[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #4640 (isolation #0) » Tue Apr 17, 2012 8:38 am

Post by quadz08 »

In post 4638, BBmolla wrote:
In post 4635, Kublai Khan wrote:Medical Mountaneous

10 1-shot Docs

2 Scum

Don't Drop The Soap Mountainous

10 1-shot Jailkeepers

2 Scum


Twice the amount of possibilities each night rendering the town roles even more useless woo.


Don't Drop The Soap Lovers' White Flag

5 pairs of 1-shot Jailkeeper Lovers

1 pair of Scum Lovers
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Post Post #4642 (isolation #1) » Tue Apr 17, 2012 9:04 am

Post by quadz08 »

You could just straight up give them a regular daykill.
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Post Post #4671 (isolation #2) » Sun May 20, 2012 3:20 pm

Post by quadz08 »

I don't think it's fundamentally flawed. I actually like the gambler role as a concept, but it probably needs some refinement.

And the night-lynch is an odd extra concept that you seem to have just thrown in with no thoughts on its effect on gameplay. Keep in mind that a night lynch (which I assume means votes are anonymous) means that scum will vote in a block, which gives them basically an extra nightkill as you get close to MYLO/LYLO territory. Again, not an inherently flawed concept, but it needs work, and maybe they don't belong in the same game right as they're being introduced.
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Post Post #4679 (isolation #3) » Mon May 21, 2012 6:35 am

Post by quadz08 »

In post 4673, Kcdaspot wrote:
In post 4671, quadz08 wrote:I don't think it's fundamentally flawed. I actually like the gambler role as a concept, but it probably needs some refinement.

And the night-lynch is an odd extra concept that you seem to have just thrown in with no thoughts on its effect on gameplay. Keep in mind that a night lynch (which I assume means votes are anonymous) means that scum will vote in a block, which gives them basically an extra nightkill as you get close to MYLO/LYLO territory. Again, not an inherently flawed concept, but it needs work, and maybe they don't belong in the same game right as they're being introduced.

Well what positives are there for the gambler? I'd like your answer.


I think it's inherently a role that weakens the lynch as a town weapon. This is not inherently a bad thing, in and of itself. It just needs to be placed in a setup that's balanced with that in mind (i.e., not this one).

It's an interesting role, that puts a neat twist on the game.
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Post Post #4680 (isolation #4) » Mon May 21, 2012 6:37 am

Post by quadz08 »

Also, phil's game. Not really mafia anymore, IMO.
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Post Post #4683 (isolation #5) » Mon May 21, 2012 9:18 am

Post by quadz08 »

The definition of mafia I've seen referenced on this site is "informed minority vs. uninformed majority"

Your game does not fit that definition.
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Post Post #4754 (isolation #6) » Tue May 29, 2012 7:33 am

Post by quadz08 »

In post 4740, vijay2vasandani wrote:Just a balanced no flip game really XD


For a no-flip game, I suggest that you make it 11:2. No reveal is hilariously scumsided, IMO.
For possible roles:
1 town living rolecop
1 town dead alignment and role cop
1 town (x-shot?) vig
1 town gunsmith
1 town bodyguard
6 VTs
1 scum dead rolecop
1 scum living rolecop

In other news, Hoopla's game is freaking awesome. Just saying.
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Post Post #4818 (isolation #7) » Thu Jun 07, 2012 9:34 am

Post by quadz08 »

In post 4814, Alchemist wrote:Is it just me or are White Flag games like way scumsided? 5:3 seems too stronk, all things considered. What do you guys think of Less Pressure (2innochil,3maf,3vanilla) for Vent?


Where are you finding a 5:3 white flag? Cause yeah that's hilariously scumsided.
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Post Post #4822 (isolation #8) » Fri Jun 08, 2012 5:06 am

Post by quadz08 »

In post 4819, Alchemist wrote:Scumhunter 8p
Less Pressure
etc


Those both have hilariously townsided mechanics and/or roles to balance it though.

scumhunterThe scum have no normal nightkill. However, after Day One only:
If a scum player is lynched, scum chose one player to kill, but it then becomes White Flag (scum lose when there is only one scum left)
If a town player is lynched, scum must kill one of their own.


