[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #8200 (ISO) » Fri May 22, 2015 2:26 pm

Post by Ether »

Bicephalous Bob wrote:-Townies visiting an armed player will both arm themselves for that night and die.
What, so a line or circle of townies would all die?
As I move my vote
Towards your wagon, town is taking note
It fills my head up and gets louder and
LOUDER
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Post Post #8201 (ISO) » Fri May 22, 2015 4:47 pm

Post by RedCoyote »

Long Lost Friends
1 A Mafia Goon
1 B Mafia Goon

5 Townies
2 Bulletproof


Each night, both goons decide whether they want to shoot or look for the other goon. Shooting is a normal nightkill. If they choose to look for the other goon, they choose one name to submit to the mod. If the name is the other goon, the two goons are partnered up and receive a private topic they may use during day and night. If the name isn't the other goon, nothing happens.
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Post Post #8202 (ISO) » Fri May 22, 2015 5:41 pm

Post by Oversoul »

Both of the goons get to shoot?
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Post Post #8203 (ISO) » Fri May 22, 2015 6:49 pm

Post by BBmolla »

Game is unwinnable if one Mafia Goon is lynched cause can't get rid of Bulletproofs.
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Post Post #8204 (ISO) » Fri May 22, 2015 10:14 pm

Post by Bicephalous Bob »

In post 8200, Ether wrote:
Bicephalous Bob wrote:-Townies visiting an armed player will both arm themselves for that night and die.
What, so a line or circle of townies would all die?

Yeah, or else the game would be breakable.
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Post Post #8205 (ISO) » Sat May 23, 2015 12:31 am

Post by Ether »

I used an RNG to chart out a possible night phase:

Townie 1 visits Townie 6; is visited by 7. Arming him will kill 7 & 5.
Townie 2 visits Townie 4. Arming her will not kill anyone.
Townie 3 visits Townie 4. Arming him will not kill anyone.
Townie 4 visits Scumbag 1; is visited by 2, 3, 8, 10. Arming her will kill 2, 3, 8, 10 & 14.
Townie 5 visits Townie 7. Arming him will not kill anyone.
Townie 6 visits Townie 11; is visited by 1. Arming her will kill 1, 7 & 5.
Townie 7 visits Townie 1; is visited by 5. Arming him will kill 5.
Townie 8 visits Townie 4; is visited by 14. Arming her will kill 14.
Townie 9 visits Scumbag 3. Arming him will not kill anyone.
Townie 10 visits Townie 4. Arming her will not kill anyone.
Townie 11 visits Townie 13; is visited by 6. Arming him will kill 6, 1, 7 & 5.
Townie 12 visits Townie 13. Arming her will not kill anyone.
Townie 13 visits Scumbag 2; is visited by 11, 12. Arming him will kill 11, 12, 6, 1, 7 & 5.
Townie 14 visits Townie 8. Arming her will not kill anyone.

Average deaths from this configuration: 1.57.

If the scum can't target each other, you can at least use it to try to confirm people. Of course, announcing your targets beforehand makes it easier for scum to maximize their kills. (Or get a large number of kills while leaving room for WIFOM.) With no power roles, I don't think this is clearing people fast enough to make up for the advantage it gives scum, and town doesn't have anything else going for it.
As I move my vote
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LOUDER
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Post Post #8206 (ISO) » Sat May 23, 2015 3:22 am

Post by RedCoyote »

In post 8202, Oversoul wrote:Both of the goons get to shoot?


That was the intention, yes. Until/unless one finds the other. Then they only have one shot per night.

They effectively are two SKs with the opportunity to forego a shot in exchange for finding the other SK. If one finds the other, they become a traditional mafia team of two goons with only one NK to use each night.

In post 8203, BBmolla wrote:Game is unwinnable if one Mafia Goon is lynched cause can't get rid of Bulletproofs.


Maybe one BP?
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Post Post #8207 (ISO) » Sat May 23, 2015 4:25 am

Post by Bicephalous Bob »

Part of the point of the setup is that players targeting scum can't be killed, which should be an advatage to stronger townies, but I agree that's probably not enough to balance the setup. Giving town two lynches on even days might do the trick.
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Post Post #8208 (ISO) » Sat May 23, 2015 4:46 am

Post by JasonWazza »

In post 8207, Bicephalous Bob wrote:Part of the point of the setup is that players targeting scum can't be killed, which should be an advatage to stronger townies, but I agree that's probably not enough to balance the setup. Giving town two lynches on even days might do the trick.


The problem then becomes this.

Town's best bet is to target the scummiest player.

