[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #506 (isolation #0) » Fri Mar 06, 2009 1:10 pm

Post by ortolan »

^^ 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?
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Post Post #509 (isolation #1) » Fri Mar 06, 2009 1:19 pm

Post by ortolan »

Yes I think so because the town have greater odds of winning as it is.
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Post Post #517 (isolation #2) » Sat Mar 07, 2009 12:49 am

Post by ortolan »

Is
a 40% chance of winning for mafia imbalanced? (open question)
Empking wrote:If town has higher than 50% win chance, that's horribly imbalanced. I'd say if they have 45-50 its imbalanced.
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).
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Post Post #540 (isolation #3) » Sun Mar 08, 2009 10:01 pm

Post by ortolan »

Where is the "list" of "approved" open setups currently? I want to see if an idea I had has already been thought of.
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Post Post #541 (isolation #4) » Sun Mar 08, 2009 11:13 pm

Post by ortolan »

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.
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Post Post #544 (isolation #5) » Sun Mar 08, 2009 11:39 pm

Post by ortolan »

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.
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Post Post #549 (isolation #6) » Mon Mar 09, 2009 9:50 am

Post by ortolan »

Good point Crazy :P

Daytalking for all then.
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Post Post #681 (isolation #7) » Fri Apr 17, 2009 11:55 pm

Post by ortolan »

That is genuinely 50%. Well done. I approve.
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Post Post #685 (isolation #8) » Sat Apr 18, 2009 12:21 am

Post by ortolan »

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?
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Post Post #687 (isolation #9) » Sat Apr 18, 2009 12:29 am

Post by ortolan »

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.
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Post Post #690 (isolation #10) » Sat Apr 18, 2009 12:52 am

Post by ortolan »

The setup is really just: one judge with two pairs trying to convince this judge to lynch the other.
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Post Post #692 (isolation #11) » Sat Apr 18, 2009 12:59 am

Post by ortolan »

only if who plays suboptimally? it is optimal play for the scum to force this situation to begin with.
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Post Post #694 (isolation #12) » Sat Apr 18, 2009 1:04 am

Post by ortolan »

I meant your game
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Post Post #698 (isolation #13) » Sat Apr 18, 2009 1:21 am

Post by ortolan »

Thanks Korts :)

I assume 689 was directed at True Love :P
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Post Post #708 (isolation #14) » Sat Apr 18, 2009 2:36 am

Post by ortolan »

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.
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Post Post #721 (isolation #15) » Sat Apr 18, 2009 4:41 pm

Post by ortolan »

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.
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Post Post #723 (isolation #16) » Mon Apr 20, 2009 12:19 am

Post by ortolan »

^^^ 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.
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Post Post #775 (isolation #17) » Sat May 02, 2009 1:07 am

Post by ortolan »

myk (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.
How'd you come to this conclusion? We had an easy win on our hands :)
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Post Post #818 (isolation #18) » Mon May 11, 2009 5:07 am

Post by ortolan »

I think that problem is overruled by the fact it always seems to think there are about 15 unique views even when only two people have viewed it
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Post Post #842 (isolation #19) » Sat May 16, 2009 7:17 pm

Post by ortolan »

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.
Yer exactly, you're either removing townies who are probably lynch bait anyway, or getting a confirmation that someone is scum.
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Post Post #853 (isolation #20) » Fri May 29, 2009 9:20 pm

Post by ortolan »

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.
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Post Post #854 (isolation #21) » Fri May 29, 2009 11:19 pm

Post by ortolan »

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.
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Post Post #859 (isolation #22) » Sat May 30, 2009 6:26 am

Post by ortolan »

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.
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Post Post #861 (isolation #23) » Sat May 30, 2009 8:26 pm

Post by ortolan »

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.
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Post Post #866 (isolation #24) » Fri Jun 05, 2009 2:41 pm

Post by ortolan »

Why?
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Post Post #867 (isolation #25) » Sun Jun 14, 2009 5:10 am

Post by ortolan »

Third CM5

Second Delayed Reaction
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Post Post #873 (isolation #26) » Sun Jun 14, 2009 3:29 pm

Post by ortolan »

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.
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.
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Post Post #875 (isolation #27) » Mon Jun 15, 2009 1:41 am

Post by ortolan »

and Delayed Reaction! :)
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Post Post #877 (isolation #28) » Mon Jun 15, 2009 3:46 am

Post by ortolan »

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 have
four
mislynches 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 needs
more
power. 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).
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Post Post #880 (isolation #29) » Mon Jun 15, 2009 4:15 am

Post by ortolan »

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.
Yer I'm not keen on putting that in really.
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.
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Post Post #882 (isolation #30) » Wed Jun 17, 2009 4:07 pm

Post by ortolan »

Do they get a nightkill as well as the poison powder?

