[SETUP] CK9++

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[SETUP] CK9++

Post Post #0 (ISO) » Sun Oct 21, 2018 12:01 pm

Post by Korina »

I'm assuming this is where I'd post this, so...

This setup is a derivation between C9++, (which is really town-sided) and JK9++ (which is really scum-sided), in an attempt at trying to create a middle-ground balance between the two set-ups, while adding some new roles into the design.
It features roles from both C9++ and JK9++, however with some new roles thrown into the mix, with more variation in the setups, making for more interesting (and widely varying) games, ensuring no two games are exactly the same.

I would also include how many possible setups this can generate, however, I'm unsure of my math being right, (I got 40,040,000 possible setups; 2 SK variations, 25 Mafia variations, 28 Investigative role variations, 13 Protective role variations, 11 Killing role variations, 10 Masonry role variations, and 20 Action/Result Modification variations).

The post stuff is spoilered so it looks nicer, and not a giant wall of text.

Spoiler: Special Mechanics
Game Mechanics:

- Setup uses Daystart.
- If Serial Killer appears, they choose between Investigation Immunity AND 1-Shot Bulletproof or Ninja AND Strongman kills as their extra ability. They choose this pre-game.
- All investigative roles are guaranteed to be sane.
- Kills are indistinguishable, do not use varying flavor for Mafia, Vigilante, Serial Killer or Paranoid Gun Owner night kills.
- Innocent Child is revealed at start of D1 by the mod.
- All protective roles prevent only one night kill.
- Mafia Roleblocker may not kill AND preform the factional kill in the same night.
- Mafia Roleblocker also has priority over Town Jailkeeper, Town Roleblocker, or Town Rolestopper.
- All bulletproof roles, (godfather, serial killer if they take BP), are informed if they are attacked.
- Players are not informed if they are bus-driven, nor if their targets are switched.

Role Mechanics:

- Cops receive results as "Town/Not Town/No Result."
- Trackers receive results as "Your target visited (name) last night!/Your target did not visit anyone last night!/No Result."
- Neapolitans receive results as "Vanilla Townie/Not Vanilla Townie/No Result."
- Gunsmiths receive results as "Your target has a gun!/Your target does not have a gun!/No Result."

- Godfather appears Innocent
only to Cops.

- A Godfather will appear
"Town"
to a Cop
- A Godfather will appear
as normal
to Trackers, Neapolitans, and Gunsmiths.
- Millers, (and framed players), always appear guilty to
all
investigative roles.
- A Miller/Framed Player will always appear to be "Not Town" to a Cop.
- A Miller/Framed Player will always appear to have visited a player who was nightkilled to a Tracker.
- A Miller/Framed Player will always appear to not be a Vanilla Townie to a Neapolitan.
- A Miller/Framed Player will always appear to have a gun to a Gunsmith.
- Players who have a tailor forge an Innocent result on them will always appear innocent to
all
investigative roles.
- An Innocently Tailored Player will always appear to be "Town" to a Cop.
- An Innocently Tailored Player will always appear to not have visited any player to a Tracker.
- An Innocently Tailored Player will always appear to be a Vanilla Townie to a Neapolitan.
- An Innocently Tailored Player will always appear to not have a gun to a Gunsmith.
- Serial Killers appear Innocent to Gunsmiths, and situationally appear Innocent to Cops or Trackers.
- If the Serial Killer took Investigation Immunity, they will appear to be Town to Cops, but not Trackers.
- If the Serial Killer took Ninja and Strongman kills, they will appear to not visit, however, they will appear as "Not Town" to a Cop.

- The night a Paranoid Gun Owner goes on alert, they are rendered Bulletproof. A strongman will still kill the PGO regardless of the PGO going on alert.


Spoiler: Other Information
Once all power roles have been determined, add Vanilla Townies to the setup until it equals 13.

The order of night action resolution is as follows:
- Commuting / Arming
- Bus Driving
- Hiding
- Jailkeeping / Roleblocking
- Protecting
- Killing / Tailoring
- Investigating
- All other actions not listed above

Mafia Roleblocker also has priority over Town Jailkeeper, Town Roleblocker, or Town Rolestopper.


