[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #2075 (ISO) » Wed Dec 01, 2010 9:23 am

Post by TheButtonmen »

Hoopla has been working on a six man format in scumchat a bit recently which caught my interest. Here's whats kicking around my brain at the moment, I'd love some feedback.

Roles:

2 Goons
4 Vanilla Townies

Special rules:

If a vanilla townie would be lynched D1 instead a No Lynch occurs.
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
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Post Post #2076 (ISO) » Wed Dec 01, 2010 4:00 pm

Post by hitogoroshi »

I'm bringing this back once again. I just feel like there's something really cool here and I don't want to let it die. I've cleaned it up a bit more, so here we go~


Slow Rusty Guillotine Mafia (Second Revision)


You cannot no-lynch or no-kill in Slow Rusty Guillotine Mafia. Lynches are plurality, with seniority of final vote as tiebreaker. Kills are most recent kill submission, with a random kill if there are no submissions.

1 Mafia Goon
1 Mafia Rolecop
1 Mafia Lengthy Roleblocker
1 Town Tracker
1 Town Redeemed Soul
1 One-Shot Impatient Vigilante
8 Townies

(14 players total)

Special Lynch MechanicWhen a majority is reached on someone (or a plurality at deadline), the mod will announce such and the day will end. However, instead of being lynched, that player is
on guillotine
. An on guillotine player cannot be nightkilled or take any special actions (though the Redeemed Soul's ability will still trigger). They still can vote the next day, and they are counted for determining the to-lynch threshold. The on-guillotine player is killed when a new player is put on guillotine the next day, at which point their alignment is revealed as normal.

Exception: If two scum are dead and the third scum is on guillotine, the game will end with a victory for the town faction. The scum faction win when they compose a majority of the town or when nothing can prevent them from composing a majority of the town.


New Role: Mafia Lengthy RoleblockerYou see a lot of amateur roleblockers bragging because "that doc didn't get anything done all night." Big whoop. When you block someone, you
block
someone.

If you roleblock a player during the night, they are also unable to use their ability during the subsequent day. You can roleblock the Redeemed Soul the night they are on guillotine; they will not be mod-confirmed as town the next morning.

If you roleblock, you are unable to kill that night.

You win with the mafia.


New Role: Redeemed SoulThey didn't believe you before. But now - now, who you are is obvious. It is too late to spare the cruel blades of justice, but there is time enough to do some good.

If you are not roleblocked the night you are put on guillotine, you will be mod-confirmed as town the next morning.


New Role: One-Shot Impatient VigilanteThis guillotine is so slow...sometime you just gotta know, y'know? That's why you brought your gun along to the festivities. No need to wait for a slow old blade, right? And hey, he was gonna die anyway...so really, you didn't kill a guy at all. You've only got one shot, though, so make it count.

At any point during the day, you may PM the moderator saying that you want to use your ability. You will instantly kill the player who is on guillotine, revealing their alignment and removing them from the thread. In addition, it will lower the votes needed to achieve a lynch by one for the rest of the day. This ability will not reveal who the vigilante is. You only get one use of this ability.

You win with the town.


Some things to note. Town gets three mislynches, and loses on their fourth mislynch. Remember, with 7 townies and 3 scum, scum win even if one of their own is put on guillotine, since they will still have a voting majority the next day. The impatient vig can confirm themselves as town by announcing directly before they use their ability. The Reedemed Soul can be RB'd to stop them from claiming RS BEFORE being lynched (unless the RB'er is dead.) Overall, I think the town deserves it's three PR's, since scumhunting is harder when your associative tells have a days shipping on them. I might even be willing to take out the mafia rolecop, but I like it because it makes the impatient vig claiming "I can't confirm myself today, was roleblocked last night" much more likely, and consequently makes FAKING an impatient vig claim possible.
Last edited by hitogoroshi on Tue Dec 14, 2010 9:26 am, edited 5 times in total.
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Post Post #2077 (ISO) » Wed Dec 01, 2010 5:25 pm

Post by TheButtonmen »

Update: After consulting the ruinous powers of scumchat the scums kill is now odd night. This means that scum team is no longer able to instantly dogpile on the second a townie puts down their vote, now scum needs to still keep themselves concealed for D3.

Roles:
2 Goons with odd night kill
4 Vanilla Townies

Special rules:
If a vanilla townie would be lynched D1 instead a No Lynch occurs.
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
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Post Post #2078 (ISO) » Wed Dec 01, 2010 6:16 pm

Post by drmyshottyizsik »

then you would want to lynch a vt because it would clear someone as town, so you would just insta lynch someone real quick
#freeShotty
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Post Post #2079 (ISO) » Thu Dec 02, 2010 4:59 am

Post by gandalf5166 »

Not really. Would you rather lynch scum or confirm a townie? Especially since the clear would just be insta-killed.
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Post Post #2080 (ISO) » Thu Dec 02, 2010 5:14 am

Post by Empking »

TheButtonmen wrote:Update: After consulting the ruinous powers of scumchat the scums kill is now odd night. This means that scum team is no longer able to instantly dogpile on the second a townie puts down their vote, now scum needs to still keep themselves concealed for D3.

Roles:
2 Goons with odd night kill
4 Vanilla Townies

Special rules:
If a vanilla townie would be lynched D1 instead a No Lynch occurs.
I think I'm missing sonmething here.
D1: Townie X is lynched but survives.
N1: Townie X is NK'd.
D2: Townie Y is quick lynched.
Town can no longer lynch scum. Scum wins.