That guarantees only two scum left after D1. This makes it 4:2, with no NKs, and possibly in White Flag setup if town gets lucky D1.

Less Pressure give town two innocent children and no scum nightkills. That's hilariously powerful, as it narrows down your lynch pool by two right from the beginning, as well as guaranteeing the good intent of those two players. I'd venture to say that it might even be townsided, depending on the players who get the innocent child roles.
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Post Post #4824 (isolation #9) » Sun Jun 10, 2012 5:06 am

Post by quadz08 »

oh god so much scumsided

far too much potential for tons of town death really fast.

give it 2 goons and 11 town, and maybe give the town 2 x-shot bps and then mafia 1 x-shot bp?
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Post Post #4867 (isolation #10) » Thu Jun 14, 2012 7:43 am

Post by quadz08 »

You'd need 5 vanillas if messenger can be scum.
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Post Post #4875 (isolation #11) » Thu Jun 14, 2012 8:13 am

Post by quadz08 »

Chaos, every player has 50% chance to be mafia. >_>
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Post Post #4877 (isolation #12) » Thu Jun 14, 2012 9:53 am

Post by quadz08 »

ok, so it depends on how you assign the roles / setup.

Do a randomization of 1 messenger, then 6 non-messengers, and THEN randomize again to create 2 scum.

The messenger then has the same percentage of being scum as any other player.

If you randomize by doing Scum messenger vs. Town messenger, then yes, he has a 50% chance.
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Post Post #4879 (isolation #13) » Thu Jun 14, 2012 10:04 am

Post by quadz08 »

Well ok 50% is wrong. What I intended to say was every player has an equal % chance of drawing mafia.
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Post Post #4881 (isolation #14) » Thu Jun 14, 2012 10:08 am

Post by quadz08 »

ahaha sorry. Didn't think about the fact that it would need to be coded.
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Post Post #4888 (isolation #15) » Fri Jun 15, 2012 5:06 am

Post by quadz08 »

Also, can we please call it 'Overrun?' Cause dear lord the grammar.
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Post Post #4947 (isolation #16) » Tue Jul 10, 2012 4:18 am

Post by quadz08 »

Llamafluff, I quite like that setup.
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Post Post #4962 (isolation #17) » Wed Jul 11, 2012 7:57 am

Post by quadz08 »

The mechanic is really cool, but yeah, far too much scum in it. Assuming lynch is picked every day, you then have a single town-controlled PR each night, vs. mafia vs. SK. Preeeeeetty weighted towards the mafia.
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Post Post #4964 (isolation #18) » Wed Jul 11, 2012 8:29 am

Post by quadz08 »

Using the same mechanic, I'd say definitely no SK (at least for the first few runs; a variation with 3rd party could work, probably, but not until it's more familiar how the balance of voting on PRs works out).

Perhaps 1 vCop, 1 vDoc, 1 vVig, 1 x-shot AnyGovernor, 6 VTs vs 1 GF + 2 goons. Perhaps you could make the Governor ability kick in D2, with votes for the person who wields the Governor ability made during the prior night phase?
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Post Post #4965 (isolation #19) » Wed Jul 11, 2012 8:31 am

Post by quadz08 »

However, this setup does lend itself to breaking strategy. Cop outs himself D1, town votes Cop+Doc every day. Doc protects the Cop every night, while the Cop collects investigations until the scum can find and kill the Doc. Then town votes for Lynches and Vigs til scum is dead.
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Post Post #4968 (isolation #20) » Wed Jul 11, 2012 8:46 am

Post by quadz08 »

I'd say private votecount, but who receives the governor ability is made public. (At least, that was my original thought.)

