[MARCH CHALLENGE]

This forum is for discussion of individual Open Setups, including theoretical balance.
BBmolla
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Post Post #50  (ISO)  » Tue Mar 12, 2019 8:52 pm

You need one of the roles from the OP

Jingle
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Post Post #51  (ISO)  » Wed Mar 13, 2019 2:11 am

Yeah, you're right. maybe I'll come up with something better, but for now I'll just go with the submission that actually works.
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mith
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Post Post #52  (ISO)  » Wed Mar 13, 2019 1:05 pm

I have an idea for a setup that's perfect for this (it's an old idea), but I still haven't gotten it to work out. Boo.

Irrelephant11
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Post Post #53  (ISO)  » Wed Mar 13, 2019 3:06 pm

Real submission

choose your own adventure7v2

Pre-game, or maybe during a short pregame discussion phase (undecided on this), each player privately submits the letter I, P, or V. Based on the number of each letter, the setup is determined. If there are an odd number of I or P submissions, one of that letter becomes a V.

(I)nformative
0 I’s: Named townie
2: Parity Neapolitan (receives results in the form “Result A” and “Result B”. Each corresponds to “is vanilla townie” or “is not vanilla townie”, but the neap doesn’t know which is which)
4: 1-shot cop
6: Cop
8: Jailkeeper


(P)rotective:
0: 1-shot bulletproof
2: Bodyguard
4: 1-shot jailkeeper
6: Doctor
8: Jailkeeper


(V)anilla:
9: 2 loud goons
7: Loud goon and goon
5: 2 goons
3: 1-shot mafia Rolecop and goon
1: 1-shot mafia strongman and goon


So each of the 15 possible setups should look like
“Informative town role”
“Protective town role”
5 vts

2 mafia of some kind

Town power roles are always assigned to a townie who submitted an “I” or “P”, if possible (in this way, townies who like rolling vt can nearly guarantee it, and those who like being a PR can increase their chances).
Similarly, if one scum gives a V and the other doesn’t, the less powerful role (if applicable) will be given to the scum who submitted a V.

Scum have daychat and are multitasking.

callforjudgement
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Post Post #54  (ISO)  » Wed Mar 13, 2019 5:32 pm

The 9V version of the setup is pointless: with 9V, there won't be any way for townies to survive kills, thus the Loud modifier on the Goons does nothing. There are probably other issues like that in the setup; I haven't looked at it in detail.

I like the idea, though; it's more that the details need working out.
scum · scam · seam · team · term · tern · torn · town

Irrelephant11
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Post Post #55  (ISO)  » Wed Mar 13, 2019 5:34 pm

?

With 9V, as the setup currently stands:

Named townie
1-shot bulletproof
5 vts
2 loud goons

Edit: this was actually my starting point and is one of my favorite possible setups. The wifom generated by the fact that a scum misfire can create a guilty feels very fun to play
Last edited by Irrelephant11 on Wed Mar 13, 2019 5:39 pm, edited 1 time in total.

Irrelephant11
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Post Post #56  (ISO)  » Wed Mar 13, 2019 5:35 pm

I’ve looked at all 15 possible setups, and can post those in a separate post if anyone wants it

callforjudgement
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Post Post #57  (ISO)  » Wed Mar 13, 2019 5:56 pm

Oh, I missed that 0 of a power role letter didn't create a vanilla setup. In that case it probably works.
scum · scam · seam · team · term · tern · torn · town

Irrelephant11
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Post Post #58  (ISO)  » Thu Mar 14, 2019 9:44 am

Spoiler: possible setups
Named townie
1-shot bulletproof
5 vts
2 loud goons

Parity neapolitan
1-shot bulletproof
5 vts
Loud goon & goon

1-shot cop
1-shot bulletproof
5 vts
2 goons

Cop
1-shot bulletproof
5 vts
1-shot rolecop & goon

Jailkeeper
1-shot bulletproof
5 vts
1-shot strongman & goon

Named townie
Town bodyguard
5 vts
Loud goon & goon

Parity Neapolitan
Town bodyguard
5 vts
2 goons

1-shot cop
Town bodyguard
5 vts
1-shot rolecop & goon

Cop
Town bodyguard
5 vts
1-shot strongman & goon

Named townie
1-shot jailkeeper
5 vts
2 goons

Parity Neapolitan
1-shot jailkeeper
5 vts
1-shot rolecop & goon

1-shot cop
1-shot jailkeeper
5 vts
1-shot strongman & goon

Named townie
Doctor
5 vts
1-shot rolecop & goon

Parity Neapolitan
Doctor
5 vts
1-shot strongman & goon

Named townie
Jailkeeper
5 vts
1-shot strongman & goon

BulletNLynchproof
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Post Post #59  (ISO)  » Thu Mar 14, 2019 10:12 am

