Micc's Great(est) Idea Card List

This forum is for discussion of individual Open Setups, including theoretical balance.
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Micc's Great(est) Idea Card List

Post Post #0 (ISO) » Thu Oct 24, 2019 3:21 pm

Post by Micc »


Introduction:

I've personally curated this card list for use in forum based Great Idea Mafia games. My goal for this card list is to maintain the extreme wackiness of the original card list while cleaning up some of the interactions that were not fun for players or well defined for moderators. All non-vanilla cards in this list link to a clearly defined role description that is prepped for game moderators to put right into a Role PM. The Setup Notes and Night Action Resolution Guide combine to define any and all obscure interactions that I could think of between cards. The combined result is a Semi-Open setup with a massive number of iterations that are all completely defined.

Current State:

This card list is ready to be tested and used. I'll be moderating games with it in the near future, and welcome any interested moderators to run games of their own. It is my intention to periodically update this card list for improved gameplay experience. Please feel welcome to post feedback in this thread about your experiences using the card list. I'm especially interested to know about card interactions that are not defined as clearly as advertised so they can be cleaned up.

Future State:

The biggest consolidation made to this card list compared to the original was the elimination of the Cult faction. While Cult factions are notorious for problematic setup design and balance, I believe that these problems can be solved within a Great Idea card list. My goal for the future is to fully define the rules and interactions necessary for implementation of a Cult faction, and to create a separate list that includes cards of the Cult faction.

Card List Breakdown:

140 Total Cards
80 Town (57.1%)
19 Mafia
19 Werewolf
9 Alien
10 Self Aligned
3 Alignment Changing

Game Log:

ModeratorGame NameResult
MiccGreatest Idea IXNo Winners


Revision Log:

Spoiler:
- Changed cards 52 and 133, updated greater idea blacklisted combinations, and wording changes.
- Term Replacement consistent with new site rules, updated recommended color codes to look better on MafBlack.
Last edited by Micc on Thu Feb 06, 2020 2:43 pm, edited 36 times in total.
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Post Post #1 (ISO) » Thu Oct 24, 2019 3:22 pm

Post by Micc »


1. Vanilla Townie
2. Vanilla Townie
3. Vanilla Townie
4. Vanilla Townie
5. Vanilla Townie
6. Vanilla Townie
7. Vanilla Townie
8. Vanilla Townie
9. Vanilla Townie
10. Vanilla Townie
11. Vanilla Townie
12. Vanilla Townie
13. Vanilla Townie
14. Town Cop
15. Town Cop
16. Town Seer
17. Town Seer
18. Town FBI Agent
19. Town FBI Agent
20. Town Conspiracy Theorist
21. Town Conspiracy Theorist
22. Town Conspiracy Theorist
23. Town Bloodhound
24. Town Miller
25. Hirsute Townie
26. Tentacled Townie
27. Watchlisted Townie
28. Wrong Place at the Wrong Time Townie
29. Town Lover
30. Town Lover
31. Town Cop Lover
32. Town Seer Lover
33. Town Mason Lover
34. Town Mason
35. Town Mason
36. Town Mason Cop
37. Town Mason Seer
38. Town Mason Doctor
39. Town Doctor
40. Town Doctor
41. Town Compulsive Bodyguard
42. Town Watcher
43. Town Tracker
44. Town Roleblocker
45. Town Jailkeeper
46. Town One-Shot Vigilante
47. Town One-Shot Vigilante
48. Town One-Shot Dayvig
49. Town One-Shot Paranoid Gun Owner
50. Town Supersaint
51. Town Compulsive Hider
52. Town Bulletproof Lover
53. Town Vigilante
54. Town Weak Fruit Vendor
55. Town Fruit Vendor
56. Town Compulsive Childkiller
57. Town Jack-of-all-trades
58. Vengeful Townie
59. Town Retired Marine
60. Ascetic Townie
61. Town Gravedigger
62. Town Nymphomaniac
63. Town One-Shot Governor
64. Town Innocent Child
65. Town Treestump
66. Town One-Shot Kingmaker
67. Town Weak Jailkeeper
68. Town Vanilla Cop
69. Town Compulsive Visitor
70. Town One-Shot Commuter
71. Town Cop-of-all-Trades
72. Town One-shot Gladiator
73. Town Persona Non Grata
74. Town Psychiatrist
75. Town Reloader
76. Town Parrot Role
77. Town Motion Detector
78. Town Voyeur
79. Town Follower
80. Town Rolecop