Also the game looks broken by mass-claim to me
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Post Post #884 (isolation #31) » Thu Jun 18, 2009 4:25 am

Post by ortolan »

also bear in mind that in open setups with hiders the town usually always hypoclaims
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Post Post #886 (isolation #32) » Thu Jun 18, 2009 4:38 am

Post by ortolan »

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=9768
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Post Post #888 (isolation #33) » Thu Jun 18, 2009 5:52 am

Post by ortolan »

yer, if the person they hide behind gets killed they die too (from what I remember that applied in that game).
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Post Post #944 (isolation #34) » Wed Aug 26, 2009 12:54 pm

Post by ortolan »

I still like Delayed Reaction :P
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Post Post #946 (isolation #35) » Wed Aug 26, 2009 4:39 pm

Post by ortolan »

Having played Carbon-14 twice I think it's too biased towards town.
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Post Post #950 (isolation #36) » Thu Sep 10, 2009 11:56 pm

Post by ortolan »

farside22 wrote:I need some game ideas people. Hit this page today with what you want to see. Carbon 14 is a possiblilty
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.
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Post Post #954 (isolation #37) » Sat Sep 12, 2009 5:39 pm

Post by ortolan »

yabbaguy wrote:Feels a lot like a Theme game, ortolan. That's just me.
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 dynamic
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Post Post #1181 (isolation #38) » Fri Jan 08, 2010 12:26 am

Post by ortolan »

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
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Post Post #1184 (isolation #39) » Fri Jan 08, 2010 5:53 am

Post by ortolan »

farside22 wrote:
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
I could go for another round in the game.
Out of curiousity (because I'm a bit tired) was scum allowed to day talk to each other as well in the game?
yer they can
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Post Post #1214 (isolation #40) » Mon Feb 08, 2010 7:02 pm

Post by ortolan »

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.
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Post Post #1216 (isolation #41) » Mon Feb 08, 2010 7:47 pm

Post by ortolan »

does the role cop get "mime" and "mafia" or just town power roles?
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Post Post #1217 (isolation #42) » Mon Feb 08, 2010 7:49 pm

Post by ortolan »

Also Percy's amendment effectively screws the town harder- it gives them yet another way to lose even if they lynch all the scum
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Post Post #1219 (isolation #43) » Mon Feb 08, 2010 8:04 pm

Post by ortolan »

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.
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Post Post #1220 (isolation #44) » Mon Feb 08, 2010 8:07 pm

Post by ortolan »

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.
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Post Post #1221 (isolation #45) » Mon Feb 08, 2010 8:20 pm

Post by ortolan »

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.
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Post Post #1249 (isolation #46) » Thu Feb 18, 2010 9:29 pm

Post by ortolan »

Herodotus wrote:
There Is No "TEAM" In "I"
but there is an "I" in "VIGILANTE"
Mafia


2-3
Mafia Goons

5-7
Vanilla Townies

2-3
Hunters


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?
I'd like to see this run, although I'd change
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.
To "whoever submits the action first".
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Post Post #1252 (isolation #47) » Fri Feb 19, 2010 2:58 am

Post by ortolan »

I see no good reason they couldn't "optionally" do that, no.
Max wrote:No, as that is unfair to people who have lives...
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.
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Post Post #1261 (isolation #48) » Fri Feb 26, 2010 6:01 pm

Post by ortolan »

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

Special Lynch MechanicWhen a majority is reached on someone, the mod will announce such and the day will end. However, the person in question will not be dead (and their alignment will not be revealed) until the end of the next day, when a new majority is reached on someone. You cannot no-lynch in Slow Rusty Guillotine Mafia. When a majority is reached on someone, they cannot use any night actions but are otherwise unaffected.

Exception: If two scum are dead and a majority is reached on the third scum, the game will end.


New Role: One-Shot Impatient VigilanteThis guillotine is so slow...sometime you just gotta know, y'know? That's why you brought your gun along to the festivities. No need to wait for a slow old blade, right? And hey, he was gonna die anyway...so really, you didn't kill a guy at all. You've only got one shot, though, so make it count.

