[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #44 (isolation #0) » Mon Jan 26, 2009 3:58 pm

Post by StrangerCoug »

Jahudo wrote:
Adel wrote:
Bastard-Mod Cop Town

1 Bastard-Mod Godfather (investigates as innocent, revealed as "Mafia Goon" in death scene, gets Mafia Goon Role PM)
2 Mafia Goons
2 Sane Cops
1 Insane Cop
3 Non-Sane Cops (Random Role: 50% chance of being Naive, 50% chance of being Paranoid. Each one is randomly determined independently of the others)
1 Bastard-Mod Miller (Gets Townie Role PM, revealed in Death Scene as "Mafia Goon")
1 Bastard-Mod Townie/Miller (Random Role: 50% chance of being Bastard Mod-Miller, 50% chance of being Townie)
1 Townie

Cop Head-Start.
Seconded.
That sounds interesting.
-Do any of the cops know their sanity?
Cops are almost never told they're not sane, and being sane is only something mods tell cops in games where it is known that sanity issues are not in play. (The same goes for docs, by the way.) I have seen cop/doc PM's where it says the recipient's sanity is in question, though.
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Post Post #754 (isolation #1) » Tue Apr 28, 2009 6:22 am

Post by StrangerCoug »

You know, it's a shame Mini 752: Super F11 got abandoned, because I thought it would work quite well for a semi-open setup. So I'm going to try to revive it by presenting it here.

SUPER F11
  • 12 players
  • Roles for nine of the players are selected at random from the following:
    1. 1 Mafia goon, 1 Mafia roleblocker, 7 vanilla townies
    2. 1 Mafia goon, 1 Mafia roleblocker, 1 cop, 1 doc, 5 vanilla townies
    3. 2 Mafia goons, 1 cop, 6 vanilla townies
    4. 2 Mafia goons, 1 doc, 6 vanilla townies
  • The other three roles are selected at random again from the following:
    1. 1 Mafia tracker, 2 vanilla townies
    2. 1 Mafia tracker, 1 backup cop, 1 backup doc
    3. 1 Mafia goon, 1 backup cop, 1 vanilla townie
    4. 1 Mafia goon, 1 backup doctor, 1 vanilla townie
So... worth a revival?
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Post Post #779 (isolation #2) » Mon May 04, 2009 4:44 am

Post by StrangerCoug »

I think 1-shot C9 is a good idea to play with, but for it to be a true C9 the cop and doc must each have a 50-50 chance of existing in the first place.
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Post Post #781 (isolation #3) » Mon May 04, 2009 4:56 am

Post by StrangerCoug »

That's better.
Nominate.
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Post Post #804 (isolation #4) » Thu May 07, 2009 2:42 am

Post by StrangerCoug »

BridgesAndBaloons wrote:1) Should mafia be told WHO the survivor is?
No.
BridgesAndBaloons wrote:2) Should I change it so that town can win with the survivor? I didn't want to do this, because then survivor could easily claim, and then the cop will know hir results are reliable.
I personally would. If you have problems with the survivor winning with the town, take it out of the setup.
BridgesAndBaloons wrote:3) Can you think of a better name?
No.
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Post Post #1188 (isolation #5) » Fri Jan 08, 2010 12:25 pm

Post by StrangerCoug »

I CAN'T THINK OF A GOOD NAME FOR THIS SETUP

2 Mafia A
2 Mafia B
1 anti-Mafia A cop
1 anti-Mafia B doctor
6 vanilla townies

It should be obvious that the anti-Mafia A cop gets guilties only on Mafia A and the anti-Mafia B doctor protects only against Mafia B.

Alternatively, this can be a semi-open with a 50% chance of an anti-Mafia B cop and an anti-Mafia A doctor instead of the other way around.
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Post Post #1230 (isolation #6) » Sat Feb 13, 2010 8:17 am

Post by StrangerCoug »

I personally think Immune Mafia is a bit confusing, but that's my first impression.
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Post Post #1413 (isolation #7) » Thu Jun 10, 2010 12:43 pm

Post by StrangerCoug »

DOUBLE F11... WELL, KIND OF

Split the 18-player game in two and independently generate each half. Half 1 is the standard F11; half 2 replaces the cop, doc, and roleblocker with a tracker, watcher, and ninja respectively. Then combine them back together.

For players who like lists:
  1. One of these with equal likelihood:
    • 1 Mafia goon, 1 Mafia roleblocker, 1 cop, 1 doctor, 5 vanilla townies
    • 2 Mafia goons, 1 cop, 6 vanilla townies
    • 2 Mafia goons, 1 doctor, 6 vanilla townies
    • 1 Mafia goon, 1 Mafia roleblocker, 7 vanilla townies
  2. One of these with equal likelihood:
    • 1 Mafia goon, 1 Mafia ninja, 1 tracker, 1 watcher, 5 vanilla townies
    • 2 Mafia goons, 1 tracker, 6 vanilla townies
    • 2 Mafia goons, 1 watcher, 6 vanilla townies
    • 1 Mafia goon, 1 Mafia ninja, 7 vanilla townies
What do you guys think?

