[OLD] Open Setup Ideas and Discussion
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- ortolan
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ortolan Mafia Scum
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^^ I like that one, very very simple too
mafia have 0.4 odds of winning, town 0.6 by random lynching
that's not that unbalanced compared to other standard setups is it?
I can't help but feel in practice unless mafia played really well it'd be pretty easy to out them. And do the townies know who their lovers are?Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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Isa 40% chance of winning for mafia imbalanced? (open question)
Is there any basis for this? I'm genuinely curious (another open question). It seems to presuppose the deductive power of the town is in general greater than the power of scum to manipulate above the base odds (something that is not at all evidenced by games I've played in).Empking wrote:If town has higher than 50% win chance, that's horribly imbalanced. I'd say if they have 45-50 its imbalanced.Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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ortolan Mafia Scum
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Anyhow I'm gonna post, if it's a repeat then sue me:
I have an idea for a setup spurred by discussion of lovers which is so simple/obvious I'm sure it's been used/discussed extensively before but I'm unsure how to search for previous setups. Anyhow, in case it hasn't:
True Love
Nightless
8 Players- 2 Mafia, 6 Townies
4 lover pairs.
It is known the configuration of lovers is:
1 townie-1 townie
1 townie-1 townie
1 townie-1 scum
1 townie-1 scum
Everyone is aware of who is paired with whom. Daytalking is allowed between both lovers and scum.
This has exactly 50% odds of being won by either town or scum. Sounds awesome to me.Last edited by ortolan on Mon Mar 09, 2009 9:50 am, edited 1 time in total.- ortolan
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ortolan Mafia Scum
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I'll just commit for the time being:
Here is an example:
You are ortolan, mafia
Your partner in crime is Adel. You may talk with him/her at any time.
Your lover is mith. [additionally all the lover pairings are listed in the mod's opening post anyhow]. You may talk with him at any time.
You win when the number of living mafia players outnumbers or is equal to the number of living town players.Last edited by ortolan on Mon Mar 09, 2009 9:49 am, edited 1 time in total.- ortolan
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ortolan Mafia Scum
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what do you think about this one Korts: http://www.mafiascum.net/forum/viewtopi ... 65#1532265
Also 50% odds of winning for either
Is there any chance of me running that in the open games queue or will I need to run it during a marathon day or something first to prove whether it's workable?Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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ortolan Mafia Scum
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I agree with Korts' point- while strictly speaking it does have a 50% expected win percentage for both town and scum, it is just a bad/boring setup regardless.Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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ortolan Mafia Scum
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actually I just thought of something interesting regarding your setup Empking
if it is agreed beforehand that it is suboptimal town play for masons/scum to claim, then if anyone claims they get autolynched. Then you just play mafia. If the townie gets lynched then they have additional knowledge of who the scummiest on their wagon were. This doesn't change the expected win percentages from a cold hard neutral probabilistic perspective but probably in practice does help town.Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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ortolan Mafia Scum
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I think what will end up happening is if you run up a mafia then they will claim Mafia B. If it is actually Mafia A the real Mafia B will argue quite stringently to get them lynched which may well give them away also.
Either way Mafia A is likeliest to win in my opinion.Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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^^^ that doesn't actually follow from the setup- if you're confident you caught a scummy I see few instances where you could be confident they're Mafia A rather than B, especially assuming even half-decent scumplay from the scum.Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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How'd you come to this conclusion? We had an easy win on our handsmyk (771) wrote:actually, after previous game, it seems that polygamist can be a bit more favored for town, but that is something I want to test out now.Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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Yer exactly, you're either removing townies who are probably lynch bait anyway, or getting a confirmation that someone is scum.Crazy wrote:I think it's pretty balanced that way... the vig kills are actually a pro-town thing, considering that the vig will be trying to target people that are actually scummy.Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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Delayed Reaction
12 Players:
3 Mafia Bombers
1 Explosives Expert
1 Explosives Expert's Understudy
7 Vanilla Townies
The mafia do not night-kill, instead each night they choose from two options: plant a bomb on a player, or detonate all previously planted bombs. Being blown up kills a player. The explosives expert can check a player each night to see if they have a bomb planted on them. The understudy gains the abilities of the explosives expert when they die. Mafia cannot plant bombs on themselves. The explosives expert will receive a positive result on whomever they investigate if a bomb was planted on them on a previous night or during the night the investigation was undertaken. All roles are revealed upon death, including that of the understudy.Last edited by ortolan on Sat May 30, 2009 8:22 pm, edited 3 times in total.- ortolan
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Wait how is Cowardly Mafia v4 balanced? The vig still kills the scummiest players, in order to kill the vig the mafia have to know both whom the vig is and guess who their target is, which seems very unlikely. Until then the vig just vigs the scummiest lynch-bait players then reports when they get a no-kill. They lynch the scum and the vig gets another go. It's not balanced at all...
