[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #3925 (ISO) » Tue Sep 06, 2011 3:27 pm

Post by Quaroath »

Junpei wrote:
Shadow Dancer wrote:@Junpei: What if you focussed more on the whole even-oddness issue, Adding an odd-even killing mafia team, odd/even night PRs and an invstigative role that can detect odd/eveness of a player...
What about making the jesters a team/lover pair? There is a fundamental problem with having too many independent game ending wincons in a game which is that no matter what alignment a player gets his chances of winning are vastly diminished, doesn't really help one's motivation to feel screwed from the get-go.


I don't know how I feel about a jester lover/team pair. I feel like independence is what the role Jester is all about. I will consider your odd/even theme-ing as a possible solution though.


make the jester and vig lovers >_<
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Post Post #3926 (ISO) » Tue Sep 06, 2011 3:27 pm

Post by Quaroath »

The above was tongue in cheek
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Post Post #3927 (ISO) » Thu Sep 08, 2011 8:58 am

Post by DonJosh »

DonJosh wrote:Unnamed Setup
2 Mafia Goons
1 Cop
1 Bodyguard/Jailkeeper (Mafia chooses)
7 Townies


Bumping this to next page...
Also number of VTs is subject to change based on balance.
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Post Post #3928 (ISO) » Thu Sep 08, 2011 10:54 am

Post by DonJosh »

If nobody reviews my setup, I am going to assume it is perfect.
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Post Post #3929 (ISO) » Thu Sep 08, 2011 2:12 pm

Post by Hoopla »

DonJosh wrote:
DonJosh wrote:Unnamed Setup
2 Mafia Goons
1 Cop
1 Bodyguard/Jailkeeper (Mafia chooses)
7 Townies


Bumping this to next page...
Also number of VTs is subject to change based on balance.


It's probably close to balanced (9p over 11p is probably better) but doesn't seem that interesting, imo. Not sure how many scumteams will pick Jailkeeper over Bodyguard.
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Post Post #3930 (ISO) » Thu Sep 08, 2011 2:18 pm

Post by DonJosh »

Why not?
Bodyguard makes Follow the Cop work once.
Jailkeeper prevents it altogether.
Another option is to make him a Weak or Paranoid Jailkeeper who dies when he targets scum, but I dont like this.
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Post Post #3931 (ISO) » Thu Sep 08, 2011 2:28 pm

Post by Hoopla »

You can't play a Follow the Cop strategy if you don't know if a Bodyguard exists or not.
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Post Post #3932 (ISO) » Thu Sep 08, 2011 2:30 pm

Post by Cogito Ergo Sum »

Jailkeeper is much stronger than Bodyguard, especially when there aren't that many scum (e.g. once 1 scum dies, jailkeeper becomes cop-like)..
Scumchat is awesome. Yarr!

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Post Post #3933 (ISO) » Sun Sep 11, 2011 11:32 am

Post by izakthegoomba »

Mayo SuperScum

1 Mafia Doctor
1 Mafia Roleblocker
1 Mafia Goon

1 Bulletproof Serial Killer

2 Compulsive Vigilantes
6 Doctors


• Daystart
• Each Doctor protects against a single nightkill
• Nobody can target themselves
• If a Compulsive Vigilante fails to submit a nightkill, they will target a random player
other than themselves

• Kill flavours are not distinguished


This aims to address balance issues in Mayo Clinic - in particular, fixing a breaking strategy I recently encountered.

It gives the Mafia an RB, which let's them mess up plans the town make, and makes the SK non-compulsive, hopefully letting them "take a third option" if in a difficult situation. Also, it bars all players from targetting themselves (academic aside from the docs, but should be spelt out clearly anyway), and subsequently stops the vigs randomly targeting themselves (which is just plain stupid).

This setup will hopefully mean crazy night phases, while allowing daytime scumhunting and preventing breaking strategies.

I'm pretty new to designing games, so I really appreciate any help and comments.
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Post Post #3934 (ISO) » Sun Sep 11, 2011 8:46 pm

Post by Quilford »

Are you saying that the docs cannot target each other or that vigs cannot target each other?

I think not.
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Post Post #3935 (ISO) » Sun Sep 11, 2011 8:58 pm

Post by izakthegoomba »

@Quilford no, just that no role can self-target.

For example, a doc can't protect themself.
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Post Post #3936 (ISO) » Sun Sep 11, 2011 9:07 pm

Post by Quilford »

They couldn't do that in the first place.

