[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #1475 (ISO) » Sat Jul 17, 2010 6:44 am

Post by Max »

Well open games have a fixed number of players. So pick a size of set-up then we can go further. Every player being a power is not normal. Rename the roles to their current form:

Sushi Man = Townie
Monk = Super Saint

and then it looks better but is just as bad. There is no explanation of why a mafiate would hoodwink someone as there is no benefit. Etc.
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Post Post #1476 (ISO) » Sat Jul 17, 2010 7:18 am

Post by bv310 »

Socrates wrote:I hope that game gets chosen, because I would love to play it.
I'd second this.
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Post Post #1477 (ISO) » Sat Jul 17, 2010 9:40 am

Post by mask man »

Max wrote:There is no explanation of why a mafiate would hoodwink someone as there is no benefit.
If a super-saint is fooled, they become false.
Show
The monster entered the blacksmith.
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ÔÇ£Look at me. Look at me. Look at how large the monster inside me has become.ÔÇØ
Crunch Crunch! Munch Munch! Chomp Chomp! Gulp!

The hungry monster ate Otto from the inside out.
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Post Post #1478 (ISO) » Sun Jul 18, 2010 2:46 pm

Post by Mr. Flay »

This
literally
came to me in a dream last night, so I lay no claim to it being a balanced setup as yet.

wait your turn, tex
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    Even-Night Vigilantes (1-shot)
  • n
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  • n
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Post Post #1479 (ISO) » Sun Jul 18, 2010 2:47 pm

Post by Ythan »

Does the mafia have a factional kill?
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Post Post #1480 (ISO) » Sun Jul 18, 2010 2:53 pm

Post by Mr. Flay »

Not as currently envisioned. It's basically an attempt to 'fix' Texas Justice.
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Post Post #1481 (ISO) » Sun Jul 18, 2010 2:54 pm

Post by Ythan »

Interesting then.
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Post Post #1482 (ISO) » Sun Jul 18, 2010 3:16 pm

Post by Twomz »

So mafia would make up 1/3 of the total town? Also, the town doesn't get day kills, only one shot nks?
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Post Post #1483 (ISO) » Sun Jul 18, 2010 4:33 pm

Post by Trojan Horse »

Mr. Flay wrote:This
literally
came to me in a dream last night
Time to revive the Too Much Mafia thread?
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Post Post #1484 (ISO) » Sun Jul 18, 2010 4:45 pm

Post by Ythan »

I had a mafia dream last night as well and thought about looking that thread up.
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Post Post #1485 (ISO) » Sun Jul 18, 2010 4:55 pm

Post by Mr. Flay »

Twomz wrote:So mafia would make up 1/3 of the total town? Also, the town doesn't get day kills, only one shot nks?
Well, one-shot NKs plus the normal lynch.

::edit::
Oh, and I think it's necessary that Mafia win 1-1 endgames. Otherwise Town can threaten to shoot everybody but one person as they get close, and force a draw.
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Mr. Flay wrote:This
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Time to revive the Too Much Mafia thread?
Almost certainly. :shifty:
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Post Post #1486 (ISO) » Sun Jul 18, 2010 11:51 pm

Post by StrangerCoug »

Mr. Flay wrote:
::edit::
Oh, and I think it's necessary that Mafia win 1-1 endgames. Otherwise Town can threaten to shoot everybody but one person as they get close, and force a draw.
By that logic, shouldn't the Mafia just win when they make up half the game?
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Post Post #1487 (ISO) » Mon Jul 19, 2010 1:21 am

Post by Mr. Flay »

Logic? What is this logic of which you speak?? This is a game, and we're just looking for balance... actually, I think what I meant above was "1-1 endgame where both have used their shot", to restrict it further. 8:4 is the same as the Nightless ratio, but Town gets a lot more kills here than in Nightless.
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Post Post #1488 (ISO) » Mon Jul 19, 2010 1:23 am

Post by Mr. Flay »

Mr. Flay wrote:This
literally
came to me in a dream last night, so I lay no claim to it being a balanced setup as yet.

wait your turn, tex
  • n
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  • n
    Odd-Night Vigilantes (1-shot)
  • n
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Day Start.
Mafia has no group kill.
Mafia autowins 1-1 endgame scenarios where Town has used their 1-shot already.
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Post Post #1489 (ISO) » Mon Jul 19, 2010 4:28 am

Post by The Fonz »

Socrates wrote:If the cop claims, the doc enabler should counterclaim him (or possibly get the drop on him by claiming first), that way if the counter fails, then the doc is disabled and the scum are free to kill the cop. two power roles dealt with for the price of 1 scum in even the worst case scenario (and even better if the scum is believed) seems like an even trade.

I hope that game gets chosen, because I would love to play it.
I had the same thought when I ruminated on this, actually. Leaves 10-2 with the vig, and a doc which can't do anything but is a confirmed innocent if not counterclaimed (and 1-1 for a role which can't do anything isn't worth it). Which is balanced. And since the cop can almost certainly do better than this by waiting, then it's probably not broken.