Not sure how the math works out, but it's a possible 5 days/nights of nothing but Cop+Doc interaction. Not sure if it's actually worth the time, but it's possible. *shrug*
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Post Post #4970 (isolation #21) » Wed Jul 11, 2012 9:07 am

Post by quadz08 »

I'd say private, but whatever you feel works best for game balance.
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Post Post #5040 (isolation #22) » Tue Aug 07, 2012 11:45 am

Post by quadz08 »

You could run that in the open queue before (and now, for that matter). >_>

What's the point of making the mafia killproof? Do you mean lynchproof as well?
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Post Post #5071 (isolation #23) » Wed Aug 22, 2012 7:31 pm

Post by quadz08 »

The counterpart you mention is Couples Night(less). I'm fairly unconvinced that the EV on that one is 50%; it seems unlikely.
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Post Post #5073 (isolation #24) » Wed Aug 22, 2012 7:35 pm

Post by quadz08 »

Huh. Interesting.
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Post Post #5077 (isolation #25) » Thu Aug 23, 2012 6:09 pm

Post by quadz08 »

In post 5075, Whiskers wrote:
In post 5074, LlamaFluff wrote:With the amount of wierdness in opens recently... maybe making Elmo's old Popcorn Mafia an open might be something to look at. For those who havent been around long enough to remember it was

8x Vanilla
4x Goon

Nightless, No Lynching

Pregame scum votes to give townie a gun. They have X time to shoot. If shooter hits scum they shoot again. If shooter hits townie, the townie becomes new shooter. Timeout results in suicide and scum vote on new gunholder.

Basically classic nightless with a twist, but with site meta so different from original run im not sure how most would deal with just sitting around.

Uh-- there seems like no penalty to everybody just shooting the next person on the list.

A,
B, C, D,
E, F.

A shoots B. B is the new shooter. B shoots C. C now has the gun. C immediately shoots D. Now D gets a shot. D turns around and shoots E. Hey, E was mafia! D gets another chance, so shoots F.

Do town ever die from being shot, or do they just "become the new shooter"?


Yeah, I was going to say, it seems impossible for Town to lose. >_>
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Post Post #5086 (isolation #26) » Mon Aug 27, 2012 3:00 pm

Post by quadz08 »

That setup is going to be hilariously awesome. That is all.
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Post Post #5096 (isolation #27) » Tue Aug 28, 2012 12:29 am

Post by quadz08 »

What if it was a Smallcown (Smallfarm?) game?
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Post Post #5149 (isolation #28) » Sat Sep 08, 2012 12:14 pm

Post by quadz08 »

Vanillizing a mafia member just makes them a mafia goon, it doesn't turn them town.
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Post Post #5385 (isolation #29) » Fri Nov 09, 2012 8:35 am

Post by quadz08 »

Fruit Vendor always targets someone he thinks is scummy; mafia gets stuck being unable to NK the good players (and probably unable to NK anyone, in practice). You'd have to balance it pretty hard in favor of mafia.
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Post Post #5513 (isolation #30) » Wed Feb 13, 2013 3:39 pm

Post by quadz08 »

^This is a good idea.
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Post Post #5532 (isolation #31) » Sun Feb 17, 2013 1:08 pm

Post by quadz08 »

In post 5531, Loranthaceae wrote:I'd prefer keeping anonymity enforced without interference in the mechanics, to see how the 'addon' effects balance by statistically comparing faction win/loose rate to that of the vanilla setup - assuming it becomes popular.

Anonymity is almost literally impossible. See Author Mafia for an example; everyone was forced into an alt where they were intended to post as someone in a completely different style from their typical posting, and several players still managed to work out who was who.
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Post Post #5554 (isolation #32) » Thu Feb 28, 2013 2:06 pm

Post by quadz08 »

I quite like the concept of the SK that flips as a mafia team. It's an interesting thing.
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Post Post #5570 (isolation #33) » Mon Mar 04, 2013 5:23 am

Post by quadz08 »

Instead of doing two janitors, just make a factional 1-shot janitor.
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Post Post #5573 (isolation #34) » Wed Mar 06, 2013 2:19 am

Post by quadz08 »

I can almost guarantee that game is mafia sided. 2 janitor shots in a game with 3 NKs, max? That's fucking brutal for town.
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Post Post #5575 (isolation #35) » Wed Mar 06, 2013 5:55 am

Post by quadz08 »