Spoiler: Randomization
The moderator randomly chooses 7 numbers from 1-100, repeating permitted. Then, each number is turned into a letter as follows:
1-50 = T (Townie. This actually directly influences scum powerroles.)
51-65 = I (Investigative)
66-75 = P (Protective)
76-85 = K (Killing)
86-95 = M (Masonry)
96-100 = A (Action/Result Modification)

The mod then notes how many of each letter is generated.


Spoiler: Setup Generation
Powerroles are inserted into the setup depending on how many of each letter are generated. For example, when looking at the "I" list, look at how many Is you received. If you get no Is, do not add any roles from the I list (exception: "T" list has a set of roles to be added if 0 Ts are generated). If you get three Is, look at where it says III and add the corresponding power-roles into the game. In this case, add a Cop OR Tracker, Cop OR Tracker, Neapolitan OR Gunsmith, randomly picking any "OR" choices.

One of the weird cases with this as well is if you have 2 or 3 P's, where you'll see {{Bodyguard OR Doctor} OR Jailkeeper}. The way you resolve those is simple. You resolve if it's a Bodyguard or Doctor, then resolve if it's the Bodyguard/Doctor, or Jailkeeper.

If you draw more letters than are listed in a category, give the maximum power listed for that letter.

For sake of keeping any multiple generational choices, (the OR choices), easy to locate, they have been put inside these curly brackets: {}

Investigative Roles:

I = {Cop OR Tracker} (50/50 chance of either, the same is true for all "OR" options)
II = {Cop OR Tracker}, {1-Shot Cop OR 1-Shot Tracker}
III = {Cop OR Tracker}, {Cop OR Tracker}, {1-Shot Neapolitan OR 1-Shot Gunsmith}
IIII = {Cop OR Tracker}, {Cop OR Tracker}, {Neapolitan OR Gunsmith}
IIIII = {Cop OR Tracker}, {Neapolitan OR Gunsmith}, {Cop, Tracker, Neapolitan OR Gunsmith}, {Cop, Tracker, Neapolitan OR Gunsmith} (1/4 chance of any appearing).

Protective Roles

P = {Bodyguard OR Doctor}
PP = {Bodyguard OR Doctor}, {{Bodyguard OR Doctor} OR Jailkeeper}
PPP = {Bodyguard OR Doctor}, {{Bodyguard OR Doctor} OR Jailkeeper}, {Bodyguard OR Doctor OR Jailkeeper}
PPPP = {Doctor OR Bodyguard OR Jailkeeper}, {Doctor OR Bodyguard OR Jailkeeper}, Jailkeeper, Bodyguard

Killing Roles

K = {1-Shot Paranoid Gun Owner OR Vengeful}
KK = Vigilante, {1-Shot Paranoid Gun Owner OR Vengeful}
KKK = Vigilante, 1-Shot Paranoid Gun Owner, Vengeful
KKKK = 1-Shot Paranoid Gun Owner, Vengeful, {Vigilante, 1-Shot Paranoid Gun Owner OR Vengeful}, {Vigilante, 1-Shot Paranoid Gun Owner OR Vengeful}

Masonry Roles

M = {Innocent Child OR Friendly Neighbor}
MM = Innocent Child, {2 Masons, Friendly Neighbor OR Fruit Vendor}
MMM = 2 Masons, Fruit Vendor, {Innocent Child, Friendly Neighbor OR Fruit Vendor}
MMMM = 3 Masons, {Innocent Child, Friendly Neighbor OR Fruit Vendor}

Action/Result Modification

A = {Miller, 1-Shot Bus Driver}
AA = {Miller, 1-Shot Bus Driver}, {Roleblocker OR Rolestopper}
AAA = {Miller, 1-Shot Bus Driver}, {Roleblocker, Rolestopper}, {Weak/Hider* OR 1-Shot Commuter}
AAAA = {Miller, 1-Shot Bus Driver}, Roleblocker, {Weak/Hider OR 1-Shot Commuter}, {Miller, Roleblocker, Rolestopper, Weak/Hider, 1-Shot Commuter, 1-Shot Bus Driver}

