[MARCH CHALLENGE]

This forum is for discussion of individual Open Setups, including theoretical balance.
Not Known 15
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Mafia Scum
Not Known 15
Mafia Scum
Mafia Scum
Posts: 3744
Joined: September 15, 2017

Post Post #4 (isolation #0) » Tue Mar 05, 2019 12:30 am

Post by Not Known 15 »

Inventions and Stability
3 Mafia

10 Town

1 alignment gets 2 power roles:
The Inventor,
who can give others guns(1-shot kill) or Heavy Bulletproof Vests(1-shot self-protection on use, cannot be applied consecutively).They can, however, provide rigged variants that kill the user - however, only once per item.
These items can be used on any nights, and multiple different items can be used on the same night(you can use both a Vest and a gun the same night)

The VIP
, who benefits the opposite team depending on how they die,
cannot use guns
, and endgames opposing players if they and another person are alive alone:

If they get lynched, then the game ends for their team.

If they get killed then the game ends for their team if one more member of their team is lynched.

The other alignment gets one power role:
A
hidden VIP Teamkill triggered PGO
. They will initially appear as Vanilla town or Vanilla Mafia. Only if the VIP is killed by a member of their own team their power activates for the rest of the game, and they become aware. They flip with full role PM.

The win conditions are as follows:

For the Mafia: Gain parity as team(2+ players) or eliminate all other players while one Mafia survives. If the VIP is on your team, do not get it lynched and do not get a member of the team lynched after the VIP has been killed. If it is on the opposing team, get the VIP lynched or lynch a member of the opposing team after the VIP died, and do not let the VIP live to 1v1.

For the Town: Prevent Mafia parity as a team, and eliminate all threats to the town while one town survives. If the VIP is on your team, do not get it lynched and do not get a member of the team lynched after the VIP has been killed. If it is on the opposing team, get the VIP lynched or lynch a member of the opposing team after the VIP died, and do not let the VIP live to 1v1.

The game can end without any team fulfilling the win condition(1v1 Mafia vs Town with gun), in this case, neither side wins.
Lynching is
not
compulsive.
Not Known 15
Not Known 15
Mafia Scum
Not Known 15
Mafia Scum
Mafia Scum
Posts: 3744
Joined: September 15, 2017

Post Post #44 (isolation #1) » Sun Mar 10, 2019 10:02 am

Post by Not Known 15 »

In post 39, Jingle wrote:Kind of a boring-ish setup, but I doubt I'll have time to come up with something better.

Setup A:

1x Watcher
1x Bodyguard
5x VT
2x Mafia Goon

Setup B:
1x Tracker
1x Doctor
5x VT
2x Goon

In addition to their nightkill, scum has a factional rolestop each night. Scum is multitasking.
That's invalid, you have no alternative wincon.
In post 33, ceejayvinoya wrote:Lalala

Pizza Mafia!
13 Players
3 Pineapple Mafia

9 Topping Townies
1 Informed Pepperoni

  • First attempt at making a setup, so no guarantees of balance.

  • Each Topping Townie gets a random topping from this list:
    • Cheese
    • Sausage
    • Pepper
    • Olive
    • Mushroom
    • Onion
    • Beef
    • Ham
    • Bacon
    • Tomato
    • Spinach
    • Chicken
  • Mafia are informed of which toppings are not in the current game.

  • Informed Pepperoni is informed of one topping not in the current game, and is informed of another topping not in the current game per night.

  • Mafia has Daytalk and a factional nightkill.
This, too!
In post 29, OkaPoka wrote:
PICK YOUR ALMOST EVERYTHINGFirst setup attempt so balance is out of the window. Also something like this probably exists. I just wanted to merge Greatest Idea Mafia and Pick Your Power X/Y without having alignment stuff.
3 Mafia

11 Town


PREGAME

Roll 1d2 for every player, determining whether they have pick choices from 1:
POWER ROLES
or 2:
MODIFIERS
.
Roll 3d20 for every player, any repeats per individual should be rerolled until every player has three different numbers. (Person 1 and Person 2 can have the same number(s), but Person 1 cannot have 1, 1, 4).
Roll 1d20 for every player.

Then the moderator will send each player 3 choices (based on whether they have pick choice from
POWER ROLES
or
MODIFIERS
using the 3d20) and the forced
POWER ROLES
or
MODIFIERS
based on the 1d20. Also the player will be pm'd their alignment. The player must pick one of the three choices.

After receiving the list of all the player picks, the moderator then runs tiebreaks. If any players ended up with either the same role and/or same modifier (EXCEPT FOR VANILLA AND NEIGHBOR), the moderator will roll tiebreaks to determine the winner of the tiebreaks. The winner gets to keep their POWER ROLE/MODIFIER while the loser(s) become "Informed," knowing that there exists that specific POWER ROLE or MODIFIER in the game.

