[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #7248 (isolation #200) » Wed Sep 10, 2014 1:00 pm

Post by BBmolla »

You might as well call them venge-elite-docs, they're technically already dead so they can't take the bullet.
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Post Post #7260 (isolation #201) » Wed Sep 10, 2014 7:08 pm

Post by BBmolla »

Interesting. Thanks for taking it a step further.
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Post Post #7261 (isolation #202) » Wed Sep 10, 2014 7:10 pm

Post by BBmolla »

I think in practice, vengecop would be a bit more townsided than percentages show, just due to town always picking scummiest players and forcing scum to kill them, leaving towniest players alive at the end.
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Post Post #7271 (isolation #203) » Thu Sep 11, 2014 12:06 pm

Post by BBmolla »

In post 7262, Wake1 wrote:
In post 7260, BBmolla wrote:Interesting. Thanks for taking it a step further.


Thank you!

I like the thought of the dual roleblockers, because it really nails down any claiming nonsense. That, and those RB possibilities make it interesting. They wouldn't be able to RB each other either. That'd be kind cool if
Fire Mafia
RB'd
Ice Mafia
who tried to NK or Cop another member of
Fire Mafia
. Hm... Tactical...

Do you think I should leave it as is, or try to tech in some weaker PRs to make it more interesting?

What if instead of a Town Doctor were used, two elemental Docs were used instead? And/or add in elemental 1-Shot PGOs, too?

I'd like to make the game as duality-based as possible. Elemental counterparts.

I was talking to mith actually <_<'
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Post Post #7272 (isolation #204) » Thu Sep 11, 2014 12:06 pm

Post by BBmolla »

I don't understand what your goal is with the setup Wake, why not just play fire and ice.
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Post Post #7274 (isolation #205) » Thu Sep 11, 2014 5:40 pm

Post by BBmolla »

What ideas do you want implemented in this setup in particular
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Post Post #7277 (isolation #206) » Fri Sep 12, 2014 1:22 pm

Post by BBmolla »

Mass Paranoia


21 Players

3 Mafia 1-shot PGOs

3 Werewolf 1-shot PGOs

15 Town 1-shot PGOs


  • Daystart
  • The PGO ability does not passively activate. The PGO ability can be used on one night of the players choosing.
  • All who use a PGO ability in the same night join a neighborhood together. This neighborhood has daytalk and will exist for the rest of the game.
  • Mafia are bulletproof to Werewolf kills and Werewolves are bulletproof to Mafia kills. However, if a Mafia activates PGO and a Werewolf tries to kill him, the Werewolf dies. This works the other way around too.
  • 1:1:1 situations automatically no lynch.
  • Scum have daytalk.


k done. You could potentially add a vig too probably. Or some other power role.
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Post Post #7278 (isolation #207) » Fri Sep 12, 2014 1:50 pm

Post by BBmolla »

I kind of want to test this now
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Post Post #7299 (isolation #208) » Mon Sep 15, 2014 9:17 pm

Post by BBmolla »

That's a cool setup, who made it? And has it been played yet?
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Post Post #7300 (isolation #209) » Mon Sep 15, 2014 9:19 pm

Post by BBmolla »

In post 7072, BBmolla wrote:
Mr. And Mrs. Smith


14 Players

1 Mafia Roleblocker
1 Mafia Goon
1 Mafia Recruitable Traitor Doctor

1 Bulletproof Serial Killer

1 Town Gunsmith
1 Town Knifesmith
1 Town Vig
1 Town Doctor
6 VTs


  • Daystart
  • Gunsmith gets a positive on Mafia Roleblocker, Mafia Goon, and Vig.
  • Knifesmith gets a positive on Mafia Traitor Doctor, Doctor, and Serial Killer.
  • 1:1:1 situation results in SK victory.

In post 7057, BBmolla wrote:
Kill All Townies


15 Players

1 Mafia Goon
1 Mafia Godfather
1 Mafia Doctor

1 Werewolf Goon
1 Alpha Werewolf
1 Werewolf Doctor

1 Town Cop
1 Town Seer
1 Town Vig
6 VTs


  • Daystart
  • The first day there is one lynch. For the preceeding days, there is a number of lynches per day equal to amount of town that died during the night.
  • 1:1:1 situations automatically no lynch.

Can I run these in the open queue Llama?

I know the wait is like 2 years but theoretically when my turn is up can I run them
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Post Post #7301 (isolation #210) » Mon Sep 15, 2014 9:21 pm

Post by BBmolla »

Might want to make goon a 1-shot strongman in first setup now that I'm looking at it. Roleblocker dying fucks Mafia so hard.
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Post Post #7321 (isolation #211) » Tue Sep 16, 2014 7:18 pm

Post by BBmolla »

In post 7319, LlamaFluff wrote:They both look a bit swingy but seem fine. If you want to get wiki pages made for both of them I can try and get upcoming mods to run trial runs of them

Cool. Lemme give them another lookover to make sure I didn't miss anything I didn't consider.
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Post Post #7337 (isolation #212) » Thu Sep 18, 2014 8:39 am

Post by BBmolla »

In post 7336, ChannelDelibird wrote:
In post 48, Fenchurch wrote:Also we invented a new spin-off set-up called 'Who Needs a Fifth' which is 3 mafia, 2 town; if a townie gets lynched Day 1 they survive and make two immediate kills; if mafia get lynched Day 1 they have to kill one of their buddies and confirm a townie.


Dropping this in from the Scumdon thread; worked well enough at the meet to be a genuine alternative to Vengeful at five players.

This is hilarious
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Post Post #7375 (isolation #213) » Wed Sep 24, 2014 10:38 am

Post by BBmolla »

Shortnight


6 Players

2 Mafia Goons

4 Vanilla Townies


  • Daystart
  • Players are split into two groups of three, with one mafia in each group, and are put into seperate rooms.
  • Players must lynch amongst the people in their room.
  • If both mafia are lynched d1 in both rooms, town wins.
  • If one mafia is lynched d1, that mafia vengekills one of the players from his room and the rooms combine.
  • If no mafia are lynched d1, the town players who were lynched must agree on a vig kill. If the kill is on mafia, the game continues in LYLO. Otherwise, mafia wins.
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Post Post #7376 (isolation #214) » Wed Sep 24, 2014 10:39 am

Post by BBmolla »

If it's too harsh on mafia, other option is that in the case of no mafia being lynched day 1, the two lynched players must correctly select the two scum players.

