[OLD] Open Setup Ideas and Discussion
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BNL Micro Madness
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Random idea I thought of:
2 Mafia Goons (or maybe one Roleblocker)
7 Inaccurate Cops
Each night, if X cops try to use their ability, they have a (50+(50/X))% chance of getting accurate results, and otherwise get inverted results.- callforjudgement
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callforjudgement Microprocessor
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I think that's mostly balanced if the town adopt the strategy of picking the scummiest person and having them make an investigation, with nobody else investigating. If the scum shoot them, it's an effective 7:2 nightless, meaning that scum can't kill the nominated cop. If scum shoot someone else, it's similar to cop+6:2 (which is balanced), but with two exceptions: the town can't know that the "cop" who investigated is town (thus the investigations lead to 1v1s or A-scum-or-B-town results), and if the cop dies, another player is promoted to cop. That's probably slightly scumsided, but not by much.
Town can probably do better by nominating two people to investigate and dealing with potentially 75% sane cop results (which retroactively become 100% sane if one of the investigators eventually turn out to be scum). I'm not sure if this is enough of an advantage to make the setup townsided.
An every-townie-for-themself strategy, on the other hand, would be a disaster; the results would most likely be more misleading than useful.scum· scam · seam · team · term · tern · torn ·town- BNL
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So I tried to improve this setup, and here's what I came up with:
1-shot AsceticWatcherTownieRoleblockerDoctor1-shot StrongmanTracker1-shot NinjaJailkeeper
Pick one random row or column, then add 1 Mafia Goon and 5 Vanilla Townies.
1-shot Ascetic is an Active ability.Last edited by BNL on Tue Jun 14, 2016 12:55 am, edited 1 time in total.- callforjudgement
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↑ callforjudgement wrote:Top row is pretty townsided; if town can predict the kill correctly on any night (and it isn't the watcher that's killed), that's scum caught. Predicting the kill is normally easier than finding scum.
Top row is equivalent to 2 Mafia:6 Town + 1 Watcher. Watcher has essentially the same chance of finding scum as a Tracker (and can't find innos with 1 scum left), which is worse than Cop. Is it actually townsided?- JasonWazza
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Well lets assume this is Night 1, your mafia, you lynched a townie, nothing claimed, and you have a 1-shot Ascetic.
You now run into the problem of not knowing if the setup is a Tracker/RB or a Watcher, and don't know which way to actually vary your kills up (which happens until the watcher gets a result or dies)
Probably the best way to run it is to have the Ascetic use their ability N1 and make a kill on the most townie person, and risk getting caught by the watcher (because the watcher watches said townie person) as you'd be able to block both the RB and the Tracker with the Ascetic, and if caught your just giving in a named goon.
Which of course brings it down to a 1:4 with the Watcher dead on Day 3.
Honestly the only setups i would want to run into are the ninja ones because at least you know what sort of style you have to play for.Saved by my own stupidity \o/
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↑ BNL wrote:↑ callforjudgement wrote:Top row is pretty townsided; if town can predict the kill correctly on any night (and it isn't the watcher that's killed), that's scum caught. Predicting the kill is normally easier than finding scum.
Top row is equivalent to 2 Mafia:6 Town + 1 Watcher. Watcher has essentially the same chance of finding scum as a Tracker (and can't find innos with 1 scum left), which is worse than Cop. Is it actually townsided?
A Watcher has a better chance of finding scum than a Tracker.
With a Tracker, you have to predict who will make the kill (i.e. the towniest mafioso).
With a Watcher, you have to predict who will be killed (i.e. the towniest townie).
It's normally easier for town to figure out who the towniest townie is than who the towniest mafioso is; the former requires a lot less information.scum· scam · seam · team · term · tern · torn ·town- wgeurts
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2 ideas for micros:
You make the rules mafia
[1] mafia
[2] mafia 1-shot extra warning
[3] town 1-shot warning remover
[4] town 1-shot warning remover
[5] town rule investigator// finds out which custom rule belongs to target player
[6] town vanilla
[7] town vanilla
[8] town vanilla
[9] town vanilla
Pre-game, players must add an additional rule to my general ruleset. I'm not going to look for any infractions of the custom rules, I'll leave that up to the players. Any custom rule infractions gives you one warning point, 3 warning and you're modkilled. I'd like to see example of what you'd come up with as rules, at the moment the only requirement I have is that they're indiscriminatory, but I'm also not fond of overly restrictive post restrictions. Since they're sent in pre-game, there's no use in making them anti-town or anti-mafia. As you can see, the actual set-up is pretty basic. Voting and mafia abilities as usual.
