[SETUP]Manic Micro Madness

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BBmolla
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Post Post #0  (ISO)  » Wed Jun 06, 2018 12:40 am

Manic Micro Madness

9 Players
1 Anti-Town Faction Power Role
1 Anti-Town Faction Goon

1 Town Investigative (50% Cop against Anti-Town Faction, 50% a random role on Investigative Mafiascum Wiki Page.)
1 Town Normal Role
5 Townies


  • Mafia faction is randomed from list below this setup.
  • At the start of the game, there is a 50% chance that one of the two town roles listed above is turned into 1-shot. In the case where there is no 1-shot, the Anti-Town get to choose their power role/roles.


Spoiler: Mafia (25%)
Mafia are your basic anti-town.

Cop against them is a Cop.

Possible Power Roles (random this list to determine the role):


Spoiler: Werewolf (15%)
Werewolves are your secondary basic anti-town.

Cop against them is a Seer.

Possible Power Roles (random this list to determine the role):


Spoiler: Warlocks (10%)
Warlocks are an anti-town faction who have a factional treestump instead of a nightkill.

Cop against them is a Witch Hunter.

Possible Power Roles (random this list to determine the role):


Spoiler: Cannibals (10%)
Cannibals are an anti-town faction who have a factional janitor nightkill (role and alignment is hidden on death.) When generated, a VT is changed into a Ninja Coroner.

Cop against them is a Dietician.

Possible Power Roles (random this list to determine the role):


Spoiler: Pyromaniacs (10%)
Pyromaniacs are an anti-town faction with a factional ability to either prime a target or light all targets.

Cop against them is a Fire Marshal.

Possible Power Roles (random this list to determine the role):


Spoiler: Fogeys (10%)
Fogeys are an anti-town faction with the factional ability of a delayed kill. To make up for this, the Fogey's list of power roles contains a lot more bastardness than other lists.

Cop against them is a Caretaker.

Possible Power Roles (random this list to determine the role):


Spoiler: Mountaineers (10%)
Mountaineers are an anti-town faction with a factional commute. When generated, a VT is changed into a Mountaineer Traitor. After a lynch, during the night, the lynched player selects a person to nightvengekill from beyond the grave. It is not make public that this is how the player was killed, simply that they were killed during the night. The goon also receives a power role due to this handicap.

Cop against them is a Park Ranger.

Possible Power Roles (random this list twice to determine the roles for the Mountaineers):


Spoiler: Aliens (8%)
Aliens are an anti-town faction with only one night kill. When the Aliens are pregenerated, a VT must be turned into a Alien Corruptor (Can turn a player into a Tentacled Townie every night. If targeted during the night of conversion appears to be an alien.) to create a setup with 3 aliens and 6 town.

Cop against them is a Conspiracy Theorist.

Possible Power Roles (random this list to determine the role):
  • One-shot Unlynchable
  • Prober (targets one player; target is roleblocked and Prober gets investigation result of "Werewolf" or "Not werewolf")
  • Silencer (Player is publicly unable to talk for a day, votes are done privately and do not show up on votecount.)
  • Psychotrooper (While alive, all cops with 'guilty/not guilty' format results are Insane)
  • Mass Redirector (Once per game, choose a player at night. All actions are redirected to that player that night, making the Psychomagnet essentially a 1-Shot Lightning Rod-izer)
  • Night 4 Bloodsucker (Treestump someone at night. No Alien may perform the factional nightkill on the same night that you do this)
  • Vanillaizer
  • Give Two Aliens (not the Corruptor) each a Random Role From The Normal For Any Alignment list


Spoiler: 2 Serial Killers (2%)
Serial Killers win if they are the last ones standing. They both have a factional kill and are not on the same team and can not win together. Each Serial Killer gets a modifier from the list below.

Cop against them is an FBI Agent.

Possible Role Modifiers (random this list twice to determine the role modifiers):




Optional (Important to include but I don't want to play with it. Redistribute percentage as needed if you want to have it as a possibility):

Spoiler: Cult
Cult are a faction that can recruit players to their faction every odd night, changing those players' alignment. When the Cult is pregenerated, a VT must be turned into an Alarmist.

Cop against them is a Private Investigator.

Possible Power Roles (random this list to determine the role):


Spoiler: Mimes
Mimes are the team version of a Jester. When the Mimes are pregenerated, a VT must be turned into a Mime. They win if their whole faction is lynched. They have a factional roleblock. If the number of town is equal to the number of Mimes, the Mimes all commit suicide. Any vigilantes or similar killing roles for town must be rerolled.

Cop against them is a Paranoid Cop (who is told he is Paranoid).

Possible Power Roles (random this list to determine the role):


Spoiler: No Anti-Town (1%)
If this is randomed, the Anti-town Goon is turned into a Vanilla Townie and the Anti-Town Power role is turned into a Town Normal Role. The only way for the town to win this game is to no lynch two times without anyone using night actions during those two nights. Every night a random player dies unless there is a no lynch during the day.

Cop in this setup is a random Cop variant.



Let me know if ya'll think of some other cool factions. Obviously questionable balance but if you have basic balance fixes to make these setups more manageable go ahead and post them.
Last edited by BBmolla on Mon Jun 11, 2018 11:33 pm, edited 5 times in total.