No idea what the EV is or whatever, anyone who can run numbers to check how balanced it is would be coolio.

Edit: If Mafia desperately need more in their favor, case of lynching neither scum can also automatically be a scum win. But that's pretty lame.
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Post Post #7378 (isolation #215) » Wed Sep 24, 2014 1:16 pm

Post by BBmolla »

I noticed Button tried to run my version of Triplicate in the micro and it failed to fill, which depresses me :(
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Post Post #7380 (isolation #216) » Wed Sep 24, 2014 1:29 pm

Post by BBmolla »

Ah. Lame.

Should have renamed it. Like "Triplicate Redux" or some shit. People love things with different names.
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Post Post #7389 (isolation #217) » Thu Sep 25, 2014 4:28 pm

Post by BBmolla »

I think that's fine? Cause town has the chance to win immediately?

ty
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Post Post #7398 (isolation #218) » Thu Oct 02, 2014 3:06 pm

Post by BBmolla »

Mega swingy. Get rid of Politician, that's just a purely awful role. Make him Traitor or some shit.

And I know it's from epicmafia, it's still a terrible terrible role. Worse than Judas/Saulus imo.
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Post Post #7399 (isolation #219) » Thu Oct 02, 2014 3:22 pm

Post by BBmolla »

Politics Mafia


14 Players

1 2-Shot Lawyer
1 Mafia Framer
1 Mafia Traitor

1 Town Bodyguard
1 Town 1-Shot Governor
1 Town Double Voter
1 Town Cop
1 Town Insane Cop
6 Vanilla Townies


  • Cops are not told their sanity.
  • Traitor is told who is mafia at start of the game. Traitor is recruited if killed by the Mafia.
  • Traitor comes up innocent on cop investigations.


The setup itself is insanely townsided. Let's see.

Sanity Profanity


13 Players

2 Mafia Framers
1 Mafia Traitor

2 Town Sane Cops
1 Town Insane Cop
7 Vanilla Townies


  • Cops are not told their sanity.
  • Traitor is told who is mafia at start of the game. Traitor is recruited if killed by the Mafia.
  • Traitor comes up innocent on cop investigations.


This might be more interesting. Lawyer is terrible in such a small scum team, means that guilties are rare and should be always lynched. I think it's better to increase the chance of getting a guilty.

I don't know if the concept of playing with a Framer while trying to figure out sanity would even be fun though.
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Post Post #7400 (isolation #220) » Thu Oct 02, 2014 3:42 pm

Post by BBmolla »

Good Cop, Bad Cop


9 Players

1 Mafia Framer
1 Mafia Goon

1 Town Sane Cop
1 Town Insane Cop
5 Vanilla Townies


  • Cops are not told their sanity.

Might work better 7p, debating.
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Post Post #7402 (isolation #221) » Thu Oct 02, 2014 3:53 pm

Post by BBmolla »

Good Cop, Insane Cop


7 Players

1 Mafia Framer
1 Mafia Backup Framer

1 Town Sane Cop
1 Town Insane Cop
3 Vanilla Townies


  • Cops are not told their sanity.
  • Cops get a pregame report and Framer gets a pregame frame.
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Post Post #7404 (isolation #222) » Thu Oct 02, 2014 4:46 pm

Post by BBmolla »

Yes.

Cop headstart
and
Framer headstart, that's important.
Last edited by BBmolla on Thu Oct 02, 2014 4:47 pm, edited 2 times in total.
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Post Post #7405 (isolation #223) » Thu Oct 02, 2014 4:47 pm

Post by BBmolla »

This makes sure a day 1 mafia lynch won't completely fuck over left over scum and allows for more than one report before mylo.
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Post Post #7407 (isolation #224) » Thu Oct 02, 2014 9:28 pm

Post by BBmolla »

I think we already acknowledged that, we're in the process of fixing it
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Post Post #7411 (isolation #225) » Fri Oct 03, 2014 10:07 pm

Post by BBmolla »

Nice.
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Post Post #7437 (isolation #226) » Mon Oct 06, 2014 7:25 am

Post by BBmolla »

TierShift, I imagine the survivor will just out the mafia when he's being lynched. There is nothing to stop him from doing so.

Maybe flip his win condition if he dies. (Wins if Mafia win) Only issue with that is in a 3 town, 3 mafia, 1 survivor, it's beneficial to claim survivor and get lynched. That might not be all that bad. Maybe if a mafia hasn't been lynched for two days, survivor auto dies, would stop that situation.
Last edited by BBmolla on Mon Oct 06, 2014 7:31 am, edited 1 time in total.
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Post Post #7441 (isolation #227) » Mon Oct 06, 2014 7:37 am

Post by BBmolla »

The Shifty Eye


11 Players


3 Mafia Goon

7 Vanilla Townies

1 Shifter


  • Shifter knows alignment of every player in the game
  • Shifter wins ALONE if all scum are eliminated and he lives
  • Town wins only if they eliminate the knowledgeable survivor before the last scum member
  • If Shifter dies, he wins with the mafia.
  • If a Mafia Goon has not been lynched in 2 days, the Shifter commits suicide that night.
  • Upon the Shifter's death, the Mafia must select one of their own to die as well.


Might make dying early more optimal. Maybe make him bulletproof? Unsure.

Edit: Have to fix three way LYLO, shifter wins no matter what in the current situation. Thinking.
Edit2: That might work.
Edit3: I think idea is still too flawed, stopping work on it here.
Last edited by BBmolla on Mon Oct 06, 2014 7:43 am, edited 4 times in total.
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Post Post #7446 (isolation #228) » Mon Oct 06, 2014 8:18 am

Post by BBmolla »

In post 7444, TierShift wrote:Hehehe...love the name.

Now shifter can just lynch town for two days after which he suicides. leaving 5p LyLo and very likely winning.

I imagine that'd be the optimal way to play it, which may not be all that bad now that I'm doing the math.