There could also be a game with just the second half, a good name being
NINJA MAFIA
.
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Post Post #1420 (isolation #8) » Sat Jun 12, 2010 3:05 am

Post by StrangerCoug »

Super Smash Bros. Fan wrote:@StrangerCoug: I would most definitely sign-up for that game. However, I have a question:

How many deaths will be needed until the combination happens?
See below. As conceived, the two halves are already combined.
Herodotus wrote:Are all the mafia teamed together? If so, it's probably unbalanced in favor of the scum. If not, it's probably unbalanced against them.
I was thinking of teaming the Mafia together here. It's clear to me that 14:2:2 is imbalanced toward town, but I would like to know how this setup played 14:4 is imbalanced toward scum.
Herodotus wrote:But it could be adjusted... maybe separate scumteams and deduct a VT from each half?
That was going through my head too.
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Post Post #1426 (isolation #9) » Sun Jun 13, 2010 12:27 pm

Post by StrangerCoug »

farside22 wrote:@SC: I'm a bit confused here. Is there two separate games going on with that set up and then combine at a certain point?
No, it is all in the same game. The split is for role generation purposes.

Perhaps the ninja should be forbidden from making two kills in a row?
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Post Post #1460 (isolation #10) » Sun Jul 11, 2010 11:29 am

Post by StrangerCoug »

farside22 wrote:
StrangerCoug wrote:
DOUBLE F11... WELL, KIND OF

Split the 18-player game in two and independently generate each half. Half 1 is the standard F11; half 2 replaces the cop, doc, and roleblocker with a tracker, watcher, and ninja respectively. Then combine them back together.

For players who like lists:
  1. One of these with equal likelihood:
    • 1 Mafia goon, 1 Mafia roleblocker, 1 cop, 1 doctor, 5 vanilla townies
    • 2 Mafia goons, 1 cop, 6 vanilla townies
    • 2 Mafia goons, 1 doctor, 6 vanilla townies
    • 1 Mafia goon, 1 Mafia roleblocker, 7 vanilla townies
  2. One of these with equal likelihood:
    • 1 Mafia goon, 1 Mafia ninja, 1 tracker, 1 watcher, 5 vanilla townies
    • 2 Mafia goons, 1 tracker, 6 vanilla townies
    • 2 Mafia goons, 1 watcher, 6 vanilla townies
    • 1 Mafia goon, 1 Mafia ninja, 7 vanilla townies
What do you guys think?

There could also be a game with just the second half, a good name being
NINJA MAFIA
.
SC does that mean this game is 18 players?
I'm planning on putting it up for the next open game phase and I want to make sure I understand it completely first.
Sorry for the disappearance post-transfer. Yeah.
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Post Post #1473 (isolation #11) » Fri Jul 16, 2010 2:48 pm

Post by StrangerCoug »

mask man wrote:
MonkYou are a peaceful monk. If you are lynched, the people of the Saint's Temple will rebel against whoever hammered you.

Wise ApprenticeYou are but an apprentice in the Saint's Temple. However you are very wise, and if someone tries to hoodwink you then you will become greater.

Enlightened ApprenticeAlas, a stranger has fooled you! Thankfully you learned from your mistake and became great. You are renowned now, and the people shall rebel if you are lynched.

Sushi ManYou sell sushi to the kind monks at the Saint's Temple.

FalsehoodYou are falsehood, and your goal is to destroy the Saints Temple. To aid in this, you may lie to people during the day and steer them to the wrong path.

NecromancerYou work with the dark and evil elements to destroy the Saint's Temple.

Scrying NecromancerYou work with the dark and evil elements to destroy the Saint's Temple. You and your owl may wear robes and chant Latin words around your Scrying Pool to reveal the identities of people.




open setups(less player ones suck, ones with multiple mafia factions may be extremely wonky.):

