[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #3500 (ISO) » Wed Jun 29, 2011 8:10 pm

Post by Hoopla »

Massclaim D1 obviously breaks that setup, Llama.
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Post Post #3501 (ISO) » Wed Jun 29, 2011 8:21 pm

Post by LlamaFluff »

Hoopla wrote:Massclaim D1 obviously breaks that setup, Llama.


Yes I realized after I got into the shower that I posted V1.0 instead of 1.1 which made 0-1 (RNG) for town roles.
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Post Post #3502 (ISO) » Wed Jun 29, 2011 8:26 pm

Post by Hoopla »

Might be best to add another townie to compensate for a possible D2 mylo if the vig or Hider register an extra town kill at night (after a D1 mislynch).
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Post Post #3503 (ISO) » Thu Jun 30, 2011 4:01 pm

Post by ReaperCharlie »

Hoopla wrote:Massclaim D1 obviously breaks that setup, Llama.

You should write an article "How to Break Your Own Setup During the Design Phase, And then Fix It, So that Others Don't Break it During the Game".




Maybe (obv) call it something shorter, but this is a serious suggestion.
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Post Post #3504 (ISO) » Thu Jun 30, 2011 4:36 pm

Post by Quilford »

Can anyone link me to the game where JDodge (I think) broke the setup he suggested?
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Post Post #3505 (ISO) » Thu Jun 30, 2011 7:17 pm

Post by Hoopla »

Quilford wrote:Can anyone link me to the game where JDodge (I think) broke the setup he suggested?


http://www.mafiascum.net/archive/viewtopic.php?t=10486

You're thinking of this.
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Post Post #3506 (ISO) » Thu Jun 30, 2011 7:53 pm

Post by LlamaFluff »

Hoopla wrote:Might be best to add another townie to compensate for a possible D2 mylo if the vig or Hider register an extra town kill at night (after a D1 mislynch).


Extra VT may be right here, I just always dont like going over 13 players in any setup unless there are one or two very specific things I am trying to accomplish in a setup.

I just like playing around with the idea of empowerer themed open since I got to thinking of them recently due to some game I skimmed through. Another one of the setups I like where town really gets to choose what type of path they want to go down instead of just following roles and then giving scum basically the same thing.
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Post Post #3507 (ISO) » Thu Jun 30, 2011 7:56 pm

Post by Hoopla »

LlamaFluff wrote:
Hoopla wrote:Might be best to add another townie to compensate for a possible D2 mylo if the vig or Hider register an extra town kill at night (after a D1 mislynch).


Extra VT may be right here, I just always dont like going over 13 players in any setup unless there are one or two very specific things I am trying to accomplish in a setup.


Your setup is currently 11 players - I was suggesting a 12th.
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Post Post #3508 (ISO) » Fri Jul 01, 2011 5:46 am

Post by Quilford »

Hoopla wrote:
Quilford wrote:Can anyone link me to the game where JDodge (I think) broke the setup he suggested?


http://www.mafiascum.net/archive/viewtopic.php?t=10486

You're thinking of this.

Thanks!
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Post Post #3509 (ISO) » Fri Jul 01, 2011 9:37 am

Post by LlamaFluff »

Hoopla wrote:
LlamaFluff wrote:
Hoopla wrote:Might be best to add another townie to compensate for a possible D2 mylo if the vig or Hider register an extra town kill at night (after a D1 mislynch).


Extra VT may be right here, I just always dont like going over 13 players in any setup unless there are one or two very specific things I am trying to accomplish in a setup.


Your setup is currently 11 players - I was suggesting a 12th.


I thought it was at 13... yeah I can throw a guarenteed 2 VT in that can RNG up to 8.

I really need to stop trying to make tacks on to setups and stuff right before I go to bed or get up.
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Post Post #3510 (ISO) » Sat Jul 02, 2011 1:19 am

Post by SomeRandomGuy »

Quilford wrote:
Hoopla wrote:
Quilford wrote:Can anyone link me to the game where JDodge (I think) broke the setup he suggested?


http://www.mafiascum.net/archive/viewtopic.php?t=10486

You're thinking of this.

Thanks!