Where am I going wrong?
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #2081 (ISO) » Thu Dec 02, 2010 5:57 am

Post by Max »

You're right. It's flawed.
5 Townies might be too many though.
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Post Post #2082 (ISO) » Thu Dec 02, 2010 6:22 am

Post by Herodotus »

nominate: Slow Rusty Guillotine Mafia (Second Revision)


if nominations are still the way it's done
Just because a majority of a group of people decide it's okay doesn't mean it's not murder. - Cobblerfone
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Post Post #2083 (ISO) » Thu Dec 02, 2010 6:48 am

Post by hitogoroshi »

Herodotus wrote:
nominate: Slow Rusty Guillotine Mafia (Second Revision)


if nominations are still the way it's done
:D Thanks!

Also, if this gets approved for the open game list, it should probably just be called Rusty Guillotine Mafia, since some people like to put the set-up name right in the title.
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Post Post #2084 (ISO) » Thu Dec 02, 2010 6:52 am

Post by Twomz »

Wouldn't it be better to go nightless with the scum getting a kill only if their partner dies? Although I think I've seen one like that before (4 town, 2 scum, scum gets a kill if their partner is lynched).
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Post Post #2085 (ISO) » Thu Dec 02, 2010 6:54 am

Post by Empking »

Empking's No Lynching Town


2 Mafia
5 VTs

If town would lynch a VT they No Lynch instead
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #2086 (ISO) » Thu Dec 02, 2010 6:58 am

Post by gandalf5166 »

You forgot the D1 there :D
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Post Post #2087 (ISO) » Thu Dec 02, 2010 8:20 am

Post by Empking »

gandalf5166 wrote:You forgot the D1 there :D
I did no such thing.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #2088 (ISO) » Thu Dec 02, 2010 8:33 am

Post by gandalf5166 »

Oh, that's intentional? So the mechanic is that scum only really get a nightkill if their buddy is lynched.
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Post Post #2089 (ISO) » Thu Dec 02, 2010 8:37 am

Post by bv310 »

Technically Mafia Goons are Vanilla.
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Post Post #2090 (ISO) » Thu Dec 02, 2010 8:39 am

Post by Twomz »

They'd have to choose every day between killing a mod confirmed townie or killing a threat. I don't see scum winning a 5:2 game of that. 4:2 would probably be ok, 2 mislynches is a town loss and 2 scum kills is a town win.
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Post Post #2091 (ISO) » Thu Dec 02, 2010 9:35 am

Post by SaintKerrigan »

SaintKerrigan wrote:Couples Mafia: a 12-Player Open

Game consists of 6 pairs of two players each, who get to talk at night (so like Neighbors).
10 town and 2 scum.

Roles:
1 Mason-Lover Pair (Know that they are town, but if one is killed, the other dies.)
1 Tracker Pair (Collaboratively choose to Track someone; they learn who the target visited. If one dies, the ability is degraded to only finding out the target targeted someone.)
1 Doctor Pair (Collaboratively choose to investigate someone. If one dies, successful doc protections will only work until the end of the following day phase, at the end of the which the target automatically dies. The pair can protect each other, but a lone Doc can't protect himself.)
3 VT Pairs

From these (except the Mason-Lover pair), two scum are randomly determined. They form a separate pair that can daytalk (
not
nighttalk), nightkill, and roleblock (Roleblocking one member of a living PR pair serves to degrade the action to what it would be if one of the PR pair was dead).
Reposting for visibility.
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Post Post #2092 (ISO) » Thu Dec 02, 2010 3:34 pm

Post by drmyshottyizsik »

Grouped up mafia

town3 pairs of lovers
1 duo of masons
1 pair of neighbors

mafia1 day talking pair of goons
1 Mason scum buddy
#freeShotty
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Post Post #2093 (ISO) » Thu Dec 02, 2010 3:36 pm

Post by gandalf5166 »

Ummmm........ what?

1 mason scum buddy? You mean that there would be a scum in the masons?
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Post Post #2094 (ISO) » Thu Dec 02, 2010 3:38 pm

Post by drmyshottyizsik »

yes so there are 3 masons and one is scum
#freeShotty
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Post Post #2095 (ISO) » Thu Dec 02, 2010 3:39 pm

Post by gandalf5166 »

Just one thing..... wouldn't it make more sense for the scum to be in the neighbor group?
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Post Post #2096 (ISO) » Thu Dec 02, 2010 3:41 pm

Post by drmyshottyizsik »

hmmmmmm............ YES! and i think that scum should be optioinal, you know like either he's a rb or a neighbor
#freeShotty
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Post Post #2097 (ISO) » Thu Dec 02, 2010 3:43 pm

Post by Kelly Chen »

2:4 nightless is 66.7% scum wins with an average game of 2.9 days.
If the scum get an NK when the first goon is lynched, it's 74.3% and 2.5 days.
A 2:5 mountainous with nights is also 2.5 days, with 77.3% scum wins.

That second one seems decent to me... I like how it preserves the "best two of three lynches" mentality of a C9.


Here's a related idea that might work: 8p 3:5, scum only NK when a goon is lynched, scum autolose if the GF is lynched. This gives 63.2% scum wins in 2.36 days. I think scum should have slightly higher odds for such a short game, but it might be fun.

Now, what is the term for a mafia faction that only kills in retaliation...?
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Post Post #2098 (ISO) » Thu Dec 02, 2010 3:48 pm

Post by drmyshottyizsik »

drmyshottyizsik wrote:
Grouped up mafia(Revised)

town3 pairs of lovers
1 trio of masons
1 pair of neighbors

mafia1 day talking pair of goons
1 neighbor scum buddy/mason scum buddy(so you can't beat the set up with claims)
#freeShotty
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Post Post #2099 (ISO) » Thu Dec 02, 2010 3:53 pm

Post by gandalf5166 »

Okay...... now what's the difference between the masons and the neighbors?
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