You could maybe give them 1 janitor shot that isn't spent if they're jailkept? I can see what you're saying, but you have to take into account that the JK being accurate is relatively unlikely, and again, 2/3 NKs being unflipped is pretty rough on town.
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Post Post #5587 (isolation #36) » Fri Mar 08, 2013 4:54 am

Post by quadz08 »

Public cop is obscenely strong, especially if you can have 5 of them. I'd suggest weaker PRs if you're doing multiples. Tracker, Vig, Gunsmith (gets positive on Vigs), perhaps?
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Post Post #5588 (isolation #37) » Fri Mar 08, 2013 4:55 am

Post by quadz08 »

Actually, Vig is probably as bad if not worse than Cop. Hrm.
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Post Post #5626 (isolation #38) » Sun Mar 24, 2013 3:01 am

Post by quadz08 »

Is there a reason you can't have seer and cop be Odd-Night, and both Mafia and Werewolves have Even-Night kills?
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Post Post #5628 (isolation #39) » Sun Mar 24, 2013 6:17 pm

Post by quadz08 »

If you want it to be balanced, I think that's the only way it's really gonna work?
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Post Post #5630 (isolation #40) » Thu Mar 28, 2013 7:17 am

Post by quadz08 »

Hider is a different role here; better fit for what you're looking for is Commuter.

That said, I think this could actually work? Not sure.
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Post Post #5647 (isolation #41) » Fri Mar 29, 2013 3:06 am

Post by quadz08 »

In post 5629, Grimgroove wrote:I don't know if this is the place to do it, but I have an idea for a set-up that could be fun. No idea if it's been done before either.

Paranoid Psychopaths


9 players

3 Individual Serial Killers, who every night get the choice between: Hiding (rendering them unkillable) or Killing
6 1-shot Hiders, who can during one night of their choosing hide themselves away from danger.

SK wins when he's the sole survivor.
Hiders win when SK's are dead.

Could this work?

I want to bring this back to the fore since it's a setup that's at least reasonable. Thought from people better at this than me? (Hider really means commuter.)
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Post Post #5651 (isolation #42) » Fri Mar 29, 2013 9:02 am

Post by quadz08 »

Try a setup that isn't two cults fighting one another is the only suggestion I can think of.
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Post Post #5702 (isolation #43) » Wed Apr 03, 2013 7:14 am

Post by quadz08 »

In post 5701, JacobSavage wrote:
Everyone needs
good
Neighbours

9 Town Neighbours
3 Scum Neighbours
Night Start.


Split {T,T,T} {T,T,T} {T,T,M} {T,M,M}
Scum have day talk.

Distribute Neighbors randomly, but guarantee that all 3 mafia cannot be in the same neighborhood.
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Post Post #5703 (isolation #44) » Wed Apr 03, 2013 7:15 am

Post by quadz08 »

In post 5697, TehBrawlGuy wrote:I'm toying with an idea, but I'd like feedback on it before I move forward to balancing it. Essentially, while I like multiball, it's far too swingy. This is my aim at creating something that feels a little like multiball, without being as crazy due to crosskills.

2 scumteams of 2, both teams win/lose together. Both have a factional kill. The twist? Both also have a factional cop, and may also choose each night to not kill in return for being able to cop twice. The factional kills will kill a mafia member.

As far as other roles, I definitely want to see a Town Tailor. Maybe Town faction-specific cops as well, although I love the idea of Town Tailor + Scum copping and not much else.


I'm not sure the cop would really get used, or what a reason to use it would be.
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Post Post #5711 (isolation #45) » Wed Apr 03, 2013 11:07 am

Post by quadz08 »

I dunno about a modification to an existing setup, but the concept is still good with a couple PRs.
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Post Post #5754 (isolation #46) » Mon Apr 08, 2013 8:15 am

Post by quadz08 »

That's probably similar balance-wise to Bird 7p.
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Post Post #5807 (isolation #47) » Fri Apr 26, 2013 3:23 am

Post by quadz08 »

Power Play?
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Post Post #5811 (isolation #48) » Fri Apr 26, 2013 2:46 pm

Post by quadz08 »

Stack the desk =/= stack the deck
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Post Post #5867 (isolation #49) » Sun May 05, 2013 2:30 pm

Post by quadz08 »

