[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #1175 (ISO) » Fri Jan 01, 2010 11:19 am

Post by Elephant Hell »

There's no solid information of any kind to base the lynch on, and not enough time in which to discuss things. Maybe 4 Townies with 1 Mafioso who has to make a kill. Then again, there's no informed minority in either of them, and depending on who you ask that makes them non-Mafia.
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Post Post #1176 (ISO) » Fri Jan 01, 2010 11:31 am

Post by animorpherv1 »

I considered it a classic O.0
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Post Post #1177 (ISO) » Fri Jan 01, 2010 1:13 pm

Post by Leafsnail »

Elephant Hell wrote:There's no solid information of any kind to base the lynch on, and not enough time in which to discuss things. Maybe 4 Townies with 1 Mafioso who has to make a kill. Then again, there's no informed minority in either of them, and depending on who you ask that makes them non-Mafia.
I disagree... some of my irl games are 3p, and it's a pretty similar principle to other mountainous games (find the one who's scummy, lynch him).

I'd say the mafia is still sortof an informed minority, as he knows who's in the mafia (him) and who he's got to kill (the townies) to win, while the townies don't.
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Post Post #1178 (ISO) » Fri Jan 01, 2010 4:10 pm

Post by Adel »

animorpherv1 wrote:
LYLO mafia

2 Vanilla Townies
1 Mafia Goon

- Day start
{insert obligatory "a game needs at least one scum-group of at least two players to be a mafia game" objection here}
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Post Post #1179 (ISO) » Fri Jan 01, 2010 10:14 pm

Post by iamausername »

animorpherv1 wrote:
LYLO mafia

2 Vanilla Townies
1 Mafia Goon

- Day start
make it a night start
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Post Post #1180 (ISO) » Sat Jan 02, 2010 10:21 am

Post by Mr. Flay »

Retired as of October 2014.
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Post Post #1181 (ISO) » Fri Jan 08, 2010 12:26 am

Post by ortolan »

blowing my own trumpet here, but imo True Love should get run again

exactly 50-50 odds of town/mafia winning, sounds like a winner setup to me!

http://www.mafiascum.net/forum/viewtopi ... 65#1532265

you don't need to tell people who is lovers with whom at the start, as per how the game was run the first time round: http://www.mafiascum.net/forum/viewtopic.php?t=11349
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Post Post #1182 (ISO) » Fri Jan 08, 2010 5:42 am

Post by farside22 »

ortolan wrote:blowing my own trumpet here, but imo True Love should get run again

exactly 50-50 odds of town/mafia winning, sounds like a winner setup to me!

http://www.mafiascum.net/forum/viewtopi ... 65#1532265

you don't need to tell people who is lovers with whom at the start, as per how the game was run the first time round: http://www.mafiascum.net/forum/viewtopic.php?t=11349
I could go for another round in the game.
Out of curiousity (because I'm a bit tired) was scum allowed to day talk to each other as well in the game?
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Post Post #1183 (ISO) » Fri Jan 08, 2010 5:45 am

Post by farside22 »

SaintKerrigan wrote:
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.
I don't think there should be day talk in this game. I really like the idea otherwise.
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Post Post #1184 (ISO) » Fri Jan 08, 2010 5:53 am

Post by ortolan »

farside22 wrote:
ortolan wrote:blowing my own trumpet here, but imo True Love should get run again

exactly 50-50 odds of town/mafia winning, sounds like a winner setup to me!

http://www.mafiascum.net/forum/viewtopi ... 65#1532265

you don't need to tell people who is lovers with whom at the start, as per how the game was run the first time round: http://www.mafiascum.net/forum/viewtopic.php?t=11349
I could go for another round in the game.
Out of curiousity (because I'm a bit tired) was scum allowed to day talk to each other as well in the game?
yer they can
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Post Post #1185 (ISO) » Fri Jan 08, 2010 10:11 am

Post by ElectricBadger »

Working on a concept - how is this for balance?

Gunfighters Mafia: 12 players

2 Vig/Lover pairs
5 VT
1 Mafia Doctor
2 Mafia Goons

Both vigilantes are lovers with a townie; the pairs win with town only if the other vigilante pair dies before them.
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Post Post #1186 (ISO) » Fri Jan 08, 2010 11:08 am

Post by SaintKerrigan »

Traitors in Our Midst
, Version 3

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. Groups cannot daytalk within each other.