The best chance mafia have is to counter-claim the vig, but if this happens after day one it's likely only the vig can justify their choice of night-kill targets based on their previous posts.- ortolan
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ortolan Mafia Scum
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The mafia can't night-kill, and the explosives expert learns if there is an explosive charge on the person altogether, including if it was placed on the same night as the investigation took place. Edited as it may have been unclear.Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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I added the extra townie I originally had back to Delayed Reaction to make it 12 player. This adds an extra day before LYOL assuming 3 mislynches/bomb plants.
It seems reasonably balanced now. Any comments?
Cowardly looks alright in its present form but I'll check out some more commentary before giving my approval.- ortolan
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I think the probability of them getting a clear isn't that high to begin with plus even if the expert does claim an innocent on one or two players then the remaining mafia can plant a bomb on him then blow them all up the next night. Otherwise it's their fault for losing their scumbuddies imo.BAB wrote:Well, I it just seems more acceptable to me, and it limits the power of the explosives expert when there's one mafia left. Which, I see as more balancing in the possibility that both experts are alive and the other two mafia have been lynched first two days.Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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well, say the mafia has planted a bomb on someone and the explosives expert finds it
If they claim, then unless the mafia counter-claim them then the town gets both a confirmed townie in the explosives expert who has claimed and the person whom a bomb has been discovered on. If the mafia wishes to kill the explosives expert, unless they already have a bomb on them, then they need to spend another night to plant a bomb on the explosives expert before they can kill the two, essentially giving the town at least two days with two confirmed townies to narrow down the potential scum. Also, the explosives backup can claim and if not counter-claimed you get another townie during LYOL. Asides from that, assuming perfect play from the mafia they cannot win until they havefourmislynches in a row rather than the standard three from a 12 player setup. In light of this I do not think it is clearly imbalanced in favour of the mafia. Note I still disagree with BAB's suggestion that the mafia actually needsmorepower. The setup is somewhat unpredictable, but I don't see it clearly being biased towards one side or another.
But no, the explosives expert cannot disarm the bombs. Do you still think that would improve the setup in light of the above? It seems that might make it potentially too town-skewed (although in this case the mafia might choose simply to play it like nightless or alternatively target some of the scummiest townies to get some extra kills in here and there).Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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Yer I'm not keen on putting that in really.Kelly Chen wrote:IIRC that game had a bomb-defuser and a roleblocker. I strongly recommend against these roles. They make it impossible for the mafia to know what "kills" they have to do over, or even (in the case of the game I was in) that there is a possibility that bombs need to be replaced.
Hmm. Well I guess the worst case scenario is the detector gets wagoned to a claim day one then the mafia have to plant a bomb on him that night and presumably detonate the next, then they progressively plant bombs on the townies until the point where they can end-game by detonating them. I think I'd still rather keep the backup because the detector isn't that powerful in the first place- it only has a small chance of confirming an innocent even when it does investigate someone (and I don't think giving it a defuse ability is a good idea as you say).Kelly Chen wrote:A bomb detector is basically a type of cop. I really don't think this role needs a backup, since this guy isn't going to get lynched, it is quite expensive for mafia to kill him in the first place... and on death he gets a replacement? ugh.Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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I think it's more likely in a game where someone has seen it before and therefore knows to suggest it
http://www.mafiascum.net/forum/viewtopic.php?t=9768Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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I still like Delayed ReactionCurrently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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Please give Delayed Reaction a go. People will love it due to its unconventional setup. I also see a mafia or town win as equally likely. I will mod if necessary (I'm aware that's not really a possibility). Most of the issues I've seen with it were extremely nitpicky (and I'd suggest the proposed improvements were inferior to the original) and frankly all setups on this site are balanced towards one side or another. I think this is at least as good as most other open setups.farside22 wrote:I need some game ideas people. Hit this page today with what you want to see. Carbon 14 is a possibliltyCurrently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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Personally I don't feel it is any more "themed" than any of the open setups which e.g. feature jesters prominently. It is quite standard, it just has a modified night-kill/investigation dynamicyabbaguy wrote:Feels a lot like a Theme game, ortolan. That's just me.Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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blowing my own trumpet here, but imo True Love should get run again
exactly 50-50 odds of town/mafia winning, sounds like a winner setup to me!
