[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #4325 (ISO) » Fri Nov 11, 2011 12:15 am

Post by callforjudgement »

BBmolla wrote:I think must lynch was implied, but not specifically stated. So yes, mustlynch.

Definitely needs plurality deadlines too, for much the same reason.
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Post Post #4326 (ISO) » Fri Nov 11, 2011 12:25 am

Post by izakthegoomba »

That is an inherent part of Must Lynch.
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Post Post #4327 (ISO) » Sun Nov 13, 2011 8:22 pm

Post by Whiskers »

Vigmaker setup;
9 Townies
3 Goons

Votes do not lynch. At deadline, the greatest plurality (and the most recent one, in case of a tie), gives a vig-kill to a player t be used that night.

Goons also have a factional Nightkill ability, and Nighttalk. A Goon can not make two kills, although one can make one kill and another can make a second, if a goon gets the vigshot.

Nevermind, this is just kingmaker at night. nuts.
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Post Post #4328 (ISO) » Sun Nov 13, 2011 10:45 pm

Post by izakthegoomba »

Seems very scum-sided.
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Post Post #4329 (ISO) » Mon Nov 14, 2011 1:07 am

Post by IceGuy »

See the Execution Mafia series.
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Post Post #4330 (ISO) » Mon Nov 14, 2011 5:18 am

Post by Amrun »

IceGuy wrote:See the Execution Mafia series.


Which is town sided...
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Post Post #4331 (ISO) » Mon Nov 14, 2011 10:01 am

Post by izakthegoomba »

I've been working on this semi-open for a while, and I think it'll work.

Multiball Mayhem


1 Mafia Spy
1 Mafia Goon


1 Werewolf Roleblocker
1 Werewolf Goon


1 Cop OR 1 Seer
1 Doctor OR 1 Angel
1 Gunblocker OR 1 Maulblocker
1 Bulletproof OR 1 Wolfsbane
5 Townies



• Town PRs are chosen randomly, and can appear in the following combinations:

- Cop/Angel/Gunblocker/Wolfsbane
- Cop/Angel/Maulblocker/Bulletproof
- Seer/Doctor/Gunblocker/Wolfsbane
- Seer/Doctor/Maulblocker/Bulletproof

• Kills are distinguished by flavour - "shot" for Mafia and "mauled" for Werewolves

• Gunblocker and Maulblocker prevent the target shooting and mauling anyone, respectively. They do NOT prevent other actions by that player.

• Scum power roles can kill and use their power in the same night, even if their partner is dead.

• Mafia Spy investigates role type, and can receive:

No Power (Townie/Werewolf Goon)
Investigative (Cop/Seer)
Protective (Doctor/Angel)
Blocking (Killblocker/Maulblocker/Roleblocker)
Self Protective (Bulletproof/Wolfsbane)
No Result (only received if roleblocked)


My biggest concern with this setup was that completely random town PRs would make it too swingy, so I whittled it down to those four combos.

Thoughts?
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Post Post #4332 (ISO) » Tue Nov 15, 2011 6:58 pm

Post by Quilford »

I like it but I think that perhaps a roleblocker will be of more use to the werewolves than the spy to the scum.
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Post Post #4333 (ISO) » Tue Nov 15, 2011 10:28 pm

Post by izakthegoomba »

Hmm...

Of course, I could give both teams the same PR for balances' sake, but I'm not sure that would work well in practise. The Spy probably needs to check more than just the type of role, but if I let it act like a Rolecop, it can find the Werewolf RB too easily.

Also, one last-minute change I made was renaming "Killblocker" to "Gunblocker" (there's even one place I forgot to change it). I think I want "Maulblocker" to be "Clawblocker", to match.
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Post Post #4334 (ISO) » Wed Nov 16, 2011 7:54 pm

Post by Whiskers »

2 Goons
1 Mafia Winmaker
8 Townies

Mustlynch, Daystart, Mustwin(kill)

Each night, the Winmaker chooses one Townie, who exits the game with a win.
If Winmaker runs out of players to make win (Townies), then Mafia loses.

If Winmaker is lynched, it becomes normal Mafia.


This is a little confusing to explain. Can you ask me some questions so I can clarify? Number of Townies is arbitrary.
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Post Post #4335 (ISO) » Wed Nov 16, 2011 9:46 pm

Post by andrew94 »

^ i dont get that.

its impossible for the winmaker to win like that, since running out of townies means mafia has majority?
unless 1 1 1 setup
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Post Post #4336 (ISO) » Wed Nov 16, 2011 10:40 pm

Post by izakthegoomba »

Another potential issue with that game having a full Rolecop is that it would immediately know who a PR is harmful to.

