[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #1425 (ISO) » Sun Jun 13, 2010 7:45 am

Post by ooba »

Alduskkel wrote:
ooba wrote:Make it 14:2:2. Every Mafia (Goons and RB,if any) get one-shot nightkill immunity. Ninja, if any, gets no night kill protection.
With a 50% chance of there being only 1 Doctor in an 18p setup, if a Mafia fails to make a kill then they're just going to target the player a second time. So you're just delaying the cross killing.
Well I'd concentrate on killing the town first before cross-killing; I'd be happy that I removed his\her immunity. Although I agree that the kill becomes too informational for the scum.

Another Suggestion:
a) Remove 2 VTs from each of the half games. You'd have 10:2:2.
b) Still need some way to nerf the Ninja team. You have to keep the two scum teams relatively balanced in terms of power.
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Post Post #1426 (ISO) » Sun Jun 13, 2010 12:27 pm

Post by StrangerCoug »

farside22 wrote:@SC: I'm a bit confused here. Is there two separate games going on with that set up and then combine at a certain point?
No, it is all in the same game. The split is for role generation purposes.

Perhaps the ninja should be forbidden from making two kills in a row?
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Post Post #1427 (ISO) » Wed Jun 16, 2010 10:36 am

Post by Max »

Trigger Mafia:

3 Mafia (1 JK, 1 Tracker and a Strong Man)

9 Town (1 JK, 1 Tracker and a Vig)

If the town use their Jailkeeper the Mafia can use theirs
If the town use their Tracker, the Mafia can use theirs
If the town use their Vig, the Mafia can use their Strong Man (Unstoppable)

If one of the roles dies the other is no longer accurate.
Town Template wrote:You are the
Town
<Role>.
Each night you may <insert power>. If you use your power your mafia equivalent (<Insert Role>) can also use their power. If you do not they will be blocked for the evening.

You win if all mafia players are killed and at least one town member is alive.
Mafia Template wrote:You are the
Mafia's
<Role>.
Each night you may <insert power>. If your town counterpart (<insert equivalent>) uses their power you will be able of using yours. If they do not you will be blocked and receive no result for the evening.

You win if all town players are dead and at least one mafia member is alive, or nothing can prevent the same.
Is it balanced or is it too in favour of town. I'm considering flipping who over who for the tracker (i.e. the mafia determine if town can use theirs). Thoughts?
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Post Post #1428 (ISO) » Wed Jun 16, 2010 2:50 pm

Post by SaintKerrigan »

Would like to submit a setup I made up during Marathon for consideration/improvement.

Bad Medicine

1 Mafia Goon
1 Doctor (can self-protect)
2 Vanilla Townies

Basic idea is to have the Goon and the Doc play a WIFOM game about who's going to do what. One thing that probably needs to happen is make it a longer game (I designed it in Marathon to be run very quickly) for more satisfaction. I'll be thinking of ways to do that, but I'll also think about suggestions you guys make.

Anyway, cheers.

Edit: Sudden alternate idea I had.

2 Mafia Goons
1 Doctor (can self-protect)
2 Vanilla Townies
1 Vigilante (One-shot)
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Post Post #1429 (ISO) » Wed Jun 16, 2010 2:57 pm

Post by Ythan »

An entire game based on WIFOM and second-guessing. Awesome.
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Post Post #1430 (ISO) » Thu Jun 17, 2010 2:55 am

Post by CSL »

StrangerCoug wrote:
DOUBLE F11... WELL, KIND OF

Split the 18-player game in two and independently generate each half. Half 1 is the standard F11; half 2 replaces the cop, doc, and roleblocker with a tracker, watcher, and ninja respectively. Then combine them back together.