As for wanting to give the vig an extra kill, well, I think this weights it too much towards town. (Plus, 13p doesn't actually do this- in 9-3, presuming the doc doesn't save, the vig can kill once without costing a lynch. In 13p, the vig can't kill at all without costing a lynch, but once he's done it, the second kill is free). I prefer it at 12. Although the 'pick your poison' element with the vig in 13p is intriguing.

Also suggest:

Good Cop, Mad Cop


Two cops
Three goons
seven townies

Cop sanity is calculated thus: 50% sane, 16.5% naive, 16.5% paranoid, 16.5% insane. (To randomise this easily, generate a random number from 1-12, 1-6 sane, 7-8 naive, etc).

So each cop has 50% chance of being straightforward, basically 2/3 chance to be useful, plus they're specific named roles (confirmed if not countered). However, there's no chance of protection, and each cop needs to take the time to work out their sanity.

Ed: Perhaps 40-20-20-20 is more balanced? Probability of at least one sane cop goes down from 75% to 64%.
Last edited by The Fonz on Mon Jul 19, 2010 7:26 am, edited 1 time in total.
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Post Post #1490 (ISO) » Mon Jul 19, 2010 7:04 am

Post by animorpherv1 »

Nominate Kingdom Mafia
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Post Post #1491 (ISO) » Mon Jul 19, 2010 5:09 pm

Post by Beefster »

Rival Detective Mafia
  • 1 Mafia Godfather
  • 1 Mafia Goon
  • 1 Mafia Roleblocker
  • 2 Miller Cops
  • 1 Doctor
  • 6 Vanilla Townies
+ Cop Headstart for balance.
The cops do not know each other and have independent investigations. Since they are rivals, if they check the other's house, they will return guilty results.

Psych Mafia

Based on the TV show...
  • 2 NK-immune Serial Killers
  • Shawn (Sane Cop with post restriction)
  • Gus (Doctor)
  • Lassiter (Crazy Cop)
  • Jules (Sane deputy to Lassiter)
  • Shawn's Dad (Retired/One-shot Cop)
  • 1 Pineapple salesman (named VT)
  • 4 Vanilla Townies
Cop Headstart?
Shawn must post nonsense. Shawn and Gus know each other and Shawn can whisper one message to Gus during each day. Gus's job is to "translate" the gibberish.
Lassiter will get wrong results if he picks the same target as Shawn, but gets correct results if he picks a different target.
The SKs might try to act like Shawn or Gus.
Then again, this might be better for a bastard theme game...
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Post Post #1492 (ISO) » Tue Jul 20, 2010 12:52 pm

Post by Zajnet »

I have an idea for a game setup. Lemme know if you think this is balanced.
Deuce Mafia

2 Town Vanillas
2 Town Cops
2 Town Docs
2 Town Masons
2 Town Vigilantes
2 Mafia Roleblockers
2 Mafia Goons

@Psych Mafia: Seems like a fun setup.
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Post Post #1493 (ISO) » Tue Jul 20, 2010 12:53 pm

Post by Max »

Not balanced. The mafia have nowhere to hide in a mass claim.
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Post Post #1494 (ISO) » Tue Jul 20, 2010 12:55 pm

Post by Max »

* 1 Mafia Godfather
* 1 Mafia Goon
* 1 Mafia Roleblocker
* 2 Miller Cops
* 1 Doctor
* 6 Vanilla Townies
Remove the RB and the Doctor and I think the game is balanced (ie. 3 Mafia (1 Inv. Immune), 2 Miller Cops, 7 Town)
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Post Post #1495 (ISO) » Tue Jul 20, 2010 3:05 pm

Post by Zajnet »

Max wrote:Not balanced. The mafia have nowhere to hide in a mass claim.
Any ideas on how to make it balanced? Assign roles (cop, doc, vig, mason, roleblocker) independent of alignment and add 2 SKs or something?
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Post Post #1496 (ISO) » Tue Jul 20, 2010 8:33 pm

Post by Max »

Independence of alignment is a good idea.
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Post Post #1497 (ISO) » Tue Jul 20, 2010 9:18 pm

Post by Alduskkel »

That just makes it swingy.
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Post Post #1498 (ISO) » Tue Jul 20, 2010 9:22 pm

Post by Ythan »

In order to minimize swing, semi-open setups usually don't totally randomize the setup but instead allow for a number of possible arrangements that should maintain balance.
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Post Post #1499 (ISO) » Wed Jul 21, 2010 6:08 am

Post by Beefster »

Max wrote:
* 1 Mafia Godfather
* 1 Mafia Goon
* 1 Mafia Roleblocker
* 2 Miller Cops
* 1 Doctor
* 6 Vanilla Townies
Remove the RB and the Doctor and I think the game is balanced (ie. 3 Mafia (1 Inv. Immune), 2 Miller Cops, 7 Town)
Might as well make it into an experimental 13 player setup without the doctor. ie. have 8 Townies instead of 7.

@Deuce Mafia: add in sanities for the cops and doctors, make one of the roleblockers town-aligned, and make the vigilantes one-shot or replace them with named vanilla townies.
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