Therefore Scum's best bet is to target the Scummiest townie, as they are likely to hit several townies.
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In the process of creating a game to mod, we will see what it holds.
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Post Post #8209 (ISO) » Sat May 23, 2015 4:58 am

Post by Bicephalous Bob »

If scum only arm the scummiest townies, the best strategy for town is to visit the towniest players. In reality, it's probably best for scum and town to employ both strategies.
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Post Post #8210 (ISO) » Sat May 23, 2015 6:00 am

Post by Aneninen »

I'm reposting my Micro idea. It was originally created for the Setup Competition
but
I've changed quite a few things since then.
Tell me your ideas how to make it better before I put it on the Wiki.
Thanks!


Corrupt A Wish!


Spoiler: Setup Description
(1) The Setup is the following:

9 Players


2 Mafia Goons

1 Tracker

1 Doctor

1 Jailkeeper

1 RoleCop
(Reveals the target's role, including the way how it works – see below! –, but doesn't reveal the target's alignment)
3 Vanilla Townies
(actually there are 4 Vanilla Townies, see below!)

Most precisely, it would be
great
for the town if this were the Setup!
...
If only
the Mafia didn't ruin everything for them!

(2) But,
in the pre-game phase
, the Mafia corrupts almost everything for the town. They pick
one
Power Role for each of these modifiers:

One
Power Role will NOT be in the game at all. (No player gets neither the Power Role, nor a PM for the role; it's replaced by VT)
One
Power Role gets totally corrupted (see below!)
One
Power Role gets partly corrupted (see below!)
One
Power Role will be working as normal.

The players who has the Power Role (determined randomly, as in every other games) will
still
receive the normal PM, as if everything were okay... (In other words: apart from the Mafia no players get informed whether the Power Roles are working normally or not.)

(3) The corrupted roles work as detailed here:

– A
Corrupted Tracker
gets a result that their target visited the player killed by the Mafia, regardless of the target's Night Action (if there's any). If there's no Nightkill for any reason, they get a
Visited No one
message.
– A
Partly Corrupted Tracker
gets informed whether their target visited someone (in this case they get a
Visited Someone
message) or not, but not the nature of the action itself.
– A
Corrupted Doctor
is
Weak
and
Quack
(their protection will not work at all, but they die if they visit a Mafia)
– A
Partly Corrupted Doctor
is a
Weak Doctor
(they die if they visit a Mafia)
– A
Corrupted Jailkeeper
Jails the
same player each Night and this player is selected by the Mafia pre-game
. The Corrupted Jailkeeper prevents all actions performed on and by the jailed player
except for
getting Nightkilled. (If the player chosen for getting jailed every Night dies, the Jailkeeper is simply a Quack; their actions are getting ignored. If the Jailkeeper dies, no player gets jailed anymore.)
– A
Partly Corrupted Jailkeeper
acts like a
Roleblocker
; they prevent every action performed
by
the player but don't prevent any actions performed
on
the player.
– A
Corrupted RoleCop
gets a
Vanilla
result on everyone. In addition, the Mod reveals the
real
result of their investigation in the Mafia Quicktopic.
– A
Partly Corrupted RoleCop
reveals the role sent to the target via their role PM, but doesn't reveal whether the role itself is corrupted or not.
– For making everything clear: a
Normal RoleCop
reveals both the role and the Corruption Level (eg. Playerxxxx is a Weak Doctor, Playerzzzz is a Corrupted Jailkeeper)

(4)
At the flip, both the Power Roles and their Corruption level will be revealed.
This means the following messages, respectively:
– Corrupted Tracker; Partly Corrupted Tracker ; Tracker
– Weak Quack Doctor ; Weak Doctor ; Doctor
– Corrupted Jailkeeper ; Roleblocker ; Jailkeeper
– Corrupted RoleCop ; Role PM Cop ; RoleCop

(5) Natural Action Resolution Applies

(6)
No player can self-target.

However,
it's not compulsory to perform a Night Action
: any PR can perform No Action instead.
In this case the Corrupted Jailkeeper's target (determined by the Mafia pre-game) doesn't get jailkept at all; in the Mafia QuickTopic there will be a message of "No Result" if the Corrupted RoleCop targets no one.

(7) If A Corrupted Tracker or a Corrupted RoleCop targets a jailed or roleblocked player, they still get their corrupted result (Visited [Nightkilled Player] or Vanilla, respectively, in the latter case the investigation result doesn't appear in the Mafia QuickTopic; they get an "Investigation failed" message). Anyone else gets a "No Result" on a jailed or roleblocked player, except for the Doctors, who don't get a message at all whether their protection worked or not. If a Weak Doctor targets a jailed or roleblocked Mafia, they won't die.
The same happens if a jailed/roleblocked player sends the investigation: a Corrupted Tracker / RoleCop gets the Visited [Nightkilled Player] and the Vanilla result, everyone else get a "No Result" PM; Doctors get no information about their protection. (Jailed Weak Doctors don't die if they target a Mafia.)