81. Mafia Goon
82. Mafia Goon
83. Mafia Goon
84. Mafia Goon
85. Mafia Seer
86. Hirsute Goon
87. Mafia Lover
88. Mafia Doctor
89. Mafia Watcher
90. Mafia Tracker
91. Mafia Roleblocker
92. Mafia Jailkeeper
93. Mafia Strongman
94. Mafia Ninja
95. Mafia One-Shot Bulletproof
96. Mafia One-Shot Dayvig
97. Mafia Godfather
98. Mafia Cupid
99. Mafia Reflexive Doctor


100. Werewolf
101. Werewolf
102. Werewolf
103. Werewolf
104. Werewolf Cop
105. Werewolf Miller
106. Werewolf Mason
107. Werewolf Doctor
108. Werewolf Watcher
119. Werewolf Tracker
110. Werewolf Roleblocker
111. Werewolf Jailkeeper
112. Werewolf Strongman
113. Werewolf Ninja
114. Werewolf One-Shot Bulletproof
115. Werewolf One-Shot Paranoid Gun Owner
116. Alpha Werewolf
117. Werewolf Supersaint
118. Werewolf Compulsive Hider


119. Alien Bulletproof Lover
120. Alien One-Shot Prince
121. Alien Prober
122. Alien Vanillaiser
123. Alien Silencer
124. Alien Psychotrooper
125. Alien One-Shot Mass Redirector
126. Alien Bloodsucker
127. Alien Sympathiser


128. Condemner (target to the left)
129. Condemner (target to the right)
130. Survivor
131. Survivor Mason
132. Survivor Compulsive Bodyguard
133. Serial Killer One-Shot Prince
134. Serial Killer Two-Shot Bulletproof
135. Serial Killer Mafia-Immune
136. Serial Killer Werewolf-Immune
137. Serial Killer Alien-Immune


138. One-Shot Townie
139. Underdog
140. Wild Card
Last edited by Micc on Tue Jan 21, 2020 12:56 pm, edited 27 times in total.
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Post Post #2 (ISO) » Thu Oct 24, 2019 3:43 pm

Post by Micc »



Cop:

During the Night Phase, you may target another player. You will receive "
You believe NAME to be GUILTY
" if that player is aligned with the Mafia. You will receive "
You believe NAME to be NOT GUILTY
" if that player is not aligned with the Mafia. You will receive "
NO RESULT
" if your ability failed.

Seer:

During the Night Phase, you may target another player. You will receive "
You believe NAME to be GUILTY
" if that player is aligned with the Werewolves. You will receive "
You believe NAME to be NOT GUILTY
" if that player is not aligned with the Werewolves. You will receive "
NO RESULT
" if your ability failed.

FBI Agent:

During the Night Phase, you may target another player. You will receive "
You believe NAME to be GUILTY
" if that player is a Serial Killer. You will receive "
You believe NAME to be NOT GUILTY
" if that player is not a Serial Killer. You will receive "
NO RESULT
" if your ability failed.

Conspiracy Theorist:

During the Night Phase, you may target another player. You will receive "
You believe NAME to be GUILTY
" if that player is aligned with the Aliens. You will receive "
You believe NAME to be NOT GUILTY
" if that player is not aligned with the Aliens. You will receive "
NO RESULT
" if your ability failed. You will investigate as "
GUILTY
" to players with the Conspiracy Theorist ability.

Bloodhound:

During the Night Phase, you may target another player. You will receive "
You believe NAME to be GUILTY
" if that player is not aligned with the Town. You will receive "
You believe NAME to be NOT GUILTY
" if that player is aligned with the Town. You will receive "
NO RESULT
" if your ability failed. If a player's ability would cause your result of "
NOT GUILTY
" to become "
GUILTY
", or vice versa, that ability will be ignored. If a player's ability would cause your action to be redirected, that ability will be ignored.

