[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #2575 (ISO) » Wed Mar 09, 2011 5:51 pm

Post by Ythan »

No I mean, don't rely on janitors.
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Post Post #2576 (ISO) » Wed Mar 09, 2011 6:03 pm

Post by drmyshottyizsik »

Ythan wrote:No I mean, don't rely on janitors.
Janitors are perfectly fine roles.
#freeShotty
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Post Post #2577 (ISO) » Wed Mar 09, 2011 6:04 pm

Post by Tragedy »

Except they hide deaths of a Player then suddenly die, revealing every single dead people and their roles. Amooozinf.
I blame you for this.
For I have been awaiting for another heart pounding segment of
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Post Post #2578 (ISO) » Wed Mar 09, 2011 6:05 pm

Post by Ythan »

That's a description of the role. Point?
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Post Post #2579 (ISO) » Wed Mar 09, 2011 6:09 pm

Post by drmyshottyizsik »

Ythan wrote:That's a description of the role. Point?
#freeShotty
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Post Post #2580 (ISO) » Wed Mar 09, 2011 6:14 pm

Post by Andrius »

Lovers are masons in a MC.
Also, Janitors help not-so-open become more open.
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Post Post #2581 (ISO) » Wed Mar 09, 2011 6:15 pm

Post by drmyshottyizsik »

Andrius wrote:Lovers are masons in a MC.
Also, Janitors help not-so-open become more open.
Andy, any over all thoughts on it?
#freeShotty
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Post Post #2582 (ISO) » Wed Mar 09, 2011 11:33 pm

Post by lewarcher82 »

as a general suggestion: a lot of roles != an awesome setup... let's avoid the same decline that took place on epicmafia, plz

(this is just a general suggestion: not directed at anyone in particular, and I am liking shotty's idea if he eliminates the unroleblockable feature of the SK)
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He's not pretty enough." --PoisonIvy

my projected game
RUBIK'S CUBE MAFIA
won't take place. Mechanics too complicated. I will prolly give it a shot around Christmas.
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Post Post #2583 (ISO) » Thu Mar 10, 2011 3:09 am

Post by drmyshottyizsik »

Lew I did. Look at the last version I posted. And yes Epic Mafia sucks now.
#freeShotty
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Post Post #2584 (ISO) » Thu Mar 10, 2011 12:33 pm

Post by Ythan »

Now?
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Post Post #2585 (ISO) » Thu Mar 10, 2011 2:29 pm

Post by Slaxx »

Ythan wrote:Now?
I was in around 30K and even then it was rather painful. Now...I don't even know.
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Post Post #2586 (ISO) » Thu Mar 10, 2011 2:32 pm

Post by theplague42 »

Andrius wrote:Lovers are masons in a MC.
MC?

And what happened to EpicMafia? Is it pretty much just the same setup over and over again?
Part of the problem.
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Post Post #2587 (ISO) » Thu Mar 10, 2011 2:43 pm

Post by bvoigt »

MC stands for mass claim.
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Post Post #2588 (ISO) » Thu Mar 10, 2011 2:50 pm

Post by theplague42 »

bvoigt wrote:MC stands for mass claim.
Ah. Shoulda known that!
Part of the problem.
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Post Post #2589 (ISO) » Thu Mar 10, 2011 9:05 pm

Post by Hoopla »

Cooperate or Die


2x Mafia A Goons
1x Mafia A Role-Cop
2x Mafia B Goons
1x Mafia B Role-Cop

2x Bulletproof Townies
1x Innocent Child 1-Shot-PGO
8x Vanilla Townies

~~

- 17 Players, Day Start
- Mafia teams have invididual Day Talk QT's, as well as a shared QT between
both
teams, where
all
mafia players can post anonymously.
- Bulletproof Townies are immune to night-kills where they get shot by only one scumteam. Two bullets in one night kills them. They are not told if/when they absorb a bullet.
- Innocent Child PGO is declared innocent at the start of the game inthread by the mod. This player gets to choose one night during the game to activate it's PGO ability.
- Role-Cops get a Vanilla result on Goons and VT's
- Only 50% of players required for a No-Lynch

In the event of a Goon/Goon or Goon/BP endgame, the game ends in a tie between those two individual factions, with the non-included faction losing.
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Post Post #2590 (ISO) » Fri Mar 11, 2011 5:56 am

Post by Herodotus »

I like it... though it looks like Cooperate or Tie.
The bulletproof townies are well done.

The IC/PGO could get more than the one shot ability.
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 #2591 (ISO) » Fri Mar 11, 2011 10:08 am

Post by theplague42 »

Been waiting to either play or mod for awhile, so I came up with this fairly simple setup once I want to mod a large game, specifically with multiple mafia groups. This is my first draft, so it's pretty unbalanced. Suggestions? I'm thinking about taking away something from the town and adding in a doc. Also, giving each mafia a one-time janitor or something similar.

