2 x East Mafia
1 x East Cop
2 x West Mafia
1 x West Cop
6 x Townie
1 x CPR Doc
then it was a potential problem, and you wanted to fix it. Why didn't you answer Caboose's questions in the thread or participate in the conversation about your setup?JDodge wrote:1. We need more oversight of the open game queue.Adel wrote:@JDodge, now that you've proven that you can push a broken setup of your design through the review process:
1. What lessons do you think we should learn from this?
2. Which broken Open Game setups motivated you to try your experiment?
3. What other ways did you try to address the problem before you resorted to your experiment?
4. Do you recommend this kind of "destructive testing" to other scummers who think they have identified a problem with some aspect of the site?
2. None, I just saw the flaw and wanted it fixed.
3. I did not, as I felt other methods of addressing the problem would just be met with a resounding "THIS IS A PROBLEM THAT DOESN'T EXIST".
4. Only in extreme cases, and when done with extreme caution.
This might have some potential, but the goon looks kind of screwed in this game especially since the SK is NK immune and the cop has 1 shot NK immunity. I suggest taking out the cop and adding another goon.ac1983fan wrote:I thought up this set-up, and it seemed pretty neat in my mind:
Skum & scum
1 Goon
1 Serial Killer
4 Townies
1 Cop
1 SK Cop
Each cop has one-shot NK immunity.
Serial Killer is NK immune
Both cops are sane
Cop finds out if the investigated player is anti-town or pro-town (i.e. gets guilty on both Goon and SK)
SK Cop finds out if the investigated player is the SK or not.
If the SK Cop finds the SK, he gets a 100% success rate kamikaze daykill for the SK only, simply by postingdaykill: (sk's username goes here)in any post. Both the SK and the SK Cop will die. If the SK is lynched, the SK cop becomes a standard sane cop.
Thoughts? It's probably far from perfect...
I actually thought of an alteration to your second set up:Caboose wrote:This might have some potential, but the goon looks kind of screwed in this game especially since the SK is NK immune and the cop has 1 shot NK immunity. I suggest taking out the cop and adding another goon.ac1983fan wrote:I thought up this set-up, and it seemed pretty neat in my mind:
Skum & scum
1 Goon
1 Serial Killer
4 Townies
1 Cop
1 SK Cop
Each cop has one-shot NK immunity.
Serial Killer is NK immune
Both cops are sane
Cop finds out if the investigated player is anti-town or pro-town (i.e. gets guilty on both Goon and SK)
SK Cop finds out if the investigated player is the SK or not.
If the SK Cop finds the SK, he gets a 100% success rate kamikaze daykill for the SK only, simply by postingdaykill: (sk's username goes here)in any post. Both the SK and the SK Cop will die. If the SK is lynched, the SK cop becomes a standard sane cop.
Thoughts? It's probably far from perfect...
2 Goons
1 SK
4 Townies
1 SK Cop
After typing this out, I realize that this is the "baby too much scum" set-up.
Maybe we could keep the cop:
1 Mafia GF
1 Goon
1 SK
1 Cop
1 FBI Agent (SK Cop)
4 Townies
GF is investigation immune. The SK has one-shot NK immunity.
awesome game, thanks for the link. I didn't know it had been run before. I think the number of replacements as well as the obvious (missed Doc and CopA night moves) threw off the balance. I thought you were just rebranding Max's setup.shaft.ed wrote:I actually played in the original two fold mafia. It came down to a 3 player end game. I realize the other multiballs didn't go so well, but I think having the threat of cops and a Doc changes priority of scum NK's away from entirely trying to crosskill.