Then the moderator will send out all Role PMS in the form of
<Alignment Name> <Power Role Name>, <Modifier>

for example:
Town Doctor, Loud

Mafia Informed, Informed
(You know that <redacted> power role exists and <redacted> modifier exists)

Game stuff:

Mafia faction have access to pregame chat.
Daytalk is enabled.
All neighbors are in one neighborhood.
Mafia faction have access to a factional nightkill.
Mafia faction may multitask.
Compulsive scum means they must perform both the factional kill and their ability as long as they are alive.
Indecisive scum means they cannot target anybody they targeted last night, (for example: "Mafia Watcher, Indecisive" who attacked Player A and watched Player B may use neither of his actions on either Player A or B).
Gunsmith returns guilty on all cop variants.
Informed flips do not return what they were informed about.
Picking Innocent Child/Strongman makes you IC as town, 1-shot Strongman as scum. IC is revealed at game start.
Being a Town Vanilla, Compulsive and stuff like that makes you essentially a named Townie.
Treestumps will flip your alignment + role + modifier, treestumps only activate upon death.
Vanilla'd targets are told they lose their power role/ modifier. Vanilla'd neighbors will lose access to the neighborhood.




Spoiler: POWER ROLES LIST
  • 1. Vanilla
    2. Vanilla
    3. Vanilla
    4. Vanilla
    5. Vanilla
    6. Power role Cop
    7. Modifier Cop
    8. Watcher
    9. Tracker
    10. Vigilante
    11. Jailkeeper
    12. Gunsmith
    13. Cop
    14. Power Role Vanillaiser
    15. Modifier Vanillaiser
    16. Bodyguard
    17. Doctor
    18. Rolecop
    19. Roleblocker
    20. Innocent Child/1-shot Strongman


Spoiler: MODIFIERS LIST
  • 1. Vanilla
    2. Vanilla
    3. Vanilla
    4. Vanilla
    5. Vanilla
    6. Neighbor
    7. Neighbor
    8. Neighbor
    9. Tree stump
    10. Vengeful
    11. Loud
    12. 1-shot Bulletproof
    13. Loyal
    14. Ninja
    15. Ascetic
    16. Hated
    17. Weak
    18. Compulsive
    19. Macho
    20. Indecisive
Another invalid submission!
In post 32, northsidegal wrote:
Pick 5
13 players
  • 3:10
  • Pre-game, the Mafia pick two categories and assign one Mafia role from each category to a member of the Mafia.
    • The Mafia may assign two roles / a role and a modifier to the same member, should they desire.
  • Three town players will randomly be chosen. Each will pick a Town role from one of the three categories that the Mafia did not select.

Encryptor

Multitasking

Cop

Watcher
Ascetic

Motion Detector

Jailkeeper

Vigilante
JOAT (Ninja, Strongman)

Informed (TPR Selection)

Neapolitan

Weak Hider
1-shot Redirector

Rolecop

Bodyguard

Tracker
Roleblocker

Asceticizer

1-shot Bulletproof

Neighborizer






So for example, if the Mafia chose an Encryptor and a Roleblocker, the three town PRs would respectively choose to be either a Jailkeeeper or a Vig, a Neap or a Hider, and a BG or a Tracker.


Specific category role distribution can obviously be tweaked for balance.

I'm honestly not all that attached to this idea, but I've had the beginnings of a setup similar to this rattling around for a while and it was close enough to the specifications that I just modified it a little bit. Plus, I wanted to ego post this thread :oops:
That's number 4!(they all break the wincon rule...)
Last edited by Not Known 15 on Sun Mar 10, 2019 10:06 am, edited 1 time in total.
Not Known 15
Not Known 15
Mafia Scum
Not Known 15
Mafia Scum
Mafia Scum
Posts: 3744
Joined: September 15, 2017

Post Post #47 (isolation #2) » Sun Mar 10, 2019 10:08 am

Post by Not Known 15 »

In post 45, Jingle wrote:Semi open is an alternative to alternate wincon.
NVM, there are no strict rules this time, misread that.
Not Known 15
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Not Known 15
Mafia Scum
Mafia Scum
Posts: 3744
Joined: September 15, 2017

Post Post #66 (isolation #3) » Thu Mar 14, 2019 5:29 am

Post by Not Known 15 »

In post 62, BNL wrote:Additionally, if the Mafia is lynched with only town on it, town win immediately.
D1 lynch: Mafia. 4 townies outside the lynch, confirmed town.
N1 kill: A confirmed townie.
D2: 3 conf Town 4 non-conf town.
The conftown select a non-conf town to lynch(but don't lynch). All non-conf town are assigned to bodyguard a conftown. The non-conftown is lynched with all non-conftown on them.
N2: No kill.
D2: 3 conftown 3 nonconf town.
They vote to lynch another nonconf town with 2 nonconf and 2 conftown on it. One nonconf is assigned to
conftown A, who doesn't vote.
Conftown B protects Conftown C.
The other nonconf town is assigned to protect B.
Now the mafia either kills their protection target and outs themselves, or no-kills into 3conf-town and 2 non-conf town, which is instant endgame, too.
---->a Mafia lynch on Day 1 is always a mafia loss.
D1 lynch: Town.
N1 kill: Town.
D2 lynch: Mafia(scum on the wagon)->3 conftown 3 non-conftown.
N2 kill: Conftown killed.
2 conftown vs 3 non-conftown...
Nonconftown lynched by 2 non-conftown and one conftown.
----> a Mafia lynch on Day 2 results in two successive lynches in a POE of 3; or in an instant mafia loss if Mafia is outside.
D1 lynch:Town.
N1 kill:Town
D2 lynch:Town
N2 kill:Town.
D3:LYLO, Mafia lynched with scum on the wagon.
N3:Conftown killed/no kill:
D4:LYLO/MYLO in a 1v1 situation.
--->win chance after this mafia lynch:50%.
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