[OLD] Open Setup Ideas and Discussion
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- Antihero
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Antihero al;kdjfal;kj
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How about this emp?
Empking's Smith
2 Mafia
2 Maniacs (mafia that kill w/ knives)
1 Bodyguard (protects from Maniacs) OR Bladesmith (detects Maniacs and bodyguard)
1 Doc (protects from Mafia) OR Gunsmith (detects mafia and cop)
3 TowniesThe distance between insanity and genius is measured only by success.- Empking
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It'd only be a punishment if it was better of the town to lynch town than scum and it clearly isn't. Its not a punishment its a built in part of set up.
Also 2 Vengeful Goons + 5 Townies (Nightless) is the same as Empking's No Lynching Town. ENLT clearly doesn't punish the town. Also, the two of us must have completely different definitions of "broken".
Preview: Its a swingy clearly and it strikes me as possibly unfair to one group if they draw a Smith and the other draws a Doc. Working on the same principles though you could get this:
Empking's Smith v.3
2 Mafia Goons
1 Serial Killer + Roleblocker
1 Gunsmith OR Bladesmith
1 Gunsmith OR Doc
4 TowniesPlus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi- Antihero
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If two gunsmiths are chosen then they have to be wary about claiming because there's a chance of a faslse guilty.Antihero wrote:My definition of a broken role is a role that makes the game less fair or enjoyable.
I like the idea of an open game with a bunch of smiths, but it seems like mafia would be at a disadvantage if 2 gunsmiths were chosen.Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi- Antihero
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Antihero al;kdjfal;kj
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- brokenscraps
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brokenscraps Goon
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Love Cult
1 Love Cult Leader
12 Vanilla Townies
Each night the Love Cult Leader must select 1 person to join their cult.
If three town are lynched then the cult win and town lose.
If one cult member is lynched then the cult lose and town win.
Town win probabilities are around 52% if playing at random (1/13 chance of lynching correctly day one, 2/11 on day two and 3/9 on day 3).- gandalf5166
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- bv310
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brokenscraps wrote:Love Cult
1 Love Cult Leader
12 Vanilla Townies
Each night the Love Cult Leader must select 1 person to join their cult.
If three town are lynched then the cult win and town lose.
If one cult member is lynched then the cult lose and town win.
Town win probabilities are around 52% if playing at random (1/13 chance of lynching correctly day one, 2/11 on day two and 3/9 on day 3).Nominate
I really like this setup.-
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Powerrox93 Goon
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bv310 wrote:brokenscraps wrote:Love Cult
1 Love Cult Leader
12 Vanilla Townies
Each night the Love Cult Leader must select 1 person to join their cult.
If three town are lynched then the cult win and town lose.
If one cult member is lynched then the cult lose and town win.
Town win probabilities are around 52% if playing at random (1/13 chance of lynching correctly day one, 2/11 on day two and 3/9 on day 3).Nominate
I really like this setup.Seconded- gandalf5166
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What? Unless Cult also has a NK, it's 1/13, 2/12, 3/11.brokenscraps wrote:Love Cult
1 Love Cult Leader
12 Vanilla Townies
Each night the Love Cult Leader must select 1 person to join their cult.
If three town are lynched then the cult win and town lose.
If one cult member is lynched then the cult lose and town win.
Town win probabilities are around 52% if playing at random (1/13 chance of lynching correctly day one, 2/11 on day two and 3/9 on day 3).
Also personally I think it'd be a bit un-fun of a setup. With no associative tells, D1 is basicially an RVS, and Days 2 and 3 are just a giant WIFOM pit."Don’t buy a dozen eggs if you just want a hardboiled egg. Don’t buy a head of lettuce if you just want a salad. Don’t buy eggs and lettuce if you want egg salad because those are not the right ingredients." -Julius Bloop- drmyshottyizsik
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sounds kinda similar to a game I posted here a while back I love the idea of a good cult game.brokenscraps wrote:Love Cult
1 Love Cult Leader
12 Vanilla Townies
Each night the Love Cult Leader must select 1 person to join their cult.
If three town are lynched then the cult win and town lose.
If one cult member is lynched then the cult lose and town win.
Town win probabilities are around 52% if playing at random (1/13 chance of lynching correctly day one, 2/11 on day two and 3/9 on day 3).
N'th#freeShotty- gandalf5166
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You're forgetting that someone dies ever time a lynch happens. >.>hitogoroshi wrote:
What? Unless Cult also has a NK, it's 1/13, 2/12, 3/11.brokenscraps wrote:Love Cult
1 Love Cult Leader
12 Vanilla Townies
Each night the Love Cult Leader must select 1 person to join their cult.
If three town are lynched then the cult win and town lose.
If one cult member is lynched then the cult lose and town win.
Town win probabilities are around 52% if playing at random (1/13 chance of lynching correctly day one, 2/11 on day two and 3/9 on day 3).