I think claiming Shifter is a pretty guarunteed loss as well.
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Post Post #7447 (isolation #229) » Mon Oct 06, 2014 8:21 am

Post by BBmolla »

May want to consider giving Shifter a better chance at not accidentally being nightkilled those first two nights. Not sure how without it significantly changing balance of the setup.

Maybe make him a Night 1 and 2 commuter?
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Post Post #7450 (isolation #230) » Mon Oct 06, 2014 9:13 am

Post by BBmolla »

Any interest in a setup making contest?
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Post Post #7456 (isolation #231) » Mon Oct 06, 2014 12:26 pm

Post by BBmolla »

In post 7455, TierShift wrote:But that is totally not how I want it to be played. I have a solution: claiming shifter results in a modkill! That should solve all issues.

No. Any time you make rules off of what a person "claims" it's dumb as all hell.

What if I claimed "I'm not town."? Does that count as claiming Shifter? It's unquantifiable.

Nightless is probably a step in the correct direction.
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Post Post #7463 (isolation #232) » Mon Oct 06, 2014 1:20 pm

Post by BBmolla »

Stopping claims is stupid as all hell.
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Post Post #7477 (isolation #233) » Sun Oct 12, 2014 1:35 pm

Post by BBmolla »

No.
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Post Post #7485 (isolation #234) » Sun Oct 12, 2014 7:53 pm

Post by BBmolla »

In post 7482, wgeurts wrote:
In post 7481, ika wrote:no.

your still adding in alignment changing and traitor is to be scum from start, none of the zombie setups are ment for opens. do them in theme/micro

Why is alignment changing such a no-no?
I could see with the cult so I removed them however now the zombie faction would make for a very interesting game. There are 2 doctors and 1 asceticizer which makes it hard for the zombies so they aren't to overpowered.

Imagine you're playing Chess. You're black pieces, he's white pieces. You've managed to completely dominate the enemy and you're about the checkmate the King.

Then the other player turns the board around. You are now white and he's black.

Is that fun
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Post Post #7500 (isolation #235) » Mon Oct 13, 2014 7:10 am

Post by BBmolla »

Let me put it this way, I like wierd shit like Treestump Lyncher and Compulsive Bodygaurd Survivor, but I think cults are unfun and just frustrating.
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Post Post #7502 (isolation #236) » Mon Oct 13, 2014 7:27 am

Post by BBmolla »

Does being a zombie change the player's alignment/win condition?
If yes, it's cult.
If no, does Zombie fullfilling his win condition end the game? And are players aware they are infected?
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Post Post #7504 (isolation #237) » Mon Oct 13, 2014 8:42 am

Post by BBmolla »

Right, so a cult.
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Post Post #7512 (isolation #238) » Tue Oct 14, 2014 8:41 am

Post by BBmolla »

Why are the betrayers "Town Betrayer" and "Mafia Betrayer" when they have nothing to do with Town or Mafia?

Betrayers are just Werewolf Lovers who win as they make up half the town even if Mafia are alive am I correct
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Post Post #7513 (isolation #239) » Tue Oct 14, 2014 8:44 am

Post by BBmolla »

In post 7511, wgeurts wrote:Mabye 1 less goon, this would mean that the real goon knows that his partner is a betrayer. However he could 't just claim that as the town would then know he's scum. He would have to try and kill his partner through lynch without it being too obvious.

Okay so when the Mafia Betrayer is being lynched, why doesn't he just say "X and Y are the mafia, gg"? His faction has lost, might as well fuck over mafia too.
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Post Post #7517 (isolation #240) » Thu Oct 16, 2014 10:23 am

Post by BBmolla »

That's not mafia.

A lynch would never ever go through also.
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Post Post #7529 (isolation #241) » Fri Oct 17, 2014 10:52 am

Post by BBmolla »

In post 7528, PokerFace wrote:Mr. Rogers Alt Account

:|

well this is awkward
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Post Post #7530 (isolation #242) » Fri Oct 17, 2014 10:55 am

Post by BBmolla »

I don't think them being neighbors is enough to balance 9:3. Add something in with the mechanics. Or make it 9:2 instead. Or 10:2 if you want to keep playersize.
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Post Post #7532 (isolation #243) » Fri Oct 17, 2014 12:57 pm

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Post Post #7535 (isolation #244) » Fri Oct 17, 2014 7:10 pm

Post by BBmolla »

thank the lord
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Post Post #7538 (isolation #245) » Sat Oct 18, 2014 6:40 am

Post by BBmolla »

http://wiki.mafiascum.net/index.php?tit ... EV_Project

10:3 is much worse. 76.9% scum win. Neighbors really have the possibility to do nothing, so you can't count on them to be a balancing factor. (IE, a player could just not even talk in their neighborhoods while others use it to catch scum.)

A concept you may want to consider is once a player dies, the neighborhood shifts. Example: Player 2 dies, Player 1 and 3 are now neighbors.
Also may want to consider a role that switches neighborhoods.

Maybe add some seeking masons who masonize when they are paired with their neighbor. Or add three masons who know each other, but do not have daytalk (and thus need to find a way to be neighbors)

You could give each neighbor the possibility to move left or right, causing everyone to be a new neighborhood each day, but that might be too much of a hassle for the mod.

Just throwing out things. I think the masons without daytalk fits best with your setup, maybe add in that players can choose to move into the houses of the dead. Oh, at the start of each day, give mafia a list of players who want to move into the new house and let them choose who gets to move in. That'd be cool.
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Post Post #7539 (isolation #246) » Sat Oct 18, 2014 6:50 am

Post by BBmolla »

Would You Like To Be My Neighbor?


13 Players

2 Mafia Neighbors
1 Mafia Recruitable Traitor Neighbor

3 Town Mason Neighbors
7 Town Neighbors


  • Everyone is randomly placed into a house, 1-13. Houses gain neighborhoods with the number next next them (AKA, 1 is neighbors with 2 and 13. 5 is neighbors with 6 and 4)
  • All neighborhoods have daytalk
  • Masons do not have a mason private topic.
  • The setup must be randomed again and again until masons do not end up next to each other at the start.
  • When a player dies, their house becomes vacant.
  • During the night, all players may attempt to buy a vacant house.
  • The following day, the mafia are given a list of players who want to buy the house and have 72 hours to select who gets the vacant houses.
  • Mafia Traitor can be recruited by the nightkill.