Do people pick their letter before or after seeing their alignment?
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Irrelephant11
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Post Post #60  (ISO)  » Thu Mar 14, 2019 10:43 am

After. And mafia definitely get to coordinate pregame. I can’t decide if the thread should also be open for a discussion phase before letters are submitted - I think this is the only way to get some setups (when would 9V happen randomly, for example) but also makes the process of choosing letters much more important, with some players trying to force their will on others, etc. which messes with the Choose Your Own Adventure spirit.

Thoughts?

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Post Post #61  (ISO)  » Thu Mar 14, 2019 10:44 am

I guess a pregame discussion phase before anyone receives alignments could be interesting, too, now that I think about it.
Maybe pregame discussion > alignments sent out and scumchat opened > submitting letters?

BulletNLynchproof
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Post Post #62  (ISO)  » Thu Mar 14, 2019 10:57 am

Random draft setup:
Martyrs2 Mafia Goon
7 Conditional Bodyguard

Every Day, if a townie is lynched, all townies on the wagon become a bodyguard for the Night. If a Mafia is lynched, all townies off the wagon become a bodyguard. (No lynch = no bodyguard)

The priority of bodyguard is as follows: if a townie is lynched, voters nearer to the end of the wagon have a higher priority. If a Mafia is lynched, voters on larger wagons have a higher priority than those on smaller wagons, who are higher than those Not Voting. For wagons of equal size, the one who was higher most recently is of higher priority, and on the same wagon, the last vote has higher priority. For not voting, the one who most recently unvotes has largest priority, but if two townies never voted, it goes by playerlist order.

If a killed player is protected by more than one bodyguard, it is deflected onto the one with highest priority. Bodyguards can chain, but not more than once per bodyguard, so if the bodyguards form a cycle in resolution, the first bodyguard in the cycle is killed.


Additionally, if the Mafia is lynched with only town on it, town win immediately.
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BulletNLynchproof
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Post Post #63  (ISO)  » Thu Mar 14, 2019 10:58 am

I highly dislike a pregame phase with unknown alignments.

Edit: I think it'll be nice if the PRs are assigned to those who asked for that type, if possible
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Irrelephant11
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Post Post #64  (ISO)  » Thu Mar 14, 2019 11:07 am

Yeah I like that idea too, but the scenario I wanted to avoid is as follows:

All town submit I. Both scum submit P. A townie who submitted an I is given the role bodyguard and suddenly knows exactly what scum submitted, which could potentially be a lot of information to be used in game

BulletNLynchproof
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Post Post #65  (ISO)  » Thu Mar 14, 2019 11:18 am

Yeah that scenario seems awful but... scum can just counteract this by simply choosing different letters? Or rather neither II nor PP

It'll be a problem even without my addition if scum both choose P and all townies choose I.
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Not Known 15
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Post Post #66  (ISO)  » Thu Mar 14, 2019 11:29 am

In post 62, BulletNLynchproof wrote:Additionally, if the Mafia is lynched with only town on it, town win immediately.

D1 lynch: Mafia. 4 townies outside the lynch, confirmed town.
N1 kill: A confirmed townie.
D2: 3 conf Town 4 non-conf town.
The conftown select a non-conf town to lynch(but don't lynch). All non-conf town are assigned to bodyguard a conftown. The non-conftown is lynched with all non-conftown on them.
N2: No kill.
D2: 3 conftown 3 nonconf town.
They vote to lynch another nonconf town with 2 nonconf and 2 conftown on it. One nonconf is assigned to
conftown A, who doesn't vote.
Conftown B protects Conftown C.
The other nonconf town is assigned to protect B.
Now the mafia either kills their protection target and outs themselves, or no-kills into 3conf-town and 2 non-conf town, which is instant endgame, too.
---->a Mafia lynch on Day 1 is always a mafia loss.
D1 lynch: Town.
N1 kill: Town.
D2 lynch: Mafia(scum on the wagon)->3 conftown 3 non-conftown.
N2 kill: Conftown killed.
2 conftown vs 3 non-conftown...
Nonconftown lynched by 2 non-conftown and one conftown.
----> a Mafia lynch on Day 2 results in two successive lynches in a POE of 3; or in an instant mafia loss if Mafia is outside.
D1 lynch:Town.
N1 kill:Town
D2 lynch:Town
N2 kill:Town.
D3:LYLO, Mafia lynched with scum on the wagon.
N3:Conftown killed/no kill:
D4:LYLO/MYLO in a 1v1 situation.
--->win chance after this mafia lynch:50%.