Secret Santa mafia
[1] 1-shot cop
[2] 1-shot doctor
[3] 1-shot follower
[4] 1-shot roleblocker
[5] 1-shot secret santa investigator// finds out who gave what to target player
[6] 1-shot 1-shot tracker
[7] 1-shot fruit vendor
[8] 1-shot fruit vendor
[9] 1-shot fruit vendor
Above is not the role distribution, but the pool of abilities available to give away. During the dayphase, players can request one of them to give away to target player. During the nightphase, people can use the given abilities (if any). There's no restriction to how many a player can receive or use. With each death, the top ability becomes unavailable (so for example, with 5 players left, there's only the secret santa investigator, the tracker, and 3 fruit vendors). I'm still considering the actual available abilities, and the order in which they disappear.
I'd also appreciate links to similar games.OrwecouldsurrenderAndletloveinvadeus
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↑ Sméagol wrote:2 ideas for micros:
You make the rules mafia
[1] mafia
[2] mafia 1-shot extra warning
[3] town 1-shot warning remover
[4] town 1-shot warning remover
[5] town rule investigator// finds out which custom rule belongs to target player
[6] town vanilla
[7] town vanilla
[8] town vanilla
[9] town vanilla
Pre-game, players must add an additional rule to my general ruleset. I'm not going to look for any infractions of the custom rules, I'll leave that up to the players. Any custom rule infractions gives you one warning point, 3 warning and you're modkilled. I'd like to see example of what you'd come up with as rules, at the moment the only requirement I have is that they're indiscriminatory, but I'm also not fond of overly restrictive post restrictions. Since they're sent in pre-game, there's no use in making them anti-town or anti-mafia. As you can see, the actual set-up is pretty basic. Voting and mafia abilities as usual.
Secret Santa mafia
[1] 1-shot cop
[2] 1-shot doctor
[3] 1-shot follower
[4] 1-shot roleblocker
[5] 1-shot secret santa investigator// finds out who gave what to target player
[6] 1-shot 1-shot tracker
[7] 1-shot fruit vendor
[8] 1-shot fruit vendor
[9] 1-shot fruit vendor
Above is not the role distribution, but the pool of abilities available to give away. During the dayphase, players can request one of them to give away to target player. During the nightphase, people can use the given abilities (if any). There's no restriction to how many a player can receive or use. With each death, the top ability becomes unavailable (so for example, with 5 players left, there's only the secret santa investigator, the tracker, and 3 fruit vendors). I'm still considering the actual available abilities, and the order in which they disappear.
I'd also appreciate links to similar games.
so for the first one, am i right in assuming that the rules you make are before you even get a role?
Because in that case just make a bunch of your own rules, there's no real point (Also Rule investigator would be a named townie that can call you an asshole for a rule.)
For Secret Santa, can mafia request the abilities as well?
Because it seems wise to send your fellow mafia a Roleblocker, and there are also likely to be multiple cops N1 which is probably way too strong (possibly make it a 2 shot cop with one investigation that will be sane and one that will be insane, to make the game not just instantly broken by giving the person below you on the list a Cop ability and having them also investigate said person below you.)Saved by my own stupidity \o/
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↑ JasonWazza wrote:
so for the first one, am i right in assuming that the rules you make are before you even get a role?
Because in that case just make a bunch of your own rules, there's no real point (Also Rule investigator would be a named townie that can call you an asshole for a rule.)
No point.. except forfun? Maybe? Also, I forgot to clarify that the rules disappear with the death of the corresponding player.
↑ JasonWazza wrote:For Secret Santa, can mafia request the abilities as well?
Because it seems wise to send your fellow mafia a Roleblocker, and there are also likely to be multiple cops N1 which is probably way too strong (possibly make it a 2 shot cop with one investigation that will be sane and one that will be insane, to make the game not just instantly broken by giving the person below you on the list a Cop ability and having them also investigate said person below you.)
Secret Santa needs some more work, as I was thinking of other issues after posting, but:
Yes, Mafia may request abilities like everyone else. But maybe I wasn't clear, but there's only one of each ability available. Somewhere in the gamethread I'd post and update the list of available abilities, and I'll ask players to request something else if their request has already been taken.
As it is now, the cop ability is only available to one player, and only before the first death, so it's most likely not available at all assuming there's a day 1 lynch. That's one of the issues I'll have to think about. So hardly way too strong.
And of course the roleblocker will be interesting to the mafia, but they'll have to be the first to request it. And the secret santa investigator poses a risk to this strategy.
But one of the things I was thinking, is to make it more like an actual secret santa, with randomly distributing the secret santa's myself at the start of the dayphase, so everyone only has one secret santa (but on the other hand is guaranteed to have one). This would make the fruit vendors somewhat more useful, as at the moment they merely serve as indicators that I don't want any actual useful abilities when it's down to 3 players.
edit:
Oh and I don't know why I call everything 1-shot.. I forgot to clarify everythinghasto be used on the night you get it, or you forgo the option to use it. You can't "save up" abilities.OrwecouldsurrenderAndletloveinvadeus
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↑ Sméagol wrote:↑ JasonWazza wrote:
so for the first one, am i right in assuming that the rules you make are before you even get a role?