1 mason can be replaced with a 2-shot Friendly Neighbor if you prefer that.
Last edited by BBmolla on Sat Oct 18, 2014 6:53 am, edited 1 time in total.
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Post Post #7540 (isolation #247) » Sat Oct 18, 2014 6:53 am

Post by BBmolla »

Would You Like To Be My Neighbor Simple?


13 Players

2 Mafia Neighbors
1 Mafia Recruitable Traitor Neighbor

3 Town Seeking Mason Neighbors
7 Town Neighbors


  • Everyone is randomly placed into a house, 1-13. Houses gain neighborhoods with the number next next them (AKA, 1 is neighbors with 2 and 13. 5 is neighbors with 6 and 4)
  • All neighborhoods have daytalk
  • Masons do not have a mason private topic.
  • The setup must be randomed again and again until masons do not end up next to each other at the start.
  • Each night, Masons may target a player. If that player is Mason, they will link up and form a private topic.
  • Traitor can be recruited via nightkill
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Post Post #7542 (isolation #248) » Sun Oct 19, 2014 7:08 am

Post by BBmolla »

In post 7541, Mr. Rogers wrote:Like how much do you believe that will tip the odds if at all for the town?

Anywhere from 0% - 10% depending on how much they are used imo.
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Post Post #7543 (isolation #249) » Sun Oct 19, 2014 7:10 am

Post by BBmolla »

Like, in my opinion, neighbors affect balance less than fruit vendors. Neighbors might be the least balance affecting role ever. Especially in an open (because at least in closed there is mod guessing implications).
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Post Post #7544 (isolation #250) » Sun Oct 19, 2014 7:14 am

Post by BBmolla »

I guess it comes down to: What are you attempting to accomplish with this setup?
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Post Post #7545 (isolation #251) » Sun Oct 19, 2014 7:17 am

Post by BBmolla »

Cause if it comes down to "I want Mountainous with neighborhoods" then you're set, just be aware of the scum skew in Mountainous and don't expect neighbors to have an immense impact upon it unless you get players who truly utilize it to their max potential.

Admittedly I just like to overcomplicate things :x
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Post Post #7546 (isolation #252) » Sun Oct 19, 2014 11:48 am

Post by BBmolla »

http://wiki.mafiascum.net/index.php?tit ... mith_Alley

I made a setup and added it to the wiki instead of discussing whether it's balanced or not.
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Post Post #7548 (isolation #253) » Sun Oct 19, 2014 11:54 am

Post by BBmolla »

no
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Post Post #7553 (isolation #254) » Sun Oct 19, 2014 10:21 pm

Post by BBmolla »

In post 7552, wgeurts wrote:May I take this down?
Haha, at least you linked it to the right page :)

Okaaaaaay. I guess.
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Post Post #7556 (isolation #255) » Mon Oct 20, 2014 7:07 am

Post by BBmolla »

10:2 = Town win rate 35.2%
9:2 = 35.2% Town win

Might be able to reduce neighborhoods by reusing some, creates a cool effect where you can see what the dead talked about in their neighborhood too.
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Post Post #7558 (isolation #256) » Tue Oct 21, 2014 4:48 am

Post by BBmolla »

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Post Post #7561 (isolation #257) » Tue Oct 21, 2014 9:48 am

Post by BBmolla »

In post 7559, PokerFace wrote:want to be backup mod since you are helping me plan this out?

Yeah sure.

I guess my only gripe is things like this have been done before see: chatroom mafia or whatever it was called
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Post Post #7564 (isolation #258) » Tue Oct 21, 2014 6:51 pm

Post by BBmolla »

I can't find it, but it was like chatroom mafia or something.
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Post Post #7565 (isolation #259) » Tue Oct 21, 2014 7:02 pm

Post by BBmolla »

It wasn't exactly the same, you should be fine. I think it had no discussion in main thread, but every player had four chatrooms they could talk in.
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Post Post #7567 (isolation #260) » Wed Oct 22, 2014 7:37 am

Post by BBmolla »

k

If I have any great ideas for the game I'll let you know, I'll think on it

Maybe a Doctor who can only protect his neighbor, or a Friendly Neighbor who can only target a neighbor. Either might be good.
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Post Post #7575 (isolation #261) » Wed Oct 22, 2014 5:29 pm

Post by BBmolla »

I think it might be more interesting to let scum choose whose gun self shoots after the first day, and to let the first person who dies decide which of the mafia's guns works or fails.

To implement this, let scum choose whose guns self shoot pregame and prevent scum from shooting until the first townie is dead.

Will make it less about luck.
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Post Post #7583 (isolation #262) » Thu Oct 23, 2014 8:49 am

Post by BBmolla »

It's not mafia
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Post Post #7588 (isolation #263) » Thu Oct 23, 2014 8:58 am

Post by BBmolla »

A mafia game is where you have a informed minority vs. an uninformed majority and find scum based off of connections.

Keyword, connections. There is no one to connect a one man scum team to. Thus no connections and not mafia.

If it means anything, We Need A Fifth isn't mafia either due to no majority/minority.


If you made them all one scumteam each with an individual kill, then it might be interesting to balance. If we go that route I'll give it a thought.

P-edit: or what quadz said.
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Post Post #7590 (isolation #264) » Thu Oct 23, 2014 10:08 am

Post by BBmolla »

I imagine the Anarchist would barely ever win, it's so balanced against him. He's basically a shittier serial killer. If you're gonna delay his bombs two days, give him two bombs per night or something.

I'll try to do some numbers to figure out theoretical crap.

It's probably fine? Just really swingy cause of all the facotrs.

I think a setup made around a bomb planting mafia faction vs. town bomb defusers + other stuff would be interesting.
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Post Post #7591 (isolation #265) » Thu Oct 23, 2014 10:11 am

Post by BBmolla »

Btw, Anarchist + Bombs + Bomb-Defuser = Poisoner + Poison + Poison Doctor at mafiascum

And for Arsonist I tend to see players getting "doused" instead of fused.