Monk+Monk+Falsehood/mafia
Monk+Monk (Decieved)+Scrying Necromancer/mafia
Wise Apprentice+Monk+Monk+Falsehood/mafia
Sushi Man+Wise Apprentice+Monk+Falsehood/mafia
Sushi Man+Wise Apprentice+Monk+Monk+Falsehood/mafia
Wise Apprentice+Wise Apprentice+Monk+Monk+Falsehood/mafia
Sushi Man+Sushi Man+Monk+Monk+Scrying Necromancer/mafia
Monk+Monk+Monk+Monk+Monk+Falsehood/mafia
Sushi Man+Wise Apprentice+Wise Apprentice+Monk+Monk+Falsehood/mafia
Sushi Man+Sushi Man+Monk+Monk+Monk+Scrying Necromancer/mafia
Sushi Man+Sushi Man+Monk+Monk+Monk+Falsehood/mafia+Falsehood/mafia
Wise Apprentice+Wise Apprentice+Monk+Monk+Monk+Scrying Necromancer/mafia+Falsehood/mafia
Wise Apprentice+Wise Apprentice+Monk+Monk+Monk+Falsehood/mafia+Falsehood/mafia2
Sushi Man+Sushi Man+Monk+Monk+Monk+Monk+Falsehood/mafia+Falsehood/mafia
Sushi Man+Sushi Man+Wise Apprentice+Wise Apprentice+Monk+Monk+scry/mafia+Falsehood/mafia
Sushi Man+Sushi Man+Sushi Man+Wise Apprentice+Monk+Monk+Falsehood/mafia+Falsehood/mafia2
Sushi Man+Sushi Man+Wise Apprentice+Wise Apprentice+Monk+Monk+Falsehood/mafia+Falsehood/mafia2+m/mafia3
Sushi Man+Sushi Man+Sushi Man+Monk+Monk+Monk+Falsehood/mafia+Falsehood/mafia2+Falsehood/mafia3
Sushi Man+Sushi Man+Monk+Monk+Wise Apprentice+Wise Apprentice+Scrying Necromancer/mafia+Falsehood/mafia+Falsehood/mafia
Sushi Man+Sushi Man+Sushi Man+Wise Apprentice+Wise Apprentice+Monk+Monk+Necromancer/mafia+Scrying Necromancer/mafia+Falsehood/mafia
Sushi Man+Wise Apprentice+Wise Apprentice+Wise Apprentice+Monk+Monk+Monk+Necromancer/mafia+Scrying Necromancer/mafia+Falsehood/mafia
Wise Apprentice+Wise Apprentice+Wise Apprentice+Monk+Monk+Monk+Scrying Necromancer/mafia+Falsehood/mafia+Scrying Necromancer/mafia2+Falsehood/mafia2
Monk+Monk+Monk+Monk+Monk+Monk+Necromancer/mafia+Falsehood/mafia+Necromancer/mafia2+Falsehood/mafia2
Sushi Man+Sushi Man+Sushi Man+Monk+Monk+Monk+Scrying Necromancer/mafia+Falsehood/mafia+Scrying Necromancer/mafia2+Falsehood/mafia2


This was made for IRC mafia, so the dayaction might want major tweaking for board use.
Too complex.
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Post Post #1486 (isolation #12) » Sun Jul 18, 2010 11:51 pm

Post by StrangerCoug »

Mr. Flay wrote:
::edit::
Oh, and I think it's necessary that Mafia win 1-1 endgames. Otherwise Town can threaten to shoot everybody but one person as they get close, and force a draw.
By that logic, shouldn't the Mafia just win when they make up half the game?
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Post Post #1650 (isolation #13) » Fri Aug 13, 2010 1:31 pm

Post by StrangerCoug »

Nobody Special wrote:
Beefster wrote:
Amnesia Mafia
  • 3 Mafia Goons
  • 1 Amnesiac Doctor
  • 1 Amnesiac Vigilante
  • 1 Amnesiac Roleblocker
  • 1 Friend of the Doctor
  • 1 Friend of the Vigilante
  • 1 Friend of the Roleblocker
  • 4 Vanilla Townies
Each of the power roles know they have one, but don't know which one they have. Instead, their corresponding "friend" is told what role they have. The friends have no special abilities.
So... does the PR tell the Friend who they want to target? And the Friend submits the action? Or does the Friend submit actions based on their best guess of what the PR wants?

I'm not at all clear how this would work in practice. Do the PRs know who their Friends are?
My understanding of the "standard" (read: not SWN I-style, though the proposal contains an element of that) amnesiac roles is that the power role submits the action, but the friend receives the action's result.
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Post Post #1763 (isolation #14) » Mon Sep 06, 2010 10:33 am

Post by StrangerCoug »

You are a
mafia traitor
. You are a traitor because you don't like the head honcho anymore and you want to kill him to take his place. At night you may talk with your scum buddies XXXXX and XXXXX here. Your faction does not get a night kill.
Win Con:The members of the mafia equal half the remaining town and XXXXX is dead before you die and not alive at endgame.
Just so you know, you're combining the standard traitor with a usurper.
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Post Post #1775 (isolation #15) » Sun Sep 12, 2010 9:39 am

Post by StrangerCoug »

How well would a mountainous multiball nightless such as 8:2:2, 12:3:3, or 16:4:4 do?
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