Scum Roles

TTTTTTT = Mafia Goon, Mafia Goon, Serial Killer
TTTTTT = Mafia Goon, {Mafia JOAT (Roleblock, Ninja Kill, Strongman Kill) OR Mafia Roleblocker} OR {Godfather OR Mafia Tailor}**
TTTTT = Mafia Goon, {Mafia JOAT OR Mafia Roleblocker} OR {Godfather OR Mafia Tailor}, Serial Killer
TTTT = Mafia Goon, Mafia Goon, {Mafia JOAT OR Mafia Roleblocker}
TTT = Mafia Goon, {Mafia JOAT OR Mafia Roleblocker}, {Godfather OR Mafia Tailor}, Serial Killer
TT = Mafia Goon, {Mafia JOAT OR Mafia Roleblocker}, {Godfather OR Mafia Tailor}
T = Mafia Tailor, Mafia Godfather, {Mafia JOAT OR Mafia Roleblocker}, Serial Killer
0 Ts = Mafia Tailor, Mafia Godfather, {Mafia JOAT OR Mafia Roleblocker}

Serial Killer chooses their ability pre-game.


* - If a Hider rolls, there is another 50/50 chance if they are a normal Hider or a Weak Hider
** - There is a 50/50 chance of either pair appearing, with another 50/50 chance of either role appearing. For example, it'd be rolled between the JOAT/Roleblocker and Godfather/Tailor pairs. Once the pair is determined, another roll is made to determine which role it is.


Spoiler: Example Setup
Unsorted: 66, 47, 56, 28, 100, 47, 22
Sorted: 22, 28, 47, 47, 56, 66, 100
Translated to letters: T, T, T, T, I, P, A
Roles derived from the letters: {Cop OR Tracker}, Bodyguard, Miller, Mafia Goon, Mafia Goon, {Mafia JOAT OR Mafia Roleblocker} OR {Godfather OR Mafia Framer}
Roles with all random choices resolved: Cop, Bodyguard, Miller, Mafia Goon, Mafia Goon, Mafia JOAT
Final Rolelist, (VTs added): Cop, Bodyguard, Miller, VT, VT, VT, VT, VT, VT, VT, Mafia Goon, Mafia Goon, Mafia JOAT


Spoiler: Example Town Rolecards
Vanilla Town
Open XXX: CK9++

Welcome, [Player Name]! You are a
Vanilla Townie
, and aligned with
The Town
.

Abilities:
~ You have no special abilities apart from your voice and your vote.

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


1-Shot Cop
Open XXX: CK9++

Welcome, [Player Name]! You are a
1-Shot Cop
, and aligned with
The Town
.

Abilities:
~ Once, at night, you may target one player in the game to investigate them. You will receive a result of "Town", "Not Town", or "No Result".

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


Cop
Open XXX: CK9++

Welcome, [Player Name]! You are a
Cop
, and aligned with
The Town
.

Abilities:
~ Each night phase, you may target one player in the game to investigate them. You will receive a result of "Town", "Not Town", or "No Result".

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


1-Shot Tracker
Open XXX: CK9++

Welcome, [Player Name]! You are a
1-Shot Tracker
, and aligned with
The Town
.

Abilities:
~ Once, at night, you may target a player in the game and learn if they targeted anyone (if at all).

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


Tracker
Open XXX: CK9++

Welcome, [Player Name]! You are a
Tracker
, and aligned with
The Town
.

Abilities:
~ Each night, you may target a player in the game and learn if they targeted anyone (if at all).

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


1-Shot Neapolitan
Open XXX: CK9++

Welcome, [Player Name]! You are a
1-Shot Neapolitan
, and aligned with
The Town
.

Abilities:
~ Once, at night, you may target one player in the game to investigate them. You will receive a result of "Vanilla Townie", "Not Vanilla Townie", or "No Result".