(8) Here's an example for a possible Setup:

– 2 Mafia Goons
– 1 Doctor
– 1 Partly Corrupted Jailkeeper (in practice, a RoleBlocker; the player gets a normal Jailkeeper PM)
– 1 Corrupted RoleCop (the player gets a normal RoleCop PM)
– 4 Vanilla Townies

Here's an example for a possible Flip:
Aneninen, Town Roleblocker (Party Corrupted Jailkeeper) got Killed at Night1.


(As we can see, in this Setup there's no Tracker but only the Mafia knows this...)

(9)
Good Luck, Townies! ^_^


________

Those who've been familiar with the previous version can see that I replaced the Cop with a Tracker and modified the Doctor a bit. Also, I made a couple of questions clear see (6)!
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Post Post #8211 (ISO) » Sat May 23, 2015 6:07 am

Post by Aneninen »

In post 8201, RedCoyote wrote:
Long Lost Friends
1 A Mafia Goon
1 B Mafia Goon

5 Townies
2 Bulletproof

Each night, both goons decide whether they want to shoot or look for the other goon. Shooting is a normal nightkill. If they choose to look for the other goon, they choose one name to submit to the mod. If the name is the other goon, the two goons are partnered up and receive a private topic they may use during day and night. If the name isn't the other goon, nothing happens.

In post 8203, BBmolla wrote:Game is unwinnable if one Mafia Goon is lynched cause can't get rid of Bulletproofs.

BBMolla pointed out a big problem. Maybe if there were 1-Shot Bulletproofs.
Also, the Mafia Goons are prone targets to each other and a crosskill can make everything even worse. What if they were also 1-Shot Bulletproof?
Alternatively, replace the Bulletproofs with an A–Cop and a B–Cop; the A–Cop can only find A Goon and the B–Cop can only find B–Goon.
The idea is great, though.
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Post Post #8212 (ISO) » Sat May 23, 2015 12:01 pm

Post by BBmolla »

In post 8206, RedCoyote wrote:Maybe one BP?

That or make them 1-shot
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Post Post #8213 (ISO) » Sat May 23, 2015 11:01 pm

Post by LicketyQuickety »

3 scum
6 town
Nightless
Votes are designated to 3 groups as a single lynch for each day
Players are grouped together in groups of 2 town 1 mafia
Players can only vote for people in their group
Each day a single group is picked to vote
Town wins when both town voters agree
Mafia win when they survive 3 days
No Lynch is possible
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Post Post #8214 (ISO) » Sun May 24, 2015 6:02 pm

Post by Wall-E »

In post 8213, LicketyQuickety wrote:3 scum
6 town
Nightless
Votes are designated to 3 groups as a single lynch for each day
Players are grouped together in groups of 2 town 1 mafia
Players can only vote for people in their group
Each day a single group is picked to vote
Town wins when both town voters agree
Mafia win when they survive 3 days
No Lynch is possible


We called this Cellblock Mafia when we played it. It's really good.
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Post Post #8215 (ISO) » Sun May 24, 2015 8:24 pm

Post by LicketyQuickety »

In post 8215, LicketyQuickety wrote:
Fire & Ice Cellblock Mafia with Masons

15 Players

9 Town

6 Mafia

Each group can only vote for players in their group
Each group has a day to vote someone off from their group
Players are grouped together in 3 groups of 3 Town and 2 Mafia
3 Mason groups made up of 2 Town from 2 different groups and 2 Masons per group
2 Mafia Teams made up of 3 Mafia, and 1 Mafia member per group per team
Town wins when 1 member of mafia are killed from each team
Mafia wins when they lose no members of their team
The game is Nightless


Edited.
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Post Post #8216 (ISO) » Mon May 25, 2015 1:35 am

Post by BBmolla »

Uh

How long does that game go on? Like three days or?
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Post Post #8217 (ISO) » Mon May 25, 2015 1:38 am

Post by LicketyQuickety »

Each group has a day to vote someone off from their group
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Post Post #8218 (ISO) » Mon May 25, 2015 1:39 am

Post by LicketyQuickety »

Debated 6 day limit as well.
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Post Post #8219 (ISO) » Mon May 25, 2015 4:35 am

Post by RedCoyote »

In post 8213, LicketyQuickety wrote:3 scum
6 town
Nightless
Votes are designated to 3 groups as a single lynch for each day
Players are grouped together in groups of 2 town 1 mafia
Players can only vote for people in their group
Each day a single group is picked to vote
Town wins when both town voters agree
Mafia win when they survive 3 days
No Lynch is possible


Sounds fun! It also reminds me of Triplicate Mafia.
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Post Post #8220 (ISO) » Mon Jun 01, 2015 1:15 am

Post by Papi Bear »

In post 8211, Aneninen wrote:e to
Also, the Mafia Goons are prone targets to each other and a crosskill can make everything even worse. What if they were also 1-Shot Bulletproof?

