[Challenge] Team Mafia 2020

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #2 (isolation #0) » Wed Nov 13, 2019 6:51 pm

Post by Gamma Emerald »

Are players allowed to try to submit?

I have little confidence that anything I try will make it, since I have very little experience with this particular form of design, but if I can try I would like to maybe see if I can strike the flint if my mind and create a spark of inspiration.
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Post Post #37 (isolation #1) » Thu Nov 14, 2019 5:05 pm

Post by Gamma Emerald »

Equivalent Retaliation
Mafia Odd-Night Rolecop
Mafia Even-Night Jailkeeper
Mafia Goon x2

Town Odd-Night Jailkeeper
Town Even-Night Rolecop
Town Vigilante
Vanilla Townie x8

Idea based on Tit for Tat, I’ve always wanted to renovate the setup because I just don’t like the backup idea. So instead each side has a Rolecop and Jailkeeper, arranges so one side’s Rolecop acts the night the other side’s Jailkeeper acts. Mafia has Rolecop on odds and Jailkeeper on evens which makes the setup still carry some of the old feel imo. Also no one has thought to suggest an 11:4 game yet so figured I would.

As for other submissions I like BBMolla’s idea and think it is worth discussion
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Post Post #41 (isolation #2) » Thu Nov 14, 2019 5:31 pm

Post by Gamma Emerald »

Even-Night Day Vigilante
HMMMMM
Probably makes more sense to call that Even-Day Vigilante.
No real concern about the setup otherwise
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Post Post #48 (isolation #3) » Fri Nov 15, 2019 3:59 pm

Post by Gamma Emerald »

Looks very wild. Kinda confusing too.
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Post Post #63 (isolation #4) » Tue Nov 19, 2019 10:23 am

Post by Gamma Emerald »

In post 60, popsofctown wrote:
The Giver mafia12:3
Starting night one, each night the mafia distribute the "potential" roles to each town aligned player. The recipient doesn't learn their potential role. When there are not enough players for the roles, the bottommost roles are omitted:
  • Parity Cop
    Loyal Neighborizer
    Sane Cop
    Jailkeeper
    Watcher
    Roleblocker
    Friendly Neighbor
    Tracker
    Neighborizer
    Rolecop
    Mailman
    Fruit Vendor
Each day, after the lynch is decided, the town makes a plurality vote on a player to crown. If that player is town, the player is bulletproof for one night and can use their potential role for one night, and they can never be crowned again for the rest of the game. If that player is mafia, that player selects any one role from the full list to use for that one night and gains a 1-shot lynchproof.
Looks kinda cool but feels scum sided mechanically
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Post Post #65 (isolation #5) » Tue Nov 19, 2019 10:41 am

Post by Gamma Emerald »

Inherently scumsided
I don’t think rewarding a mafioso with a OS lynchproof for fooling town on the sub-vote is conducive to good balance, as it makes it take longer to eliminate them
Though when the lynch fails that is a straight up guilty
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Post Post #67 (isolation #6) » Tue Nov 19, 2019 8:06 pm

Post by Gamma Emerald »

In addition unless you force scum to target town, they can just target a buddy and either tie themselves together by faking a successful action or distance by saying it was a visitor action
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Post Post #71 (isolation #7) » Wed Nov 20, 2019 1:49 pm

Post by Gamma Emerald »

In post 69, Gammagooey wrote:
In post 37, Gamma Emerald wrote:
Equivalent Retaliation
Mafia Odd-Night Rolecop
Mafia Even-Night Jailkeeper
Mafia Goon x2

Town Odd-Night Jailkeeper
Town Even-Night Rolecop
Town Vigilante
Vanilla Townie x8

Idea based on Tit for Tat, I’ve always wanted to renovate the setup because I just don’t like the backup idea. So instead each side has a Rolecop and Jailkeeper, arranges so one side’s Rolecop acts the night the other side’s Jailkeeper acts. Mafia has Rolecop on odds and Jailkeeper on evens which makes the setup still carry some of the old feel imo. Also no one has thought to suggest an 11:4 game yet so figured I would.
This also looks pretty good, though I think it becomes very scum-sided if the vig dies n1.
I’d be willing to split the vig into odd and even nights, or add a backup vig. I feeling like option A is more on brand for what is already there but option B has less chance to cause swing, because the role interaction for option A could get kinda crazy.
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Post Post #72 (isolation #8) » Wed Nov 20, 2019 1:51 pm

Post by Gamma Emerald »

Also I like the attempt at making the revised Pick Your Poison, because that setup has needed some help, but idk if those role options, especially for scum, are the best balance wise. Also I realize numbers may counterbalance this but the scum powers kinda look rather OP on a quick skim
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Post Post #78 (isolation #9) » Sun Nov 24, 2019 9:05 am

Post by Gamma Emerald »

I kinda don’t want Amber Flag just by virtue of already having White Flag
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Post Post #89 (isolation #10) » Sun Nov 24, 2019 6:53 pm

Post by Gamma Emerald »

Wait so more than 1 players are lynched a day? Honestly that looks exciting if a little fast compared to everything else that will likely be run
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Post Post #91 (isolation #11) » Sun Nov 24, 2019 7:17 pm

Post by Gamma Emerald »

I really like it tbh, kinda reminds me of the dance games
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Post Post #92 (isolation #12) » Sun Nov 24, 2019 7:18 pm

Post by Gamma Emerald »

If we want a vanilla game that is by far my pick
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Post Post #123 (isolation #13) » Mon Nov 25, 2019 1:26 pm

Post by Gamma Emerald »

In post 103, OkaPoka wrote:points are scored if your alignment wins?
Last time the determination of who wins was determined by total game wins and the scoring system was like the last tiebreaker
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