[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #1150 (ISO) » Mon Dec 21, 2009 2:42 am

Post by Max »

Having either 0 or 2 gets reductionist once you lynch several people. Scum will be screwed in any PR fakeclaim if several Townies die and no power roles have...
Hence my powers and alignment independently distributed. So you could have two mafia cops on the same side. or have two townies with the power no way of knowing/
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Post Post #1151 (ISO) » Mon Dec 21, 2009 2:52 am

Post by Mr. Flay »

Ah, missed that. It needs to be spelled out much more clearly... it's still kinda screwing the Mafia on claims I think (will both teams know what Power Role was chosen, even if they get neither?), but I'm not sure it's unplayable anymore.
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Post Post #1152 (ISO) » Mon Dec 21, 2009 3:17 am

Post by Max »

They'll learn their safeclaims and their exciting powers so mafia A might get the following message:

MafAYou are Mafia A1 (A Tracker) with Mafia A2 (A Cop), you both want to take over the world together.


They know that there is another tracker in the game, either MafB or Townie. And there is another Cop again either MafB or Town. I think it may be very swingy but definitely not broken
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Post Post #1153 (ISO) » Mon Dec 21, 2009 4:22 am

Post by Mr. Flay »

It's swingy in the same way that F11/C9 games are swingy, though; if one Mafia Faction gets both power roles and the other team gets two Goons, I can't help but think they'll feel cheated at the end. Known but manageable Town Power Roles might be better (2 Godfathers + 2 Cops, or 2 Mafia RBs + 2 Docs/1-shot Vigs, maybe?).
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Post Post #1154 (ISO) » Mon Dec 21, 2009 11:21 am

Post by skitzer »

I'm glad to have sparked discussion, but it's getting a little complex for me (I'm totally weak-minded, I know). I hope a good setup comes out of this discussion.
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Post Post #1155 (ISO) » Tue Dec 22, 2009 3:41 am

Post by Max »

The issue with yours mr flay is that day there are 8 different possible powers 4 will be selected for the town so 8C4 makes 70 different possible distributions of powers. The game would become like C9++ So many different game possibilities it would never be certain if it was balanced or not.
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Post Post #1156 (ISO) » Tue Dec 22, 2009 3:44 am

Post by Mr. Flay »

Huhwha? I wasn't saying to have all those powers as options - I'm arguing
against
having selectable/rollable roles. Just pick a setup that involves the 'pairs' mechanic, balances each team against each other and the town, and be done with it. This variability is going to come back and bite you in the ass.
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Post Post #1157 (ISO) » Tue Dec 22, 2009 8:42 am

Post by Albert B. Rampage »

Nominate Friends and Enemies for Head Honcho's Game


Another 9 players backing this nomination up as well.
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Post Post #1158 (ISO) » Wed Dec 23, 2009 8:29 am

Post by Xylthixlm »

7-player with vig

2 mafia
1 cop
1 vigilante
3 vanilla
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Post Post #1159 (ISO) » Wed Dec 23, 2009 10:03 am

Post by farside22 »

So I'm going to propose an idea with a set up change.

http://www.mafiascum.net/forum/viewtopic.php?t=6963

The orignal concept had
2 mafia
2 wolf
2 monks
2 mason
4 townies

I played not in this game (maybe I did) but for the mafia and monks it was always on the look out for mason and monks.
Unintencially the mod did the set up this way with this game.

The Setup

1-2 Mafia Goons
1-2 Werewolves
1-2 Masons (not Mafia)
1-2 Monks (not Werewolves)
4-8 Vanilla Townies

This left the game with a more WIFOM approach also using the idea that a mafia could be a monk and a mason could be a wolf.

Although this was not meant to happen the idea on this really leads to a lot of uncertainity for town on clearing really anyone in the game.

Thoughts?
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Post Post #1160 (ISO) » Mon Dec 28, 2009 8:01 am

Post by ElectricBadger »

In the original setup there were 4 confirmed town, correct? That seems very powerful.

Having 1 each of m/ms potentially scum provides some interesting WIFOM I think. But that reverses things - town seems very weak in that situation: facing 4 scum with 2 NKs, without any power roles. Town isn't quite completely dependent on scum targetting scum to win, but they're pretty close. Just one mislynch puts them at the mercy of beneficial NKs.

I would scale back a bit:

1 Werewolf
1 Mafia
2 Masons (may be ww)
2 Monks (may be mafia)
1-3 Vanilla
Total of 7 players.

With this setup town has a bit more breathing room, as finding scum ends one of the night kills right away, rather than having to find an entire team.

Or, I would add either more town or, preferably, some sort of PR for town. How about continuing the m/m w/m theme:
2 Mafia
2 Werewolves
2 Monks (up to one may be mafia): May make one non-monk player immune to werewolf NK
2 Masons (up to one may be a werewolf): May make one non-mason player immune to mafia NK
4-6 Vanilla
Total of 12 players.

(Protections would require a consensus)

Should be PLENTY of WIFOM to go around, but also be a bit safer for town.
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Post Post #1161 (ISO) » Thu Dec 31, 2009 7:22 am

Post by SaintKerrigan »

Traitors in Our Midst


4 Mason Team 1 (One of whom is a Mason Traitor)
4 Mason Team 2 (One of whom is a Mason Traitor)
4 Mason Team 3 (One of whom is a Mason Traitor)
3 Mason Traitors (Mafia, 1 in each Mason Team)
12 players total

Mason Traitors win when their numbers equal or outnumber the Town Masons.
Town Masons win when all Mason Traitors are eliminated.
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Post Post #1162 (ISO) » Thu Dec 31, 2009 8:23 am

Post by animorpherv1 »

I like the idea, but I think it's broken by massclaim. Lynch all of one mason group, then all of another....
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Post Post #1163 (ISO) » Thu Dec 31, 2009 8:32 am

Post by Trumpet of Doom »

Seems to me that as soon as one traitor dies, their mason partners can claim and clear themselves.