Or a crosskill will also make them a team instead. Let say that both SK decided to be douches and accidentally crosskills...
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Post Post #8221 (ISO) » Fri Jun 05, 2015 11:33 pm

Post by LicketyQuickety »

In post 8214, Wall-E wrote:
In post 8213, LicketyQuickety wrote:3 scum
6 town
Nightless
Votes are designated to 3 groups as a single lynch for each day
Players are grouped together in groups of 2 town 1 mafia
Players can only vote for people in their group
Each day a single group is picked to vote
Town wins when both town voters agree
Mafia win when they survive 3 days
No Lynch is possible


We called this Cellblock Mafia when we played it. It's really good.


In post 8219, RedCoyote wrote:
In post 8213, LicketyQuickety wrote:3 scum
6 town
Nightless
Votes are designated to 3 groups as a single lynch for each day
Players are grouped together in groups of 2 town 1 mafia
Players can only vote for people in their group
Each day a single group is picked to vote
Town wins when both town voters agree
Mafia win when they survive 3 days
No Lynch is possible


Sounds fun! It also reminds me of Triplicate Mafia.


Thanks guys, It lacks bells and whistles but I think it could be a good play. I'd like to run this one at some point. In a game like this there probably wont be any RVS LOL.

In post 8215, LicketyQuickety wrote:
Fire & Ice Cellblock Mafia with Masons

15 Players

9 Town

6 Mafia

Each group can only vote for players in their group
Each group has a day to vote someone off from their group
Players are grouped together in 3 groups of 3 Town and 2 Mafia
3 Mason groups made up of 2 Town from 2 different groups and 2 Masons per group
2 Mafia Teams made up of 3 Mafia, and 1 Mafia member per group per team
Town wins when 1 member of mafia are killed from each team
Mafia wins when they lose no members of their team
The game is Nightless


Edited.


I would still really like to hear what people have to say about this hypothetical game. Does it seem like it is too difficult to kill off Mafia A and B? Are masons necessary? These are the questions I have giving it a second look. Also I appologize if using Mech in this situation is not proper etiquette. I am not very observant (understatement) and was trying to find the AREA tags but didn't look hard enough.
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Post Post #8222 (ISO) » Sat Jun 06, 2015 1:14 am

Post by LicketyQuickety »

I have another idea revolving around the grouped concept.

Large Group Mafia

15 PLAYERS

12 Town:
1 Town 1-Shot Cop
1 Town 1-Sot Role Blocker
1 Town 1-Shot Bullet Proof
9 Vanilla Townie

3 Mafia:
1 Mafia Godfather
1 Mafia 1-Shot Strongman
1 Mafia Goon

3 GROUPS
that start off with
3 Vanilla Townies w/ 1 Town PR
and
1 Mafia

Each day a group is picked in sequence to vote off someone from their group
Once that group has lynched the mafia from their group, they no longer have a day to lynch
At night phase, Mafia must NK a person from the previous Day Phase group, But Town PR's can choose to use their action on anyone of their choice
All players are able to talk throughout all day phases
Towns win condition is when they have lynched all Mafia members from each respected group
Mafias win condition is to when they hold a 50% majority in any 1 group


Can add or take away VTs as seen fit as well as adding or taking away PR. I don't know whether Town PR should be matched up with an appropriate Mafia role per group or whether they should be randomized.
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Post Post #8223 (ISO) » Sat Jun 13, 2015 4:29 am

Post by Annadog40 »

In post 8201, RedCoyote wrote:
Long Lost Friends
1 A Mafia Goon
1 B Mafia Goon

5 Townies
2 Bulletproof


Each night, both goons decide whether they want to shoot or look for the other goon. Shooting is a normal nightkill. If they choose to look for the other goon, they choose one name to submit to the mod. If the name is the other goon, the two goons are partnered up and receive a private topic they may use during day and night. If the name isn't the other goon, nothing happens.


What is the incentive for a goon to look for another goon?
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Post Post #8224 (ISO) » Mon Jun 15, 2015 8:37 am

Post by saulres »

I don't know if there's any desire to make a cult-playable game, but here's my take. I tend to think in micro-game size but numbers can of course be adjusted

Initial configuration

2 Cultists
2 Goons
5 VTs

The cult has a Private Thread open at night, and a nightly factional recruit.
Scum have a Private Thread open nights and a factional kill.
All night actions are compulsive, no-lynch is not an option.

Win conditions:
Scum wins when everyone else is dead or nothing can prevent the same. If recruited, they gain access to the cult PT but their wincon is
not changed
, and they flip as "recruited goon".
Town wins if both scum are dead and/or recruited and at least one townie is alive and not recruited.
Cult wins if all living players have been recruited.
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