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 #1187 (ISO) » Fri Jan 08, 2010 11:13 am

Post by SaintKerrigan »

ElectricBadger wrote:Working on a concept - how is this for balance?

Gunfighters Mafia: 12 players

2 Vig/Lover pairs
5 VT
1 Mafia Doctor
2 Mafia Goons

Both vigilantes are lovers with a townie; the pairs win with town only if the other vigilante pair dies before them.
Not sure if the lover pairs should have to win with town
and
ensure the other pair dies. It seems too rigged against the town to me. Otherwise, I like it.
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Post Post #1188 (ISO) » Fri Jan 08, 2010 12:25 pm

Post by StrangerCoug »

I CAN'T THINK OF A GOOD NAME FOR THIS SETUP

2 Mafia A
2 Mafia B
1 anti-Mafia A cop
1 anti-Mafia B doctor
6 vanilla townies

It should be obvious that the anti-Mafia A cop gets guilties only on Mafia A and the anti-Mafia B doctor protects only against Mafia B.

Alternatively, this can be a semi-open with a 50% chance of an anti-Mafia B cop and an anti-Mafia A doctor instead of the other way around.
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Post Post #1189 (ISO) » Sat Jan 09, 2010 10:22 am

Post by ElectricBadger »

StrangerCoug wrote:
I CAN'T THINK OF A GOOD NAME FOR THIS SETUP

2 Mafia A
2 Mafia B
1 anti-Mafia A cop
1 anti-Mafia B doctor
6 vanilla townies

It should be obvious that the anti-Mafia A cop gets guilties only on Mafia A and the anti-Mafia B doctor protects only against Mafia B.

Alternatively, this can be a semi-open with a 50% chance of an anti-Mafia B cop and an anti-Mafia A doctor instead of the other way around.
I get what you're looking for here, but 50% effective townies are very limited; not only half the results, but in the cop's case it's very hard to prove townies.

I would at least make two sets of cop/doc.

I'm admittedly also dislike the 8/2/2 breakdown. A town mislynch d1 (which is pretty common) leaves town reliant on crosskills to win.
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Post Post #1190 (ISO) » Sat Jan 09, 2010 10:28 am

Post by ElectricBadger »

SaintKerrigan wrote:
ElectricBadger wrote:Working on a concept - how is this for balance?

Gunfighters Mafia: 12 players

2 Vig/Lover pairs
5 VT
1 Mafia Doctor
2 Mafia Goons

Both vigilantes are lovers with a townie; the pairs win with town only if the other vigilante pair dies before them.
Not sure if the lover pairs should have to win with town
and
ensure the other pair dies. It seems too rigged against the town to me. Otherwise, I like it.
I should post my reasoning with these things, I think :P

I was trying to create a situation in which town is somewhat opposed to itself. That is, where townies are both working with the same group and want to eliminate mafia, but have mutually exclusive goals. I also wanted to play with some WIFOM here.

The concept behind this is basically that the vig's have to choose between hunting each other and hunting mafia. They can't ignore mafia, or town can only win with a perfect lynch record; but they need each other dead first too. Thus the 'gunfighter' - who is quickest on the draw. Also some WIFOM of which mafia to go after, as the most obvious one will probably be protected.

Removing the competition puts town v. scum with 3 kills for every mafia kill...which seems very unbalanced.

Problem overall I'm seeing with this setup is the massive amount of death that can potentially result. It's workable, but very swingy.
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Post Post #1191 (ISO) » Sun Jan 10, 2010 4:21 am

Post by SaintKerrigan »

@ EB: Ok, I see the point. It is a very swingy setup. I'm wondering if this might work better as a larger game, where you potentially have more deaths available to offset the number of kills per night.
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Post Post #1192 (ISO) » Mon Jan 11, 2010 12:30 pm

Post by farside22 »

StrangerCoug wrote:
I CAN'T THINK OF A GOOD NAME FOR THIS SETUP

2 Mafia A
2 Mafia B
1 anti-Mafia A cop
1 anti-Mafia B doctor
6 vanilla townies

It should be obvious that the anti-Mafia A cop gets guilties only on Mafia A and the anti-Mafia B doctor protects only against Mafia B.

