:44 am

Post by yabbaguy »

Dethy 2.0? :)
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Post Post #949 (ISO) » Thu Sep 10, 2009 11:21 pm

Post by le Chat »

Cats and Dogs

13 player open game with three factions, the Town full of humans, the Cat meowfia, and the Dog werewoofs. Cats and Dogs each have a night-kill, though Cats will fail to kill Dogs as they are too scary, and Dogs will fail to kill human Townies (their 'best friends') until there are no more Cats alive to distract them. The Dog-Catcher can investigate someone each night to determine whether they are Dog or Not-Dog, and since the Dog-Catcher is not in any way a Dog's 'best friend,' the Dog-Catcher can be night-killed by either faction.

1. Dog-Catcher
2. Townie
3. Townie
4. Townie
5. Townie
6. Townie
7. Townie
8. Cat meowfia
9. Cat meowfia
10. Cat meowfia
11. Dog werewoof
12. Dog werewoof
13. Dog werewoof

I would really appreciate help in furthering the design of this setup. I wanted to design a two-family game that had a mechanic almost like from the old television cartoon the Snorks (with Snorks, Snork eaters, and Snork-eater eaters) but still each faction was independent of the other two. I like how a failed Cat kill will tell them their target is a Dog, and how a failed Dog kill will tell them their target is a Townie (and neither the Dog-Catcher nor a Cat), until all Cats are eliminated. This is the reason why there are no protecting roles.

Two questions I might pose to people interested or willing to help are:
1. I thought about making the Dog-Catcher too scary for a Cat to successfully kill. This would mean that a failed Cat kill will tell them their target is either a Dog or the Dog-Catcher, akin to how a failed Dog kill will tell them their target is neither a Cat nor the Dog-Catcher.
2. I thought about the 'man's best friend' clause and I wonder if Dog's should ever be able to kill a Townie. I guess this is just balance.

Thanks :3

Edit, more possible questions:
1. Is 3:3:7 too scumfilled? Should it be 2:2:7 or something? Or some kind of variation? Also, if 12 is the maximum number of players allowed in an Open Setup, then :s maybe it is necessary to tweak the numbers.
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