At any point during the day, you may PM the moderator saying that you want to use your ability. You will instantly kill the player who a majority was reached on the previous day. This ability will not reveal who the vigilante is. You only get one use of this ability.

You win with the town.
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).
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Post Post #1318 (isolation #49) » Thu Mar 04, 2010 5:41 pm

Post by ortolan »

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.
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Post Post #1319 (isolation #50) » Thu Mar 04, 2010 5:52 pm

Post by ortolan »

Might also make the princesses flip as VT if they are nightkilled, not sure on that one.
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Post Post #1322 (isolation #51) » Fri Mar 05, 2010 1:25 am

Post by ortolan »

BridgesAndBaloons wrote:
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
the 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?
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.
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Post Post #1325 (isolation #52) » Fri Mar 05, 2010 6:41 pm

Post by ortolan »

ElectricBadger wrote:
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.
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.

I think removing the BP's and having them just millers would be a much better balance.
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.

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.
Elmo wrote:
ortolan wrote:
Follow The Cop
Should probably be run at least once for sheer comedy value.

Bonus points if you make the princess millers bulletproof.
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.
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Post Post #1327 (isolation #53) » Sat Mar 06, 2010 12:55 pm

Post by ortolan »

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?
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.
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Post Post #1328 (isolation #54) » Sat Mar 06, 2010 10:38 pm

Post by ortolan »

Can you self-nom? Let's see.

Nominate: Follow the Cop
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Post Post #1330 (isolation #55) » Sat Mar 06, 2010 11:18 pm

Post by ortolan »

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't
think
it's broken though :P.
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Post Post #1332 (isolation #56) » Sun Mar 07, 2010 2:06 pm

Post by ortolan »

Elmo 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 Cop
I figure!
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 me :P
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Post Post #1339 (isolation #57) » Wed Mar 10, 2010 12:52 am

Post by ortolan »

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?
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.
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Post Post #1348 (isolation #58) » Thu Mar 11, 2010 10:32 pm

Post by ortolan »

Let's do follow the cop now! :D
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Post Post #1349 (isolation #59) » Thu Mar 11, 2010 11:38 pm

Post by ortolan »

mith wrote:(EV is...50% [or] 45%.)
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%.
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Post Post #1369 (isolation #60) » Sat Apr 03, 2010 9:43 pm

Post by ortolan »

waaaaa follow the cop never got run :(
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Post Post #2682 (isolation #61) » Fri Mar 18, 2011 1:41 pm

Post by ortolan »

let's run one of my setups again

True Love or Follow The Cop

You can't get much better
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Post Post #2686 (isolation #62) » Fri Mar 18, 2011 3:48 pm

Post by ortolan »

Crazy wrote:
ortolan wrote:let's run one of my setups again

True Love or Follow The Cop

You can't get much better
Nominate True Love


I dunno about Follow The Cop, though; I'm not sure there's any reason for the Princesses to not just claim immediately. Doing that would keep the cop from investigating them and it keeps any wagoned scum from claiming princess.
tbh there might indeed have been some ongoing issues with it, I don't really remember :P

Second True Love
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Post Post #2749 (isolation #63) » Sun Mar 20, 2011 11:17 pm

Post by ortolan »

Crazy wrote:
Powerrox93 wrote:
lewarcher82 wrote:
Empking wrote:
Crazy wrote:
Ultimate WIFOM


2 Mafia Goons
1 Innocent Child (Mod-confirmed town at the start of the game)
1 Watcher
3 Townies
Nominate
brilliant. Few roles = good design.
Seconded
Thirded
Am I allowed to
Fourth
my own setup?
Wait, really? Sorry to burst your bubble, from what I see this isn't even close to being being balanced. Looks pretty blatantly scum-sided, I'd predict an 90%+ win rate for them. Please explain to me how this setup is balanced???
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Post Post #2750 (isolation #64) » Sun Mar 20, 2011 11:24 pm

Post by ortolan »

Hoopla I don't even understand your critique of the setup, it makes no sense to me

- Mafia need two mislynches to win
- Only intellectually impaired mafiates would target the innocent child while the watcher is alive.
- Thus the watcher has an incredibly small chance of successfully guessing who the mafia kill, especially if the mafia show some intelligence and properly randomise who they're going to kill.
- If the mafia happen to target the watcher he's screwed anyway.
- This setup isn't even remotely balanced.
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Post Post #2751 (isolation #65) » Sun Mar 20, 2011 11:28 pm

Post by ortolan »

Maybe if you added four more townies you could bring the mafia win rate down to about 50%
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Post Post #2773 (isolation #66) » Mon Mar 21, 2011 8:57 pm

Post by ortolan »

Crazy wrote:9 players maybe?

