[OLD] Open Setup Discussion and Nominations

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #2083 (isolation #0) » Tue May 13, 2008 3:43 pm

Post by armlx »

AITP Suggestion:

For games large enough to have 2 khalifs, inform each who the other is. This makes the game a lot better, as the khalifs no longer have to hold back out of fear of voting the other one and messing everything up.
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Post Post #2086 (isolation #1) » Tue May 13, 2008 7:37 pm

Post by armlx »

Norinel wrote:
armlx wrote:AITP Suggestion:

For games large enough to have 2 khalifs, inform each who the other is. This makes the game a lot better, as the khalifs no longer have to hold back out of fear of voting the other one and messing everything up.
From what I read of the big game played in Theme Park, isn't that the biggest tell the assassins used to ID the kings? It seems like that might push things pretty heavily towards the town.
No, the issue with the big game was D1 one king made a comment asking if there was something he should know about someone (aka he didn't know if they were khalif) and D3 a couple players decided the best way to react to a vote on a khalif by an assassin was instant lynch the assassin.
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Post Post #2105 (isolation #2) » Sun May 18, 2008 3:01 pm

Post by armlx »

He has a point.
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Post Post #2146 (isolation #3) » Sat May 24, 2008 7:19 am

Post by armlx »

skitzer wrote:I'm thinking about this game, which has only Mafia, Weak Docs, and Townies...what would be the proportions for that?

Mafia-Weak Docs-Townie-s
3-4-5?
3-3-5?
Does protecting a weak doc protecting a mafia save them?
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Post Post #2174 (isolation #4) » Tue May 27, 2008 7:28 am

Post by armlx »

Guardian wrote:
Cogito Ergo Scum wrote:
Fiasco wrote:nominate: Kingmaker Mini Open (11 players):

2 mafia
8 townies
1 kingmaker (sends list of two players to be king; king decides on execution; if kingmaker dies, random townie becomes kingmaker)

kingmaker cannot make self king, kingmaker cannot put a player on the list who was king the previous day unless no other options are possible,
day start
Support this

Fiasco wrote: This setup is called Loser Mafia.

The Setup

2 Mafia Goons
11 Townies

Special Rules:
Mafia Nightkills are compulsory. The mafia cannot kill a mafia goon.
Lynches are compulsory.
Support this

ChannelDeliBird wrote:Reverse Mafia Nightless (this is obviously borderline on how far open games can go, so opinions would be good)
4 Mafia
8 Townies
The extended rules for this game (ignore the night stuff, obviously) can be found here
Support these.
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Post Post #2194 (isolation #5) » Thu May 29, 2008 7:38 pm

Post by armlx »

Unnamed:

2 sub- games of

2 Scum
10 Town

are run simultaneously. Each player in each game secretly informs the mod of who they believe are scum in the other game (2 names if 2 scum are alive, 1 if one is). If a player is scum, all players who had that player named get 1 point (unannounced). At the end of both games, the team who won their game and had the highest average point value wins the game. All days and nights end simultaneously.

Possibly other bets could be introduced. Dunno if this falls too far outside the boundaries of open though.
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Post Post #2306 (isolation #6) » Mon Jun 16, 2008 7:18 pm

Post by armlx »

Just a suggestion, but the SK in the larger C9 variants needs some aid. Right now its just an SK. Maybe 1 shot NK immune?
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Post Post #2318 (isolation #7) » Thu Jun 19, 2008 7:32 am

Post by armlx »

It's cop-immune, what more do you want?
NK immune > cop immune IMHO. Having a cop isn't even always going to happen.
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Post Post #2363 (isolation #8) » Tue Jul 01, 2008 7:19 pm

Post by armlx »

Nominate AiTP
.

Waiting to see if anyone but me actually wants to play this more.
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Post Post #2452 (isolation #9) » Tue Jul 15, 2008 4:22 pm

Post by armlx »

Ether wrote:
Chosen
(11 players)
2 mafia
vs.

9 vanilla townies (initially)
Day Start

Mafia selects a townie pregame to be the unnightkillable, unendgameable Chosen One. It isn't alerted to its identity, and has to be lynched before the end of the game for the mafia to win. (Town wins as soon as the chosen one is the only town player still alive--that is, even in a 1:2 endgame where it's outnumbered by the mafia. However, the mafia still has a chance at 2:2.)

A mafia/lyncher hybrid, basically.

Nominate.
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Post Post #2563 (isolation #10) » Mon Aug 11, 2008 9:11 am

Post by armlx »

Kelly Chen wrote:
iamausername wrote:Speaking of C9 variations, I know there's one being run in Little Italy right now where the doctor is replaced with a bodyguard, but has anyone suggested one where the doctor is replaced with a jailkeeper?
Yes but I don't like it.

