[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #4000 (ISO) » Wed Sep 21, 2011 10:19 am

Post by tclawren »

So basically I
nominate
this.


Empking wrote:
Less Pressure


Nightless

3 Mafia - White flag - First one dead gets to kill a player.

2 Innocents Childs
3 VTs


I'll even be willing to run this when my turn comes up in the open queue.
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Post Post #4001 (ISO) » Thu Sep 29, 2011 8:58 am

Post by Krazy »

Confidential Mafia


Town

5 VTs
1 Odd Night Cop/Even Night Vigilante
1 Even Night Cop/Odd Night Vigilante

Scum

1 Odd Night Godfather/Even Night Goon
1 Even Night Roleblocker/Odd Night Goon
vote conspiracy
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Post Post #4002 (ISO) » Thu Sep 29, 2011 9:17 am

Post by Tragedy »

Trickster Mafia


2 One-Shot Bulletproof Serial Killers


1 Vigilante
1 One-Shot Bulletproof Doctor
6 Vanilla Townies


NOTES

- If Serial Killer(s) & Vigilante shoot the same people, they will be dead, even with Doctor's protection.
- Whenever a bulletproof player is shot, they will be notified.
- Serial Killers do not know each other.
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Post Post #4003 (ISO) » Thu Sep 29, 2011 8:52 pm

Post by drmyshottyizsik »

Nightless

4 Mafia (White Flag)

3 Innocent Childs
4 Vanilla Townies
#freeShotty
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Post Post #4004 (ISO) » Thu Sep 29, 2011 9:50 pm

Post by chkflip »

tclawren wrote:So basically I
nominate
this.


Empking wrote:
Less Pressure


Nightless

3 Mafia - White flag - First one dead gets to kill a player.

2 Innocents Childs
3 VTs


I'll even be willing to run this when my turn comes up in the open queue.

Second
this, but know that you'll need to get it n'thd as well as run by the mod. For some reason they're changing the rules. Blaming it on "unbalanced setups" being used. Which basically means they didn't like Faith + 1. lawl
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Post Post #4005 (ISO) » Fri Sep 30, 2011 9:36 am

Post by Meransiel »

Black, Grey, White Mafia


33% chance of either setting:

2 Knife Mafia*
2 Gun Wielders*
1 Gunsmith
6/4 Vanilla Town (up to the mod)

1 Mafia Goons
1 Knife Mafia
1 Gun Wielder
1 Gunsmith
7/5 Vanilla Town (up to the mod)

2 Mafia Goons
1 Gunsmith
8/6 Vanilla Town (up to the mod)

Knife Mafia are like normal mafia, except they come up as not having a gun.
Gun Wielders are like VT, except they come up as having a gun.
Last edited by Meransiel on Mon Oct 03, 2011 5:06 am, edited 1 time in total.
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Post Post #4006 (ISO) » Sun Oct 02, 2011 11:18 am

Post by BBmolla »

Based off of Carbon-14.

Oxygen-182 Mafia Goons, 2 Werewolves, or 2 Bandits.
5 Townies
2 of (Cop, Seer, Sheriff)


Cop gets Mafia or Not Mafia
Seer gets Werewolf or Not Werewolf
Sheriff gets Bandit or Not Bandit.

It is possible to have Cop and Seer with Bandits, Seer and Sheriff with Mafia, and Cop and Sheriff with Werewolves.

Thoughts?
Last edited by BBmolla on Sun Oct 02, 2011 12:02 pm, edited 1 time in total.
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Post Post #4007 (ISO) » Sun Oct 02, 2011 11:25 am

Post by Cobblerfone »

Just to be clear, is the number of scum constant?
Show
Kaboose as Mafia in an open setup with neighborhoods: "So I'm in the West [Neighborhood], you're in the East [Neighborhood]? So pretty much I would bet the other two scum are split as well?"
Moderator: "You are the only two scum."
Kaboose: "Oh good so we've already beat the other team, now we just have to beat the town."
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Post Post #4008 (ISO) » Sun Oct 02, 2011 11:28 am

Post by BBmolla »

Yes, it's either 2 Mafia, 2 Werewolves, or 2 Bandits.