Not that big of a deal, but just wanted to tell you in case you didn't know.
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Post Post #7592 (isolation #266) » Thu Oct 23, 2014 10:18 am

Post by BBmolla »

Parallel Poison


9 Players

2 Mafia Goons

1 Town Poison Doctor
1 Town Backup Poison Doctor
5 Vanilla Townies


  • Mafia do not have factional nightkill, instead a two target factional poison which causes both players to die the next night.
  • Mafia may no poison, or choose to only poison one.
  • The Poison Doctor can remove Poison on the night the player is poisoned AND the night where the player would die.
  • Players are informed they are poisoned.


Unsure on balance of this I'd have to think more.

May be more interesting to give town instead an "Antidote" vote, where in addition to the lynch, they vote to give a player an antidote.
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Post Post #7597 (isolation #267) » Thu Oct 23, 2014 8:22 pm

Post by BBmolla »

In post 7595, wgeurts wrote:Remove the informing of being poisoned and I think that would be better, scum would otherwise have to always counter claim. For an interesting 13 player variant you could have 2 poison doctors and a tracker with of cause an extra goon.

Well, no, cause it could be two townies poisoned, it could be a townie poisoned and a mafia fake claiming poisoned, and if they wanted to go really ballsy the mafia could poison themselves and do a crazy gambit.

It basically becomes "Which of the two poisoned do we want to save?"

Which is why it should probably be an antidote vote instead of a poison doctor.
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Post Post #7599 (isolation #268) » Thu Oct 23, 2014 9:31 pm

Post by BBmolla »

In post 7598, wgeurts wrote:
In post 7597, BBmolla wrote:
In post 7595, wgeurts wrote:Remove the informing of being poisoned and I think that would be better, scum would otherwise have to always counter claim. For an interesting 13 player variant you could have 2 poison doctors and a tracker with of cause an extra goon.

Well, no, cause it could be two townies poisoned, it could be a townie poisoned and a mafia fake claiming poisoned, and if they wanted to go really ballsy the mafia could poison themselves and do a crazy gambit.

It basically becomes "Which of the two poisoned do we want to save?"

Which is why it should probably be an antidote vote instead of a poison doctor.

So basically you could call this setup WIFOM Pro :)

Yeah lol
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Post Post #7605 (isolation #269) » Fri Oct 24, 2014 9:17 am

Post by BBmolla »

...I'm confused

Did you forget to include some town neighbors in Neighbor's Dilemma?

And yeah, not mafia.

Would you like to be my neighbor looks really fun.
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Post Post #7607 (isolation #270) » Fri Oct 24, 2014 9:34 am

Post by BBmolla »

Parallel Poison


11 Players

2 Mafia Goons

9 Vanilla Townies


  • Mafia do not have factional nightkill, instead a two target factional poison which causes both players to die the next night.
  • Mafia may no poison, or choose to only poison one.
  • Poisoned players are informed they are poisoned.
  • Town have a normal vote along with a HEAL: player vote. The heal vote removes any poison from the target player.

Scumsided. Need to think on it.
Last edited by BBmolla on Fri Oct 24, 2014 1:12 pm, edited 2 times in total.
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Post Post #7609 (isolation #271) » Fri Oct 24, 2014 12:52 pm

Post by BBmolla »

In post 7608, TierShift wrote:You should add that players know they are poisoned but ok

I don't think it's too scumsided tbh, it removes scum's ability to remove the strongest town player reliably.

That's actually a really good point. What do you think ideal numbers are then? Is 2:7 fine?
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Post Post #7611 (isolation #272) » Fri Oct 24, 2014 1:13 pm

Post by BBmolla »

k changed

now just get reinoe or one of the three other people who actually like mountainous to run it
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Post Post #7614 (isolation #273) » Fri Oct 24, 2014 2:44 pm

Post by BBmolla »

In post 7612, LlamaFluff wrote:Been playing around with a C9++ variant...

Unusual Roles

Police Chief - Gets "Is a Cop" or "Is not a Cop". Result is not alignment determinant
Dirty Cop - No power. Checks as a cop to Police Chief

six coinflips are done, setup varies per results:

0 Heads: 2x Town One Shot Cop, 2x Mafia Goon, 1x Mafia Dirty Cop
1 Heads: 1x Town Cop, 1x Town One Shot Cop, 1 Mafia Godfather, 2x Mafia Goon
2 Heads: 1x Town Cop, 1x Town One Shot Cop, 1x Town Police Chief, 1 Mafia Dirty Cop, 1x Mafia Framer, 1x Mafia Goon
3 Heads: 2x Town Cop, 1x Town Police Chief, 1x Town Miller, 1 Mafia Role Cop, 1 Godfather, 1 Mafia Goon
4 Heads: 1x Town Cop, 2x Town One Shot Cop, 1x Town Miller, 1x Mafia Godfather, 1x Mafia Role Cop, 1x Mafia Dirty Cop
5 Heads: 2x Town Cop, 2x Town Police Chief, 1x Mafia Police Chief, 1x Mafia Framer, 1x Mafia Goon
6 Heads: 1x Town Cop, 1x Town One Shot Cop, 1x Town Police Chief, 2x Mafia Dirty Cop, 1x Mafia Role Cop

Needs work, but could be interesting.

I think you could make it more interesting by making it like more traditional C9++ with generating numbers and such. Just seems inelegant right now.
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Post Post #7615 (isolation #274) » Fri Oct 24, 2014 2:50 pm

Post by BBmolla »

Double Lyncher Nightless 9p


9 Players

2 Mafia Goons

1 Double Lyncher

6 Vanilla Townies


  • Nightless
  • Lyncher targets are always town
  • Double Lyncher has two targets.
  • When one target is lynched, it is publicly announced.
  • When both targets are lynched, the game ends in a lyncher victory.
  • Lyncher and Mafia can not joint win. Lyncher wins in the case of a tie.
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Post Post #7635 (isolation #275) » Sat Oct 25, 2014 10:51 am

Post by BBmolla »

Staring Contest 4P


4 Players

2 Mafia Goons

2 Vanilla Townies


  • Nightless
  • The first player lynched is not flipped. Even if town is lynched day 1, the game always continues into 3p and another lynch occurs which also doesn't flip.
  • If the two remaining players are scum, they lose and town wins.
  • If one is town, the other is mafia, the dead mafia is flipped. The townie must use this knowledge to privately "Shoot Air" or "Shoot Player." If he shoots the mafia, town wins. If he shoots air, town loses.
  • If both are town, the dead mafia select one of the dead mafia to be flipped. The townies must use this knowledge to privately "Shoot Air" or "Shoot Player." If one of them shoots the other player, town loses. If both shoot the air, town wins.


