[OLD] Open Setup Ideas and Discussion
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- Elephant Hell
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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).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'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.- Adel
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{insert obligatory "a game needs at least one scum-group of at least two players to be a mafia game" objection here}animorpherv1 wrote:LYLO mafia
2 Vanilla Townies
1 Mafia Goon
- Day start- iamausername
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Clue(do)'s been run at least twice as well. Obiting's version: http://www.mafiascum.net/forum/viewtopic.php?t=3087 and MoS's three-part game:
http://www.mafiascum.net/forum/viewtopic.php?t=5184
http://www.mafiascum.net/forum/viewtopic.php?t=5185
http://www.mafiascum.net/forum/viewtopic.php?t=5186Retired as of October 2014.- ortolan
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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- farside22
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farside22 Mafia Mum
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I could go for another round in the game.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
Out of curiousity (because I'm a bit tired) was scum allowed to day talk to each other as well in the game?Sarcasm is just a way of saying how stupid you think someone is but in a more polite way.- farside22
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farside22 Mafia Mum
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I don't think there should be day talk in this game. I really like the idea otherwise.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.Sarcasm is just a way of saying how stupid you think someone is but in a more polite way.- ortolan
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yer they canfarside22 wrote:
I could go for another round in the game.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
Out of curiousity (because I'm a bit tired) was scum allowed to day talk to each other as well in the game?- ElectricBadger
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SaintKerrigan Brings Out The Flavour
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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.ALMOST ALWAYS BUSY 9-6 CST WEEKDAYS- SaintKerrigan
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SaintKerrigan Brings Out The Flavour
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Not sure if the lover pairs should have to win with townElectricBadger 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.andensure the other pair dies. It seems too rigged against the town to me. Otherwise, I like it.ALMOST ALWAYS BUSY 9-6 CST WEEKDAYS- StrangerCoug
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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.- ElectricBadger
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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.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 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.- ElectricBadger
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I should post my reasoning with these things, I thinkSaintKerrigan wrote:
Not sure if the lover pairs should have to win with townElectricBadger 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.andensure the other pair dies. It seems too rigged against the town to me. Otherwise, I like it.
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.- SaintKerrigan
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How does the town have a chance to win? Cross kills and some serious scum hunting luck.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.Sarcasm is just a way of saying how stupid you think someone is but in a more polite way.- farside22
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farside22 Mafia Mum
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noElectricBadger 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.
3 kills in one night.
vigs both kill at VT
mafia kills vig lover
it's lylo day 2.Sarcasm is just a way of saying how stupid you think someone is but in a more polite way.- Herodotus
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D1: VT lynchfarside22 wrote:
noElectricBadger 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.
3 kills in one night.
vigs both kill at VT
mafia kills vig lover
it's lylo day 2.
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.- farside22
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farside22 Mafia Mum
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Sorry I miscounted but there is the basic's.Herodotus wrote:
D1: VT lynchfarside22 wrote:
noElectricBadger 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.
3 kills in one night.
vigs both kill at VT
mafia kills vig lover
it's lylo day 2.
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.Sarcasm is just a way of saying how stupid you think someone is but in a more polite way.- Herodotus
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I like the idea myself but so far no one really seems to have said much on it.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.Sarcasm is just a way of saying how stupid you think someone is but in a more polite way.- ElectricBadger
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TBH it's just 3/9 vanilla with limited night talk. Good flavor but not really any interesting dynamics.farside22 wrote:
I like the idea myself but so far no one really seems to have said much on it.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.- TheButtonmen
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farside22 wrote:
I like the idea myself but so far no one really seems to have said much on it.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.
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.Routine day with a dirt cheap brush
Then a week goes by and it goes untouched
Then two, then three, then a month
Then the rest of your life, you beat yourself up - TheButtonmen
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