Also personally I think it'd be a bit un-fun of a setup. With no associative tells, D1 is basicially an RVS, and Days 2 and 3 are just a giant WIFOM pit.- Herodotus
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I disagree with this. People act differently depending on their role, and not only regarding their partners.hitogoroshi wrote:With no associative tells, D1 is basicially an RVS
Otherwise Serial Killers would be much harder to find.Just because a majority of a group of people decide it's okay doesn't mean it's not murder. - Cobblerfone- Crazy
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No, I believe he has it right.gandalf wrote:You're forgetting that someone dies ever time a lynch happens. >.>
On Day 1, there will be 1 cultist out of 13 players. On Day 2, there will be 2 cultists out of 12 players. On Day 3, it will be 3/11.
So chances of cult winning are 12/13 * 10/12 * 9/11, which gives about 63% chance of the cult winning, which I think is a better percentage than the 48% that brokenscraps calculated.
My biggest concern is Day 1. Looking for 1 specific person out of 13 with very little to go on doesn't sound very fun to me, sorry. I think this setup might be better if it could be rebalanced with a Night Start.- drmyshottyizsik
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- Slaxx
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Okay, so how about:
Gunsmith
Doc
5 VTs
2 Goons
Each goon can choose to "throw away his/her gun" at the start of the game. A goon without a gun cannot make a kill, but also appears innocent to the gunsmith. A goon with a gun can kill but appears guilty to the gunsmith. If the doc is overpowered, a Bodyguard who shows up positive on GS investigation and dies in place of target could be used instead. Thoughts?- Crazy
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I've been running some numbers here - the EV for a Night Start game where the cult leader recruits someone on Night 0. I've been calculating it for the cult only needing 2 mislynches to win the game - since a Night Start disadvantages the cult, it would take quite a large game in order to make a 3-mislynch win condition balanced here.
1 Cult Leader
12 Townies
11/13 * 9/12 = 99/156 = 63.5% chance of scum win.
1 Cult Leader
11 Townies
10/12 * 8/11 = 80/132 = 60.6% chance of scum win
1 Cult Leader
10 Townies
9/11 * 7/10 = 63/110 = 57.3% chance of scum win
1 Cult Leader
9 Townies
8/10 * 6/9 = 48/90 = 53.3% chance of scum win
1 Cult Leader
8 Townies
7/9 * 5/8 = 35/72 = 48.6% chance of scum win
1 Cult Leader
7 Townies
6/8 * 4/7 = 24/56 = 42.9% chance of scum win
1:9, 1:10, and 1:11 all seem like decent odds to me.- Mr. Flay
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Also, how much would it suck to be a Love Cult leader that dies D1? Night 0 Start seems the way to go...Crazy wrote:My biggest concern is Day 1. Looking for 1 specific person out of 13 with very little to go on doesn't sound very fun to me, sorry. I think this setup might be better if it could be rebalanced with a Night Start.
11/13 * 9/12 * 7/11 is pretty rough on cult though; 40%? Upping the players to 16+NS seems to bring it to a dead even 50%, if I can do the math right.
Town might be advantaged by No Lynching for a day or three though, to increase scum's percentage before they start shooting. Larger games may offset that?Retired as of October 2014.- gandalf5166
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When goons flipped, would it say whether they had a gun or not?Slaxx wrote:Okay, so how about:
Gunsmith
Doc
5 VTs
2 Goons
Each goon can choose to "throw away his/her gun" at the start of the game. A goon without a gun cannot make a kill, but also appears innocent to the gunsmith. A goon with a gun can kill but appears guilty to the gunsmith. If the doc is overpowered, a Bodyguard who shows up positive on GS investigation and dies in place of target could be used instead. Thoughts?- Slaxx
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I thought about that already. I was thinking that possession of a gun would be confirmed with the flip.gandalf5166 wrote:
When goons flipped, would it say whether they had a gun or not?Slaxx wrote:Okay, so how about:
Gunsmith
Doc
5 VTs
2 Goons
Each goon can choose to "throw away his/her gun" at the start of the game. A goon without a gun cannot make a kill, but also appears innocent to the gunsmith. A goon with a gun can kill but appears guilty to the gunsmith. If the doc is overpowered, a Bodyguard who shows up positive on GS investigation and dies in place of target could be used instead. Thoughts?- brokenscraps
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The idea was that cult would have a night kill, I was undecided on whether it would or wouldn't and forgot to put it in. I think night start is a much better idea than what I had though which means night kill should probably be cut out as it would take much larger numbers to balance.
Flays numbers seem to work, so it'd be:
1 Love Cult Leader
15 Vanilla Townies
Night start
3 town lynches = town lose/cult win, 1 cult lynch = town win/cult lose
Cult must recruit each night, if no choice is sent there will be a random choice
There must be a lynch each day, if no majority is reached before deadline then the player with the most votes (and who reached that position first in the event of ties) is lynched - brokenscraps
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