2 Mafia Goons
1 Innocent Child
1 Watcher
5 Townies

That would solve the problem of Mafia getting an automatic 3p endgame just by openly sacrificing themselves, and I'm sure it improves balance, too. I'd much rather do 9p instead of 11p, though, since if an 11p has scum lynched Day 1, then that creates a sucky game.
mm yes, that might be better
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Post Post #2777 (isolation #67) » Tue Mar 22, 2011 1:53 am

Post by ortolan »

Xalxe wrote:I like Hoopla's a lot. Maybe not have the Goons flip on death (just mafia, don't know on/off?)
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Post Post #3065 (isolation #68) » Tue Apr 19, 2011 3:27 am

Post by ortolan »

Beefster wrote:I have an interesting idea... With an unusual mechanic.

Party All Night, Every Night
  • 2 Mafia Goons
  • 1 Watcher
  • 9 Vanilla Townies*
Every player can go to another player's party each night. (But not their own, strangely enough) This does not allow night talk (because everyone got too drunk to remember anything).
The mafia must decide who kills everyone that attends the same party he does, or the host if nobody else attended. Each goon can visit a different party, but only one will kill.
The Watcher (You can think of him as the designated driver) remembers who was at the party he attended (as normal- because he wasn't drunk)
Partying is compulsory.
You need to be more specific about how the parties mechanic works.
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Post Post #3111 (isolation #69) » Mon Apr 25, 2011 12:27 am

Post by ortolan »

Empking wrote:2 Monopolistic Docs (Docs that roleblock other Docs if they target them.)
Heyyyyyyy, I know where you got that idea from :)
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Post Post #3121 (isolation #70) » Mon Apr 25, 2011 4:07 pm

Post by ortolan »

Empking wrote:
ortolan wrote:
Empking wrote:2 Monopolistic Docs (Docs that roleblock other Docs if they target them.)
Heyyyyyyy, I know where you got that idea from :)
I honestly don't. Mind enlightening me? (I presumed it was Draft but that wasn't right.)
yer they are different but I'm guessing the purpose is the same- to stop the doctors claiming and protecting one another
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Post Post #3122 (isolation #71) » Mon Apr 25, 2011 4:07 pm

Post by ortolan »

Meransiel wrote:Idea:

Couple Mafia. Basically, a setting where everybody has someone else confirmed. Something like this:

2 different Mafia groups each consisting of 2 people
4 different Mason groups each consisting of 2 people
2 Confirmed Survivor Lovers
I think there is already a setup like this, barring the survivors part which is just a bad dynamic to begin with
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Post Post #3164 (isolation #72) » Sat Apr 30, 2011 1:50 am

Post by ortolan »

Powerrox93 wrote:
Tragedy wrote:
Vengeful Lovers Multiball


2 Mafia Goon Lovers

2 Werewolf Lovers

2 Serial Killing Lovers

6 Vengeful Lovers


> Vengeance only happens on Day 1
> Nightless
> Serial Killers wins when it equals the amount of Town : 3rd Party

Does the Vengeful loveres each get one shot or does the couple as a whole get one shot?


this setup has too many potential kingmakers and is otherwise generally dysfunctional
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Post Post #3167 (isolation #73) » Sat Apr 30, 2011 2:14 am

Post by ortolan »

cjdrum wrote:Bloody hell this thread is full of "Nah that idea fails". Does
anybody
help with making the setup better, or is everything instant-yes/instant-no-get-rid-of-it?


It's because people propose too many crappy setups which feature neither a purpose nor any good ideas within them

in the case of the setup I linked above, it caught my attention because it seems like it has potential, but unfortunately the main dynamic in it is ultimately unworkable
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Post Post #4020 (isolation #74) » Fri Oct 07, 2011 4:19 am

Post by ortolan »

that setup is leet
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Post Post #4050 (isolation #75) » Mon Oct 10, 2011 11:26 pm

Post by ortolan »

I would be interested to see the outcome if someone can run some EVs on Tic Tac Toe. It looks a little luck-based but you will potentially get some very interesting WIFOM developing.
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Post Post #4195 (isolation #76) » Sat Oct 22, 2011 7:59 pm

Post by ortolan »

just a heads up; open setups with jesters don't work and aren't fun to play. don't even bother.
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