Realized I didn't make that very clear.
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Post Post #4009 (ISO) » Sun Oct 02, 2011 11:30 am

Post by Cobblerfone »

I just realized my question wasn't clear. I meant if it was 6 scum. But now I understand that it's 2 scum.
Show
Kaboose as Mafia in an open setup with neighborhoods: "So I'm in the West [Neighborhood], you're in the East [Neighborhood]? So pretty much I would bet the other two scum are split as well?"
Moderator: "You are the only two scum."
Kaboose: "Oh good so we've already beat the other team, now we just have to beat the town."
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Post Post #4010 (ISO) » Sun Oct 02, 2011 11:50 am

Post by theplague42 »

So one investigative-PR is picked, and the second one comes from the two that were not picked for the first one? In other words, there are never identical PRs?
Part of the problem.
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Post Post #4011 (ISO) » Sun Oct 02, 2011 11:56 am

Post by BBmolla »

2 of 3 investigative, 1 of 3 Anti Town faction. They are irrelevent to each other. Never two of same investigative PR though, yeah.
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Post Post #4012 (ISO) » Sun Oct 02, 2011 3:55 pm

Post by Kcdaspot »

i like the idea... you know what?

Nom Oxygen-18


There's some inherent swingy-ness but it has all the ingredients for a good game.
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Post Post #4013 (ISO) » Sun Oct 02, 2011 3:56 pm

Post by Kcdaspot »

Meransiel wrote:
Black, Grey, White Mafia


33% chance of either setting:

2 Knife Mafia*
2 Gun Wielders*
1 Gunsmith
6/4 Vanilla Town (up to the mod)

1 Mafia Goons
1 Knife Mafia
1 Gun Wielder
1 Gunsmith
7/5 Vanilla Town (up to the mod)

2 Mafia Goons
1 Gunsmith
8/6 Vanilla Town (up to the mod)

Knife Mafia are like normal mafia, except they come up as not having a gun.
Gun Wielders are like VT, except they come up as not having a gun.

i think you mean that the gun wielders come up AS having a gun right?
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Post Post #4014 (ISO) » Sun Oct 02, 2011 10:25 pm

Post by Shadow Dancer »

Meransiel wrote:
Black, Grey, White Mafia


33% chance of either setting:

2 Knife Mafia*
2 Gun Wielders*
1 Gunsmith
6/4 Vanilla Town (up to the mod)

1 Mafia Goons
1 Knife Mafia
1 Gun Wielder
1 Gunsmith
7/5 Vanilla Town (up to the mod)

2 Mafia Goons
1 Gunsmith
8/6 Vanilla Town (up to the mod)

Knife Mafia are like normal mafia, except they come up as not having a gun.
Gun Wielders are like VT, except they come up as not having a gun.

So it's essentially n (n={0,1,2}) goons, 2-n godfathers, 2-n millers, 1 cop and the rest townies for 9 or 11 players. Do the millers know they are millers?
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Post Post #4015 (ISO) » Mon Oct 03, 2011 5:05 am

Post by Meransiel »

Kcdaspot wrote:
i think you mean that the gun wielders come up AS having a gun right?


*facepalm*
Yes.

Shadow Dancer wrote:
So it's essentially n (n={0,1,2}) goons, 2-n godfathers, 2-n millers, 1 cop and the rest townies for 9 or 11 players. Do the millers know they are millers?


Yes.
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Post Post #4016 (ISO) » Thu Oct 06, 2011 11:49 pm

Post by Hoopla »

Words With Scum


This is a 14-player game with 3 mafia and 11 townies. Each player starts off vanilla, but can earn powers throughout the game by collecting letters. If you collect a set of letters that matches a role, you can cash those letters in at night to use that power for that night. Every player starts the game with two random letters, and each game day has the opportunity to collect one more.