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


Neapolitan
Open XXX: CK9++

Welcome, [Player Name]! You are a
Neapolitan
, and aligned with
The Town
.

Abilities:
~ Each night phase, you may target one player in the game to investigate them. You will receive a result of "Vanilla Townie", "Not Vanilla Townie", or "No Result".

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


1-Shot Gunsmith
Open XXX: CK9++

Welcome, [Player Name]! You are a
1-Shot Gunsmith
, and aligned with
The Town
.

Abilities:
~ Once, at night, you may target one player in the game and learn if they have a gun, (if they even do).

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


Gunsmith
Open XXX: CK9++

Welcome, [Player Name]! You are a
Gunsmith
, and aligned with
The Town
.

Abilities:
~ Each night phase, you may target one player in the game and learn if they have a gun, (if they even do).

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


Bodyguard
Open XXX: CK9++

Welcome, [Player Name]! You are a
Bodyguard
, and aligned with
The Town
.

Abilities:
~ Each night phase, you may target one player in the game to guard. If they would die that phase, you will die in their place.

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


Doctor
Open XXX: CK9++

Welcome, [Player Name]! You are a
Doctor
, and aligned with
The Town
.

Abilities:
~ Each night phase, you may target one player in the game to heal them. They will be protected from a single kill. You may not target yourself.

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


Jailkeeper
Open XXX: CK9++

Welcome, [Player Name]! You are a
Jailkeeper
, and aligned with
The Town
.

Abilities:
~ Each night, you may jail a player in the game, simultaneously protecting them from one nightkill and roleblocking them.

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


1-Shot Paranoid Gun Owner
Open XXX: CK9++

Welcome, [Player Name]! You are a
1-Shot Paranoid Gun Owner
, and aligned with
The Town
.

Abilities:
~ Once, at night, you may arm yourself, protecting you from all kills and simultaneously killing all players targeting you that night.

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


Vigilante
Open XXX: CK9++

Welcome, [Player Name]! You are a
Vigilante
, and aligned with
The Town
.

Abilities:
~ Each night phase, you may target another player in the game to attempt to kill them.

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


Vengeful Townie
Open XXX: CK9++

Welcome, [Player Name]! You are a
Vengeful Townie
, and aligned with
The Town
.

Abilities:
~ When you are lynched, you may vengekill any player in the game during twilight. You do not have to kill.

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


Innocent Child
Open XXX: CK9++

Welcome, [Player Name]! You are an
Innocent Child
, and aligned with
The Town
.

Abilities:
~ On Day 1, you will be publicly confirmed to be
Town
.

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


Friendly Neighbor
Open XXX: CK9++

Welcome, [Player Name]! You are a
Friendly Neighbor
, and aligned with
The Town
.

Abilities:
~ Each night phase, you may target another player in the game to tell them you are
Town
.

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


Mason
Open XXX: CK9++

Welcome, [Player Name]! You are a
Mason
, along with your partner(s) [Player Name] (and [Player Name]), who are also aligned with
The Town
.

Abilities:
~ You, [Player1], and [Player2] all know each other to be
Town
. Pre-game and during the night, you may talk to them here [Link].

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your partner(s) name(s), OR by posting in the Mason PT.


Fruit Vendor
Open XXX: CK9++

Welcome, [Player Name]! You are a
Fruit Vendor
, and aligned with
The Town
.

Abilities:
~ Each night phase, you may target a player in the game to attempt to give them a piece of fruit. The fruit does nothing.

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


Miller
Open XXX: CK9++

Welcome, [Player Name]! You are a
Miller
, and aligned with
The Town
.

Abilities:
~ You passively will return an unfavorable result to any investigative role.

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


Town Roleblocker
Open XXX: CK9++

Welcome, [Player Name]! You are a
Roleblocker
, and aligned with
The Town
.

Abilities:
~ Each night phase, you may target another player in the game to attempt to block them from performing any night actions.

