[OLD] Open Setup Discussion and Nominations

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #3225 (ISO) » Sat Dec 27, 2008 6:56 am

Post by Max »

Either/Or.. or possibly Both


Nightless

2 Mafia + 2 Werewolves
or
4 Mafia
or
4 Werewolves

8 Townies
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Post Post #3226 (ISO) » Sun Dec 28, 2008 1:47 pm

Post by Fiasco »

In this post I would like to talk some more about sheep. With some changes, SilverPhoenix's setup turns into:
Sheep and Wolves 1.2

6 Sheep
- At night, target one player. Sheep win if at least 3 target the same player, +2 for every shepherd targeting the player that night. No night talking (obviously). If there are fewer than 3 sheep left, all sheep die.
4 Townies
- No powers. Town wins when all wolves are dead.
1 Shepherd
- At night, target a player to lead two sheep away from them. You win with the town.
1 Roleblocker
- At night, target a player. That player will be unable to perform any action (sheep, shepherd, kill, protect). You win with the town.
1 Doctor
- At the beginning of every night, target a player. Any kill attempts during that night on that player fail. Cannot self-protect. You win with the town.
3 Wolves
- At any time, target a player. If target is a sheep, the target dies, if target is town, you die. Additionally, you can talk at night and send a normal night kill. Wolves win when they equal or outnumber the town and sheep combined.
1 Wolf in Shepherd's Clothing
- A wolf, but with the powers of a shepherd.
Day start. Sheep do not know the other sheep. Wolves do know the other wolves (they are essentially scum).
I still like the basic mechanic but it can probably be made more elegant. Some ideas for expansion:
* split the sheep into a faction of white sheep, who want all sheep to pick the same target, and a faction of black sheep, who want all sheep to pick different targets
* instead, have a small group of black sheep who win when many normal sheep target one of them; this might obviate the need for wolf instakills and/or shepherds, because black sheep will make fake target coordination suggestions
* instead, make it so that sheep who target a wolf are eaten; again, wolves will now make fake target coordination suggestions
* add a sheep in wolf's clothing
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Post Post #3227 (ISO) » Sun Dec 28, 2008 2:45 pm

Post by Fiasco »

Wolves and Chickens, 0.1

6 townies
1 doctor
1 blocker
1 vigilante

VERSUS

1 wolf
1 wolf doctor
1 wolf blocker

VERSUS

3 chickens

day start
wolves are an ordinary scum group with a joint nightkill
chickens are a scum group with an optional joint nightkill; if chickens try to use their nightkill and a chicken is lynched the next day, wolves win; if chickens try to use their nightkill and a chicken is nightkilled by wolves the next night, town wins; otherwise play continues as normal

inspired by the game of chicken, of course
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Post Post #3228 (ISO) » Sun Dec 28, 2008 3:19 pm

Post by Fiasco »

Wolves and Ducks, 0.1


6 townies
3 one-shot vigs
3 wolves
duck 1 (flies away and leaves the game if alive after N1)
duck 2 (... N2)
duck 3 (... N3)
duck 4 (... N4)

day start
wolves are a standard mafia
if three ducks make it out of the game alive, game ends in a duck victory. Otherwise, play as a normal mafia game.
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Post Post #3229 (ISO) » Sun Dec 28, 2008 4:21 pm

Post by Fiasco »

Wolves and Cows, 0.1


6 townies
1 doctor
1 roleblocker
1 governor (makes night target unlynchable the next day)

3 wolves

1 cow doctor
1 cow roleblocker
1 cow governor

day start
wolves are a standard mafia
cows win if the game ever reaches N7 (note: I haven't thought about this number), whether or not any cows live

probably this game needs an info role
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Post Post #3230 (ISO) » Mon Dec 29, 2008 10:22 am

Post by Caboose »

Fiasco wrote:
Wolves and Cows, 0.1


6 townies
1 doctor
1 roleblocker
1 governor (makes night target unlynchable the next day)

3 wolves

1 cow doctor
1 cow roleblocker
1 cow governor

day start
wolves are a standard mafia
cows win if the game ever reaches N7 (note: I haven't thought about this number), whether or not any cows live

probably this game needs an info role
Do the cows know who each other are?
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Post Post #3231 (ISO) » Mon Dec 29, 2008 10:43 am

Post by Fiasco »

Don't know. I think the sheep and chicken games have more potential than the duck and cow games btw.
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Post Post #3232 (ISO) » Mon Dec 29, 2008 11:51 am

Post by Phate »

Sorry. Meant to post that last with this account.

You see, this is funny because I'm implying that I'm a Fiasco alt.
I will fuck up your name and gender. Deal with it.

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Post Post #3233 (ISO) » Mon Dec 29, 2008 11:55 am

Post by Lord Gurgi »

Wrong account again!
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Post Post #3234 (ISO) » Tue Dec 30, 2008 9:14 am

Post by popsofctown »

I like the sheep thing. I only like it if sheep's win condition causes loss for the other two factions. I don't like games where multiple factions can win. There's a complex sophisticated reason for the disdain, but i can't remember my beautiful explanation why. *shrugs*
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #3235 (ISO) » Tue Dec 30, 2008 3:03 pm

Post by Fiasco »

Yes, sheep win means town and wolf loss.