Miller:

You will investigate as "
GUILTY
" to players with the Cop ability.

Hirsute:

You will investigate as "
GUILTY
" to players with the Seer ability.

Tentacled:

You will investigate as "
GUILTY
" to players with the Conspiracy Theorist ability.

Watchlisted:

You will investigate as "
GUILTY
" to players with the FBI Agent.

Wrong Place at the Wrong Time:

You will investigate as "
GUILTY
" to players with the Cop, Seer, Conspiracy Theorist, or FBI Agent abilities.

Lover:

You know that
[player name]
has the Lover ability. If any player with the Lover ability dies, all other players with the Lover ability will commit suicide.

Mason:

You know that
[player name]
has the Mason ability and is not aligned with the Mafia. You may use this[/this] thread to communicate as lo ... [url]this thread to communicate as long as you are alive.

Mafia Nightkill:

During the Night Phase, one member of the Mafia may target another player. That player will be nightkilled.

Werewolf Communication:

Your Werewolf partner is
[player name]
. You may use this thread to communicate as long as you are alive.

Werewolf Nightkill:

During the Night Phase, one member of the Werewolves may target another player. That player will be nightkilled.

Alien Communication:

Your Alien partner is
[player name]
. You may use this thread to communicate as long as you are alive.

Alien Nightkill:

[Once/Twice/Three times] per game during the Night Phase, one member of the Aliens may target another player. That player will be nightkilled.

Serial Killer Nightkill:

During the Night Phase, you may target another player. That player will be nightkilled.



One-Shot Townie:

You begin the game with the Town win condition. You will flip as a
One-Shot Townie [ability]
if you are killed. If you are alive at the beginning of Day 2, your alignment and win condition will change to that of a Survivor. You will flip as a
One-Shot Townie [ability]
turned
Survivor [ability]
if you are killed. This card is vanilla when used as an ability card in Greatest Idea Mafia.

Underdog:

You begin the game with the Town win condition. You will flip as a
Underdog [ability]
if you are killed. The first time another player dies during a Day Phase, your alignment, factional abilities, and win condition will change to match that of the killed player. You will flip as a
Underdog [ability]
turned
[alignment] [ability]
if you are killed. This card is vanilla when used as an ability card in Greatest Idea Mafia.

Wild Card:

When the game begins, you will draw a fresh card from the remaining deck. You will have the win condition, factional abilities, and special ability of that card. You will flip as
Wild Card [ability]
turned
[alignment] [ability]
if you are killed. This card is vanilla when used as an ability card in Greatest Idea Mafia. You may have multiple abilities from using this card as your alignment and another card as your ability in Greatest Idea Mafia.
Last edited by Micc on Mon Jan 20, 2020 4:46 pm, edited 14 times in total.
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Post Post #3 (ISO) » Fri Oct 25, 2019 3:38 pm

Post by Micc »


The Alien faction has a limited number of nightkills that can be used for the duration of the game. The allowed amount scales with the size of the game as follows: one kill for 13 players or less, two kills for 14 to 20 players, and three kills for 21 players or more.

It is the responsibility of the game moderator to determine the criteria for a valid setup before setting up the game. For forum games where players will have a significant time investment into the game, it's recommended that greater than 50% of the playerlist be aligned with the Town. A requirement for at least one scum faction with multiple members is suggested for games of 9 players or more.

  • Town
    : You win when all threats to the Town have been eliminated and there is at least one Town player alive, or if nothing can prevent such a scenario.
  • Mafia
    : You win when all threats to the Mafia have been eliminated and there is at least one Mafia player alive, or if nothing can prevent such a scenario.
  • Werewolf
    : You win when all threats to the Werewolves have been eliminated and there is at least one Werewolf player alive, or if nothing can prevent such a scenario.
  • Alien
    : You win when all threats to the Aliens have been eliminated and there is at least one Alien player alive, or if nothing can prevent such a scenario.
  • Survivor
    : You win if the game ends and you are alive.
  • Condemner
    : You win if [player name] is eliminated with you on the wagon. If you are unsuccessful, you lose. If your result occurs before the game ends, you will be removed from the game, and it will continue as long as it would otherwise not end.
  • Serial Killer
    : You win when one of the following are true:
    1. All threats to you have been eliminated and you are still alive, or if nothing can prevent such a scenario.
    2. All threats to you have been eliminated and your death occurred in the most recent game phase, or if nothing can prevent such a scenario.