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


Town Rolestopper
Open XXX: CK9++

Welcome, [Player Name]! You are a
Rolestopper
, and aligned with
The Town
.

Abilities:
~ Each night phase, you may target another player in the game to attempt to prevent all other night actions from affecting your target.

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


Weak Hider
Open XXX: CK9++

Welcome, [Player Name]! You are a
Weak Hider
, and aligned with
The Town
.

Abilities:
~ Each night phase, you may target another player in the game to hide behind, rendering yourself immune to all nightkills that phase. However, if your target dies that phase, you also die.
~ In addition, if you hide behind any player who is not Town-Aligned, you will automatically die.

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


Hider
Open XXX: CK9++

Welcome, [Player Name]! You are a
Hider
, and aligned with
The Town
.

Abilities:
~ Each night phase, you may target another player in the game to hide behind, rendering yourself immune to all nightkills that phase. However, if your target dies that phase, you also die.

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


1-Shot Commuter
Open XXX: CK9++

Welcome, [Player Name]! You are a
1-Shot Commuter
, and aligned with
The Town
.

Abilities:
~ Once, at night, you may leave town, which will render you immune to all actions taken upon you for that night only.

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


1-Shot Bus Driver
Open XXX: CK9++

Welcome, [Player Name]! You are a
1-Shot Bus Driver
, and aligned with
The Town
.

Abilities:
~ Once at night, you may switch two players. Any actions that was meant to effect one player, will now effect the other, and vice versa.
~ Players will not be told if they were driven, nor will any players be informed if their target is switched.

Victory Condition:
~ You, and the
Town
win once
all threats to the
Town
are eliminated, and at least one
Pro-Town
player is still alive.


Please confirm you have read your role-card by
submitting your role-name and alignment.


Spoiler: Example Mafia Rolecards
Mafia Goon
Open XXX: CK9++

Welcome, [Player Name]! You are a
Mafia Goon
, along with your partner(s) [Player Name] (and [Player Name]), who are also aligned with
The Mafia
.

Abilities:
~ During the pre-game, and each night phase, you may talk to your group here [Link].
~ Each night phase, you may send a member of your group to target another player in the game, attempting to kill them.

Victory Condition:
~ You, and the
Mafia
win once
the
Mafia
obtain a majority or nothing can prevent this from occurring.


Please confirm you have read your role-card by
submitting your partner(s) name(s) OR by posting in the Mafia PT.


Mafia Tailor
Open XXX: CK9++

Welcome, [Player Name]! You are a
Mafia Tailor
, along with your partner(s) [Player Name] (and [Player Name]), who are also aligned with
The Mafia
.

Abilities:
~ During the pre-game, and each night phase, you may talk to your group here [Link].
~ Each night phase, you may send a member of your group to target another player in the game, attempting to kill them.
~ Each night phase, you may forge a result on a player of your choice. This result will apply to all Investigative roles that check that player.

Victory Condition:
~ You, and the
Mafia
win once
the
Mafia
obtain a majority or nothing can prevent this from occurring.


Please confirm you have read your role-card by
submitting your partner(s) name(s) OR by posting in the Mafia PT.


Mafia Godfather
Open XXX: CK9++

Welcome, [Player Name]! You are a
Mafia Godfather
, along with your partner(s) [Player Name] (and [Player Name]), who are also aligned with
The Mafia
.

Abilities:
~ During the pre-game, and each night phase, you may talk to your group here [Link].
~ Each night phase, you may send a member of your group to target another player in the game, attempting to kill them.
~ You passively appear to be Town to any Cops that check you.
~ You are passively bulletproof, and will survive any night-kill committed against you. Additionally, you will be informed if you are attacked at night.

Victory Condition:
~ You, and the
Mafia
win once
the
Mafia
obtain a majority or nothing can prevent this from occurring.


Please confirm you have read your role-card by
submitting your partner(s) name(s) OR by posting in the Mafia PT.


Mafia JOAT
Open XXX: CK9++

Welcome, [Player Name]! You are a
Mafia JOAT
, along with your partner(s) [Player Name] (and [Player Name]), who are also aligned with
The Mafia
.