For players who like lists:
  1. One of these with equal likelihood:
    • 1 Mafia goon, 1 Mafia roleblocker, 1 cop, 1 doctor, 5 vanilla townies
    • 2 Mafia goons, 1 cop, 6 vanilla townies
    • 2 Mafia goons, 1 doctor, 6 vanilla townies
    • 1 Mafia goon, 1 Mafia roleblocker, 7 vanilla townies
  2. One of these with equal likelihood:
    • 1 Mafia goon, 1 Mafia ninja, 1 tracker, 1 watcher, 5 vanilla townies
    • 2 Mafia goons, 1 tracker, 6 vanilla townies
    • 2 Mafia goons, 1 watcher, 6 vanilla townies
    • 1 Mafia goon, 1 Mafia ninja, 7 vanilla townies
What do you guys think?

There could also be a game with just the second half, a good name being
NINJA MAFIA
.
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Post Post #1431 (ISO) » Thu Jun 17, 2010 2:18 pm

Post by TheButtonmen »

'Hoods:

Total: 10:3:1


Neighbourhoods:
SK and VT.
Goon + VT.
2 Shot Vig + VT.
Bodyguard+VT.

Town:
Bodyguard.
Tracker.
2 Shot Vig.
7 VT.

Mafia:
Tracker.
2 Goons.

SK:

Feedback please, balancing setups isn't something I'm familar with.
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Post Post #1432 (ISO) » Thu Jun 17, 2010 5:20 pm

Post by nhammen »

So a VT Neighbor knows that there is a 50% chance their partner is scum. 2 for 2 trade is not bad at all.
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Post Post #1433 (ISO) » Thu Jun 17, 2010 6:11 pm

Post by Trojan Horse »

StrangerCoug wrote:
farside22 wrote:@SC: I'm a bit confused here. Is there two separate games going on with that set up and then combine at a certain point?
No, it is all in the same game. The split is for role generation purposes.

Perhaps the ninja should be forbidden from making two kills in a row?
That actually sounds fine to me. At worst, that cuts the mafia-finding powers of the tracker and watcher in half (while the ninja is still alive).

But now I'm wondering about what happens when the mafia ninja is the last mafia left...

Anyway, with any kind of reasonable limitation on the ninja's power, I'll
fourth
this game.
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Post Post #1434 (ISO) » Thu Jun 17, 2010 6:23 pm

Post by TheButtonmen »

nhammen wrote:So a VT Neighbor knows that there is a 50% chance their partner is scum. 2 for 2 trade is not bad at all.
The fact that one of the trades is for the SK not a goon, when the mafia has 3 members means that if they try to organize the neighbor lynch means they could just be handing the game to scum if they do it in the wrong order.
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Post Post #1435 (ISO) » Fri Jun 18, 2010 3:31 am

Post by Max »

'Hoods II


Town:
Bodyguard (Is this basically a martyr)
Tracker
2 Shot Vig
7 VT

Mafia:
Tracker
2 Goons

SK

6 Town Players are randomly selected + 1 Random Scum + SK. These make mason pairs and can night talk.
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Post Post #1436 (ISO) » Fri Jun 18, 2010 5:10 am

Post by TheButtonmen »

I thought mason meant confirmed town?
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Post Post #1437 (ISO) » Fri Jun 18, 2010 8:23 am

Post by Max »

No. Confirmed-Mason means confirmed town.

EDIT: But there's no need to be pedantic, as there's a possibility that their counterpart is scum it hardly means confirmed.
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Post Post #1438 (ISO) » Fri Jun 18, 2010 4:32 pm

Post by Herodotus »

TheButtonmen wrote:I thought mason meant confirmed town?
To some people, it does. To others, it doesn't. I'm starting to think that every mod should include a rule in their ruleset that says either
Any *masons* are guaranteed confirmed.
or
*Masons* may be confirmed or not.
And
the rule should be there regardless of whether there are masons in the game
, unless it's an open/semiopen game.
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Post Post #1439 (ISO) » Fri Jun 18, 2010 4:47 pm

Post by GroupThink »

Question:
Got Money Mafia wrote:3 Paupers (
Vanilla Townies
)
2 Proprietors (
Goons
)
2 IRS Agents (
Cops
: 1 Sane/1 Insane)
Would this work?
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Post Post #1440 (ISO) » Fri Jun 18, 2010 4:56 pm

Post by TheButtonmen »

GroupThink wrote:Question:
Got Money Mafia wrote:3 Paupers (
Vanilla Townies
)
2 Proprietors (
Goons
)
2 IRS Agents (
Cops
: 1 Sane/1 Insane)
Would this work?
How is scum supposed to win that?