Not technically mafia, less so than we need a fifth even obviously. Thinking of 4p ideas. Will balance more later.
Last edited by BBmolla on Sat Oct 25, 2014 1:15 pm, edited 2 times in total.
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Post Post #7636 (isolation #276) » Sat Oct 25, 2014 11:21 am

Post by BBmolla »

I haven't found any flaws, obviously lynching all the mafia is not the ideal move unless both town are certain of each other, ideal mafia strategy is probably to get both of themselves lynched though.
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Post Post #7640 (isolation #277) » Sat Oct 25, 2014 1:12 pm

Post by BBmolla »

In post 7638, TierShift wrote:Bb, you should work on formulating the setup. It took me at least 3 minutes to see how it would actually play out.
In post 7635, BBmolla wrote:If town is lynched day 1, the game continues into 3p and another lynch occurs which also doesn't flip.

This is not conditional, right? It always continues into 3p.
In post 7635, BBmolla wrote:If both are town, the dead mafia select one of them to be flipped.

One of themselves. You should have said themselves.

On the setup itself...meh. It would be in scum's best interest to get themselves lynched twice, probably, which leads to a setup with what...two jesters?

And your avi...noooooooo pls

Yeah I'm bad at articulating sorry

If they make it too obvious, then town just no shoots and wins.

It's just not really mafia. I'm trying to think of more 4p "things" but I keep coming back to we need a fifth.
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Post Post #7641 (isolation #278) » Sat Oct 25, 2014 1:36 pm

Post by BBmolla »

Staring Contest 4P


4 Players

2 Mafia Goons

2 Vanilla Townies


  • Nightless
  • The first player lynched is not flipped. Even if town is lynched day 1, the game always continues into 3p. Another lynch occurs which also doesn't flip.
  • Once two players remain, the first lynched player is flipped.
  • Any dead town members must guess who the other town member is. If all dead townies guess correctly, town wins.
  • If there are no dead townies, town wins.
  • Players may continue talking when it's the final two.


Probably better
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Post Post #7643 (isolation #279) » Sat Oct 25, 2014 4:43 pm

Post by BBmolla »

You can run two micros at once

Yo come to titus meet in two weeks
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Post Post #7645 (isolation #280) » Sat Oct 25, 2014 7:33 pm

Post by BBmolla »

Not mafia imo.

What if Loyalist's recruit Pretender?
What if Mafia recruit King?
Do Yakuza's die on recruitment like epicmafia?

I mean, I don't know what feedback you really want, any setup with a recruiting mechanic is going to be swingy as shit and get the bleh vote from me.
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Post Post #7646 (isolation #281) » Sat Oct 25, 2014 7:38 pm

Post by BBmolla »

Also, once the vanilla townie leaves the faction, why can't he just out the king/pretender to get a confirmed scum lynch?
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Post Post #7647 (isolation #282) » Sat Oct 25, 2014 7:42 pm

Post by BBmolla »

Loyalists also seem far stronger due to vig.

I assume Mafia and Loyalists both have factional nightkills or no?
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Post Post #7663 (isolation #283) » Sun Oct 26, 2014 7:28 am

Post by BBmolla »

Guarding the Gallows is probably a better variant?

Thinking on it.

Edit: Yeah Guarding is better.
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Post Post #7665 (isolation #284) » Sun Oct 26, 2014 7:39 am

Post by BBmolla »

Rebels in the Palace is basically mafia where town only need one specific member dead anyway
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Post Post #7668 (isolation #285) » Sun Oct 26, 2014 9:47 am

Post by BBmolla »

Flame and Freeze Mafia


11 Players

1 Mafia Flame Strong-willed Goon
1 Mafia Freeze Strong-willed Goon

1 Town Tracker
1 Town Freeze Jailkeeper
1 Town Flame Jailkeeper
6 Vanilla Townies


  • Mafia do not have a factional kill.
  • Instead, the Flame Goon can make Flame Kills and the Freeze Goon can make Freeze kills.
  • Flame Jailkeeper protects against Flame Kills.
  • Freeze Jailkeeper protects against Freeze Kills.
  • Kill flavor is unspecified.


I was inspired. May be optimal to not use both kills, as if you do Tracker innocents become true innocents. Or just double kill with both to ensure kill.
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Post Post #7672 (isolation #286) » Sun Oct 26, 2014 6:24 pm

Post by BBmolla »

PokerFace I'll let you handle the King's Civil War setup, it's much closer to Rebels in the Palace than Mafia and I don't know shit about balancing Rebels in the Palace.
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Post Post #7682 (isolation #287) » Mon Oct 27, 2014 9:41 am

Post by BBmolla »

abc sure must love it here to keep coming back so much
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Post Post #7687 (isolation #288) » Mon Oct 27, 2014 12:36 pm

Post by BBmolla »

TTT should have kills blocked first two nights.

TT should be 2 Mafia Goons

T should be Mafia Goon and Mafia 1-shot Roleblocker

0 Ts should be as is
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Post Post #7689 (isolation #289) » Mon Oct 27, 2014 1:12 pm

Post by BBmolla »

1 J should be Doctor.

Edit: eh. idk actually.

Edit2: Currently if you get three Js, it's fucking broken btw
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Post Post #7692 (isolation #290) » Mon Oct 27, 2014 2:13 pm

Post by BBmolla »

Two goons vs. a Doc is pretty fine tbh
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Post Post #7700 (isolation #291) » Tue Oct 28, 2014 8:43 am

Post by BBmolla »

Just make TTT = reroll

Have TT = Goon + Goon

Have T = Rolecop + Goon
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Post Post #7702 (isolation #292) » Tue Oct 28, 2014 8:53 am

Post by BBmolla »

TT = Goon + Goon + give town a Macho Innocent Child?