Specifically I don't like the potential for the jailkeeper to play a guessing game with the scum over whether the (outed) cop will be jailed vs. allowed to investigate. Not in such a small game.
I concur. Plus the fact that JK gives the town a second cop (effectively) late game.
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Post Post #2573 (isolation #11) » Tue Aug 12, 2008 9:50 am

Post by armlx »

Wall-E, that game was run. See loser mafia in Theme part, only it was 11 town, 2 mafia.
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Post Post #2576 (isolation #12) » Tue Aug 12, 2008 7:07 pm

Post by armlx »

Actually, I think Loser Mafia was a really good game that should be added to the Open Game list of usable set ups. The numbers were perfectly balanced too.
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Post Post #2593 (isolation #13) » Wed Aug 13, 2008 8:37 am

Post by armlx »

Second the Loser Mafia nom


Vig seems much stronger then normal Crazy. Masons would be interesting, but probably no better then just eliminating 2X players from the set up, where X = number of masons.
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Post Post #2595 (isolation #14) » Wed Aug 13, 2008 8:56 am

Post by armlx »

I'd like to nominate the scum-picked lovers games that I think Tomato Crazy proposed in the hypothetical theoretical setup thread:

3 scum
9 townies

No NK

Scum pair people as lovers each night and who loves whom is posted publicly each morning.
I don't like that set up. The scum just choose the same pairs each night, pair 1 mafia with 1 town, and it just becomes 4-2 nightless.
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Post Post #2600 (isolation #15) » Wed Aug 13, 2008 9:19 am

Post by armlx »

Why do you believe the scum would always pick the same pairs?
Why wouldn't they.
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Post Post #2602 (isolation #16) » Wed Aug 13, 2008 9:58 am

Post by armlx »

To cause mass confusion, for example, by putting scummy townies with townie townies, scummy scum with townie townies, and scummy townies with other scummy townies.
Sounds like big risks for no reason.
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Post Post #2624 (isolation #17) » Thu Aug 21, 2008 8:59 am

Post by armlx »

Trendy and Subversive should probably be a 9 player game, similar to newbies. Just saying.

Skitzer, 9:3 with 2 masons seems a little weak. I dunno.

Scum picked lovers should prob be 10:2
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Post Post #2628 (isolation #18) » Thu Aug 21, 2008 5:34 pm

Post by armlx »

Super Multiball
1 Mafia Godfather
2 Mafia Goons
1 Werewolf Leader
2 Werewolf Goons
1 Arsonist
Either 1 Angel (gets guilty results on Mafia only) or 1 Archangel (blocks Mafia kills only)
Either 1 Seer (gets guilty results on Werewolves only) or 1 Sorceror (blocks Werewolf kills only)
1 Firefighter (blocks Arsonist kills only)
10 vanilla townies
I would say the Arsonist should be cross kill immune, town should get a vigilante, and no godfathers. And just go with straight up cops I think.
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Post Post #2630 (isolation #19) » Thu Aug 21, 2008 6:24 pm

Post by armlx »

Somebody clarify "cross kill" for me. Is it when one anti-town factions nightkills somebody from another anti-town faction?
Yeah. Otherwise the SK is really weak.

SK should be vig kill immue too if that's there. Just some kind of advantage that makes the game remotely fair for them.
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Post Post #2724 (isolation #20) » Mon Oct 13, 2008 7:49 am

Post by armlx »

Nat, I don't know how much that set up qualifies as mafia. Neither side really has incentive to talk in thread as the decision making is all up to private entities.
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Post Post #2838 (isolation #21) » Thu Nov 06, 2008 7:42 am

Post by armlx »

Just random thoughts about how to fix Texas Justice. I think this is less broken.

10 1-shot vigilantes
2 Mafia A Goons
1 Mafia A Godfather (immune to TOWN NK's)
2 Mafia B Goons
1 Mafia B Godfather (immune to TOWN NK's)

Other options include adding an SK (immune to all NK's) or Mafia 1 shot RB's (disrupts the Everyone kills a Designated person strategy).
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Post Post #2849 (isolation #22) » Sun Nov 09, 2008 4:35 am

Post by armlx »


Cult vs Cult
Pro-Town Cult Leader
Anti-Town Cult Leader
7 Survivors
Is the joke that anti-town and pro-town are meaningless? Why would this be an open set up anyways....
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Post Post #2981 (isolation #23) » Mon Nov 24, 2008 3:18 pm

Post by armlx »

Tread Carefully - Final Version
-Day Start

4 Goons (Two kills per night, can be used by one person)
4 Paranoid Gun Owners
4 Townies
Wait, so mafia has 2 kills? It seems like too much of the game is variance related to who the mafia targets.
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Post Post #3010 (isolation #24) » Thu Nov 27, 2008 9:36 pm

Post by armlx »

Nth Impotence
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Post Post #3065 (isolation #25) » Fri Dec 05, 2008 6:50 am

Post by armlx »

Korts wrote:To be clear, Flay, I'm against Death Millers too. I just think giving the role confirmable powers makes it slightly more acceptable.
By confirmable powers you mean self killing ability?
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