By D3 both cops will have 2 usable results out of a 7 player game, unless scum hits cops N1 and/or N2 they pretty much auto lose.
By using flips and/or other cops results it's fairly easy to figure out which is the insane one and once that happens cop effectivly has 2 sane cops.
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Post Post #1441 (ISO) » Fri Jun 18, 2010 6:28 pm

Post by Herodotus »

TheButtonmen wrote:
GroupThink wrote:Question:
Got Money Mafia wrote:3 Paupers (
Vanilla Townies
)
2 Proprietors (
Goons
)
2 IRS Agents (
Cops
: 1 Sane/1 Insane)
Would this work?
How is scum supposed to win that?

By D3 both cops will have 2 usable results out of a 7 player game, unless scum hits cops N1 and/or N2 they pretty much auto lose.
By using flips and/or other cops results it's fairly easy to figure out which is the insane one and once that happens cop effectivly has 2 sane cops.
If a goon isn't lynched on day 1, day 2 is LyLo. Both cops will claim on day 2 (with a single result each) if they didn't have to claim day 1 to avoid being lynched.

I'm guessing sanity isn't revealed on death in this game?

EDIT: (That's assuming the town doesn't No Lynch for the first two days.)
Last edited by Herodotus on Fri Jun 18, 2010 6:46 pm, edited 1 time in total.
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Post Post #1442 (ISO) » Fri Jun 18, 2010 6:34 pm

Post by GroupThink »

No, it's not.
You never pass a test of faith.
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Post Post #1443 (ISO) » Sat Jun 19, 2010 6:21 am

Post by mith »

Following this discussion...

My Name Is Earl (F11 Variant)


Setup randomly selected from:

1 Mafia Goon, 1 Mafia Roleblocker, 1 Cop, 1 Doctor, 5 Townies
2 Mafia Goons, 1 Cop, 1 Earl, 5 Townies
2 Mafia Goons, 1 Doc, 1 Earl, 5 Townies
1 Mafia Goon, 1 Mafia Roleblocker, 2 Earls, 5 Townies

Earl is a Named Townie - no special abilities, but can claim the role name "Earl". (Scum can, of course, fake claim "Earl".)
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Post Post #1444 (ISO) » Sat Jun 19, 2010 4:33 pm

Post by bv310 »

mith wrote:Following this discussion...

My Name Is Earl (F11 Variant)


Setup randomly selected from:

1 Mafia Goon, 1 Mafia Roleblocker, 1 Cop, 1 Doctor, 5 Townies
2 Mafia Goons, 1 Cop, 1 Earl, 5 Townies
2 Mafia Goons, 1 Doc, 1 Earl, 5 Townies
1 Mafia Goon, 1 Mafia Roleblocker, 2 Earls, 5 Townies

Earl is a Named Townie - no special abilities, but can claim the role name "Earl". (Scum can, of course, fake claim "Earl".)
I would enjoy this. We should give it a try. The idea of a named role in an otherwise flavourless game appeals to me.
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Post Post #1445 (ISO) » Sun Jun 20, 2010 11:23 am

Post by Pittbunny »

The possibility of a two-Earl game also makes it interesting in that people can't autolynch Earl counterclaimers.
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Post Post #1446 (ISO) » Thu Jun 24, 2010 7:52 am

Post by Max »