BBmolla
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Post Post #1  (ISO)  » Wed Jun 06, 2018 1:30 am

Tests:

1 Warlock Rolestopper
1 Warlock Goon
1 Town Forensic Investigator
1 Town Neapolitan
5 VTs

1 Werewolf Watcher
1 Werewolf
1 Town Vanilla Cop
1 Town Hider
5 VTs

1 Cannibal Rolestopper
1 Cannibal
1 Town Ninja Coroner
1 Town Dietician
1 Town Meatlover (Miller)
4 VTs

yeah those all look exceedingly townsided I'll fix it tomorrow. Probably need to make the non-investigative role 1-shot.

BBmolla
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Post Post #2  (ISO)  » Wed Jun 06, 2018 1:38 am

Yeah actually I'll change it now, those are all relatively balanced if that is done.

BBmolla
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Post Post #3  (ISO)  » Wed Jun 06, 2018 1:39 am

aaaactually then it allows the roles not to counter each other, you're either the investigative or 1-shot.

hm.

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Post Post #4  (ISO)  » Wed Jun 06, 2018 9:36 am

sounds like fun
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Aristophanes
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Post Post #5  (ISO)  » Wed Jun 06, 2018 10:02 am

I like this! :)
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Post Post #6  (ISO)  » Wed Jun 06, 2018 10:31 am

i dont really like the no-anti town idea though
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Post Post #7  (ISO)  » Wed Jun 06, 2018 10:35 am

In post 6, Invisibility wrote:i dont really like the no-anti town idea though
This is literally my favourite part!
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ManWithNoName
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Post Post #8  (ISO)  » Wed Jun 06, 2018 12:46 pm

If you keep the no anit-town faction, I don't think it's actually mafia. I think get rid of that one, maybe the mimes one, too, unless you make it absolutely clear that they may end up not playing a game of Mafia.

I like all but no anti-town and mimes, though.
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Post Post #9  (ISO)  » Wed Jun 06, 2018 12:47 pm

In post 8, ManWithNoName wrote:If you keep the no anit-town faction, I don't think it's actually mafia. I think get rid of that one, maybe the mimes one, too, unless you make it absolutely clear that they may end up not playing a game of Mafia.

I like all but no anti-town and mimes, though.

Poo, wrong account. Not like it matters much.

Still my thoughts.

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Post Post #10  (ISO)  » Wed Jun 06, 2018 4:03 pm

It’s only 1% chance :|

But I can understand Mimes.

Factions im adding once I’m home:
-Delayed factional kill
-Arsonist faction
-Sacrifice self to kill half the player list factional kill

BBmolla
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Post Post #11  (ISO)  » Wed Jun 06, 2018 11:06 pm

1 Warlock Firestarter
1 Warlock Goon
1 Town 1-shot Witch Hunter
1 Town Roleblocker
5 Vanilla Townies

1 Mafia Watcher
1 Mafia Goon
1 Town Cop
1 Town 1-shot Neapolitan
5 Vanilla Townies

1 Fogey Rolecopblocker
1 Fogey Goon
1 Town Friendly Neighbor
1 Town Rolestopper
5 Vanilla Townies

(Town Sensor was originally rolled, but I think that role not x-shot is broken so I rerolled)

That's better.

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Post Post #12  (ISO)  » Thu Jun 07, 2018 11:42 am

Isn't the no scum unlosable because when you get down to 3 and there's been 0 scum lynches, you would have gotten endgamed by then, so you can just NL twice for the win. Mimes is actually interesting because it becomes a "lynch town" game instead of lynch scum.

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Post Post #13  (ISO)  » Fri Jun 08, 2018 5:28 am

The Mountaineers setup is townsided even entirely vanilla (EV > 50%, and scum get one kill on town maximum, meaning town will typically do better than EV). Also, most power roles are entirely useless to scum in it, whereas town might potentially get something useful. So that subsetup, at least, is townsided.

I think balance probably isn't a primary aim for this sort of game, though.
scum · scam · seam · team · term · tern · torn · town

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Post Post #14  (ISO)  » Fri Jun 08, 2018 1:19 pm

I don’t really know how to balance it any more than that I just like the concept

I could give Mountaineers another member?

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Post Post #15  (ISO)  » Fri Jun 08, 2018 8:57 pm

With power roles, that might work (although you'd need fairly good town power roles, I think; not sure, 6:3 is a much less analysed player count than 7:2).
scum · scam · seam · team · term · tern · torn · town

Sukima
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Post Post #16  (ISO)  » Mon Jun 11, 2018 10:10 am

Mountaineers are probably closest to Aliens, who get only 1 NK. Probably 3 members is fair because then they get 2 NKs and normal-ish power roles, whereas Aliens get 1 NK and really crazy power roles.

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Post Post #17  (ISO)  » Mon Jun 11, 2018 2:24 pm

Maybe a traitor would be a good middle ground

Sukima
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Post Post #18  (ISO)  » Mon Jun 11, 2018 3:50 pm

Traitor is "knows the mafia, but mafia doesn't know them", right? That would actually be pretty good as a compromise, especially that the "NKs" are only awarded on getting lynched.

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Post Post #19  (ISO)  » Sat Jun 16, 2018 11:51 am

In post 6, Invisibility wrote:i dont really like the no-anti town idea though
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Post Post #20  (ISO)  » Sat Jun 16, 2018 7:00 pm

In post 19, Gamma Emerald wrote:
In post 6, Invisibility wrote:i dont really like the no-anti town idea though

I moved it to optional


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