All players with the Lover ability are members of the same group. If any player from the group were to die, all others would commit suicide at the same time. Players who become Lovers as a result of the Cupid or Nymphomaniac abilities will have Lover added to their role name. These abilities form separate, but potentially overlapping Lover groups from the players who began the game as a Lover.

All players with the Mason ability are members of the same group. They may communicate with each other in a private thread for as long as they are alive. Two Masons are not permitted to communicate with each other in a place where any other living Mason is not present.


The nature of the choose two cards mechanic for Greatest Idea introduces the potential for bastard role combinations. The following combinations are blacklisted and cannot be chosen for a player's role. Only permanently Town aligned Cards (numbers 1-80) can be chosen with the Innocent Child ability.
  • Mafia Mason
  • Werewolf Lover
  • Non-Town Innocent Child
  • Serial Killer Lover
If a player would receive a blacklisted combination through the mechanics of the Underdog card, the alignment changing effect will fail and the player will remain aligned with the Town. If a player would receive a blacklisted combination through mechanics of the Wild Card, the game moderator will randomize a new card instead.


For the purpose of Greater Idea Mafia, the three alignment changing cards (One-Shot Townie, Underdog, and Wildcard) are treated as having their own unique alignment traits. A player who choses one of these cards for their alignment card will be treated as having the alignment that is defined by that card for any given point of the game. The player's role name is to follow the format [Alignment Card + Ability Card] and be colored consistent with the win condition they currently hold. A player who chooses one of these cards as their ability card will be Vanilla.
Last edited by Micc on Thu Feb 06, 2020 2:29 pm, edited 9 times in total.
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Post Post #4 (ISO) » Mon Oct 28, 2019 5:44 pm

Post by Micc »


NAR should be used to resolve night actions. Roleblockers who target each other should be treated as being independently roleblocked. Any other abilities those players used that Night Phase will be roleblocked. See the Alignment/Ability Changing Abilities section for a guide on the resolution of Alignment or Ability Changing effects.


Many abilities in the setup can affect the result of alignment based investigations. If multiple abilities would affect a given investigation result, the moderator should only apply the effect of the ability highest on the following hierarchy:
  1. Abilities held by the player making the investigation (Bloodhound).
  2. Positive Utility Abilities held by the investigation target (Godfather and Alpha).
  3. Negative Utility Abilities held by the investigation target (Miller, Hirsute, Tentacled, Watchlisted, Wrong Place at the Wrong Time, and Conspiracy Theorist).
  4. Abilities independent from the investigation (Psychotrooper).
If a player has their investigation redirected by a One-Shot Mass Redirector, the name of the player the investigation was redirected to will be given in the investigation result. For example, an investigation that was redirected from Player A to Player B would yeild the result: "
You believe Player B to be GUILTY.
"


Many abilities is this setup can cause a player's alignment or abilities to change. These effects take place all at once at the beginning of the following game Phase. For example, a Serial Killer is targeted by a FBI Agent and a Psychiatrist on Night 1. The FBI Agent's Night 1 result would be
GUILTY
. At the beginning of Day 2 the Serial Killer would become a Vanilla Townie as a result of the Psychiatrist ability. If the FBI Agent were to target the Serial Killer turned Vanilla Townie on a following Night Phase, they would receive a
NOT GUILTY
result.

Players should be given a new Role PM by the game moderator any time their alignment or abilities change. Any changes to a player's alignment or abilities should be represented in the role name. Role names should follow the format: [original role name] turned [new role name] for both the new role PM and flips/role reveals.


