[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #7525 (ISO) » Fri Oct 17, 2014 7:24 am

Post by wgeurts »

quadz08 wrote:Thanks, wgeurts. It's much appreciated. :)

No problems, also as you're a list mod do you have a list of approved open setups?
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Post Post #7526 (ISO) » Fri Oct 17, 2014 7:28 am

Post by quadz08 »

You'd want to talk to Llamafluff for that. He'd have the most updated list.
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Post Post #7527 (ISO) » Fri Oct 17, 2014 7:36 am

Post by wgeurts »

quadz08 wrote:You'd want to talk to Llamafluff for that. He'd have the most updated list.

Great, I'll do just that.
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Post Post #7528 (ISO) » Fri Oct 17, 2014 9:05 am

Post by PokerFace »

Open theme setup I am working on

Would you like to be my neighbor Mafia (To be modded by my Mr. Rogers Alt Account)
3 mafia
Rest town

Game also known as culdasac. At start of game everyone is assigned a random house number. Player in house 1 is neighbors with player in house 2 and 12. Player in house 2 is neighbors wth player in house 1 and 3. And so on so every player has two people they can talk to at night. Yes it is possible for one mafioso to be neighbors with another mafioso should the dice allow it

You guys think 3 mafia vs 9 town is balanced or do i need more/less houses, townies, or scum?
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Post Post #7529 (ISO) » Fri Oct 17, 2014 10:52 am

Post by BBmolla »

PokerFace wrote:Mr. Rogers Alt Account

:|

well this is awkward
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Post Post #7530 (ISO) » Fri Oct 17, 2014 10:55 am

Post by BBmolla »

I don't think them being neighbors is enough to balance 9:3. Add something in with the mechanics. Or make it 9:2 instead. Or 10:2 if you want to keep playersize.
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Post Post #7531 (ISO) » Fri Oct 17, 2014 11:58 am

Post by ika »

PokerFace wrote:Mr. Rogers Alt Account


i want to hear confirmation form the listmods about that one.
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Post Post #7532 (ISO) » Fri Oct 17, 2014 12:57 pm

Post by BBmolla »

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Post Post #7533 (ISO) » Fri Oct 17, 2014 5:42 pm

Post by Aronis »

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Post Post #7534 (ISO) » Fri Oct 17, 2014 6:56 pm

Post by ika »

i was thinking of that one too BB.
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Post Post #7535 (ISO) » Fri Oct 17, 2014 7:10 pm

Post by BBmolla »

thank the lord
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Post Post #7536 (ISO) » Sat Oct 18, 2014 5:09 am

Post by Mr. Rogers »

Yes this is pokerface, I have had this account for years. I was the first person to call neighbors as neighbors
http://forum.mafiascum.net/viewtopic.php?p=1123736

I am aware of another player by the name Mister Rogers. I am not aware of why he chose that name for his alt or even what his main account is. Him and I are not the same guy. One day I would like to hydra, co-mod with, or be with this player in the same game as it would confuse people a lot!
Last edited by Mr. Rogers on Sat Oct 18, 2014 5:56 am, edited 4 times in total.
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Post Post #7537 (ISO) » Sat Oct 18, 2014 5:16 am

Post by Mr. Rogers »

BBmolla wrote:I don't think them being neighbors is enough to balance 9:3. Add something in with the mechanics. Or make it 9:2 instead. Or 10:2 if you want to keep playersize.

10:2 and 9:2 is something I was considering as it would follow Mr. Stoofers simple setup rules. But I don't know if the night talk could will give each side an equal chance of winning

what do you think of 10:3

or

10 townies
2 mafia
1 mafia traitor (is mafia but can't talk to other mafia at night unless he gets dice lucky)

or another option would be what I wrote here some time ago
http://wiki.mafiascum.net/index.php?title=Mr._Rogers

thanks for the proof link aronis on which rogers I be
Last edited by Mr. Rogers on Tue Oct 21, 2014 2:04 am, edited 2 times in total.
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Post Post #7538 (ISO) » Sat Oct 18, 2014 6:40 am

Post by BBmolla »

http://wiki.mafiascum.net/index.php?tit ... EV_Project

10:3 is much worse. 76.9% scum win. Neighbors really have the possibility to do nothing, so you can't count on them to be a balancing factor. (IE, a player could just not even talk in their neighborhoods while others use it to catch scum.)

A concept you may want to consider is once a player dies, the neighborhood shifts. Example: Player 2 dies, Player 1 and 3 are now neighbors.
Also may want to consider a role that switches neighborhoods.

Maybe add some seeking masons who masonize when they are paired with their neighbor. Or add three masons who know each other, but do not have daytalk (and thus need to find a way to be neighbors)

You could give each neighbor the possibility to move left or right, causing everyone to be a new neighborhood each day, but that might be too much of a hassle for the mod.