I mean, Night Start Greater Idea is a fine idea. Nothing wrong with it.
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Post Post #5905 (isolation #50) » Thu May 23, 2013 2:09 am

Post by quadz08 »

I like the idea of delayed actions, but I don't think a mountainous setup is the place for it. Mountainous is frustrating enough without adding additional consternation for both sides.
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Post Post #5909 (isolation #51) » Thu May 23, 2013 4:11 am

Post by quadz08 »

There's also Timeshift Mafia. I actually designed this setup as part of a mish-mash game, and d3f3nd3r liked it enough to run it. All abilities were delayed, but the SK had a 1-shot timeshift that forced all abilities to resolve "correctly" (on the night they were used), a regular kill, and a 1-shot timeshifted kill (where only that kill resolved the night it was used).
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Post Post #5954 (isolation #52) » Fri Jun 21, 2013 1:53 am

Post by quadz08 »

In post 5952, ferretlover wrote:Werewolves and Mafia are SUPPOSED TO TRY TO KILL THE OTHER FACTION!
Not necessarily. Not to mention that if town is relying on scum to kill other scum, your game is poorly balanced pretty much by definition.
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Post Post #6013 (isolation #53) » Thu Jul 04, 2013 4:28 am

Post by quadz08 »

In post 6010, DoctorPepper wrote:Well I have seen games like Cheery's Vengeball with 4 scum and 5 town.

I guess you can count them as killing roles.

The sequence goes like this. C targets D, B targets C, and A targets B. C is blocked because he is targetted. B is blocked because he is targetted. Only B dies.

Yes, SK and Scum are killing roles
That only works because of the special vengeful rules (no NK, instaloss upon GF lynch)
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Post Post #6025 (isolation #54) » Thu Jul 04, 2013 4:52 pm

Post by quadz08 »

Day Talk is a much smaller advantage than a confirmed town player.
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Post Post #6107 (isolation #55) » Wed Jul 31, 2013 2:21 am

Post by quadz08 »

I actually quite like We Need a Fifth.
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Post Post #6122 (isolation #56) » Wed Jul 31, 2013 6:27 am

Post by quadz08 »

In post 6114, saulres wrote:
In post 6107, quadz08 wrote:I actually quite like We Need a Fifth.
Does that mean you'd make an exception and let BBMolla (or someone else if he doesn't want to, I volunteer) run it in the Micro Queue?
Yes, actually.
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Post Post #6146 (isolation #57) » Tue Aug 06, 2013 5:24 am

Post by quadz08 »

Drive to someone's house with a baseball bat, a pair of pliers, duct tape, and some rope.
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Post Post #6196 (isolation #58) » Fri Aug 16, 2013 8:09 am

Post by quadz08 »

It's 3-player LYLO: the Drawn Out Butthurt Version
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Post Post #6202 (isolation #59) » Fri Aug 16, 2013 12:19 pm

Post by quadz08 »

It's not even mafia anymore
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Post Post #6270 (isolation #60) » Thu Aug 22, 2013 3:01 am

Post by quadz08 »

In post 6261, Quilford wrote:Another Matrix proposition:

Vanilla TownieMafia GoonTown Cop
Town JailkeeperTown BodyguardMafia Roleblocker
Mafia RolecopTown TrackerTown Doctor


Pick any row or column and add 1 Mafia Goon and 5 Vanilla Townies.
Replace bodyguard with something of similar power and this is probably good. Not sure what to suggest, unfortunately... How does a Named Townie work in that slot? Is Named Townie something we'd want to use for Newbies at all?
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Post Post #6283 (isolation #61) » Thu Aug 22, 2013 9:58 am

Post by quadz08 »

oh god double roleblockers make it stop make it stop
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Post Post #6332 (isolation #62) » Fri Aug 23, 2013 8:15 am

Post by quadz08 »

Backup is a fun role... would it just be "you get the role of the first person lynched" or is it "you get the role of the first dead PR"?
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Post Post #6338 (isolation #63) » Fri Aug 23, 2013 10:08 am

Post by quadz08 »