Also, would masons be allowed daytalk? Nighttalk? Both? Neither? Could mafia daytalk?
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Post Post #1164 (ISO) » Thu Dec 31, 2009 8:40 am

Post by SaintKerrigan »

So maybe instead of having 1 Traitor in each mason group, there can be 3 total traitors, but have them randomly selected from the total pool of 12 players. That way, you don't know for sure if your group has a traitor or not.

I was thinking that both groups could daytalk and nighttalk. It could be something that was left up to the mod to decide, though.
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Post Post #1165 (ISO) » Thu Dec 31, 2009 8:54 am

Post by Trumpet of Doom »

SaintKerrigan wrote:So maybe instead of having 1 Traitor in each mason group, there can be 3 total traitors, but have them randomly selected from the total pool of 12 players. That way, you don't know for sure if your group has a traitor or not.
That seems like it ought to work.
SaintKerrigan wrote:I was thinking that both groups could daytalk and nighttalk. It could be something that was left up to the mod to decide, though.
The minor problem with that is that the players do need to post in the game thread. Ah well, I'm sure stringent enough activity rules could enforce that. :twisted:
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Post Post #1166 (ISO) » Thu Dec 31, 2009 9:00 am

Post by SaintKerrigan »

Traitors in Our Midst
, Version 2

4 Mason Team 1
4 Mason Team 2
4 Mason Team 3
3 Mason Traitors (Mafia, selected at random from the total pool of players)
12 players total

All groups can nighttalk within each other. Mod decision in whether the groups can daytalk or not.

Mason Traitors win when their numbers equal or exceed that of the Town Masons.
Town Masons win when all Mason Traitors are eliminated.
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Post Post #1167 (ISO) » Thu Dec 31, 2009 9:51 am

Post by animorpherv1 »

much better.
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Post Post #1168 (ISO) » Thu Dec 31, 2009 10:19 am

Post by smashbro_of_the_SSS »

hey, not sure if you'll go for these or if this is in the right place, but here are a few game ideas for themed games.

Clue/Cluedo - Each character would have a name for a color (Prof. Plum, Col. Mustard, etc) and multiple people who killed Mr. Body. Each could have a special ability depending on what they are, for example a Doctor would take the Doctor Role, the Colonel could be the gunkeeper and be able to inspect people's weapons, etc...

Fire Emblem - Honestly nothin different except some titles, mercenaries would be the mafia, summoners could bring back people, there would be two who dont know about each other, and have both vote for the same person to be brought back. would start after 5 people died. Saints could use staves to either play doctor, cancel someone's turn, whatever.
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Post Post #1169 (ISO) » Thu Dec 31, 2009 10:25 am

Post by Trumpet of Doom »

First off, I'd like to direct you to the Theme Test Market.

Vi's already run a Fire Emblem-themed game (Mafia of Order). Clue might have already been done as well, and it'd probably be a little difficult to balance properly and allow for safeclaims (roles scum can claim and get away with it).
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Post Post #1170 (ISO) » Thu Dec 31, 2009 2:05 pm

Post by Albert B. Rampage »

Trumpet of Doom wrote:First off, I'd like to direct you to the Theme Test Market.

Vi's already run a Fire Emblem-themed game (Mafia of Order). Clue might have already been done as well, and it'd probably be a little difficult to balance properly and allow for safeclaims (roles scum can claim and get away with it).
And IH ran Fire Emblem Mafia before that.
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Post Post #1171 (ISO) » Thu Dec 31, 2009 2:43 pm

Post by animorpherv1 »

smashbro_of_the_SSS wrote:hey, not sure if you'll go for these or if this is in the right place, but here are a few game ideas for themed games.

Clue/Cluedo - Each character would have a name for a color (Prof. Plum, Col. Mustard, etc) and multiple people who killed Mr. Body. Each could have a special ability depending on what they are, for example a Doctor would take the Doctor Role, the Colonel could be the gunkeeper and be able to inspect people's weapons, etc...

Fire Emblem - Honestly nothin different except some titles, mercenaries would be the mafia, summoners could bring back people, there would be two who dont know about each other, and have both vote for the same person to be brought back. would start after 5 people died. Saints could use staves to either play doctor, cancel someone's turn, whatever.
Also, don't put want you want to see everywhere. That's rude.
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Post Post #1172 (ISO) » Fri Jan 01, 2010 6:35 am

Post by smashbro_of_the_SSS »

sorry bout that, still trying to find my way around here. :/ just wanna try to become active in here, figured i would put up some ideas. so whats this thread for exactly?
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Post Post #1173 (ISO) » Fri Jan 01, 2010 6:50 am

Post by CSL »

smashbro_of_the_SSS wrote:sorry bout that, still trying to find my way around here. :/ just wanna try to become active in here, figured i would put up some ideas. so whats this thread for exactly?
It's for posting ideas for Open game Setups. At least, that's what mith created this thread for, anyway.
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Post Post #1174 (ISO) » Fri Jan 01, 2010 10:33 am

Post by animorpherv1 »

LYLO mafia

2 Vanilla Townies
1 Mafia Goon

- Day start
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