Abilities:
~ During the pre-game, and each night phase, you may talk to your group here [Link].
~ Each night phase, you may send a member of your group to target another player in the game, attempting to kill them.
~ Your JOAT abilities are as follows: Roleblock, Strongman, and Ninja.
~ Roleblock: Once at night, you can roleblock a player.
~ Strongman: Once at night, if you perform the factional kill, it will be converted into a Strongman kill which will bypass Doctors/Jailkeepers.
~ Ninja: Once at night, if you perform the factional kill, it will be converted into a Ninja kill, which will bypass Trackers.

Victory Condition:
~ You, and the
Mafia
win once
the
Mafia
obtain a majority or nothing can prevent this from occurring.


Please confirm you have read your role-card by
submitting your partner(s) name(s) OR by posting in the Mafia PT.


Mafia Roleblocker
Open XXX: CK9++

Welcome, [Player Name]! You are a
Mafia Roleblocker
, along with your partner(s) [Player Name] (and [Player Name]), who are also aligned with
The Mafia
.

Abilities:
~ During the pre-game, and each night phase, you may talk to your group here [Link].
~ Each night phase, you may send a member of your group to target another player in the game, attempting to kill them.
~ Each night phase, you may target another player in the game to attempt to block them from performing any night actions.

Victory Condition:
~ You, and the
Mafia
win once
the
Mafia
obtain a majority or nothing can prevent this from occurring.


Please confirm you have read your role-card by
submitting your partner(s) name(s) OR by posting in the Mafia PT.


Spoiler: Example Serial Killer Rolecard
Serial Killer
Open XXX: CK9++

Welcome, [Player Name]! You are a
Serial Killer
and aligned with
only yourself
.

Abilities:
~ During pre-game, you must choose between being either Investigation Immunity AND 1-Shot Bulletproof OR Ninja AND Strongman kills.
~ Each night phase, you may target another player in the game to attempt to kill them.
~ You have access to a PT located here (link) that you may talk in at any time.

Victory Condition:
~ You win once
you are the last player alive or nothing can prevent this from occurring.


Please confirm you have read your role-card by
submitting your decision via PM, or by posting it in the SK PT.
Last edited by Korina on Wed Jul 17, 2019 9:32 am, edited 21 times in total.
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Post Post #1 (ISO) » Sun Oct 21, 2018 1:07 pm

Post by callforjudgement »

Many of your coinflip randomizations (e.g. "Cop OR Tracker") have very different power between the two halves.

I can definitely believe that this generates balanced setups on average. However, any individual setup may well be significantly townsided or significantly scumsided.
scum
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town
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Post Post #2 (ISO) » Sun Oct 21, 2018 1:23 pm

Post by Korina »

In post 1, callforjudgement wrote:Many of your coinflip randomizations (e.g. "Cop OR Tracker") have very different power between the two halves.

I can definitely believe that this generates balanced setups on average. However, any individual setup may well be significantly townsided or significantly scumsided.
Yea, I'm aware of Cop/Tracker having vastly different powers, however, that was part of my intention in design. I wanted the Mafia roles to be able to counter the investigatives (to a degree).

And also, I am fully aware that given all possible setups, there's gonna be ones that are heavily townsided or scumsided. That's one of the flaws of these types of designs. While I'm sure I could find a way to guarantee that the game will be perfectly balanced 100% of the time, the effort needed to produce that (from a random setup), would be too great to even bother with it.

A good example of a (presumably) heavily townsided setup would be 4M, 3I, after coinflips with 3 Masons, an IC, 2 Cops, 4 VTs, Mafia Tailor, Godfather, and JOAT.
A good example of a (presumably) heavily scumsided setup would be a 7A setup, with 2 Millers, a Roleblocker, a Normal Hider, 6 VTs, Mafia Tailor, Godfather and JOAT.

Obviously, these can occur within the setup, and can't really be avoided.

(Which this prompted me to add the one part I was forgetting in generation: What would happen if you draw more letters than possible).