does anyone else want to see it run again?Korejora wrote:Two goons have the following.Two werewolves got this.Your boss wrote: You and your partner (player) are members of the mafia. You may converse during the night phase, and decide between yourselves whose name to send me as your target to kill. You win once there are no werewolves left and your group makes up half of the players alive.Two quacks were told this.Your alpha wrote: You and your packmate (player) are werewolves. You may converse during the night phase, and decide between yourselves whose name to send me as your target to kill. You win once there is no more mafia and your group makes up half of the players alive.Six doctors received this.The voices in your head wrote: You are a doctor. You may send me the name of someone each night that you'd like to save from death. You win once there are no werewolves or goons left to threaten you and the other doctors.As you can see, the quack doctor message and the true doctor message are startlingly different. Thus, you should have no trouble realizing if you are a quack and that therefore you will kill your fellow doctors rather than potentially save them when you target them. Don't worry about the mafia or the poor werewolves, though, as they will not be affected by your incompetence should you happen to target them.The sexy nurse down the hall wrote: You are a doctor. You may send me the name of someone each night that you'd like to save from death. You win once there are no werewolves or goons left to threaten you and the other doctors.
Also note that one doctor's action will reverse one killing action only. Thus, if someone is targeted by only one doctor, but by more than one killer (mafia, werewolf, or quack) then they will die. However, if two or more doctors protect the single victim of two attacks, the target player will survive.
Doctors may not protect themselves.
that's too much kiling. Basically the game will come down to whether or not the mafia were crosskilled and have very little to do with day time play.Max wrote:It adds a layer of wifom, which is always necessary when there are cops and docsshaft.ed wrote:Nominate Twofold Mafia
2 Mafia A
2 Mafia B
1 A Cop
1 B Cop
1CPRDoc
5 Townies
Two things I absolutely can't stand in mafia set-ups:shaft.ed wrote:that's too much kiling. Basically the game will come down to whether or not the mafia were crosskilled and have very little to do with day time play.Max wrote:It adds a layer of wifom, which is always necessary when there are cops and docsshaft.ed wrote:Nominate Twofold Mafia
2 Mafia A
2 Mafia B
1 A Cop
1 B Cop
1CPRDoc
5 Townies
it's been played with and without crosskills. IMHO in a 2v2v8 setup the town really can't win without crosskills, at least it's much more difficult. Perhaps give each team a GF that is crosskill immune but not investigation immune?Max wrote:I was under the impression in twofold there were no cross kills?
doc B will prevent the quack from killing doc aCaboose wrote:Question about Quack Multiball: If a quack targets Doctor A and Doctor B also targets Doctor A, will doctor A die?
Fuck it.JDodge wrote:Oh, and thanks for ruining my chances of blitzing MD with three thought-provoking threads sure to earn me the Professor Mafia scummy.That'sall shot to hell now, isn't it?
of the setups farside has added to the queue:Mr. Flay wrote: There are a number of problems here, not least no limitations on who can make/approve setups.
I think we've covered Red Wire.Mr. Flay wrote:Lovers. Red Wire. Friends and Enemies and Enemies and That Other Guy. Fire and Ice.
That's just from memory...
In the other thread, over several posts, Mr. Flay wrote: Question: Is the purpose of the Open Game Queue to move things along as fast as possible?
Be honest, please; I see an awful lot of terrible setups here those primary advantage seems to be that they can be played quickly, either to get around the months-long-game syndrome or the year-long-mod-queue in Mini Normal.
I'm not throwing rocks, I genuinely want to know if people believe in the setups they nominate. I've commented on a few genuinely bad setups, but I don't read this thread very often, because most Open Games don't appeal to me. When I do come here, I see a lot of 5-9 player games with lots of killing roles, Lovers, and other ways to increase the body count/speed. New C9 is the standout exception.
Maybe I'm selectively reading. Maybe I'm missing something. That's why I asked. But it doesn't seem like a coincidence to me that of the first page of Little Italy, completed Mini Normals have an average length of 749 posts, while Open Games have an average length of less than 479 posts.
do you have new objections, or the same ones as you had in the other thread?Perhaps, but controlling for # of players, Opens are still only 83% the length of Mini Normals. I'll go on to older games here in a bit...Lord Gurgi wrote: Perhaps because Opens are generally smaller? They also have more information with which to work.
::edit:: Medians are closer: 58.8 posts/player vs. 62.4p/p. I am certainly willing to be wrong here.
While I agree with you (and have raised the point), it's "Town must lynch unanimously once in two days."Mr. Flay wrote:Lovers has been discussed to death - I've never seen you address the "Town must lynch unanimously two days in a row" problem.