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Post Post #67  (ISO)  » Fri Mar 15, 2019 12:05 am

Counter Strike3 Terrorists (Mafia)
9 Counter-Terrorists (Town)

Rules
  • 3 Players are assigned to each of {Knife, P250, AK-47, Steyr AUG} randomly. This is public information (Named).
  • Mafia has X-shot kills that can be used once per night. A kill reveals weapon used.
  • At the start of the game, the BOMB is planted in a random LOCATION A B C or D (Semi-Open). The mafia is informed of this location.
  • In addition to a lynch, players vote for a DEFUSER. If DEFUSER is town, he must choose a LOCATION to investigate. If DEFUSER is scum, nothing happens.
  • During each night, mafia may place at most one member in each of the location A B C or D as a CAMPER.
  • If the LOCATION has the BOMB but no CAMPER, town immediately wins.
  • If the LOCATION has a CAMPER, the DEFUSER is killed, and the weapon used and location of death is revealed.
  • If the LOCATION has no CAMPER and no BOMB, the DEFUSER survives.
[Tentatively set X=1 right now?]
Last edited by DrDolittle on Fri Mar 22, 2019 9:10 am, edited 5 times in total.

callforjudgement
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Post Post #68  (ISO)  » Fri Mar 15, 2019 12:11 am

Scum seem to have no reason not to camp the bomb, here. Town doesn't know where the bomb is, so they're as likely to pick the bomb's location as any other.

Also, I expect this to be very townsided. 7:2 nightless is townsided as it is, and town are hardly hurt by any outcome of the defusal mechanic (it leads to an occasional town death, but the information gained from it is probably more valuable to town than that, and the deaths, despite being deaths of townies, are town-directed).
scum · scam · seam · team · term · tern · torn · town

DrDolittle
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Post Post #69  (ISO)  » Fri Mar 15, 2019 12:15 am

yup bomb always have to be camped, as is per usual. I didn't like 7-2 since if one scum got lynched it was effectively game over. I upped the numbers a bit

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Post Post #70  (ISO)  » Fri Mar 15, 2019 12:16 am

I'm not too afraid of balance issues, since I can always throw mafia X-shot NK or town more CTs, but I wonder whether it would be a fun setup to play - or does it deviate too much from mafia in general?

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Post Post #71  (ISO)  » Fri Mar 15, 2019 12:20 am

In post 68, callforjudgement wrote:Town doesn't know where the bomb is, so they're as likely to pick the bomb's location as any other.

Actually this is not true... if town investigates A and dies, then posterior probability is higher that A has the bomb. Suppose actually B has the bomb. Say its 2 town 1 scum going into night. Does scum camp A and hope for an investigation there, or does he camp B to be safe?

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Post Post #72  (ISO)  » Fri Mar 15, 2019 12:26 am

Ah right, I hadn't thought about the situation after scum deaths. There is some WIFOM involved when there's only one scum left.

I'd be inclined to choose 8:3 as the correct numbers rather than 9:3; I think you have the right idea by changing the numbers round though.
scum · scam · seam · team · term · tern · torn · town

DrDolittle
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Post Post #73  (ISO)  » Fri Mar 15, 2019 12:26 am

I also am a bit nervous about mountainous nature since there's no way to get rid of good towns. probably throw in a X-shot NK somewhere

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Post Post #74  (ISO)  » Fri Mar 15, 2019 12:28 am

In post 72, callforjudgement wrote:I'd be inclined to choose 8:3 as the correct numbers rather than 9:3; I think you have the right idea by changing the numbers round though.

Is that with the 1-shot NK or nah?

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