Haha, i love that game so much!
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Post Post #3511 (ISO) » Sat Jul 02, 2011 4:20 am

Post by farside22 »

I_Chew_On_Grass wrote:
Pick Your Weapon Mafia V4

1 Mafia Goon
1 BP GF(guilty on cop results)
1 Mafia Role Cop

1 Jailkeeper/BP IC(Receives a VT pm at the start of the game but at the start of day 2, if he wasn't lynched day 1, he is auto confirmed as town.)
1 Odd Night Vig/1 Shot Day Vig
1 Cop
7 Townies

Notes:

Before the game starts everyone who is town get a PM that looks like this.
Mod wrote:
Hello ________ welcome to Open _____. You are a member of the town. At this point you need to send me a PM telling me whether you want a Jailkeeper or a Innocent Child and whether you want an Odd Night Vig or a 1 Shot Day Vig Vig. After everyone submits their votes role PMs will be sent out. Have fun!

Mafia do not get to vote.
After all votes are sent in everyones roles are determined randomly and role PMs go out.
I felt this was a nice twist on a PYP type game. Plus I feel it may satisfy Hoopla.

The Mafia Win when they hold 50% or more of the game. The BPIC will be end gamed if that is the case.


What is the point of making a mafia member a GF if he shows guilty? :eek:
I agree with Hoopla about getting ride of the BPIC and just making it a IC with a doc out there to protect the player.
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Post Post #3512 (ISO) » Sat Jul 02, 2011 10:29 am

Post by LlamaFluff »

Tracker 11P

1 or 2 Town Tracker
7 or 8 Vanilla Town

2 Mafia Goon

Based on the theory of getting went nowhere result is a significant town tell.
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Post Post #3513 (ISO) » Wed Jul 06, 2011 4:02 am

Post by Vi »

^^^This is not a good setup in the two-Tracker case.
If Tracker 1 Tracks Tracker 2, both of them are basically confirmed to each other. (unless Tracker 2 Tracks the person who was killed that Night)
This is not something scum can replicate.

There's also a concern that the Trackers become Cops when the first scum dies. If there are two Trackers and only one outs itself to get a scum lynched - or if scum dies D1 - the chances of scum winning plummet.

Swapping the Trackers out for some kind of weak sensor role that only determines if the targeted player took action that Night, let's use the power of
math and
SCIENCE! to look into this...

<work omitted>

Here's how often a negative result implies Town, compared to simply guessing.
100% vs. 88% if scum dies D1
84% vs. 77% if Town dies D1 (and the other Tracker is unknown, where applicable)
81% vs. 71% if Town dies D2 (and the other etc.)

Not a bad change in probability.
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Post Post #3514 (ISO) » Thu Jul 07, 2011 1:07 pm

Post by DonJosh »

Rogue Mafia (12 Players)

3 Mafia Goons
1 Rogue Mafia
8 Vanilla Townies

ROGUE RULES:
-The Rogue Mafia is Mafia-alligned, but they win if they are the last Mafia standing.
-The Rogue Mafia night-kills someone seperately. This means two people are killed each night. (One by the Mafia and one by the Rogue)
-The Mafia Goons do not know who the Rogue is.
-The Goons can nightkill eachother with a majority vote, but the Rogue can not target another Mafia for an NK.

POSTING RESTRICTION:
-The Rogue may not roleclaim
-The Rogue may not reveal the other Mafia.

Give me feedback please!
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Post Post #3515 (ISO) » Thu Jul 07, 2011 1:14 pm

Post by hohum »

2 Mafia GF
2 Millers
1 Cop
3 VT
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Post Post #3516 (ISO) » Thu Jul 07, 2011 1:14 pm

Post by cjdrum »

So... The Rogue is basically a Serial Killer who knows the Mafia but can't kill them?
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Post Post #3517 (ISO) » Thu Jul 07, 2011 1:16 pm

Post by DonJosh »

cjdrum wrote:So... The Rogue is basically a Serial Killer who knows the Mafia but can't kill them?


Hm. touché. I guess that could work?

Damn I need to reread my posts... :P
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Post Post #3518 (ISO) » Thu Jul 07, 2011 1:18 pm

Post by Kublai Khan »

DonJosh wrote:Rogue Mafia (12 Players)

3 Mafia Goons
1 Rogue Mafia
8 Vanilla Townies

ROGUE RULES:
-The Rogue Mafia is Mafia-alligned, but they if they are the last Mafia standing.
-The Rogue Mafia night-kills someone seperately. This means two people are killed each night. (One by the Mafia and one by the Rogue)
-The Mafia Goons do not know who the Rogue is.
-The Goons can nightkill eachother with a majority vote, but the Rogue can not target another Mafia for an NK.