Many abilities in this setup can cause vote restrictions to be put in place (Governor, Kingmaker, Gladiator, and Silencer) can all be in effect simultaneously. The effect of abilities used during the Night announced by the moderator at the beginning of the next Day Phase. If these effects create a situation where no players can be voted for, then the Day Phase will continue until half the remaining players vote No Elimination or the deadline expires. In a situation where no players are allowed to vote, the Day Phase will end immediately and Night Phase will begin.
Last edited by Micc on Tue Jan 21, 2020 1:09 pm, edited 14 times in total.
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Post Post #5 (ISO) » Wed Oct 30, 2019 5:32 pm

Post by Micc »



9-Player Card Tracking Table
Spoiler:

Code: Select all

[table][header]Player Name[/header][header]Alignment Card[/header][header]Role Card[/header][header]Role Name[/header]
[row][cell][/cell][cell][/cell][cell][/cell][cell][/cell][/row]
[row][cell][/cell][cell][/cell][cell][/cell][cell][/cell][/row]
[row][cell][/cell][cell][/cell][cell][/cell][cell][/cell][/row]
[row][cell][/cell][cell][/cell][cell][/cell][cell][/cell][/row]
[row][cell][/cell][cell][/cell][cell][/cell][cell][/cell][/row]
[row][cell][/cell][cell][/cell][cell][/cell][cell][/cell][/row]
[row][cell][/cell][cell][/cell][cell][/cell][cell][/cell][/row]
[row][cell][/cell][cell][/cell][cell][/cell][cell][/cell][/row]
[row][cell][/cell][cell][/cell][cell][/cell][cell][/cell][/row][/table]

Card Tracking - additional row
Spoiler:

Code: Select all

[row][cell][/cell][cell][/cell][cell][/cell][cell][/cell][/row]

9-Player Discard Tracking Table
Spoiler:

Code: Select all

[table][header]Player Name[/header][header]Discard[/header]
[row][cell][/cell][cell][/cell][/row]
[row][cell][/cell][cell][/cell][/row]
[row][cell][/cell][cell][/cell][/row]
[row][cell][/cell][cell][/cell][/row]
[row][cell][/cell][cell][/cell][/row]
[row][cell][/cell][cell][/cell][/row]
[row][cell][/cell][cell][/cell][/row]
[row][cell][/cell][cell][/cell][/row]
[row][cell][/cell][cell][/cell][/row][/table]

Discard Tracking - additional row
Spoiler:

Code: Select all

[row][cell][/cell][cell][/cell][/row]



There are two primary ways to handle the process of creating a setup that meets the requirements for being valid. Regardless of how the setup is chosen, it is recommended that the game moderator send a Role PM to each player despite the players already knowing their role by virtue of making card choices. The Role PM should disclose any factional/Mason/Lover partners the player has, a full description of how the player's abilities work, the players win condition and any other additional information the game moderator chooses to include.

When distributing cards to players, game moderators should only give the text of the card, and not the number of the card from the list. Cards that have duplicates, such as Vanilla Townie, should not be distinguishable from each other.

Distribute cards > Check for valid setup > Re-roll if not valid > Send Role PM's > Game Begins

Recommended for small playerlists. Benefits include lack of moderator influence. Drawbacks include time commitment for potential re-rolls and likelihood of extremely unbalance alignment distribution.

Distribute cards for multiple independent setup options > Choose most valid setup > Send Role PM's > Game Begins

Recommended for large playerlists. Benefits include guaranteed lack of re-roll and more balanced alignment distribution. Drawbacks include the presence of moderator influence.



INSERT PLAYER NAMEWelcome to
[INSERT GAME TITLE]
. You are a
[INSERT ROLE NAME]
.

Alignment/Win Condition:

[INSERT WIN CONDITION]

Abilities:

The Basics
: As long as you live, you may use your arguments and your vote in the game thread during the Day phases.
[INSERT ADITIONAL ABILITY DESCRIPTIONS]

The game thread is [INSERT LINK].
Please confirm that you understand your role and have read the game rules by
responding with your alignment and the name(s) of any partners you may have.