http://www.mafiascum.net/forum/viewtopi ... 65#1532265
you don't need to tell people who is lovers with whom at the start, as per how the game was run the first time round: http://www.mafiascum.net/forum/viewtopic.php?t=11349- ortolan
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yer they canfarside22 wrote:
I could go for another round in the game.ortolan wrote:blowing my own trumpet here, but imo True Love should get run again
exactly 50-50 odds of town/mafia winning, sounds like a winner setup to me!
http://www.mafiascum.net/forum/viewtopi ... 65#1532265
you don't need to tell people who is lovers with whom at the start, as per how the game was run the first time round: http://www.mafiascum.net/forum/viewtopic.php?t=11349
Out of curiousity (because I'm a bit tired) was scum allowed to day talk to each other as well in the game?- ortolan
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first time we played that setup we thought it was ridiculously biased towards scum (perfect victory) and second time round....ooh look scum won again (perfect victory). Your change is interesting but I don't think it helps the fact that both the town and the mimes' victory condition is extremely difficult to achieve.Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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basically the problem with the whole dynamic is that town is extremely wary of lynching scummy people. They are more likely to go for nolynches or unothorthodox lynches which wouldn't normally be logical or desirable. No lynches screw up the town, as do having to use variant methodologies for finding scum which will make assessing other people extra difficult. The nolynches punish the mimes and the town, and the whole lynching process being based around "not lynching the mimes" also punishes the mimes and the town. The only way I think the setup could be balanced is by giving the mafia a more difficult win condition, so that they are comparably impaired to the other two factions. Mafia lovers would be something to consider (obviously the town PRs would have to be played around with).
pre-post edit: the new setup looks far more promising. I'd still be interested in perhaps a smaller variant with one jester and two mafia lovers and a few vanilla townies.Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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how about 8 players, 5 vanilla townies, 2 mafia lovers, one jester, mafia get a night-kill
it should be possible to do a % chance to win calculation for that.Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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looks like scum = 33% chance, mime = 24% chance, town = 43% chance from my calculations. That is within the bounds for balance I would hope. I might nominate this one.Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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I'd like to see this run, although I'd changeHerodotus wrote:There Is No "TEAM" In "I"but there is an "I" in "VIGILANTE"Mafia
2-3Mafia Goons
5-7Vanilla Townies
2-3Hunters
Each hunter has a NK, and is on their own team (i.e. the hunters are not teamed together, so they don't know who each other are.) If a hunter shoots a mafia member, that hunter wins and is removed from the game. If a hunter shoots a townie, that hunter loses and is removed from the game. If they never shoot anyone, they lose at endgame. All NK's happen simultaneously, so a hunter who is killed by the mafia or another hunter could use their ability on that night. Day start.
Optional: If multiple hunters target the same person on the same night, the mod randomly chooses one who shoots first, and the other holds their shot.
Optional, to discourage hunters from claiming: When a hunter is lynched, day continues.
Optional, to discourage hunters from claiming: the mafia have a roleblock in addition to their kill, but can't use it on the same person on consecutive nights.
It's not necessarily right for the Open Queue, but how about as a marathon/quick game?
To "whoever submits the action first".Optional: If multiple hunters target the same person on the same night, the mod randomly chooses one who shoots first, and the other holds their shot.Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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I see no good reason they couldn't "optionally" do that, no.
Um...so is the fact that catching scum (or pulling a good gambit as scum) usually requires a fair bit of mental attention. It might be *random*, or *timezone-biased*, as Flay pointed out, but I don't see it as systematically disadvantaging people who "have lives", whatever that means; at least not more so than they usually are in the context of a mafia game.Max wrote:No, as that is unfair to people who have lives...Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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this one deserves consideration (personally I think the altered lynch mechanic is similar to the altered nightkill mechanic I proposed in Delayed Reaction; which was apparently too deviant to be an open game. Not a criticism of your setup but I think neither should be disallowed).hitogoroshi wrote:Oh, that's what you meant, Adel? :/
Personally I don't think it really is a big deal if only one of the roles has the ability, because then you know who it is. I was thinking it'd be more interesting if the lynch AND THE FLIP were delayed a whole extra day, giving you some concrete information (this person is going to die) but not all of it (their flip.)