POSTING RESTRICTION:
-The Rogue may not roleclaim
-The Rogue may not reveal the other Mafia.

Give me feedback please!


The Posting Restrictions aren't really enforceable.

See post-game comments in this game about how scum groups fall apart and collapse if they can't trust each other. I'd bet on a 95% town win ratio with the other 5% going to the SK/Rogue.
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Post Post #3519 (ISO) » Thu Jul 07, 2011 1:27 pm

Post by DonJosh »

Kublai Khan wrote:
The Posting Restrictions aren't really enforceable.


Ya, I think I might try developping the setup a bit, see if its better.
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Post Post #3520 (ISO) » Thu Jul 07, 2011 3:09 pm

Post by DonJosh »

Sleepwalker Mafia

1 Godfather
2 Mafia Goons
1 Sleepwalker
1 Sane Cop
1 Sane Doc
7 Vanilla Townie

-The Sleepwalker is Town-aligned. They win when all threats have been eliminated.
-The Sleepwalker does not know that they are the Sleepwalker. They get a Vanilla Townie Role PM.
-If the Cop targets the Sleepwalker, the Cop is killed. They still get a "Town" read though.
-If the Doc targets the Sleepwalker, the Doc is killed. The Sleepwalker is not protected.
-If the Mafia targets the Sleepwalker, the Godfather is killed, but flips town. The Sleepwalker is safe.
-The Godfather is simply a Mafia Goon who sends the NK PM.

Another idea of mine... feedback please...
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Post Post #3521 (ISO) » Thu Jul 07, 2011 3:09 pm

Post by DonJosh »

DonJosh wrote:Sleepwalker Mafia

1 Godfather
2 Mafia Goons
1 Sleepwalker
1 Sane Cop
1 Sane Doc
7 Vanilla Townie

-The Sleepwalker is Town-aligned. They win when all threats have been eliminated.
-The Sleepwalker does not know that they are the Sleepwalker. They get a Vanilla Townie Role PM.
-If the Cop targets the Sleepwalker, the Cop is killed. They still get a "Town" read though.
-If the Doc targets the Sleepwalker, the Doc is killed. The Sleepwalker is not protected.
-If the Mafia targets the Sleepwalker, the Godfather is killed,
but flips town
. The Sleepwalker is safe.
-The Godfather is simply a Mafia Goon who sends the NK PM.

Another idea of mine... feedback please...


Bold: subject to change. Please give your opinion on this.
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Post Post #3522 (ISO) » Thu Jul 07, 2011 5:46 pm

Post by DarthYoshi »

DonJosh wrote:Sleepwalker Mafia

1 Godfather
2 Mafia Goons
1 Sleepwalker
1 Sane Cop
1 Sane Doc
7 Vanilla Townie

-The Sleepwalker is Town-aligned. They win when all threats have been eliminated.
-The Sleepwalker does not know that they are the Sleepwalker. They get a Vanilla Townie Role PM.
-If the Cop targets the Sleepwalker, the Cop is killed. They still get a "Town" read though.
-If the Doc targets the Sleepwalker, the Doc is killed. The Sleepwalker is not protected.
-If the Mafia targets the Sleepwalker, the Godfather is killed, but flips town. The Sleepwalker is safe.
-The Godfather is simply a Mafia Goon who sends the NK PM.

Another idea of mine... feedback please...


The Sleepwalker sounds basically like a Paranoid Gun Owner, which is a (usually town aligned) player who shoots anyone who targets them at night. PGOs are extremely swingy roles, and I don't think are a good fit for most setups.
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DarthYoshi
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Joined: December 24, 2010
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Post Post #3523 (ISO) » Fri Jul 08, 2011 3:50 pm

Post by DarthYoshi »

Also, now that I think about it, that setup can be broken via the follow the cop technique as well.
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DonJosh
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Post Post #3524 (ISO) » Fri Jul 08, 2011 5:09 pm

Post by DonJosh »

DarthYoshi wrote:Also, now that I think about it, that setup can be broken via the follow the cop technique as well.

A Mafia Roleblocker thrown into the setup could prevent that
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