Town:
#008000

Mafia:
#FF0000

Werewolf:
#BF8000

Alien:
#FF0080

Survivor/Condemner:
#808080

Serial Killer:
#800080

Cult:
#0000BF
Last edited by Micc on Mon Jan 20, 2020 4:48 pm, edited 10 times in total.
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Post Post #6 (ISO) » Wed Nov 27, 2019 4:58 pm

Post by Micc »

reserved post
Last edited by Micc on Thu Feb 06, 2020 2:32 pm, edited 1 time in total.
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Post Post #7 (ISO) » Fri Dec 06, 2019 5:03 pm

Post by Micc »

also a reserved post
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Post Post #8 (ISO) » Thu Feb 06, 2020 2:39 pm

Post by Micc »

Greatest Idea IX will be the debut of this card list. I'm currently taking pre-in's by PM, and expect the game to go into signups in the Mini Theme queue soon.
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Post Post #9 (ISO) » Fri Feb 07, 2020 2:21 pm

Post by Awoo »

Found a minor problem in your setup: the serial killer is not magenta.
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Post Post #10 (ISO) » Mon Feb 10, 2020 12:45 pm

Post by popsofctown »

On Bloodhound, does abilities of "other" players mean "other than you and your investigation target" or "other than you?" It seems unclear to me whether Bloodhound ignores Miller. Or asceticism even.

If the intent is "Your investigation cannot be blocked or redirected by other night actions" that seems clearer.

Does Nymphomaniac bond last the whole game?

What the heck is a Serial Killer Lover? If the other lover is a Serial Killer, that doesn't fit standard parlance for what a Serial Killer is, a solo scum. If the other lover is unaligned, the Serial Killer cannot win. I guess if you use the parity win condition instead of a total decimation win condition the Serial Killer can, but it's super uphill.

This is only a "semi-open" setup when the "pick criteria, roll setups until you find one that meets that criteria" method is used, IMO. I think part of calling something semi-open is knowing the probability of each possible setup, in addition to knowing each possible setup. It'd be good to do some kind of point system that would narrow the range on how broken a setup can be generated. It wouldn't be perfect but expectations in Great Idea are pretty low anyway.
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #11 (ISO) » Mon Feb 10, 2020 2:17 pm

Post by Micc »

In post 9, Awoo wrote:Found a minor problem in your setup: the serial killer is not magenta.
I'm not aware of any precedence for that. Regardless, I'm inclined to stick with the coloring scheme I've used for eight games already.
popsofctown wrote:On Bloodhound, does abilities of "other" players mean "other than you and your investigation target" or "other than you?" It seems unclear to me whether Bloodhound ignores Miller. Or asceticism even.

If the intent is "Your investigation cannot be blocked or redirected by other night actions" that seems clearer.
The wording you suggested is better, so I'll likely make a change there. My intention is for Bloodhound to take priority over the other abilities listed in the Abilities that affect investigation results section (Miller, Godfather, Psychotrooper). Abilities like Ascetic, Hider or Roleblocker interact with the Bloodhound as if it were a Cop or similar investigative ability.
popsofctown wrote:Does Nymphomaniac bond last the whole game?
Yes, and their Role Name changes to reflect that as described in the Lover and Mason Groups section.
popsofctown wrote:What the heck is a Serial Killer Lover? If the other lover is a Serial Killer, that doesn't fit standard parlance for what a Serial Killer is, a solo scum. If the other lover is unaligned, the Serial Killer cannot win. I guess if you use the parity win condition instead of a total decimation win condition the Serial Killer can, but it's super uphill.
This existed in Greatest Idea games with the original list, but as far as I'm aware never came up. With the creation of a Serial Killer Bulletproof Lover card its possibly more likely to come up now. Makes sense to change that card and add Serial Killer Lover to the banned combinations list.
popsofctown wrote:This is only a "semi-open" setup when the "pick criteria, roll setups until you find one that meets that criteria" method is used, IMO. I think part of calling something semi-open is knowing the probability of each possible setup, in addition to knowing each possible setup. It'd be good to do some kind of point system that would narrow the range on how broken a setup can be generated. It wouldn't be perfect but expectations in Great Idea are pretty low anyway.
I think creation of a points system is a good goal for the future.
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Post Post #12 (ISO) » Mon Feb 10, 2020 2:45 pm

Post by popsofctown »

In post 11, Micc wrote:
popsofctown wrote:On Bloodhound, does abilities of "other" players mean "other than you and your investigation target" or "other than you?" It seems unclear to me whether Bloodhound ignores Miller. Or asceticism even.