It's not actually a Universal Backup if we run it that way, so it'd be called just a Backup.
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Post Post #6370 (isolation #64) » Sat Aug 24, 2013 10:23 am

Post by quadz08 »

Statistics r gud
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Post Post #6399 (isolation #65) » Mon Oct 21, 2013 12:28 pm

Post by quadz08 »

I've no idea how balance works out, but the concept is exceedingly cool.
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Post Post #6560 (isolation #66) » Mon Dec 02, 2013 3:20 am

Post by quadz08 »

In post 6553, BBmolla wrote:Oh gotcha, I see where you're going with the setup. Hm. Lemme think about it.
In post 6552, Whiskers wrote:Except, no. I mean, ok, there's a chance of that. But somebody will talk people out of lynch all lurkers. Or maybe the Sui. talks some. I know what I said, but if I were in that role (and didn't lose the motivation to play altogether), I'd set up some nice ties to a nice townie, with a little WIFOM vs my partner.
But uh, yeah. I wouldn't say that, even if you lurk almost completely, you're in too much danger of being lynched. Unless the site meta has changed significantly while I was away.
Uh okay?
I mean I don't see how this is different from any other game.

The appeal is that normally in a 6p, it's day 1 mylo. Here it's guarunteed to have two (three if you lynch the suicidal goon) lynches, making it an actual mafia game with connections despite being 6p. The only current decent 6p in the lovers one, which is nightless with 2 mafia lovers and 4 vts. I like more deaths to happen, and with this you get more flips to base stuff on.

It's probably better suited for skype mafia. Or face to face.
Molla, instead of a suicidal goon, you could just force the mafia to off one of their own N1 if there is a town lynch on D1
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Post Post #6606 (isolation #67) » Thu Dec 19, 2013 5:12 am

Post by quadz08 »

Except you now have a confirmed innocent that will survive until the day after the doctor dies, 100%. Might as well just make it a 1-shot BP IC. The game is dull and teaches nothing about night action choice or how to use night actions during the day phase.
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Post Post #6609 (isolation #68) » Thu Dec 19, 2013 9:28 am

Post by quadz08 »

Twon power roles are part of the game unless you're playing a mountainous. Newbie games need to reflect and include that.
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Post Post #6611 (isolation #69) » Thu Dec 19, 2013 11:17 am

Post by quadz08 »

In post 6609, quadz08 wrote:Town
power roles
night actions are part of the game unless you're playing a mountainous. Newbie games need to reflect and include that.
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Post Post #6626 (isolation #70) » Sat Dec 21, 2013 12:42 pm

Post by quadz08 »

Newbie listmod, ultimately.
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Post Post #6691 (isolation #71) » Thu Jan 09, 2014 6:07 pm

Post by quadz08 »

I SK gets run up to a lynch and immediately gets to play kingmaker in that setup. He's lost but gets to choose if the other SK wins or not (pretty much). That' shitty and should be avoided as much as possible.
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Post Post #6715 (isolation #72) » Sat Feb 01, 2014 5:45 am

Post by quadz08 »

hope +1 is about a million times better than faith +1, as a note
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Post Post #6762 (isolation #73) » Tue Feb 11, 2014 2:40 am

Post by quadz08 »

Please do not ever included percentage roles in any capacity ever thank you
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Post Post #6772 (isolation #74) » Wed Feb 12, 2014 4:04 pm

Post by quadz08 »

Not mafia regardless if whether or not it's fair.
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Post Post #6934 (isolation #75) » Wed Apr 23, 2014 3:48 am

Post by quadz08 »

In post 6933, TierShift wrote:You're assuming the Jester has a smaller chance to get lynched than random; thus, incompetent.
Your logic does not follow. I don't think it's particularly likely that
any
player is capable of consistently playing jester well enough to get lynched more often than random in that setup.
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Post Post #6937 (isolation #76) » Thu Apr 24, 2014 2:13 am

Post by quadz08 »

Because nobody has practice trying to get lynched, whereas even average scumplayers have seen it / done it a few times.
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Post Post #7104 (isolation #77) » Thu Aug 07, 2014 6:37 am

Post by quadz08 »

