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Posted: Thu Jul 24, 2014 4:53 pm
by BBmolla
beastcharizard wrote:That one looks cool. How do you come up with these?

This one was formed after a discussion about Gunsmiths. They mentioned stuff about Docs and SKs not having guns and instead Knives. Hence, there should be a Knifesmith.

Most my setups come up with me asking myself about a role/concept and trying to make it work.

Posted: Thu Jul 24, 2014 5:25 pm
by reinoe
BBmolla wrote:
Mr. And Mrs. Smith


14 Players

1 Mafia Roleblocker
1 Mafia Goon
1 Mafia Recruitable Traitor Doctor

1 Bulletproof Serial Killer

1 Town Gunsmith
1 Town Knifesmith
1 Town Vig
1 Town Doctor
6 VTs


  • Daystart
  • Gunsmith gets a positive on Mafia Roleblocker, Mafia Goon, and Vig.
  • Knifesmith gets a positive on Mafia Traitor Doctor, Doctor, and Serial Killer.
  • 1:1:1 situation results in SK victory.

1. How does the traitor get recruited?

Posted: Thu Jul 24, 2014 5:27 pm
by BBmolla
If the mafia nightkill him successfully.

Posted: Fri Jul 25, 2014 4:50 am
by reinoe
BBmolla wrote:If the mafia nightkill him successfully.

And what are the benefits of recruitment? Being able to talk to the traitor the next night while losing out on a kill? It seems like if the mafia miss out on a nightkill just to be able to talk to the traitor then it's not worth it.

Posted: Fri Jul 25, 2014 4:53 am
by TierShift
They add a member.

Unrecruited traitor loses if left with townies
Recruited traitor needs to die before town wins.
3-man scumteam is better than 2-man scumteam.

Posted: Fri Jul 25, 2014 5:02 am
by reinoe
TierShift wrote:They add a member.

Unrecruited traitor loses if left with townies
Recruited traitor needs to die before town wins.
3-man scumteam is better than 2-man scumteam.

...Some Traitors lose if the main Mafia group is wiped out, even if they are still alive.

One of the things about traitors is how they are unstandardized. Traitors don't always lose if left with just townies. There's a thread about it.

Posted: Fri Jul 25, 2014 5:12 am
by TierShift
I know, but I took the most accepted choice where there was one. Like traitor losing with townies.

Posted: Fri Jul 25, 2014 7:50 am
by BBmolla
Well you learn the identity of another partner, I'd say that's pretty nice. But I mean, obviously it's probably more ideal to just kill someone.

Btw, when recruited, for balance reasons, the Traitor still return guilty to knifesmith and innocent to gunsmith. He uses his Doc knives to kill.

Edit: If the Mafia faction dies without the Traitor being recruited, he commits suicide.

Posted: Fri Jul 25, 2014 4:58 pm
by theslimer3
know your neighbor

Players: 5
Type: Open
Roles: mafia/town neighborizer.
Setup: ^ selected from 1 mafia and 4 townies
Description: Using random.org or a coin flip, the neighborizer is chosen to be a townie or the mafia.
If a town neighborizer is lynched then it is an automatic game over. The neighborizer is only allowed to target one player per night. The neighbors have day talk, and the 24hr night is used to select another player. Scum does not have a night kill.

I was thinking that maybe the mechanics are a bit shifty considering the 50% lynch on neighborizer will be kind of messy.
What do you think of it though?

Posted: Sat Jul 26, 2014 2:24 am
by theslimer3
IN ADDITION:

I've decided it'd be a bit more interesting if the remaining 4 players were split into groups of 2 as "Best Friends" (2 random players chosen for a qt)

That gives everyone someone to daytalk to, and the neighbor the ability to choose a person who is talking to someone else.

I suppose all the mixed talking elsewhere could be troublesome... Perhaps then it should be best for the 24 hour night to be for talking instead amongst best friends, and the day for neighbors

Posted: Sat Jul 26, 2014 2:55 am
by TierShift
I like the first version better, but there's a few things that I don't understand/need improvement.

1. The setup is inherently townsided by letting town have 3 lynches and thus 60% chance of hitting scum (disregarding 50% neighbourizer). Neighbourhoods are somewhat positive utility, so that's even more townsided. Why not add a nightkill and have only two lynches?

2. There's a 50% chance the neighbourizer is scum. So you can lynch 2 random townies and then the neighbourizer for an EV of 75% (0.5 town neighbourizer*0.5 lynching scum in two rounds+0.5 mafia neighbourizer=0.75) Why not let every player have a 20% chance of being scum?