I don't want to run the numbers right now but I'm gonna assume even balances better and whip up a little mock up:
Slow Rusty Guillotine Mafia
2 Mafia Goons
1 Maifa Roleblocker
1 Town Tracker
1 Town Doctor
1 One-Shot Impatient Vigilante
6 Townies
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Follow The Cop
9 players
2x mafia goons
1x cop
2x beloved princess millers
4x vanilla townies
cop head start
edit: beloved princesses only give the scum an extra kill, the cop only gets one investigation. They only trigger doublekill if they are lynched, not nightkilled.Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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If you ended up with two VTs dead on first day/night, then 1 or 2 of the scum also claim beloved princess. If only one claims you end up with a 1/3 chance of hitting scum out of them, assuming the cop didn't inspect the scum who fake-claimed vanilla. Assuming they didn't then if you hit town (2/3 chance) then town loses instantly. If they did then you lynch a scumbag, cop dies and you end up in 5 player and the same choice between 2 beloved princesses and one scum, where if you choose wrong you lose. I can't see how this approach helps town in the slightest.BridgesAndBaloons wrote:
Iortolan wrote:Follow The Cop
9 players
2x mafia goons
1x cop
2x beloved princess millers
4x vanilla townies
cop head start
edit: beloved princesses only give the scum an extra kill, the cop only gets one investigation. They only trigger doublekill if they are lynched, not nightkilled.thinkthe best strategy here is to lynch normally day 1, and if someone is driven to claim that claims princess or cop, lynch someone else (obv). Then, Day 2 have both princesses claim and cop claim her result. Thoughts?Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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ortolan Mafia Scum
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I don't think it's as harsh on town as you make out. When a princess gets wagoned they are going to claim princess. When a scum gets wagoned they are going to claim either princess or VT. That's all part of the WIFOM- if someone claims princess you're taking a big risk by lynching them, but if the town is scumhunting well they should be able to see past that and lynch based on actual scummy behaviour.ElectricBadger wrote:
So basically a nerfed cop and potential double-kills for the mafia. It's a REALLY brutal scenario for town. Two mislynched BP's = 6 dead townies = probable scum win. Assuming one scum fake claims, town has a 2/3*1/2=33% chance of ending in such a situation, without even addressing the other scum.ortolan wrote:Follow The Cop
9 players
2x mafia goons
1x cop
2x beloved princess millers
4x vanilla townies
cop head start
edit: beloved princesses only give the scum an extra kill, the cop only gets one investigation. They only trigger doublekill if they are lynched, not nightkilled.
I think removing the BP's and having them just millers would be a much better balance.
Also remember that if the cop gets an innocent result then that player is a confirmed innocent VT. When they get a guilty they can decide based on the person's behaviour whether they are more likely to be scum or princess.
That would be funny but it would probably further disadvantage the town and lead to no-kill WIFOM situations (if there's no kill the town will wonder if the scum nokilled or if they targeted a princess, and they will speculate as to who the kill was directed at) which aren't very enjoyable to play through in my opinion.Elmo wrote:
Should probably be run at least once for sheer comedy value.ortolan wrote:Follow The Cop
Bonus points if you make the princess millers bulletproof.Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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Oh yer, I forgot that would effectively be a free investigation for the cop. In that case another perspective is that it gets very nasty for the scum if a beloved princess claims and is believed. They cannot kill them in any way. If it happens with both it completely screws the scum.Elmo wrote:For all of the 3 seconds I spent thinking about it, I thought that would lean more towards town, I would just take the free investigation and be happy. Just curious what your perspective is?Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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ortolan Mafia Scum
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ortolan Mafia Scum
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If only one scum claims then there's a 66.6% chance of mislynching. The next day if the town chooses to lynch from the first two there's a 50% probability of them losing instantly.
The chances of the cop finding the other scum lying about their claim in that time is too complicated for me to calculate taking into account all possibilites. I don'tthinkit's broken though .Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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Cheers. I think the numbers are difficult to run because you need to take into account probability of cop investigating one of the three claimaints n0 vs not doing so. It just got too complicated for meElmo wrote:Yeh, it's not clearly broken. I don't know if it's better or not, but it's probably within the margin where you'll sometimes do better with scumhunting. (Still too lazy to run numbers.)
Nominate: Follow the CopI figure!Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
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I think I've asked that before and got the answer "no". I could be wrong but I think farside basically determines what setups get run, apart from when a setup is nominated for the first time.yawetag wrote:I can't find a link to it, so I'll ask here. Is there a list of all approved Open Setup games?Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
Feel free to PM me to be ready in case I need a replacement.- ortolan
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ortolan Mafia Scum
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ortolan Mafia Scum
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Looks like we're good to go. Seems like I have a knack for coming up with 50% setups seeing as my other one, true love was exactly 50%.mith wrote:(EV is...50% [or] 45%.)Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
Feel free to PM me to be ready in case I need a replacement. - ortolan
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