Just throwing out things. I think the masons without daytalk fits best with your setup, maybe add in that players can choose to move into the houses of the dead. Oh, at the start of each day, give mafia a list of players who want to move into the new house and let them choose who gets to move in. That'd be cool.
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Post Post #7539 (ISO) » Sat Oct 18, 2014 6:50 am

Post by BBmolla »

Would You Like To Be My Neighbor?


13 Players

2 Mafia Neighbors
1 Mafia Recruitable Traitor Neighbor

3 Town Mason Neighbors
7 Town Neighbors


  • Everyone is randomly placed into a house, 1-13. Houses gain neighborhoods with the number next next them (AKA, 1 is neighbors with 2 and 13. 5 is neighbors with 6 and 4)
  • All neighborhoods have daytalk
  • Masons do not have a mason private topic.
  • The setup must be randomed again and again until masons do not end up next to each other at the start.
  • When a player dies, their house becomes vacant.
  • During the night, all players may attempt to buy a vacant house.
  • The following day, the mafia are given a list of players who want to buy the house and have 72 hours to select who gets the vacant houses.
  • Mafia Traitor can be recruited by the nightkill.


1 mason can be replaced with a 2-shot Friendly Neighbor if you prefer that.
Last edited by BBmolla on Sat Oct 18, 2014 6:53 am, edited 1 time in total.
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Post Post #7540 (ISO) » Sat Oct 18, 2014 6:53 am

Post by BBmolla »

Would You Like To Be My Neighbor Simple?


13 Players

2 Mafia Neighbors
1 Mafia Recruitable Traitor Neighbor

3 Town Seeking Mason Neighbors
7 Town Neighbors


  • Everyone is randomly placed into a house, 1-13. Houses gain neighborhoods with the number next next them (AKA, 1 is neighbors with 2 and 13. 5 is neighbors with 6 and 4)
  • All neighborhoods have daytalk
  • Masons do not have a mason private topic.
  • The setup must be randomed again and again until masons do not end up next to each other at the start.
  • Each night, Masons may target a player. If that player is Mason, they will link up and form a private topic.
  • Traitor can be recruited via nightkill
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Post Post #7541 (ISO) » Sat Oct 18, 2014 11:16 pm

Post by Mr. Rogers »

Nah, I think we are over complicating it now

I'm gonna go 9:2 (going 10:2 results in a no lynch at some point in mylo, lets just skip that waste of time day by making it 9:2)

it will be night talk only in the neighborhood, as allowing daytalk may lessen in game thread talk

Should a player die, should that result in people able to talk to the next house (house 4 dies. 3 and 5 can now talk to each other at night)?

Like how much do you believe that will tip the odds if at all for the town?

Currently leaning towards allowing that
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Post Post #7542 (ISO) » Sun Oct 19, 2014 7:08 am

Post by BBmolla »

Mr. Rogers wrote:Like how much do you believe that will tip the odds if at all for the town?

Anywhere from 0% - 10% depending on how much they are used imo.
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Post Post #7543 (ISO) » Sun Oct 19, 2014 7:10 am

Post by BBmolla »

Like, in my opinion, neighbors affect balance less than fruit vendors. Neighbors might be the least balance affecting role ever. Especially in an open (because at least in closed there is mod guessing implications).
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Post Post #7544 (ISO) » Sun Oct 19, 2014 7:14 am

Post by BBmolla »

I guess it comes down to: What are you attempting to accomplish with this setup?
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Post Post #7545 (ISO) » Sun Oct 19, 2014 7:17 am

Post by BBmolla »

Cause if it comes down to "I want Mountainous with neighborhoods" then you're set, just be aware of the scum skew in Mountainous and don't expect neighbors to have an immense impact upon it unless you get players who truly utilize it to their max potential.

Admittedly I just like to overcomplicate things :x
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Post Post #7546 (ISO) » Sun Oct 19, 2014 11:48 am

Post by BBmolla »

http://wiki.mafiascum.net/index.php?tit ... mith_Alley

I made a setup and added it to the wiki instead of discussing whether it's balanced or not.
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Post Post #7547 (ISO) » Sun Oct 19, 2014 11:51 am

Post by TierShift »

Is it poop headstart?
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Post Post #7548 (ISO) » Sun Oct 19, 2014 11:54 am

Post by BBmolla »

no
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Post Post #7549 (ISO) » Sun Oct 19, 2014 12:00 pm

Post by Cheery Dog »

BBmolla wrote:http://wiki.mafiascum.net/index.php?tit ... mith_Alley

I made a setup and added it to the wiki instead of discussing whether it's balanced or not.

I'm going to have to discuss it's balance.

Poop is given to person below you on the playerlist, poopsmith can then act as a cop night 1 and monkeys can continue giving poop to the same people.

Or do monkeys.register as having poop before being given it? I'm thinking they possibly should (but then they shouldn't throw it?)
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