If the intent is "Your investigation cannot be blocked or redirected by other night actions" that seems clearer.
The wording you suggested is better, so I'll likely make a change there. My intention is for Bloodhound to take priority over the other abilities listed in the Abilities that affect investigation results section (Miller, Godfather, Psychotrooper). Abilities like Ascetic, Hider or Roleblocker interact with the Bloodhound as if it were a Cop or similar investigative ability.
I don't think the wording I suggested matches what you indicate the role should do (which on a reread of the Bloodhound role description I see a bit better).
It is tricky to get Bloodhound to be both succinct and convey that it should beat Miller, Godfather, Psychotrooper, and Framer (not in the list right now I know) but that it loses to Roleblocker, Ascetic, and maybe Bus Driver? (also not in the list I think).
"If any player's ability would cause your result of 'NOT GUILTY' to be 'GUILTY' or vice versa, ignore that ability," maybe.
I think it'd unambiguously an improvement to clarity to drop "other" from "other player" in the final role description no matter what though. Intuitively I want to put it in too because it's a positive buff and saying "other player" emphasizes how positive it is, look how you could still meddle your own investigation results if you really wanted to, only other players are being rendered impotent, this is so great. But that benefit is redundant since the Bloodhound doesn't have any abilities that could alter its own investigation results, and wouldn't want to even if some bizarre inventor making it possible was added, so the word is redundant. And then if "other player" is interpreted to mean "other than the investigation target" that's definitely bad if the point is to beat Millers.
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"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #13 (ISO) » Tue Feb 11, 2020 7:49 am

Post by TemporalLich »

I am pretty sure as written, the Bloodhound is immune to the effects of the Wrong Place at the Wrong Time (if it were the one from the standard GI deck) and Psychotrooper abilities. Even without "The result of your investigation cannot be affected by the abilities of other players." Miller and Godfather would do nothing to affect a Bloodhound result since those abilities only affect Cop checks. pops's wording in (which loses to a Mass Redirector) is probably better since Mass Redirector is a role that exists and the original wording is unclear whether Bloodhounds should win or lose against Mass Redirectors.

Speaking of Mass Redirectors, do investigative roles know their target was changed in case one activates?

Minor things that would be nice to know:

As written, it is possible to protect a Weak death. "unavoidably die" instead of "be killed" would make this not the case.

IC's with alignment changing alignments should be blacklisted, even then Underdog Mason (and Underdog Lover if Lovers are meant to never be Werewolves even after pregame) has the potential to result in a blacklisted combination.
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Post Post #14 (ISO) » Tue Feb 11, 2020 9:38 am

Post by Kerset »

What will happen if you parrot king-maker or gladiator?
giv me pagetop :(
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Post Post #15 (ISO) » Tue Feb 11, 2020 9:45 am

Post by popsofctown »

I want to roll Alien with Kerset
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #16 (ISO) » Thu Feb 27, 2020 1:26 pm

Post by Micc »

I'm switching 52.
Town One-Shot Unlynchable
to be
Town Bulletproof Lover
and 133.
Serial Killer Bulletproof Lover
to be
Serial Killer One-Shot Unlynchable
. I've also added Serial Killer Lover to the blacklisted combinations list.
In post 12, popsofctown wrote:"If any player's ability would cause your result of 'NOT GUILTY' to be 'GUILTY' or vice versa, ignore that ability," maybe.
I adopted a version of this, including adding that abilities that redirect will be ignored as mentioned by TemporalLich. Thanks.
In post 13, TemporalLich wrote:Speaking of Mass Redirectors, do investigative roles know their target was changed in case one activates?
Yes, the name given in the investigation result will be the player the investigation was redirected to, not the original target. I've added clarification under the Abilities that affect Investigation Results section for clarification.
In post 13, TemporalLich wrote:As written, it is possible to protect a Weak death. "unavoidably die" instead of "be killed" would make this not the case.
Unless I missed something, all the protection abilities specifically mention nightkills. Going to change the wording for Weak abilities as clarification regardless.
In post 13, TemporalLich wrote:IC's with alignment changing alignments should be blacklisted, even then Underdog Mason (and Underdog Lover if Lovers are meant to never be Werewolves even after pregame) has the potential to result in a blacklisted combination.
I already had a clarifier for Wild Card, but instead I blacklisted the IC ability for any card not permanently aligned with the town. I also defined the interactions where Underdog or Wild Card can cause a blacklisted combination such as Werewolf Lover.
In post 14, Kerset wrote:What will happen if you parrot king-maker or gladiator?
I've added "single target" to the parrot ability to prevent this from being a problem.
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Post Post #17 (ISO) » Tue Apr 07, 2020 9:10 am