Point 2 is most important.

I don't really like the addition because it has the possibility of ruining the game thread by only talking in QT's.

Posted: Sat Jul 26, 2014 1:27 pm
by LlamaFluff
BBmolla wrote:
Mr. And Mrs. Smith


14 Players

1 Mafia Roleblocker
1 Mafia Goon
1 Mafia Recruitable Traitor Doctor

1 Bulletproof Serial Killer

1 Town Gunsmith
1 Town Knifesmith
1 Town Vig
1 Town Doctor
6 VTs


  • Daystart
  • Gunsmith gets a positive on Mafia Roleblocker, Mafia Goon, and Vig.
  • Knifesmith gets a positive on Mafia Traitor Doctor, Doctor, and Serial Killer.
  • 1:1:1 situation results in SK victory.



1) Can RB/Recruited Mafia act and kill?
2) If traitor has been recruited does he investigate guilty to gunsmith? If yes what if gunsmith targets him on night he is recruited?
3) Do doctors protect against multiple kills?
4) What happens if unrecruited traitor is only remaining mafia?

Posted: Sat Jul 26, 2014 3:39 pm
by BBmolla
LlamaFluff wrote:
BBmolla wrote:
Mr. And Mrs. Smith


14 Players

1 Mafia Roleblocker
1 Mafia Goon
1 Mafia Recruitable Traitor Doctor

1 Bulletproof Serial Killer

1 Town Gunsmith
1 Town Knifesmith
1 Town Vig
1 Town Doctor
6 VTs


  • Daystart
  • Gunsmith gets a positive on Mafia Roleblocker, Mafia Goon, and Vig.
  • Knifesmith gets a positive on Mafia Traitor Doctor, Doctor, and Serial Killer.
  • 1:1:1 situation results in SK victory.



1) Can RB/Recruited Mafia act and kill?
2) If traitor has been recruited does he investigate guilty to gunsmith? If yes what if gunsmith targets him on night he is recruited?
3) Do doctors protect against multiple kills?
4) What happens if unrecruited traitor is only remaining mafia?

1) I'd say yes, but I don't believe it matters?
2) No he does not.
BBmolla wrote:Btw, when recruited, for balance reasons, the Traitor still return guilty to knifesmith and innocent to gunsmith. He uses his Doc knives to kill.

I'll add it to the rules next time I post the setup.
3) Doctors protect against a single kill.
4)
BBmolla wrote:Edit: If the Mafia faction dies without the Traitor being recruited, he commits suicide.

Posted: Sat Jul 26, 2014 3:40 pm
by BBmolla
All of the above are subject to discussion, if you feel it's better for recruited traitor to be seen as positive to gunsmith, then that's a okay by me.

Posted: Mon Jul 28, 2014 2:02 am
by Empking
Finish or Not Finish[/b]

2 Mafia Goons

1 Serial Killer

1 Doctor
7 VTs

Scum are immune to night kills
The lynch first reveals whether the target is Mafia. The players then have 24 hours to lynch him, or to not lynch him.

Posted: Mon Jul 28, 2014 4:37 am
by theslimer3
TierShift wrote:I like the first version better, but there's a few things that I don't understand/need improvement.

1. The setup is inherently townsided by letting town have 3 lynches and thus 60% chance of hitting scum (disregarding 50% neighbourizer). Neighbourhoods are somewhat positive utility, so that's even more townsided. Why not add a nightkill and have only two lynches?

2. There's a 50% chance the neighbourizer is scum. So you can lynch 2 random townies and then the neighbourizer for an EV of 75% (0.5 town neighbourizer*0.5 lynching scum in two rounds+0.5 mafia neighbourizer=0.75) Why not let every player have a 20% chance of being scum?

Point 2 is most important.

I don't really like the addition because it has the possibility of ruining the game thread by only talking in QT's.

Say I decide to add another scum, but add the conditions of winning to 1:1. Then what would that do?

Posted: Mon Jul 28, 2014 2:32 pm
by BBmolla
Empking wrote:
Finish or Not Finish[/b]

2 Mafia Goons

1 Serial Killer

1 Doctor
7 VTs

Scum are immune to night kills
The lynch first reveals whether the target is Mafia. The players then have 24 hours to lynch him, or to not lynch him.

Becomes pretty broken after SK dies. But I assume it stops taking effect at that point.