Alternatively, this can be a semi-open with a 50% chance of an anti-Mafia B cop and an anti-Mafia A doctor instead of the other way around.
How does the town have a chance to win? Cross kills and some serious scum hunting luck. :?
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Post Post #1193 (ISO) » Mon Jan 11, 2010 12:32 pm

Post by farside22 »

ElectricBadger wrote:Working on a concept - how is this for balance?

Gunfighters Mafia: 12 players

2 Vig/Lover pairs
5 VT
1 Mafia Doctor
2 Mafia Goons

Both vigilantes are lovers with a townie; the pairs win with town only if the other vigilante pair dies before them.
no
3 kills in one night.
vigs both kill at VT
mafia kills vig lover
it's lylo day 2.
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Post Post #1194 (ISO) » Mon Jan 11, 2010 12:49 pm

Post by Herodotus »

farside22 wrote:
ElectricBadger wrote:Working on a concept - how is this for balance?

Gunfighters Mafia: 12 players

2 Vig/Lover pairs
5 VT
1 Mafia Doctor
2 Mafia Goons

Both vigilantes are lovers with a townie; the pairs win with town only if the other vigilante pair dies before them.
no
3 kills in one night.
vigs both kill at VT
mafia kills vig lover
it's lylo day 2.
D1: VT lynch
N1: someone kills a lover from group 1, someone else kills a lover from group 2, and someone kills a VT. 3 scum, 3 VT's are alive and the game is over.
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Post Post #1195 (ISO) » Mon Jan 11, 2010 12:52 pm

Post by farside22 »

Herodotus wrote:
farside22 wrote:
ElectricBadger wrote:Working on a concept - how is this for balance?

Gunfighters Mafia: 12 players

2 Vig/Lover pairs
5 VT
1 Mafia Doctor
2 Mafia Goons

Both vigilantes are lovers with a townie; the pairs win with town only if the other vigilante pair dies before them.
no
3 kills in one night.
vigs both kill at VT
mafia kills vig lover
it's lylo day 2.
D1: VT lynch
N1: someone kills a lover from group 1, someone else kills a lover from group 2, and someone kills a VT. 3 scum, 3 VT's are alive and the game is over.
Sorry I miscounted but there is the basic's.
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Post Post #1196 (ISO) » Mon Jan 11, 2010 1:14 pm

Post by Herodotus »

Your numbers were fine, I was just pointing out a more extreme situation.
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Post Post #1197 (ISO) » Fri Jan 15, 2010 9:28 am

Post by farside22 »

SaintKerrigan wrote:
Traitors in Our Midst
, Version 3

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. Groups cannot daytalk within each other.

Mason Traitors win when their numbers equal or exceed that of the Town Masons.
Town Masons win when all Mason Traitors are eliminated.
I like the idea myself but so far no one really seems to have said much on it.
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Post Post #1198 (ISO) » Fri Jan 15, 2010 11:12 am

Post by ElectricBadger »

farside22 wrote:
SaintKerrigan wrote:
Traitors in Our Midst
, Version 3

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. Groups cannot daytalk within each other.

Mason Traitors win when their numbers equal or exceed that of the Town Masons.
Town Masons win when all Mason Traitors are eliminated.
I like the idea myself but so far no one really seems to have said much on it.
TBH it's just 3/9 vanilla with limited night talk. Good flavor but not really any interesting dynamics.
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Post Post #1199 (ISO) » Fri Jan 15, 2010 1:45 pm

Post by TheButtonmen »

farside22 wrote:
SaintKerrigan wrote:
Traitors in Our Midst
, Version 3

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. Groups cannot daytalk within each other.

Mason Traitors win when their numbers equal or exceed that of the Town Masons.
Town Masons win when all Mason Traitors are eliminated.
I like the idea myself but so far no one really seems to have said much on it.

If people know going in that there are traitors then why not make them 'hoods, if people don't know then I feel it's basterd modding as mason means confirmed town, thus your lying in the role PM's.
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