25 players

Town:

8 vanilla townies
2 town BPs
3 town masons
1 town watcher
1 town tracker
1 town cop
1 town deputy
2 town vigilantes

Mafia A:

1 mafia GF w/ investigation immunity and one-time BP
1 mafia RB
1 mafia rolecop
1 mafia goon w/ one-time BP

Mafia B:

1 mafia GF w/ investigation immunity and one-time BP
1 mafia RB
1 mafia rolecop
1 mafia goon w/ one-time BP
Part of the problem.
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Post Post #2592 (ISO) » Fri Mar 11, 2011 2:16 pm

Post by GreyICE »

Plague: Only safeclaim is vanilla. That seems bad.
That which is done out of love always takes place beyond good and evil


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Post Post #2593 (ISO) » Fri Mar 11, 2011 2:54 pm

Post by theplague42 »

Ok so fewer power roles all around?
Part of the problem.
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Post Post #2594 (ISO) » Fri Mar 11, 2011 2:55 pm

Post by gandalf5166 »

That game feels like a massclaim D1 might actually be a good idea, which is BAD.
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Post Post #2595 (ISO) » Fri Mar 11, 2011 2:59 pm

Post by GreyICE »

Basically a mass claim would make every single scum lynch a 50% chance and, most likely, confirm 9 town instantly. It would then be fucking hunting season on the scumbags left.
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Post Post #2596 (ISO) » Fri Mar 11, 2011 3:08 pm

Post by Hoopla »

Herodotus wrote:I like it... though it looks like Cooperate or Tie.
The bulletproof townies are well done.

The IC/PGO could get more than the one shot ability.
It's funny you say that - I was initially trying to work in a tie/die pun. Maybe Tie-Dye will work for a title.

I like games where ties/stalemates are possible results - as it gives faltering teams a secondary goal to attain when a win is looking out of reach. There is something strangely rewarding about scrapping a draw against the odds to break even.

There are a couple of dynamics I like about the game; it enables the possibility for creative scum gambits, and forces them to work together at some stage before one scum team is wiped out. If one scumteam is eliminated before the two Bulletproof townies have died, the remaining scumteam can really only try to scrap a draw, unless they take the risk of making a BP counterclaim. It then creates an option for the town to hold on to a safe draw or go for the win.

Because eliminating one scumteam before the scum find/kill the two BP's is greatly beneficial to the town, it encourages team-specific scumhunting for the town, which is a dynamic not seen or done well very often. It also opens up tells of suspected scum-working-together wagons, because a possible way for scum to combat the lynch during the day is to all work together in choosing a target in the QT.

The Role-Cops are included to give the scum more of a chance of finding the BP's earlier than usual, though they're still going to have to compromise and agree to share their investigation results. They can also potentially find the
other
Role-Cop too.
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Post Post #2597 (ISO) » Fri Mar 11, 2011 3:13 pm

Post by gandalf5166 »

TBH, I'm not sure that the average town would REALIZE that eliminating one team as fast as possible is a good idea.
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Post Post #2598 (ISO) » Fri Mar 11, 2011 3:20 pm

Post by Hoopla »

gandalf5166 wrote:TBH, I'm not sure that the average town would REALIZE that eliminating one team as fast as possible is a good idea.
Even if it doesn't, it's within the realm of possibilities to happen without the town trying for it. Upon eliminating one scumteam, the consequences of it should then dawn on the town if they didn't know beforehand. Besides, I'd expect this to become common knowledge if this set-up was run multiple times. It really only takes one townie to break down the possibilities at the beginning of the game for everyone else to get it.
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Post Post #2599 (ISO) » Fri Mar 11, 2011 3:27 pm

Post by gandalf5166 »

You'd be surprised, actually. I've made similar conclusions on setups, then gotten lynched for it(I can't even remember how said lynch is usually justified) and then subsequently had everybody ignore what I said. Most notable example:

7p vengeful. We had two people we wanted to lynch, one of them was shotty. It was at 6p. We were less certain about shotty-scum than we were about other person-scum, so everyone wanted to lynch other person. I break in and say: Hey, shouldn't we lynch shotty because we want other person to have the vengeshot, not shotty, right? Instead, everybody lynches me for ZOMG ORDERING AROUND TOWN. As it happens, the other person WAS scum, and shotty was town, but we still lost essentially because we didn't follow my plan, because shotty got lynched in 3p, when if we hadn't lynched me just because I was making sense, we could have had another lynch AFTER that.
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