Roleblock gets shot by PGO because PGO is passive/reflexive and thus typically cannot be roleblocked
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Post Post #7110 (isolation #78) » Fri Aug 08, 2014 1:49 am

Post by quadz08 »

They can be doctored though
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Post Post #7112 (isolation #79) » Fri Aug 08, 2014 4:27 am

Post by quadz08 »

that's.... not accurate at all?
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Post Post #7114 (isolation #80) » Fri Aug 08, 2014 4:29 am

Post by quadz08 »

oh I see

fair point
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Post Post #7490 (isolation #81) » Mon Oct 13, 2014 2:41 am

Post by quadz08 »

If the whole point of your setup is "people will change alignments," then it's practically guaranteed to be an unfun setup in practice.
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Post Post #7506 (isolation #82) » Mon Oct 13, 2014 5:24 pm

Post by quadz08 »

Still a cult
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Post Post #7519 (isolation #83) » Thu Oct 16, 2014 11:09 am

Post by quadz08 »

no, slimer

they wouldn't

because you lose by hammering in literally every situation
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Post Post #7521 (isolation #84) » Fri Oct 17, 2014 6:51 am

Post by quadz08 »

Brief concern - you've made some size distinctions, and referred to 10-13 player setups as "normal," rather than "mini." I'm not familiar enough with wiki stuff to change that, but those two terms have very distinct and important definitions here.
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Post Post #7522 (isolation #85) » Fri Oct 17, 2014 6:52 am

Post by quadz08 »

Large (14+) / Mini (13 or less) / Micro (9 or less) are the three different sizes used, for clarification.
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Post Post #7524 (isolation #86) » Fri Oct 17, 2014 7:23 am

Post by quadz08 »

Thanks, wgeurts. It's much appreciated. :)
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Post Post #7526 (isolation #87) » Fri Oct 17, 2014 7:28 am

Post by quadz08 »

You'd want to talk to Llamafluff for that. He'd have the most updated list.
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Post Post #7586 (isolation #88) » Thu Oct 23, 2014 8:56 am

Post by quadz08 »

It's not mafia because there's no informed minority.
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Post Post #8195 (isolation #89) » Fri May 22, 2015 10:30 am

Post by quadz08 »

no kills real strong for town
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Post Post #8198 (isolation #90) » Fri May 22, 2015 12:49 pm

Post by quadz08 »

yes it is
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Post Post #8230 (isolation #91) » Tue Jun 16, 2015 4:42 pm

Post by quadz08 »

single mafioso is the biggest problem with those setups, imo
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Post Post #8232 (isolation #92) » Wed Jun 17, 2015 1:19 am

Post by quadz08 »

single mafia games tend to be unfun - difficult to catch mafia with no associative tells, and mafia have no one to plot and plan with. It removes a lot of the entertaining elements. A balanced 2:5 (which is tough but possible with some mechanics and/or PRs) is more likely to be entertaining for your players.
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Post Post #8235 (isolation #93) » Wed Jun 17, 2015 7:22 am

Post by quadz08 »

Only very rarely. The long day phases here are a well-established standard here. It allows for more people in more time zones to participate more effectively without spending 24 hours a day in front of their computer for a week.
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Post Post #8256 (isolation #94) » Sat Jun 20, 2015 10:23 am

Post by quadz08 »

(jester is almost always a bad role regardless of whether or not it ends the game)
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Post Post #8424 (isolation #95) » Wed Oct 07, 2015 1:27 am

Post by quadz08 »

Optimal play here is for everyone to claim bodyguard and plan a circular chain protect on N1. The mafia will shoot someone, and the person who ends up dying will be the person a mafia goon was supposed to protect. Lynch that mafioso and repeat, win on D3 every time. Only exception is mafia choosing to no-kill every night.
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Post Post #8426 (isolation #96) » Wed Oct 07, 2015 1:43 am

Post by quadz08 »

why would i die, not h?
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Post Post #8427 (isolation #97) » Wed Oct 07, 2015 1:44 am

Post by quadz08 »

OH never mind I got it now

oh I don't think you can break it from right off the bat I guess then. I don't know if it's much fun - and what happens if a, b, and c all protect d who gets shot?
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