I'm also gonna generate like 5 random lists and see how balanced they end up being, and post them here.
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Post Post #3 (ISO) » Sun Oct 21, 2018 1:55 pm

Post by Korina »

Spoiler: Setup 1
9, 98, 42, 99, 34, 85, 5
5, 9, 34, 42, 85, 98, 99
T, T, T, T, K, A, A

Vengeful, Rolestopper, VT, VT, VT, VT, VT, VT, VT, Mafia Goon, Mafia Goon, Mafia JOAT Serial Killer


Spoiler: Setup 2
99, 92, 92, 15, 7, 48, 90
7, 15, 48, 90, 92, 92, 99
T, T, T, M, M, M, A

Mason, Mason, Fruit Vendor, Friendly Neighbor, Miller, VT, VT, VT, VT, Mafia Goon, Mafia JOAT, Mafia Tailor, Serial Killer


Spoiler: Setup 3
80, 19, 24, 2, 69, 9, 54
2, 9, 19, 24, 54, 69, 80
T, T, T, T, I, P, K

Cop, Bodyguard, 1-Shot PGO, VT, VT, VT, VT, VT, VT, VT, Mafia Goon, Mafia Goon, Mafia JOAT,


Spoiler: Setup 4
67, 44, 84, 46, 96, 2, 95
2, 44, 46, 67, 84, 95, 96
T, T, T, P, K, A, A

Bodyguard, Vegneful, Miller, Roleblocker, VT, VT, VT, VT, VT, Mafia Goon, Mafia JOAT, Mafia Tailor, Serial Killer


Spoiler: Setup 5
44, 23, 3, 9, 29, 79, 73
3, 9, 23, 29, 44, 73, 79
T, T, T, T, T, P, K

Bodyguard, Vengeful, VT, VT, VT, VT, VT, VT, VT, VT, Mafia Goon, Mafia Roleblocker, Serial Killer


So, from generation, the ones that I've gotten (so far), haven't really had any major game-breaking strategies, (like follow the cop), from what I can tell. I think they are pretty close to being balanced, if not, slightly town/scum-sided depending on the generation.
I haven't looked at any of the generations I've gotten so far and said "oh, town can easily win that" or "oh, mafia can easily win that". I've seen it more as a "Yea, this honestly could come down to how well the players play" type situation.

I think most of the setups generated will be slightly town/scum-sided, if not out-right balanced, with probably a couple dozen being extremely town/scum-sided. I also don't really see any follow-the-cop type strategies going on, mainly because they could be easily interrupted by something else. I think if there are any, it'd have to be such a perfect generation to allow it, (and most likely that generation would be extremely town-sided in general).

Obviously as well, if a lot of M's generate, that makes it more townsided, and more A's makes it more scumsided.

By that same token as well, I think on average, like you said, this will generate fairly balanced setups. There certainly will be extremely unbalanced ones, however, those are such a small chance of occurring, that they become negligible.
If that certainly is the case, that most are fairly balanced, if not slightly more town/scum-sided, that's good enough for me. Like I said in the first post, my goal was to try to make a middle ground between C9++, (extremely townsided), and JK9++, (extremely scumsided).
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Post Post #4 (ISO) » Tue Oct 23, 2018 6:11 am

Post by Sukima »

Is there a reason that a single A just generates a miller? At that point, is it basically just considered a named townie?
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Post Post #5 (ISO) » Tue Oct 23, 2018 6:18 am

Post by Korina »

Actually, now that you brought that up, yea, that's true.
I was thinking about having it be {Miller, 1-Shot Bus Driver}, which I'm gonna act on.

Good call.

The original intent was to try to help slightly buff mafia if it rolled, however, yea, it's effectively a named townie at that point.
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Post Post #6 (ISO) » Wed Jun 12, 2019 12:54 pm

Post by Korina »

Apologies about necropost, I had an entire thing typed out for this, but then my laptop died. I changed the setup slightly, and want that to be known ahead of time:
- PGO resolves as early as possible now; originally they resolved at the very end of the night.
- Bulletproof roles are informed when they're attacked.
- There is no kill flavor for a paranoid gun owner.
- Godfather is now bulletproof.