Posted: Mon Jul 28, 2014 4:50 pm
by Kaiveran
Kaiveran wrote:As my turn in the Open queue is coming up soon and I've been working on this with LlamaFluffStuff, I would like to have a few more pairs of eyes on this semi-open multiball setup.
It's tentatively called
C18++
, but given how close the revisions have made it to its inspiration, I'd be willing to call it
Two-Fold C9++.


Wiki article here.


Posted this in the Open Setup Reviews thread but got nothing but dead air. Since my turn in the open queue is coming up and LlamaFluff wants this to be trial run, he told me to crosspost here where it's more active. Basically we're just looking for a couple of people to say "this makes sense."

Posted: Wed Jul 30, 2014 10:26 am
by beastcharizard
Kaiveran wrote:
Kaiveran wrote:As my turn in the Open queue is coming up soon and I've been working on this with LlamaFluffStuff, I would like to have a few more pairs of eyes on this semi-open multiball setup.
It's tentatively called
C18++
, but given how close the revisions have made it to its inspiration, I'd be willing to call it
Two-Fold C9++.


Wiki article here.


Posted this in the Open Setup Reviews thread but got nothing but dead air. Since my turn in the open queue is coming up and LlamaFluff wants this to be trial run, he told me to crosspost here where it's more active. Basically we're just looking for a couple of people to say "this makes sense."


I would join it if you run it. It does seem a little confusing for the mod though.

Posted: Wed Jul 30, 2014 11:07 am
by Kaiveran
Hmm, yeah, maybe I should add some more details about how things are determined and assigned for future mods. Like how extra powers for the scum are given to Goons, and the specific process used to distribute the role modules.

Posted: Wed Jul 30, 2014 12:48 pm
by beastcharizard
Trust your Mentor


13-player Setup

1 Ascetic Mafia Goon
1 Mafia Roleblocker
1 Mafia Goon

1 Town Mentor
1 Town Babysitter
1 Ascetic Townie
7 Vanilla Townies


Day start

Posted: Sun Aug 03, 2014 8:40 am
by reinoe
beastcharizard wrote:
Trust your Mentor


13-player Setup

1 Ascetic Mafia Goon
1 Mafia Roleblocker
1 Mafia Goon

1 Town Mentor
1 Town Babysitter
1 Ascetic Townie
7 Vanilla Townies


Day start

I approve of the use of Mentors and Babysitters because those should see more love.

Posted: Mon Aug 04, 2014 8:30 am
by Bicephalous Bob
Mentor and babysitter are great roles and the combination is a great idea.

Notes:

-The mentor is probably about as powerful as a 1-shot friendly neighbor. The Babysitter is about as powerful as a doc. The ascetic townie is a negative utility. This isn't a lot of town power.
-The Mafia can get away with both roleblocking and killing a claimed babysitter. They don't have to care about the collateral damage if the babysitter has good reads. Similarly, they can roleblock a claimed mentor until they find the babysitter. Without a roleblocker, they have to fish for roles and generally show more incentive, which makes the game more fun.
-The ascetic goon can only block the mentor recruit. This doesn't add much.

Without making too many changes, this is probably more balanced and less complex:

3 Mafia Goons

1 Town Mentor
1 Town Babysitter
1 Named Townie
7 Vanilla Townies

Posted: Mon Aug 04, 2014 3:43 pm
by Feu et Vol
The idea for ascetic mafia was so they couldn't be protected either. The mentor gets a kill once it gets a mentee. So it is a vig at that point. At least that is what the wiki said. A town with a vig and protecting role that can also "kill" is strong to me which is why I added a way to stop them both. Ascetic townie was to have a town role that couldn't be protected or recruited and to add wifom of why the mentee thing didn't work.

I was worried this wasn't balanced at all. Named townie is a good idea. I guess both PRs take down another person with them when they did so there is the possibility of 4 deaths in a night.

I am testing the original on my home site. I really like this goon one too though so assuming I don't get to test it here soon I will probably test it over on my home site as well to see how it plays out. Might try to run both at the same time actually.

Thank you for the help and making me feel smart for putting the two roles together. They are both interesting to me.

Also too lazy to go to main but this is obviously beastcharizard.

Posted: Thu Aug 07, 2014 2:38 am
by Bicephalous Bob
3 Mafia 1-shot PGOs (active)

1 Town Cop
1 Town Jailkeeper
8 VTs

Besides the factional kill and the individual PGO shots, the Mafia have one factional PGO shot, meaning that one mafioso can arm himself twice. The mafioso performing the nightkill can't arm himself. PGO shots can't be blocked. Factional kills and PGO kills are indistinguishable.