"makes the SK non-compulsive, hopefully letting them "take a third option" if in a difficult situation"
What are these difficult situations?
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Post Post #3937 (ISO) » Mon Sep 12, 2011 4:20 am

Post by Thomith »

I still think the SK should be compulsive but that is just me.
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Post Post #3938 (ISO) » Mon Sep 12, 2011 11:46 am

Post by IceGuy »

Pledge of Allegiance - Semi-Open Edition


Open game for 13 players. Before the game begins, every player PMs the mod whether he wants to be town or anti-town.

Then the setup is determined by the following list:

1 anti-town: 1 Serial Killer, 12 Townies
2 anti-town: 2 Mafia Goons, 1 Cop, 10 Townies
3 anti-town: 3 Mafia Goons, 3 Masons, 7 Townies
4 anti-town: 2 Mafia Goons, 2 Werewolves, 3 Masons, 6 Townies
5 anti-town: 2 Mafia Goons, 3 Werewolves (no NK), 1 Cop, 7 Townies
6 anti-town: 3 Mafia Goons (no NK), 3 Werewolves (no NK), 7 Townies

0 anti-town: Choose a number between 1 and 3 (n). Randomly choose n slots and make them anti-town. Select a setup from the above list.
m>6 anti-town: Choose a number between m-6 and m-4 (n). Randomly choose n anti-town slots and make them town. Select a setup from the above list.

In both of these cases, post publicly that there is at least one slot whose alignment has changed.
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Post Post #3939 (ISO) » Mon Sep 12, 2011 11:54 am

Post by Cobblerfone »

My initial reaction was no, because it sounds like it would be too meta-y. As long as you make sure that the setup and only the setup (not role distribution) is chosen that way it looks pretty good to me. Well except for this:

IceGuy wrote:6 anti-town: 3 Mafia Goons (no NK), 3 Werewolves (no NK), 7 Townies


Oh, and if you have two werewolves they know exactly what setup they're in but the mafia don't. Best to make it mafia families instead.
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Post Post #3940 (ISO) » Mon Sep 12, 2011 9:49 pm

Post by Quilford »

Yes and as a result they get no NK.

I like the setup.
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Post Post #3941 (ISO) » Tue Sep 13, 2011 12:51 am

Post by Cobblerfone »

Quilford wrote:Yes and as a result they get no NK.

I like the setup.


No that's only if they have three members. In which case they don't know which setup they're in.
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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 #3942 (ISO) » Tue Sep 13, 2011 2:03 am

Post by Quilford »

Ah okay yep, misread.

Just randomly assign two names to the families pregame and everything should be okay.
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Post Post #3943 (ISO) » Wed Sep 14, 2011 7:10 am

Post by Amrun »

I don't understand how it's generated.
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Post Post #3944 (ISO) » Wed Sep 14, 2011 10:09 am

Post by IceGuy »

Amrun wrote:I don't understand how it's generated.


- Every player PMs the mod with the alignment he wishes to receive.
- The mod counts alignment choices.
- If less than one or more than six players selected "anti-town", some players' alignments are changed randomly.
- The setup is selected depending on the number of anti-town players.
- Everybody gets his role PM with the chosen alignment (or the changed alignment) and a random role.
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Post Post #3945 (ISO) » Wed Sep 14, 2011 10:15 am

Post by Tragedy »

Basically a semi U-Pick.
I blame you for this.
For I have been awaiting for another heart pounding segment of
Dokidoki Precure!


[10/15/2013 - 00:13] -
Tragedy
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Post Post #3946 (ISO) » Wed Sep 14, 2011 10:22 am

Post by Quaroath »

Okay. Fail whale made me laugh. Hehetrolololol
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Post Post #3947 (ISO) » Wed Sep 14, 2011 10:28 am

Post by Amrun »

IceGuy wrote:
Amrun wrote:I don't understand how it's generated.


- Every player PMs the mod with the alignment he wishes to receive.
- The mod counts alignment choices.
- If less than one or more than six players selected "anti-town", some players' alignments are changed randomly.
- The setup is selected depending on the number of anti-town players.
- Everybody gets his role PM with the chosen alignment (or the changed alignment) and a random role.


This is cool.

Nominate this Set Up
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Post Post #3948 (ISO) » Wed Sep 14, 2011 10:37 am

Post by Tragedy »

Nominate Pledge of Alliance (Semi-Open)


I like the fact that there's no Doctors. Poor Cop will die once he claims, apparently.

@Quaroath: Thanks for loving the Fail Whales. :P
I blame you for this.
For I have been awaiting for another heart pounding segment of
Dokidoki Precure!


[10/15/2013 - 00:13] -
Tragedy
~
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Post Post #3949 (ISO) » Wed Sep 14, 2011 11:51 am

Post by DonJosh »

Third Pledge of Allegiance
Newbie 1197 is in Day 2 and requires
0
replacements.

Looking for a hydra. PM me if interested.
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