[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #4450 (ISO) » Fri Nov 25, 2011 12:41 pm

Post by izakthegoomba »

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Post Post #4451 (ISO) » Sat Nov 26, 2011 3:10 pm

Post by Cobblerfone »

Trail Blazers 9P1 Mafia Roleblocker
1 Mafia Goon
1 Yellow Tracker
1 Blue Tracker
1 Bodyguard
4 Vanilla Townies

Clarification: Mafia shows up as going to its chosen target if tracked even if the Bodyguard's ability activates.



Yellow and Blue designations make each Tracker unique for claiming purposes.

Thought it up about ten-fifteen minutes ago with three named trackers instead of two and a BG but I thought through it and realized it needed tuning, and still does. Is there anybody that isn't tired that could help me find any holes in the setup?
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Post Post #4452 (ISO) » Sat Nov 26, 2011 4:02 pm

Post by Whiskers »

Realquick: what results do the trackers get if their target is roleblocked?
Does the Bodyguard die if his target is targetted?
Seems townsided, (comparing to 2of4,) with three PRs, all of them different.
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Post Post #4453 (ISO) » Sat Nov 26, 2011 4:08 pm

Post by BBmolla »

If it's too townsided, possibly make it two of (red, yellow, blue) trackers.
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Post Post #4454 (ISO) » Sat Nov 26, 2011 4:17 pm

Post by Whiskers »

That could work.

I also realized that Massclaim doesn't really work here, so there's that.

Also, I realized that This setup has three Town PRs that are
weaker
than the two (or one) town PRs of 2of4, and the one scum PR in this setup is stronger (Well... perhaps) than the one scum PR 2of4. Balances, I guess.
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Post Post #4455 (ISO) » Sun Nov 27, 2011 2:00 am

Post by Cobblerfone »

In post 4452, Whiskers wrote:Realquick: what results do the trackers get if their target is roleblocked?
Does the Bodyguard die if his target is targetted?
Seems townsided, (comparing to 2of4,) with three PRs, all of them different.


They get "You were blocked". Bodyguard dies in the place of his target if his target is killed.
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Post Post #4456 (ISO) » Sun Nov 27, 2011 9:11 pm

Post by Ythan »

That's not how trackers and roleblockers work. You want to call one of them something different.
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Post Post #4457 (ISO) » Mon Nov 28, 2011 5:32 am

Post by Whiskers »

...What's
not how trackers & roleblockers work?
He hasn't specified their powers OTHER than calling them "tracker" and "roleblocker," respectively.
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Post Post #4458 (ISO) » Mon Nov 28, 2011 9:57 am

Post by BBmolla »

Ythan is referring to the fact that if the Tracker tracks a Bodygaurd/Tracker that gets roleblocked, the Tracker does not recieve "You were blocked."
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Post Post #4459 (ISO) » Mon Nov 28, 2011 11:16 am

Post by Whiskers »

Well... "No result" is the same thing-- I guess in the case of a tracker, you get a "no action was performed," which actually makes the roleblocker way more effective.
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Post Post #4460 (ISO) » Mon Nov 28, 2011 5:57 pm

Post by Mr. Flay »

If the target PR is blocked, the Tracker shouldn't be able to tell the difference between that and a VT/inactive Goon. Anything else just overpowers the Tracker role even further than usual.
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Post Post #4461 (ISO) » Mon Nov 28, 2011 6:04 pm

Post by Ythan »

I believe the tracker should only receive a result if the action is carried out.
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Post Post #4462 (ISO) » Fri Mar 09, 2012 2:48 pm

Post by wierdalexv »

An idea I had a really long time ago, just found it looking through some old word documents:
Necromancy Mafia

x1
Town Necromancer
(has access to Dead QT)
x1
Town Cop

x8
Vanilla Townies

x2
Mafia Goons

x1
Mafia Rolecop


The idea is that once you're dead, you're still not out of the game. Dead townies can give their thoughts, the cop can relay his results, and the mafia can WIFOM their hearts out. The role is only helpful if the dead players decide to stay active in the QT, however I'm not sure if that's a good or bad thing. I don't think it's too bad, at least concept-wise, but I'd love to hear whatever thoughts you have on it.