The problem with letting multiple factions win is a metagame tit for tat dynamic can arise.
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Post Post #3236 (ISO) » Tue Dec 30, 2008 3:53 pm

Post by popsofctown »

Is breadcrumbing allowed in the sheep game? Like some of the sheep could say "why wasn't the lynch yesterday a humorous failure? My it was a humorous failure, a total catastrophe"
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #3237 (ISO) » Tue Dec 30, 2008 4:01 pm

Post by Fiasco »

They'd be allowed to say that, but then if the wolves picked up on it they'd kill whoever said it, and if the shepherds picked up on it they'd target me.
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Post Post #3238 (ISO) » Tue Dec 30, 2008 4:14 pm

Post by popsofctown »

Darn straight. I love it.
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #3239 (ISO) » Tue Dec 30, 2008 4:14 pm

Post by Fiasco »

Three Hat Mafia


16 players, 4 scum 12 town, cop head start
everyone has a blue hat or no blue hat, a green hat or no green hat, a yellow hat or no yellow hat, a red hat or no red hat (all 16 combinations happen once)
the scum all have 3 hats, for the rest it's random (this means one role is a "miller" with 4 hats)
the town consists of 12 hat cops, 2 sane and 1 insane for each hat color (they know what color they can see but not whether they're sane)

the point is to have lots of little pieces of objective information that don't necessarily overwhelm the normal day game, but I hope this doesn't become too puzzle-y like dethy
Last edited by Fiasco on Tue Dec 30, 2008 4:24 pm, edited 1 time in total.
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Post Post #3240 (ISO) » Tue Dec 30, 2008 4:23 pm

Post by BlakAdder »

Speaking of Dethy, this is just an idea I had the other day. Would a Dethy setup where the Mafia doesn't have an NK work? I like Dethy, but the low number of days kind of favors scum. Would taking the Mafia's NK even it more, or would it tilt it toward town
too
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Post Post #3241 (ISO) » Tue Dec 30, 2008 5:04 pm

Post by StrangerCoug »

Fiasco wrote:
Three Hat Mafia


16 players, 4 scum 12 town, cop head start
everyone has a blue hat or no blue hat, a green hat or no green hat, a yellow hat or no yellow hat, a red hat or no red hat (all 16 combinations happen once)
the scum all have 3 hats, for the rest it's random (this means one role is a "miller" with 4 hats)
the town consists of 12 hat cops, 2 sane and 1 insane for each hat color (they know what color they can see but not whether they're sane)

the point is to have lots of little pieces of objective information that don't necessarily overwhelm the normal day game, but I hope this doesn't become too puzzle-y like dethy
Good idea on the surface, but my problems are that it's too confusing and it's not exactly a normal game.
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Post Post #3242 (ISO) » Tue Dec 30, 2008 5:08 pm

Post by Fiasco »

Info Drizzle Mafia

3 scum
9 55% sane 45% insane cops
cop head start
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Post Post #3243 (ISO) » Tue Dec 30, 2008 5:44 pm

Post by Alduskkel »

Fiasco wrote:
Three Hat Mafia


16 players, 4 scum 12 town, cop head start
everyone has a blue hat or no blue hat, a green hat or no green hat, a yellow hat or no yellow hat, a red hat or no red hat (all 16 combinations happen once)
the scum all have 3 hats, for the rest it's random (this means one role is a "miller" with 4 hats)
the town consists of 12 hat cops, 2 sane and 1 insane for each hat color (they know what color they can see but not whether they're sane)

the point is to have lots of little pieces of objective information that don't necessarily overwhelm the normal day game, but I hope this doesn't become too puzzle-y like dethy
What's the point of the hats?
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Post Post #3244 (ISO) » Wed Dec 31, 2008 6:26 am

Post by Mr. Flay »

BlakAdder wrote:Speaking of Dethy, this is just an idea I had the other day. Would a Dethy setup where the Mafia doesn't have an NK work? I like Dethy, but the low number of days kind of favors scum. Would taking the Mafia's NK even it more, or would it tilt it toward town
too
much.
I've never played dethy, but it's more of a logic puzzle than Mafia, so more days would probably tilt things
rapidly
toward Town.

Also, you'd never be able to NK your Sane/Insane Cop, which is gamebreaking.
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Post Post #3245 (ISO) » Wed Dec 31, 2008 11:06 am

Post by Xylthixlm »

Dethy strongly favors the town even with the scum nightkill. Taking it away would be ridiculous.
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Post Post #3246 (ISO) » Wed Dec 31, 2008 11:42 am

Post by Natirasha »

2 scumkills to make it more balanced?
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Post Post #3247 (ISO) » Thu Jan 01, 2009 12:24 pm

Post by Adel »

Big Small Town

2 East Side Mafia Goons (know each other, share 1 kill)
2 West Side Mafia Goons (know each other, share 1 kill)
2 Downtown Mafia Goons (know each other and Godfather, share 1 kill with each other and Godfather)
1 Downtown Godfather (knows Downtown Goons and shares 1 kill with them)
1 East Side Cop
1 East Side Doctor (protects against 1 kill)
3 East Side Townies
1 West Side Tracker
1 West Side Cop
3 West Side Townies
1 Downtown Doctor (protects against 1 kill)
1 Downtown Jailkeeper (blocks target and protects from all kills)
7 Downtown Townies

Day Start

Each player knows what part of town each other player lives on. When the mafia controls 2 out of the three areas, the mafia wins. If the mafia is eliminated from 2 out of the three areas, the town wins. Any player with a role can target any other player from any area. Players can only vote for another player who lives on their side of town. Each Day phase ends when two out of the three areas have reached a lynch (with the third area being treated as a deadline lynch) or when the deadline is reached.
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Post Post #3248 (ISO) » Thu Jan 01, 2009 12:31 pm

Post by Vi »

What's to stop the Mafia from, say, whacking three West Side Townies N1 and whacking three East Side Townies N2?
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Post Post #3249 (ISO) » Thu Jan 01, 2009 12:35 pm

Post by Darox »

Cross kills. They don't know each other.

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