Edit: nvm that's too strong for town, but I think making Goon + Goon + Town gets a benefit is a step in the right direction. Maybe give town a named townie.
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Post Post #7703 (isolation #293) » Tue Oct 28, 2014 8:54 am

Post by BBmolla »

TTT could be worse.
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Post Post #7708 (isolation #294) » Tue Oct 28, 2014 9:03 am

Post by BBmolla »

In post 7707, TierShift wrote:The TT solution is terribly inelegant, though.

I think it's better, makes it so Doctor doesn't know if he is alone or not.
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Post Post #7711 (isolation #295) » Tue Oct 28, 2014 9:08 am

Post by BBmolla »

Make TTT = Only able to kill the first two nights. Then it becomes 2:5 nightless after.
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Post Post #7713 (isolation #296) » Tue Oct 28, 2014 9:42 am

Post by BBmolla »

Idea #2: Make it so TTT = when the first mafia is lynched, the remaining mafia must confirm (majority of the players) minus (one) of the remaining players as town.

So if he's lynched d1, majority of 8 is 5, minus 1 is 4. (he may then proceed to kill one of the one he confirmed leading to 3 confirm, 3 unconfirmed and scum)

Less harsh then lovers, but still damned harsh.
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Post Post #7715 (isolation #297) » Tue Oct 28, 2014 10:06 am

Post by BBmolla »

I think it's pretty fine as is, I was just thinking of stuff.

TTT probably won't be generated that often anyway.
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Post Post #7718 (isolation #298) » Sun Nov 02, 2014 9:15 am

Post by BBmolla »

Buddy System


9 Players

2 Mafia Goons

2 Werewolves

5 Vanilla Townie


  • Nightless
  • At the start of the game, the Mafia and Werewolves are given a list of three players. One of the players on the list overlaps while the other two aren't on the other team's list.
  • When a townie is lynched, they get to kill one player from the team whose list they are on. The mod privately messages the townie saying who the scum are and asks which one the townie would like to kill.
  • If the player who is on both lists in lynched, they kill one from each team.
  • Once an entire scumteam is eliminated, the townies do not get any more kills.
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Post Post #7720 (isolation #299) » Sun Nov 02, 2014 9:57 am

Post by BBmolla »

You're right. Hrm.
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Post Post #7726 (isolation #300) » Tue Nov 04, 2014 10:52 am

Post by BBmolla »

In post 7721, Mr. Rogers wrote:
In post 7602, Mr. Rogers wrote:
Would You Like to be my Neighbor Mafia

1 Town Neighbor with Mafia Neighbor
1 Town Neighbor with Mafia Neighbor
1 Town Neighbor with Town Neighbor
1 Town Neighbor with Town Neighbor
1 Friendly Neighbor

Anyone think this setup has bad balance?

Who are nieghbors with each other?

My only problem is day 1 lylo.
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Post Post #7728 (isolation #301) » Tue Nov 04, 2014 11:53 pm

Post by BBmolla »

In post 7727, ika wrote:7v2 is lylo?

I misread.
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Post Post #7734 (isolation #302) » Sun Nov 09, 2014 11:27 pm

Post by BBmolla »

Merlin Vengeful 7p


7 Players

2 Mafia Goons

1 Town Merlin
4 Vanilla Townies


  • Nightless
  • When a town player is lynched at an odd number of players (7, 5, 3) the town player gets a vengekill.
  • Merlin is privately informed who is scum at start of the game.
  • Players flip "Town" instead of their role.
  • If scum are all lynched, they must choose one player who they believe is the merlin. If they guess correctly they win.


Now that I'm thinking, might be better if it's just normal vengeful 7p instead of just 2 goons.
Last edited by BBmolla on Mon Nov 10, 2014 12:08 am, edited 1 time in total.
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Post Post #7736 (isolation #303) » Mon Nov 10, 2014 12:08 am

Post by BBmolla »

7 sorry
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Post Post #7739 (isolation #304) » Mon Nov 10, 2014 7:33 am

Post by BBmolla »

In post 7737, TierShift wrote:I'm still on the fencem I think it's pretty easy to find out.

It's not, I played a couple rounds of it last night. I think it might be too easy to win as town even if the merlin is straight up never even pushing on actual scum.

Would have to test a bit more.
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Post Post #7804 (isolation #305) » Tue Dec 23, 2014 3:40 pm

Post by BBmolla »

Baby Too Little Scum 8P


1 Mafia Goon
1 Mafia Compulsive Weak Doctor

1 Serial Killer
5 VTs


  • Daystart
  • The mafia team do not possess a nightkill
  • Serial Killer kills on mafia fail.
  • Serial Killer wins 1-1-1 endgames and 1-1 endgames.
  • Mafia wins 1-2-1 endgame.
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Post Post #7806 (isolation #306) » Tue Dec 23, 2014 4:36 pm

Post by BBmolla »

In post 7805, JasonWazza wrote:Question, does the weak doctor die if he protects the goon, or just if he protects the VT?

If he protects anti town.
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Post Post #7808 (isolation #307) » Wed Dec 24, 2014 9:38 am

Post by BBmolla »

In post 7807, TierShift wrote:Mafia seems extremely weak.

The Goon can only die via lynching, if the Weak Doctor finds one correct target he can keep protecting them.

Mind explaining your rationale?

Edit: I could give Mafia kills that only succeed on anti-town (AKA, just the SK) and make the SK 1-shot Bulletproof. Would that help?
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Post Post #7811 (isolation #308) » Wed Dec 24, 2014 12:29 pm

Post by BBmolla »

You're not factoring in SK only killing town Tier.

I'll be honest, the point of the weak doc is to give town some more power, because I thought without it they'd be too weak.

Mafia should definitely aim to not lynch the SK day 1.

Weak doc does cause problem of "I'm last goon and being lynched, my buddy died cause he targeted the SK, X is the SK, now you can win town" which is shitty. So meh.
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Post Post #7813 (isolation #309) » Wed Dec 24, 2014 1:12 pm

Post by BBmolla »

In post 7812, TierShift wrote:Why does SK only kill town? A random player gets removed, just like a lynch. Almost like nightless, non?