Spoiler: Letter Combinations
Cop = COP
CPR Doc = CPR
Hider = HID
PGO = PGO
Vig = VIG
White Mage = WHM
Weak Doc = WKD
Watcher = WTC
Bodyguard = BG
Commuter = CM
Doctor = DC
Jailkeeper = JK
Letter Cop = LC
Letter Steal = LS
Neighbourize = NB
Ninja = NJ
Roleblocker = RB
Share (Donate your letters to one player) = SH
Strongman = SM
Tracker = TK
Voyeur = VO


The bag of letters is 92 deep. Once 28 are randomly given out to all the players, the remaining 64 are set up in an 8x8 grid face down like so:

Spoiler: Shitty paint drawing
Image


Every player is allowed one "flip" and one "collect" per game day. For example, a player could
Flip: 54
revealing what letter is underneath it. Players may collect a letter from a flipped tile or a non-flipped tile, which opens up a variety of strategies. Here's an example of what the board could look like after a few flips and collects;

Spoiler: Grid
Image


The game probably needs to be co-modded to minimise timezone advantages and disadvantages that a single mod updating the board could produce. However, towns could play with an honour rule that allows the flipper first bite of that cherry, but whatevs.

Finally;

Spoiler: Letter Distribution
A = 2
B = 5
C = 7
D = 5
E = 2
F = 1
G = 5
H = 5
I = 4
J = 4
K = 5
L = 3
M = 5
N = 4
O = 4
P = 5
Q = 1
R = 4
S = 4
T = 4
U = 1
V = 4
W = 4
X = 1
Y = 1
Z = 2


Game is a daystart with normal lynching mechanics. Flips and collects take place throughout the day. Stockpiling actions to carry over to the next day isn't permitted, but you're more than welcome to hoard your letters at night. The end.
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Post Post #4017 (ISO) » Fri Oct 07, 2011 12:47 am

Post by Meransiel »

Strongly townsided as presented, but I like it as a concept.
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Post Post #4018 (ISO) » Fri Oct 07, 2011 12:51 am

Post by izakthegoomba »

That's an... interesting setup.

Wouldn't it be really swingy though? Who gets what powers would be, essentially, random.
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Post Post #4019 (ISO) » Fri Oct 07, 2011 1:06 am

Post by Empking »

izakthegoomba wrote:Wouldn't it be really swingy though? Who gets what powers would be, essentially, random.

:igmeou:
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Post Post #4020 (ISO) » Fri Oct 07, 2011 4:19 am

Post by ortolan »

that setup is leet
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Post Post #4021 (ISO) » Fri Oct 07, 2011 4:26 am

Post by Kublai Khan »

Hoopla wrote:
White Mage = WHM

What's this role?
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Post Post #4022 (ISO) » Fri Oct 07, 2011 4:43 am

Post by Faraday »

It's a protection that last two nights.
break my heart
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Post Post #4023 (ISO) » Fri Oct 07, 2011 4:46 am

Post by bv310 »

Kcdaspot wrote:i like the idea... you know what?

Nom Oxygen-18


There's some inherent swingy-ness but it has all the ingredients for a good game.

I love it, and I'm a bit of a whore for C-14 as a setup

2nd nom of O-18
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Post Post #4024 (ISO) » Fri Oct 07, 2011 6:57 am

Post by Hoopla »

izakthegoomba wrote:That's an... interesting setup.

Wouldn't it be really swingy though? Who gets what powers would be, essentially, random.


Its swinginess is in the realm of setups like Pick Your Power. The game is large enough to handle a little bit of swing, though. Both sides have room for error.

As for the powers, the beginning is a lottery, but the day phase is different - players are allotted a "flip" which shows the letter without it being collected. Theoretically, this player may decline the letter (or be beaten to it). There's also an option of collecting an unflipped letter which is good if you want to keep your letter unknown (flipping and collecting is done inthread). Presuming all players use their flip and collect on each day, players collecting unflipped tiles will produce a bunch of upturned tiles (if they use their flip) which enables choice.

There are a few non-usable letters included to encourage players to flip before they collect.
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