In post 549, reinoe wrote:I have a problem with a setup that's not approved having it's own wiki page. Aren't there enough vanity Open setups that have only been used once or none clogging up the Open games setups?
In post 555, Quilford wrote:What are the point of the elements, other than to serve to make the doctors' lives harder?
If a VT is lynched Day 1, for example, each doctor has a 1/21 chance of making a save that Night. So the chances of anyone being saved that Night are about 14%, which is almost exactly the same as just replacing the 3 Elemental Doctors with 1 regular Doctor and 2 VTs and making the Mafia team 3 normal Goons with two nightkills per night.
In post 559, BBmolla wrote:Half the game is scum, the day phase is going to be shit.
Gunsmith gets guilties on all mafia? With 9 mafia and false positives, he seems pretty damned pointless.
Ether wrote:Forest Fire:
Maybe! It'll be kind of weirdly long for a micro, between the tree stumps and the fact that mafia won't be killing most nights. If you hate how you always die in mafia games and you have to stop talking, this is the game for you. This might be townsided, but it's hard to say, because as we've just established, towns are kind of dumb.
Eh, seems all right. (Gaolers aren't really modern, though. They've been around for a long, long time. That doesn't make them any less classy.)
Grey Flag Nightless:
I do like setups that force scum to behave differently. At nine players and only one nightkill across the game, it's a large enough game that I'd kind of expect those EVs to mean it's a bit townsided in practice. I'm probably overestimating town, though.
I think the clock format is interesting, but the roles themselves just seem haphazardly thrown in. There doesn't seem to be any rhyme or reason to what obscure roles got added (why do you need both a follower and a rolecop?), or what got paired up with what. (Do the babysitter and the mafia roleblocker really need to be together? Can't you just let the poor thing have its vengekill?) I guess at least the strongman was sandwiched between two protective roles
(what happens when a jailer and a doctor target each other? This needs to be determined beforehand), so there's that. I say all this, but I wouldn't be surprised if it's fun to play.
Kill All Townies:
Huh. Maybe? It's hard to think about how a game of this would actually go. But I kind of like the idea of keeping town lynches up when they're often drowned out in multiball games, and it's an interesting strategy element for scum. I'm not sold on giving the town a vig, though...and at the same time, this setup still faces the standard multiball issue that town can lose the majority entirely while the game still lurches on.
The whole schtick seems completely arbitrary. Is there any strategy to which kill to use? Then eventually you kill two doctors, and the other two become completely useless except as named townies, because even if a scumbag dies, its teammates will pick up its element anyway. The serial killer makes this swingier, but it can be outed at any point by the tracker--there isn't a ton of concern for its wellbeing, and honestly just not that much reason for it to exist. I think a large game with scum themed as elements could be interesting, but this isn't the way to do it.
Ether wrote:The Odds (10 players)
7 vanilla townies
Normally that would give each player a 20% chance of being scum, but in The Odds, different people have different chances ranging from 5% to 35%, and their chances are on public display on the front page. (If who gets what percentage is decided nonrandomly, I don't think that detracts from the game at all. Some people like a certain alignment more, or like the danger of having higher odds, and will find the game more fun if they have a say in it.) The doctor is weighted the same way, so a player with a higher percentage is much more likely to be scum or the doctor.Ether wrote:To figure out the scum, I'll roll two numbers between 1 and 40. Each percentage corresponds to different numbers:
5% - 1(Note that even the player most likely to be scum still has about 2 out of 3 odds of being town.)
10% - 2-3
15% - 4-6
15% - 7-9
20% - 10-13
20% - 14-17
25% - 18-22
25% - 23-27
30% - 28-33
35% - 34-40