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Post Post #4463 (ISO) » Fri Mar 09, 2012 9:32 pm

Post by Empking »

In post 4462, wierdalexv wrote:An idea I had a really long time ago, just found it looking through some old word documents:
Necromancy Mafia

x1
Town Necromancer
(has access to Dead QT)
x1
Town Cop

x8
Vanilla Townies

x2
Mafia Goons

x1
Mafia Rolecop


The idea is that once you're dead, you're still not out of the game. Dead townies can give their thoughts, the cop can relay his results, and the mafia can WIFOM their hearts out. The role is only helpful if the dead players decide to stay active in the QT, however I'm not sure if that's a good or bad thing. I don't think it's too bad, at least concept-wise, but I'd love to hear whatever thoughts you have on it.

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I don't think players like those sorts of Dead QTs.
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Post Post #4464 (ISO) » Fri Mar 09, 2012 9:43 pm

Post by Tierce »

I agree with Empking, and I think this doesn't work well in an Open setup.

The reverse is far more interesting, but again it doesn't really work in an Open setup--it's a role I saw in Call of Cthulhufish, iirc: there is a dead (town?) player who still has a vote.
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Post Post #4465 (ISO) » Sat Mar 10, 2012 5:32 am

Post by GreyICE »

In post 4460, Mr. Flay wrote:If the target PR is blocked, the Tracker shouldn't be able to tell the difference between that and a VT/inactive Goon. Anything else just overpowers the Tracker role even further than usual.

The tracker role is OP now?

I understand the complaints against Cops and Watchers, but Trackers? Really now?
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Post Post #4466 (ISO) » Mon Mar 12, 2012 2:20 pm

Post by Chevre »

I came up with an interesting setup while we were playing on EM when the site was down.

1 Mafia Roleblocker
1 Mafia Goon
0-4 Doctors
2-6 Townies

I think it might need more town, looking at it again. The point is that there is a variable amount of doctors, which gives Mafia some room in a massclaim.
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Post Post #4467 (ISO) » Mon Mar 12, 2012 2:32 pm

Post by BBmolla »

In post 4466, Chevre wrote:I came up with an interesting setup while we were playing on EM when the site was down.

1 Mafia Roleblocker
1 Mafia Goon
0-4 Doctors
2-6 Townies

I think it might need more town, looking at it again. The point is that there is a variable amount of doctors, which gives Mafia some room in a massclaim.

Swingy as hell.

Edit: Eh, maybe a bit less than I thought. But still swingy.
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Post Post #4468 (ISO) » Mon Mar 12, 2012 2:40 pm

Post by izakthegoomba »

Isn't it unusable for all the same reasons C/9 is?
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Post Post #4469 (ISO) » Mon Mar 12, 2012 4:46 pm

Post by Hoopla »

I wouldn't want to draw zero doctors...
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Post Post #4470 (ISO) » Wed Mar 14, 2012 3:46 am

Post by UberNinja »

In post 4469, Hoopla wrote:I wouldn't want to draw zero doctors...

I wouldn't want to draw FOUR doctors.



I think the setup would be better with 1-3 instead of 0-4 doctors. That's just me though.
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Post Post #4471 (ISO) » Wed Mar 14, 2012 3:47 am

Post by izakthegoomba »

So in other words...

In post 4468, izakthegoomba wrote:Isn't it unusable for all the same reasons C/9 is?
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Post Post #4472 (ISO) » Wed Mar 14, 2012 12:04 pm

Post by chkflip »

Is the general consensus on this site, regarding cults, is that they're a no-no? I'd really like to run a large theme with a cult and two other types of scum.

Discuss.
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Post Post #4473 (ISO) » Wed Mar 14, 2012 12:07 pm

Post by Staeg »

In post 4472, chkflip wrote:Is the general consensus on this site, regarding cults, is that they're a no-no? I'd really like to run a large theme with a cult and two other types of scum.

Discuss.

They're... tricky. It's really (REALLY) hard to make a balanced and/or fun game with them.
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Post Post #4474 (ISO) » Wed Mar 14, 2012 12:07 pm

Post by izakthegoomba »

In post 4472, chkflip wrote:Is the general consensus on this site, regarding cults, is that they're a no-no? I'd really like to run a large theme with a cult and two other types of scum.

Discuss.

Unannounced
cults in a non-bastard game are a horrible idea. If you let people know that there is/could be a cult in the game beforehand, it's not nearly as bad, since they know what they're getting in to. And in a bastard game, of course, pretty much anything goes.
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