Post by TemporalLich »

The Werewolf and SK colors appear the same on the mafBlack theme.
#BF8000
is a color meant to be brown that looks brown and not orange on mafBlack.

Alternately, here's the colors I'd use:

Town - #008000

Mafia - #FF0000

Werewolf - #BFBF00

Alien - #0000FF

Serial Killer - #FF8000

Cult - #FF00FF

Self Aligned - #808080


optional:

Survivor - #BFBFBF

Lyncher - #FF8080


I thought up of some card suggestions but this isn't Grand Idea so eh.
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Post Post #18 (ISO) » Tue Apr 07, 2020 1:17 pm

Post by BBmolla »

You really should alter Aliens to have the Alien role and alignment regardless of the other choice
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Post Post #19 (ISO) » Tue Apr 07, 2020 1:39 pm

Post by Micc »

Alien changes are definitely on the docket for when I revisit this. I’ll look at the colors too as I’ve only considered MafSilver.
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Post Post #20 (ISO) » Sun Jul 05, 2020 9:38 am

Post by TemporalLich »

Would you consider term replacing this deck?

For the term replacements, here's what I'd term replace the role names to:

Role that needs to eliminate a specific target to win > Condemner
Role that causes all Condemners to win when eliminated > Persona Non Grata
Role that survives a single elimination > One-Shot Prince
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Post Post #21 (ISO) » Sun Jul 05, 2020 1:42 pm

Post by Micc »

I’ll follow whatever the original GI list is being changed to. I can make the changes tomorrow.
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Post Post #22 (ISO) » Fri Jul 10, 2020 12:09 pm

Post by Micc »

Made some changes for the low hanging fruit:
  • term replacement completed and consistent with the original GI wiki page
  • Color code changes to better differentiate between factions on MafBlack
short term changes in the works:
I know where I want to end up with these, just need to spend some time thinking about wording and formatting.
  • Update win conditions to not use the word "eliminate" to remove possible confusion.
  • Update Alien win condition to be more favorable in endgames where they have reached parity but have no nighkills left
  • Update greater idea rules to make Alien alignment more appealing
long term changes in my head:
  • Formulate rules for how Cults work
  • Add Cult roles to the card list and/or make a Cult specific card list
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Post Post #23 (ISO) » Fri Jul 10, 2020 1:03 pm

Post by Isis »

Yay! Aliens!

Would you consider using "Solarbeam speed" cult recruiting, the way NK15 did in a closed? The cult had to target a player, and target a player again to recruit, but I suppose you could reframe that other ways like defining it as an even night factional ability. It puts it on par with the "Strength" of a factional nightkill, kind of.

Lots of people believe you can balance a full cult recruit and yes you can but with the inherent collision fiesta of Grand Idea maybe half recruit a better suited dice to put in the bag. On the other hand maybe it's too antithetical to Grand Idea's ambition for the brokenness to do an inch less than the standard, powerful cult recruit (I'd find CultD3's cultsize cap even more antithetical though, there's no possibility of several doc protects and successful recruit leading a to a huge sized cult faction winning.)
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #24 (ISO) » Fri Jul 10, 2020 1:48 pm

Post by TemporalLich »

could we call it "aim and fire" cult recruiting, as in you have to use one action to "aim" and another to "fire"? "aim and fire" roles would be very vulnerable to roleblocking especially if blocking the "fire" forces them to "aim" again.

yeah a full cult recruiter is kinda OP in a Great Idea game.
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