Because in that case just make a bunch of your own rules, there's no real point (Also Rule investigator would be a named townie that can call you an asshole for a rule.)
No point.. except forfun? Maybe? Also, I forgot to clarify that the rules disappear with the death of the corresponding player.
Then that would make the Rule investigator even worse, because the rules can't be linked to an alignment, and you just become a reason to policy lynch people depending on their rules, which would then make it more likely for people to make the rules more tame.
Sméagol wrote:
Secret Santa needs some more work, as I was thinking of other issues after posting, but:
Yes, Mafia may request abilities like everyone else. But maybe I wasn't clear, but there's only one of each ability available. Somewhere in the gamethread I'd post and update the list of available abilities, and I'll ask players to request something else if their request has already been taken.
As it is now, the cop ability is only available to one player, and only before the first death, so it's most likely not available at all assuming there's a day 1 lynch. That's one of the issues I'll have to think about. So hardly way too strong.
And of course the roleblocker will be interesting to the mafia, but they'll have to be the first to request it. And the secret santa investigator poses a risk to this strategy.
But one of the things I was thinking, is to make it more like an actual secret santa, with randomly distributing the secret santa's myself at the start of the dayphase, so everyone only has one secret santa (but on the other hand is guaranteed to have one). This would make the fruit vendors somewhat more useful, as at the moment they merely serve as indicators that I don't want any actual useful abilities when it's down to 3 players.
edit:
Oh and I don't know why I call everything 1-shot.. I forgot to clarify everythinghasto be used on the night you get it, or you forgo the option to use it. You can't "save up" abilities.
So wait, you can't have the ability given out during the day and have it useable on that night considering they were alive that day because of a lynch?
Then what would be the interaction with someone dying that night, would that disable the cop before it works?
And logistically you could probably just all agree to give all the abilities to the most townie person, except the doctor, give that to someone else, and have the doctor protect the person who got all the other abilities (So in other words, A gives Doctor away to B, everyone else gives Abilities to A) possibly also giving the Santa investigator to someone if someone gives the doctor to the person with all the abilities because they are basically confirmed to be scum most likely.Saved by my own stupidity \o/
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The extra warning role seems kind-of broken if you can kill someone with it, especially in scum hands.
I suspect the rule investigator is near-worthless except as a named townie (always useful in an open!) because there's not much reason not to just have everyone claim their rules, if the information is relevant.scum· scam · seam · team · term · tern · torn ·town- Sméagol
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↑ JasonWazza wrote:Then that would make the Rule investigator even worse, because the rules can't be linked to an alignment, and you just become a reason to policy lynch people depending on their rules, which would then make it more likely for people to make the rules more tame.
I still expect players, or well, townies, to try to lynch the players they think are mafia. It's subtle, but the rule investigator can try to search for links between who's trying to enforce the custom rules. Most likely, they'll enforce their own rules, as that's what they're most familiar with. Combined with the fact that it's mostly the mafia who'd want to make use of the modkills.. That said, I could make it somewhat less subtle by having players only be able to enforce their own custom rule. Although I hadn't considered yet whether I should let players point out custom rule infractions publicly or privately. With this addition, it should only be privately. The warning given should also specify which rule they have broken, which I was already planning to do anyway, as warnings also disappear when the corresponding rule disappears (when the corresponding player dies).
↑ JasonWazza wrote:So wait, you can't have the ability given out during the day and have it useable on that night considering they were alive that day because of a lynch?
Then what would be the interaction with someone dying that night, would that disable the cop before it works?
Like I said, I haven't considered what happens when someone gets lynched, I'll have to work that out first, although making the top ability disappear after 2 deaths is the easiest. But as it stand now:
Abilitiesaregiven out during the dayphase. or rather, at the start of the nightphase. Players develop reads, and base their requests upon them during the dayphase. Players get their ability at the start of the nightphase, and have 48 hours to decide what to do with it. Players get the ability regardless of the status of the secret santa, again, the only problem is that the cop ability disappears after 1 death. And to more easily show the easiest solution I propose:
[1] 1-shot cop// disappears after 2 deaths
[2] 1-shot doctor// disappears after 3 deaths
[3] 1-shot follower// disappears after 4 deaths
[4] 1-shot roleblocker// disappears after 5 deaths
[5] 1-shot secret santa investigator// disappears after 6 deaths
[6] 1-shot 1-shot tracker// disappears after 7 deaths
[7] 1-shot fruit vendor
[8] 1-shot fruit vendor
[8] 1-shot fruit vendor
Though I do not want a tracker available when it's down to 3 players, so one of the abilities has got to go. I'm inclined to get rid of the follower in that case. Current proposal below.