Variable Large Town


Alignment Distribution


4 Mafia
16 Town (Balanced?)

Power Set 1 (Investigative)


1 Cop (50% Chance Conf. Sane, 25% Chance Unconfirmed Sane, 25% Chance Insane)
50% Chance of an additional cop with no guarantee of sanity (50% Sane, 50% Insane)

If there are 2 Cops Mafia receive a GF (Inv. Immune)

Power Set 2 (Protective)


1 Doctor (50% Chance Conf Sane, 25% Chance Unconfirmed 'Sane', 25% Martyr)*
+ 25% Chance of a JK

If there is a JK the mafia receive either a 1-Shot Strongman (Can kill through protects - this is active and the strongman must explicitly state if he's using the power or not) or a Roleblocker.

*Sanity for the doctor denotes how willing he is to die for his cause

Power Set 3 (Named/Mason Groups)


Mason Pair or 2 Freds
+ 50% Chance there is a (possibly) additional Fred

The Mason pair cannot night talk, they are only confirmed to each other.

Example Set-Ups

  1. 3 Goons, 1 Godfather, 2 Cops (1 Conf. Sane), 1 Martyr, 2 Freds, 11 Townies
  2. 4 Goons, 1 Cop (Conf. Sane), 1 Doc (Conf. Sane), 3 Freds, 11 Townies
  3. 2 Goons, 1 Godfather, 1 Scum Roleblocker, 2 Cops (Both Insane), 1 Martyr, 1 Jailkeeper, Mason Pair, 10 Townies
Now I don't think any of these are too bad, one possible change is there is either 1 Miller or a Godfather so the scum don't know if there are 2 cops or not. But it doesn't appear too biased to one side.
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Post Post #1447 (ISO) » Tue Jun 29, 2010 3:20 am

Post by farside22 »

StrangerCoug wrote:
DOUBLE F11... WELL, KIND OF

Split the 18-player game in two and independently generate each half. Half 1 is the standard F11; half 2 replaces the cop, doc, and roleblocker with a tracker, watcher, and ninja respectively. Then combine them back together.

For players who like lists:
  1. One of these with equal likelihood:
    • 1 Mafia goon, 1 Mafia roleblocker, 1 cop, 1 doctor, 5 vanilla townies
    • 2 Mafia goons, 1 cop, 6 vanilla townies
    • 2 Mafia goons, 1 doctor, 6 vanilla townies
    • 1 Mafia goon, 1 Mafia roleblocker, 7 vanilla townies
  2. One of these with equal likelihood:
    • 1 Mafia goon, 1 Mafia ninja, 1 tracker, 1 watcher, 5 vanilla townies
    • 2 Mafia goons, 1 tracker, 6 vanilla townies
    • 2 Mafia goons, 1 watcher, 6 vanilla townies
    • 1 Mafia goon, 1 Mafia ninja, 7 vanilla townies
What do you guys think?

There could also be a game with just the second half, a good name being
NINJA MAFIA
.
SC does that mean this game is 18 players?
I'm planning on putting it up for the next open game phase and I want to make sure I understand it completely first.
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Post Post #1448 (ISO) » Tue Jun 29, 2010 5:55 pm

Post by FakeGod »

Insert Cool Title


1 Mafia Doctor (can save anyone but cannot save someone twice in a row)
1 Vigilante (can choose not to shoot)
3 Townies

(night start)

I played this before and this is hilarious.

Depending on whether mafia saved himself first night and whether vigilante didn't shoot/was blocked, this game gets tricky real fast.

And if vig and maf are the only ones left, it's a tied game unless mafia can save himself that night. (as in he didn't save himself last night)
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Post Post #1449 (ISO) » Wed Jun 30, 2010 9:57 am

Post by Max »

Not mafia. Not only is there only one mafia, they can't kill so the town is starved of all information.

There's no mafia kill nor inter-scum reactions. The mafia would have to do something stupid to lose by good play rather than chance.
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