But I can't think of a better scum information role. Any ideas?
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Post Post #4337 (ISO) » Thu Nov 17, 2011 12:32 pm

Post by Packbat »

@izakthegoomba: Watcher and Tracker are information roles which can help Mafia - would either of those be better balanced with Roleblocker?
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Post Post #4338 (ISO) » Thu Nov 17, 2011 12:34 pm

Post by Faraday »

Pr cop? Gets PR/Not PR? (So Goon would be 'not pr') but idk.
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Post Post #4339 (ISO) » Thu Nov 17, 2011 1:04 pm

Post by izakthegoomba »

Watcher and Tracker could be worth looking at. I think a PR Cop would be underpowered when put up against a Roleblocker.

Actually, I'm more concerned about the town. I think they might be a bit overpowered.
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Post Post #4340 (ISO) » Thu Nov 17, 2011 1:18 pm

Post by Eddard Stark »

Don't use watcher. Tracker would be better, definitely. It's harder to find a killer than predict who'll be killed by a long way.
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Post Post #4341 (ISO) » Thu Nov 17, 2011 2:05 pm

Post by Empking »

Eddard Stark wrote:Don't use watcher. Tracker would be better, definitely. It's harder to find a killer than predict who'll be killed by a long way.


Tracker would probably be underpowered compared to a roleblocker.
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Post Post #4342 (ISO) » Thu Nov 17, 2011 6:08 pm

Post by Whiskers »

andrew94 wrote:^ i dont get that.

its impossible for the winmaker to win like that, since running out of townies means mafia has majority?
unless 1 1 1 setup

Winmaker has to be lynched for Scum to win. Mafia doesn't win on majority if Winmaker is alive.

I guess the hard part is town winning in Low-player game after the Winmaker dies. (See final result)

Winmaker(LYNCH!) = goon+goon+Townie means-- well, it means only that townie loses. So I guess that's okay.

Town still wants to find Goons, they still want to find Fool and NOT lynch him. I guess this is a way to make that Fool setup, kind of.

Spoiler:
Day 1 - VT #1 lynched
Night 1 - VT #2 Exits with win.
Day 2 - VT #3 lynched.
Night 2 - VT #4 Wins.
Day 3: Goon/Goon/Foon, 4 VTs.
Day 3 - Goon #1 lynched.
Night 3 - VT #5 Wins
Day 4 - VT # 6 lynched.
Night 4 - VT # 7 Wins.
Day 5: Goon/Foon, 1 VT.

How about this: Must Lynch, Must Win.
No Self-voting.


If lynch Townie, Game over, Scum loses.
If lynch Goon, Nightwin VT, Scum loses.
If lynch Foon, Nightkill VT, Scum wins. (Along with VTs #2, #4, #5, and #7.)
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Post Post #4343 (ISO) » Thu Nov 17, 2011 6:25 pm

Post by Junpei »

Where did that night kill come from?
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Post Post #4344 (ISO) » Thu Nov 17, 2011 6:29 pm

Post by Whiskers »

If Foon is lynched, Game becomes Normal Mafia (ie, nightkill, Mafia wins on majority, etc.)
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Post Post #4345 (ISO) » Mon Nov 21, 2011 9:51 pm

Post by Quilford »

King of the Castle

2 Mafia Goons, 7 Vanilla Townies

Each day players place votes on who they think to be town (no self voting) until only two players lack votes. Those two players are treestumped and flip. The next day begins. Win Conditions are as normal. Mafia may not talk privately at any point during the game.
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Post Post #4346 (ISO) » Mon Nov 21, 2011 11:06 pm

Post by Voidedmafia »

Seems like a bit too few people, or the amount would have to be cut to one after the first day.

Also, I guess it's implied, but will the day automatically end once there are two people without votes?
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Post Post #4347 (ISO) » Mon Nov 21, 2011 11:10 pm

Post by Quilford »

It basically means three days, tops.

The day will automatically end once there are two people without votes, yes.
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Post Post #4348 (ISO) » Tue Nov 22, 2011 1:21 am

Post by callforjudgement »

There's been a pretty interesting mini theme game with basically that mechanic run already: Spare Me Mafia (Mini 1148). I think it showed that the mechanic can work quite well; the major issue is preventing the scum cross-sparing, and I don't see how the setup you have here avoids the problem. (Also, why no scum QT?) You can't simply ban scum from sparing each other, as there'd be a breaking strategy involving repeatedly moving votes around and waiting for votecounts. There may be some other way to fix it, though (the simplest is to ban cross-sparing between any two players, not just the scum).

I'm also not sure how many VTs are needed to make it balanced.
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Post Post #4349 (ISO) » Tue Nov 22, 2011 4:42 am

Post by Whiskers »

Protip: Scum gets chat D1 so long as neither has a vote out. Once one player has a vote out, scumchat goes away.
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