[OLD] Open Setup Ideas and Discussion
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- callforjudgement
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callforjudgement Microprocessor
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Had this idea a while ago while trying to figure out how to deal with the problem that 2of4 solves (having a known number of VTs/power roles locks scums into unavoidable 1v1s or 1v2s at lylo), and also the problem that it has (having more VTs in a setup can make it somewhat townsided, and likewise a lot of power roles can make it somewhat scumsided). OK, so the 9-townie version is probably not balanced (although still definitely winnable), but it's also mindblowingly unlikely; using a lot of weak power roles seems the best way to diffuse the setup sensitivity. The roleblockers are to make it very difficult for town to coordinate actions and break a specific setup. (The Macho on the JK is to avoid paradoxes; likewise, scum can't both kill and block.)
Probably too complex/large for a newbie game (although you could probably scale it down to 2:5 or 2:6 to make a smaller version, then it'd be the right size for a newbie but still too complex). But I think it might work well as an open.scum· scam · seam · team · term · tern · torn ·town- DCLXVI
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yellowbounder /cows
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So, would a Kingmaker game qualify as an experimental Open game?
Victoria I
2 Assassins(standard scumteam, NK, talk at night)
1 Hero(kills King if executed, cannot be selected as King once revealed)
1 Kingmaker(claiming or hinting results in a MK, if NKd new Kingmaker is randomly selected from Villagers)
8 VillagersRunning Open 440 - Donner Party and a Facedown and Thirsty Reboot.- Quilford
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↑ yellowbounder wrote:So, would a Kingmaker game qualify as an experimental Open game?
Victoria I
2 Assassins(standard scumteam, NK, talk at night)
1 Hero(kills King if executed, cannot be selected as King once revealed)
1 Kingmaker(claiming or hinting results in a MK, if NKd new Kingmaker is randomly selected from Villagers)
8 Villagers
If you take away the absurd rule that claiming or hinting to being the kingmaker results in being modkilled, it might stand a chance.- yellowbounder
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Hey I'm just quoting the wiki. I'm sure there's a good reason for it.Running Open 440 - Donner Party and a Facedown and Thirsty Reboot.- zoraster
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↑ callforjudgement wrote:
Had this idea a while ago while trying to figure out how to deal with the problem that 2of4 solves (having a known number of VTs/power roles locks scums into unavoidable 1v1s or 1v2s at lylo), and also the problem that it has (having more VTs in a setup can make it somewhat townsided, and likewise a lot of power roles can make it somewhat scumsided). OK, so the 9-townie version is probably not balanced (although still definitely winnable), but it's also mindblowingly unlikely; using a lot of weak power roles seems the best way to diffuse the setup sensitivity. The roleblockers are to make it very difficult for town to coordinate actions and break a specific setup. (The Macho on the JK is to avoid paradoxes; likewise, scum can't both kill and block.)
Probably too complex/large for a newbie game (although you could probably scale it down to 2:5 or 2:6 to make a smaller version, then it'd be the right size for a newbie but still too complex). But I think it might work well as an open.
You could just make the roleblock power factional since that seems to be what you're after with the RB and RB Backup.- gorckat
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- callforjudgement
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callforjudgement Microprocessor
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The version of my setup with a factional roleblock might well work better; it's simpler, which helps. (The presence of a JK means that kill choice matters, so it's not an equivalent setup, but it's probably close enough that the simplification makes it better.)
So we have this:
Seems reasonable, and pretty simple, with only one "unique rule", the factional roleblock. (Anyone noticed how Opens nearly always have a unique rule? I think it's because it's the only really reliable way of preventing massclaim as a breaking strategy that doesn't put huge constraints on the rest of the setup.)scum· scam · seam · team · term · tern · torn ·town- Hoopla
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RAF Squares
3x Mafia Goons
9x Townies
Mafia have daytalk.
~~
Using the Ready, Aim, Fire mechanic to determine nightkills, each player is situated on a 3x3 grid in one of the squares. Pregame, each player PM's the mod which square they'd like to start in. Throughout the day, each player can move up, down, left or right (not diagonal) one square if they wish, and after a lynch has taken place, the night phase begins, which is essentially an asymmetrical RAF shootout. Every player must choose to shoot a player in an adjacent (or same) square, shoot the sky, or shoot themself.
Normal RAF resolution applies, where any player who shoots someone suiciding, will suicide themself, and any player who suicides but is shot by someone else survives. This should be an interesting mechanic, with players in densely populated areas of the board being up against many people, while a player in a corner maybe only being against a couple. An informed minority colluding to orchestrate results in an RAF game would also be interesting to watch.- Phillammon
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Dying Wish: Two Targets
3x Mafia Goons
6x Townies
1x 1 Shot Cop
1x 1 Shot CPR Doctor
1x 1 Shot Backup
Lynches occur normally.
On being lynched, the lynched player selects 2 targets. These are the only two targets that may be chosen for night actions (including the mafia NK).