Apart from that, the setup hasn't been changed. I still believe that it's fairly balanced overall.
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Post Post #7 (ISO) » Thu Jun 13, 2019 6:47 am

Post by popsofctown »

I can't remember the last time I saw a semi-open in the queue. I wonder whether that's modder demand or player demand.
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Post Post #8 (ISO) » Fri Jun 14, 2019 3:21 pm

Post by Korina »

Wdym?
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Post Post #9 (ISO) » Fri Jun 14, 2019 3:42 pm

Post by popsofctown »

I usually see fully open setups in the queue instead of semi-opens.
After some other discussions on site I'm very sure that's because mods aren't running them, not because players aren't incentivizing mods to run them (by joining).

They are more work, good on you for putting in work.

Booneytoons is pretty popular and that's kinda a semiopen project.
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Post Post #10 (ISO) » Fri Jun 14, 2019 7:43 pm

Post by Korina »

Ah. My only concern is that it's possibly on average more town-sided. Plus, the setup is just C9++ and JK9++ combined, with a few other roles, hence the name CK9++.
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Post Post #11 (ISO) » Sat Jun 15, 2019 2:21 pm

Post by Awoo »

CRUSADER KINGS NINE PLUS PLUS
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Post Post #12 (ISO) » Mon Jul 01, 2019 6:43 pm

Post by Korina »

I know it's a bit late to be changing stuff about the setup, however, regardless of how many A's are rolled, it's always determined to be either a Miller or 1-Shot Bus Driver.
Originally, if there were 2 or 4 A's, it'd be a miller only.

Additionally, I've added a line to Bus Driver stating that:
"Players will not be told if they were driven, nor will any players be informed if their target is switched."
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Post Post #13 (ISO) » Tue Jul 02, 2019 5:20 pm

Post by Gamma Emerald »

I'm torn between disliking the misnomer for Tailor and thinking an actual Tailor would screw up the game for town too much
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Post Post #14 (ISO) » Fri Jul 12, 2019 9:26 am

Post by Korina »

Few quick changes to the setup:
I've modified basically all the protective generations.

They were originally:
P = Bodyguard
PP = Bodyguard, {Doctor OR Jailkeeper}
PPP = {Bodyguard OR Jailkeeper}, {Bodyguard OR Jailkeeper}, Doctor
PPPP = {Doctor, Bodyguard OR Jailkeeper}, {Doctor, Bodyguard OR Jailkeeper}, Jailkeeper, Bodyguard

They are now:
P = {Bodyguard OR Doctor}
PP = {Bodyguard OR Doctor}, {{Bodyguard OR Doctor} OR Jailkeeper}
PPP = {Bodyguard OR Doctor}, {{Bodyguard OR Doctor} OR Jailkeeper}, {Bodyguard OR Doctor OR Jailkeeper}
PPPP = {Doctor OR Bodyguard OR Jailkeeper}, {Doctor OR Bodyguard OR Jailkeeper}, Jailkeeper, Bodyguard

I was making twelve sample setups, just to see if on average the setups are relatively balanced, and after my third setup with a single P, I got sick of having confirmed BG. Once I decided to change that, I realized that the rest of the protectives need changing too.

The way how the {{Bodyguard OR Doctor} OR Jailkeeper} works as well is as follows:
- First, you determine if it's a BG or a Doctor.
- Once you have, determine between whichever, and Jailkeeper.

OP will be updated accordingly, and so will the wiki.
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Post Post #15 (ISO) » Fri Jul 12, 2019 9:33 am

Post by Korina »

I also switched MM's generation.

Originally was:
MM = 2 Masons, {Innocent Child, Friendly Neighbor OR Fruit Vendor}

Now is:
MM = Innocent Child, {2 Masons, Friendly Neighbor OR Fruit Vendor}

I felt like it was a bit OP to have two masons automatically confirmed from getting two Ms.
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