[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #1396 (isolation #0) » Wed May 05, 2010 10:31 pm

Post by Elscouta »

Beefster wrote:New idea? :) ;)

Psychic Mafia

2 Telepathic Mafia Goons (day talk and night talk)
2 Telepathic Twins (Freemasons that can day talk and night talk)
1 Lie Detector
1 Vision Injector (flavored Friendly Neighbor)
6 Vanilla Townies
---Day Start---

That should work, but it might need an extra goon for balance.
If this is open, all players would start the game saying "I'm town", making the lie detector a cop.
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Post Post #1401 (isolation #1) » Tue May 11, 2010 9:00 pm

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Two-Shot Nightless Vanilla

4 Scum
8 Townies

Townies have two lynch to get a scum. They win as soon as they lynch correctly, they lose if they mislynch two times.

Looks quite simple, fast, with a huge insensitive for scum to use group strategy (no bussing!).
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Post Post #5397 (isolation #2) » Fri Nov 16, 2012 9:05 am

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No unvoting or limited unvoting games are generally pointless. Town will organize to only FoS people until a fake-hammer has been reached, then lynch this player.

Any town not organized enough to do this will self-destruct anyway.

---

The double day part where people that had a say on the first lynch have less of a say on the second one is interesting though. You might want to read "Judge, Jury, Executionner" that had a similar mecanism.
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Post Post #5795 (isolation #3) » Fri Apr 19, 2013 3:38 am

Post by Elscouta »

In post 5791, LlamaFluff wrote:Other option to balance my variable would be making it:

Goon x2
Traitor x1

Town x10

To start. Change scum power abilities to:

Bulletproof
Role Cop
Daytalk (passive)
Recruit traitor as goon pre-game
JOAT (1x strongman, 1x ninja)

With note of no abilites can go to traitor. Cap at three abilites taken. If recruited flips as "mafia goon" not telling of recruitment.


Bulletproof is super weak, given the odds of a vig are low, and that on a failed vig shoot, you'll end up dead anyway (vig would eventually claim the failed shoot, if no RB claims to be responsible, you are dead meat). I'd remove it, and give 1x doctor to JOAT. Giving scum the possibility of a roleblocker is also an option.
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Post Post #5797 (isolation #4) » Sun Apr 21, 2013 12:47 pm

Post by Elscouta »

Well why would you want to turn a goon into a "Godfather" (aka gooncop immune with the veryweak bulletproof) instead of turning a goon into an interesting role (rolecop or JOAT) that would also get the gooncop immune part?

Picking Godfather seems like a totally awful option for the scumteam.
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Post Post #6706 (isolation #5) » Wed Jan 22, 2014 5:05 am

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Looks extremely favorable to scum. Town needs 50% accuracy without any PR and a strong scum voting block. That's not going to end well for town. Adding 2 VT will probably make it a bit more balanced.
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Post Post #6850 (isolation #6) » Sun Mar 16, 2014 1:36 am

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I don't see how town is supposed to win, and how the lover pairs have any relevance, given you are forced to lynch both.
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Post Post #6857 (isolation #7) » Mon Mar 17, 2014 4:59 am

Post by Elscouta »

Misunderstood the lover part indeed. But given that lover pairs function mechanically like a single player, it means the balance is equivalent to a 3 scum 6 townies 1 innocent child. Extremely scum sided.
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Post Post #7029 (isolation #8) » Thu Jul 03, 2014 8:45 am

Post by Elscouta »

Heaven and Hell


10 Vanilla Town
5 Mafia Goon

Instead of day and nights, phases alternate between heaven and hell. Scum have permanent talk (call it daytalk i guess).
During heaven phase, the town votes for one player to send to heaven. During hell phase, the town votes for one player to send to hell.
Alignement is revealed upon being sent to heaven or hell.
Players in hell can't post and can't vote (they are basically dead). Players in heaven can post but their vote doesn't count, unless to break ties.
In case of a tie among votes from living players, votes from heaven players decide the result.
In case of a tie among votes from living players and from heaven players, scum chooses.
Town wins if 3 scums are sent to hell, Scum wins if 3 scums are sent to heaven.


Very strong scum voting block, but that should also make voting dynamics more interesting to analyse.

Has it been run before, and if not, would you be interested to play in such a game?
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Post Post #7031 (isolation #9) » Thu Jul 03, 2014 10:00 am

Post by Elscouta »

Yeah after rereading it seems that the best scum strategy is just to make sure only townies are sent to hell or heaven. I need to think of a way to make sure scum need to send their members to heaven in the first iterations.
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