Backup only gains the ability of a dead town PR if they haven't used it.
Sound good?Current Losing Streak: 4 (record: 9)
Probable record holder for most games played on site before managing to win one!- gorckat
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↑ Phillammon wrote:Dying Wish: Two Targets
3x Mafia Goons
6x Townies
1x 1 Shot Cop
1x 1 Shot CPR Doctor
1x 1 Shot Backup
Lynches occur normally.
On being lynched, the lynched player selects 2 targets. These are the only two targets that may be chosen for night actions (including the mafia NK).
Backup only gains the ability of a dead town PR if they haven't used it.
Sound good?
I like the idea on the surface, but it can be partially gamed by town massclaiming D1 - scum can now not nightkill any confirmed town player unless a scum is lynched during the day, which is a trade-off town should be happy making. Deliberately lynching a townie D1 to get either an investigation N1 or two nightkills on two unconfirmed players while leaving the three PR's alive is probably the best way to set the town up on D2.- DCLXVI
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DCLXVI Mafia Scum
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So a while back I went through the approved setup list and I noticed that there was not a single approved open setup with a cult in it. Personally cults are probably my favorite type of scum group so I went and created a cult setup.
Any thoughts on whether or not this is balanced would be appreciated. I'm open to suggestions as well.
Role specifics:Spoiler:
Some other stuff:
-Jailer and investigator work against the cult. Cop and doctor work against the mafia.
-I really like keeping the town pr's as 2of4 simply because it helps prevent the lategame massclaim that can often break completely open setups.
-With the 4 possible prs duplicates are not possible.
-The setup is a little swingy. I might need a way to fix that. On the other hand, any multiball setup is going to be like that do to the cross-kill possibility. The fact that the cult does not have unlimited conversion and can't be killed of night 1 should prevent most problems related to the cult.
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Edit: added factional roleblock to the cult team.Last edited by DCLXVI on Thu Jul 19, 2012 5:15 pm, edited 1 time in total.Sarcasm isnota scumtell.- Cobblerfone
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If there's an investigator, they will always claim D1, seeing as the mafia wouldn't want them dead until the cult was eliminated, and the cult can't do anything to get rid of them.ShowKaboose 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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Avatar is from the webcomicParanatural- DCLXVI
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↑ Cobblerfone wrote:If there's an investigator, they will always claim D1, seeing as the mafia wouldn't want them dead until the cult was eliminated, and the cult can't do anything to get rid of them.
Yeah, that's a problem.
Hm, I hadn't thought about that but another bad scenario could be if the mafia got lynched town could just no-lynch and let the investigator check things out until the entire cult is found.
A few ways to solves this:
1) Change investigator to tracker, allowing him to catch the cult converting but not able to catch them that.
2) Give the cult a faction roleblock, the one problem with this is that it would end up being used only on the investigator once the invest claims a guilty, but that will be the tradeoff the invest will have to be willing to make when he claims.
3) Make the investigator have only 3-4 attempts. This prevents the prolonged no-lynch scenario.
4) Change the four possible pr's.
5) Not allow for a no-lynch, this would prevent town from doing a no-lynch + investigation after the mafia is dead.
Yeah, cult setups are difficult to balance, but I would think that number 2 would be the best option to solve this one problem.Sarcasm isnota scumtell.- Scigatt
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↑ DCLXVI wrote:↑ Cobblerfone wrote:If there's an investigator, they will always claim D1, seeing as the mafia wouldn't want them dead until the cult was eliminated, and the cult can't do anything to get rid of them.
Yeah, that's a problem.
Hm, I hadn't thought about that but another bad scenario could be if the mafia got lynched town could just no-lynch and let the investigator check things out until the entire cult is found.
<snip>
Yeah, cult setups are difficult to balance, but I would think that number 2 would be the best option to solve this one problem.
Off the cuff idea- is there room for an 'all factions lose if no factions have won by X day'?- Phillammon
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Dying Wish: Two Targets
3x Mafia Goons
9x Townies, of which:
1 to 4x 1 Shot CPR Doctors
Lynches occur normally.
On being lynched, the lynched player selects 2 targets. These are the only two targets that may be chosen for night actions (including the mafia NK).
Backup only gains the ability of a dead town PR if they haven't used it.
Better? I realize that the random aspect may be a problem, and it may have swinginess due to the whole CPR thing.Current Losing Streak: 4 (record: 9)
Probable record holder for most games played on site before managing to win one!- yellowbounder
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Victoria II
2 Assassins(standard scumteam, NK, talk at night)
1 Hero(kills King if executed, cannot be selected as King once revealed)
1 Kingmaker(if NKd or lynched, new Kingmaker is randomly selected from Villagers)
8 Villagers
Okay, removed the requirement that Kingmaker can't claim? Does that lead to a breaking strategy?
Also, I worry the Town is too powerful. Would increasing Assassins to 3, balance it out?Running Open 440 - Donner Party and a Facedown and Thirsty Reboot.Copyright © MafiaScum. All rights reserved.
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