↑ JasonWazza wrote:And logistically you could probably just all agree to give all the abilities to the most townie person, except the doctor, give that to someone else, and have the doctor protect the person who got all the other abilities (So in other words, A gives Doctor away to B, everyone else gives Abilities to A) possibly also giving the Santa investigator to someone if someone gives the doctor to the person with all the abilities because they are basically confirmed to be scum most likely.
That's a valid point however, and something I'd want to avoid. Maybe I can come up with something else, but this actually makes me lean towards me randomly distributing secret santas myself. Though how likely is it that town can agree on who the "most townie" person is?
Anyway, with the changes:
[1] cop// disappears after 2 deaths
[2] doctor// disappears after4deaths
[3] roleblocker// disappears after 4 deaths
[4] secret santa investigator// disappears after6deaths
[5] tracker// disappears after 6 deaths
[6] fruit vendor// disappears after 6 deaths
[7] fruit vendor// disappears after 6 deaths
[8] fruit vendor// disappears after 6 deaths
[9] fruit vendor// disappears after 6 deaths
Secret santas are randomly distributed bymeat the start of every dayphase. Every player gets a random other player's name, and it's up to them what they want to give him or her. Not sure what to do about players missing the deadline, but I'm inclined to simply not give their assigned player anything. Players receive their abilities at the start of the nightphase, and have the whole nightphase to decide on a target. Then the cycle repeats the following day-night cycle.
edit:
On the other hand, I also have to take into account the possibility of a kill failing.. So maybe I'll revert back to the old system of abilties disappearing.OrwecouldsurrenderAndletloveinvadeus
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↑ callforjudgement wrote:
I don't think this is breakable; scum can't protect people but they can choose not to shoot a person who would give them away as having not protected. Town can certainly coordinate to keep specific townies alive but that's an intended part of the setup. I believe optimal strategy for town is to direct the protects of the scummiest-looking players but to leave everyone else to make a free choice with their night action. (Optimal play for Mafia is to attempt to kill every night, although taking "long shots" that have a high chance of hitting a protection is reasonable; if Mafia don't kill, that's a 7:2 nightless, which is known to be very townsided.)
This could also work at 10:3, I think. Not 100% sure on balance in either case but it has to be close.
I like looking into this as a 13 player setup. Having 10 or more players is very useful for longevity of a game because it no longer is a micro setup, and while micro setups can be ran in the open queue, they only count as micro experience therefore are rarely if ever ran. Why wait a month to run the game in the open queue that you can run in a week in the micro queue?- callforjudgement
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The Ascetic has no reason not to perform every kill, as long as they're alive. In particular, the Town Roleblocker should no-action every night until the Ascetic is dead, making it easier for the Town Tracker to gain information (they will get a "Vanilla-Cop/Watcher", "Ascetic", or "someone else" result via distinguishing between action, blocked, no-action), which is a really good way to narrow it down (another advantage of this is that it means the Watcher can't figure out who the Roleblocker is by watching them block someone). Existence of the Mafia Watcher means that town can't break the setup via directing the Vanilla-Cop target, which is a good thing here.
I'd need more thought to figure out if the town has the right amount of power here. Their power is basically entirely investigative; they have alotof it but it's also quite awkward to use. I think that the town probably has too much power, come to think of it; two of the town roles can detect the Mafia Ascetic (so town is getting two investigations for that player every night), and once the Ascetic is dead (along with, probably, the townie that caught them), the town isstillgetting two partial investigations per night (from the Roleblocker, who starts actioning, and whichever other power role the scum didn't kill). That's probably balanced if the town doesn't find scum any other way, but the probability that town find scum via dayplay seems to outweigh the probability that scum kill town power roles overnight before they have useful results. (It's also very swingy, depending on how early the Ascetic dies.) Because this is an Open, the town also have the possibility of forcing "not vanilla" results to claim, taking advantage of the "named townie" aspect of all the town roles being different; I'm not sure when they should use it (and/or whether the Vanilla-Cop should breadcrumb results), but the possibility can only help.scum· scam · seam · team · term · tern · torn ·town- callforjudgement
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This is about the simplest 4p I could come up with. It also has the interesting property that everything happens within one game day, which is probably a downside. This game mostly defies EV calculations, but if you used the (banned due to provable randomness rules) strategy of "pick a random player, everyone votes for them" you get a 50% town win rate (if the chosen player is scum, the reluctance of the other scum to vote for them despite the strategy will confirm them both).
Note that it is possible for scum to vote for each other in this setup! (Although not to hammer, obviously.) Obviously, they have to hope that the lynch doesn't go through, but it may be necessary to try to seem town.scum· scam · seam · team · term · tern · torn ·town - callforjudgement
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