There's always those awful people who spoil the game like that, those people should be banned from playing imo.

SK only kills town to give mafia some advantage and force the SK to actually play tactful during the day.
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Post Post #7817 (isolation #310) » Sat Jan 03, 2015 12:29 pm

Post by BBmolla »

What are fisherman's possibilities
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Post Post #7833 (isolation #311) » Sun Jan 04, 2015 9:44 pm

Post by BBmolla »

Baby Scum 8P


2 Mafia 1-shot Doctors

1 1-shot Bulletproof Serial Killer
5 VTs


  • Daystart
  • The mafia team do not possess a nightkill
  • Serial Killer wins 1-1-1 endgames and 1-1 endgames.
  • Mafia wins 1-2-1 endgame.
  • Every night, the VTs submit the name of a player. If the player named the most is scum, they are shot.
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Post Post #7843 (isolation #312) » Fri Jan 16, 2015 12:31 pm

Post by BBmolla »

In post 7834, Shinobi wrote:Cell Mini Mafia

15 players
All Vanilla.
Cells. There are 5 cells in game, each comprised of 3 players. Each cell has a mafioso in it. Town lynches in one cell per day.
Day 1 is a shortened period wherein the players pick a mayor. The mayor picks the order in which players lynch into each cell.
Mafia has daytalk.

Triplicate Mafia does this better imo.
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Post Post #7851 (isolation #313) » Fri Jan 16, 2015 5:45 pm

Post by BBmolla »

In post 7850, JasonWazza wrote:
In post 7833, BBmolla wrote:
  • Every night, the VTs submit the name of a player. If the player named the most is scum, they are shot.


  • BB is scum inclusive of the serial killer in this case?

    I feel like Mafia would probably be a little boned if it is.

    I also think that given the setup you need to have plurality lynches (you can easily just agree to no lynch after SK is dead and vote for a certain Member of the town.)

    It is inclusive of SK, why does that bone mafia?

    Yeah I'll add must lynch.
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    Post Post #7874 (isolation #314) » Tue Feb 10, 2015 1:36 pm

    Post by BBmolla »

    I don't think there is really any other setup ideas going on. Just talk about it in here for now.

    (I'm not a mod, but yeah.)
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    Post Post #7876 (isolation #315) » Tue Feb 10, 2015 1:41 pm

    Post by BBmolla »

    Babysitter's Club


    10 Players

    1 Mafia Babysitter
    1 Mafia Goon

    1 Town Babysitter
    1 Town Vigilante
    6 VTs


    • If going into the night Mafia and Town are equal, Mafia wins, regardless of town roles left.
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    Post Post #7878 (isolation #316) » Tue Feb 10, 2015 2:39 pm

    Post by BBmolla »

    In post 7877, JasonWazza wrote:I see that one ending quickly simply because Mafia babysitter is best targeting the goon unless they believe that are a night shot, meaning if they are the scum team is gone.

    I'd target town personally.

    With targetting a partner as a play if I thought they were getting shot.
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    Post Post #7903 (isolation #317) » Thu Feb 19, 2015 7:17 pm

    Post by BBmolla »

    In post 7901, Herodotus wrote:
    In post 7375, BBmolla wrote:
    Shortnight


    6 Players

    2 Mafia Goons

    4 Vanilla Townies


    • Daystart
    • Players are split into two groups of three, with one mafia in each group, and are put into seperate rooms.
    • Players must lynch amongst the people in their room.
    • If both mafia are lynched d1 in both rooms, town wins.
    • If one mafia is lynched d1, that mafia vengekills one of the players from his room and the rooms combine.
    • If no mafia are lynched d1, the town players who were lynched must agree on a vig kill. If the kill is on mafia, the game continues in LYLO. Otherwise, mafia wins.

    Town EV is 40%. 11% chance of win D1, 22% chance of lynching 1 scum and a townie, then lynching the other scum, and 7% chance of mislynching then coming back to win.
    In the 3-player rooms, I'm not sure that there is any scumhunting because there is no association. Maybe instead of separating the town into rooms, let everyone discuss and vote together but publicly label half of the town as group A, with one goon, and group B, with the other. On the first day, one player from each group must be lynched.

    Sure, that works.

    40% is ideal isn't it?
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    Post Post #7913 (isolation #318) » Sat Feb 21, 2015 9:31 am

    Post by BBmolla »

    What if N isn't playing? Can you not play this setup?
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    Post Post #7917 (isolation #319) » Sun Mar 01, 2015 11:40 pm

    Post by BBmolla »

    Chain Reaction


    13 Players

    1 Mafia 2-shot Kidnapper
    1 Mafia 1-shot Mass Watcher
    1 Mafia 1-shot Ascetic

    1 Town Tracker
    9 Town 2-shot Kidnappers


    • Daystart
    • When going into night, if the amount of scum equals or exceeds the number of town, mafia wins.


    Kidnapper-
    Targets a player. If the Kidnapper dies, target players dies as well.
    Can have a different name, it's unstandardized atm, idea is what counts.

    Chain Reaction


    13 Players

    1 Mafia 2-shot Kidnapper
    1 Mafia Watcher
    1 Mafia Goon

    1 Town Tracker
    9 Town 2-shot Kidnappers


    • Daystart
    • When going into night, if the amount of scum equals or exceeds the number of town, mafia wins.

    ^Can go with this version if the mafia roles just add un-needed complexities.

    Edit:
    Chain Reaction


    13 Players

    1 Mafia 2-shot Kidnapper
    1 Mafia Watcher
    1 Mafia Goon

    2 Town Trackers
    8 Town 2-shot Kidnappers


    • Daystart
    • When going into night, if the amount of scum equals or exceeds the number of town, mafia wins.


    Never mind, this one is best in my opinion. Would it be better if mafia were given more knowledge about who has targeted who prior to choosing their nightkill?
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    Post Post #7927 (isolation #320) » Mon Mar 02, 2015 3:50 pm

    Post by BBmolla »

    In post 7926, Cheery Dog wrote:They'd all die. (i assume they're babysitters without the doctor part) and scum win.

    They are
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    Post Post #7928 (isolation #321) » Mon Mar 02, 2015 3:50 pm

    Post by BBmolla »

    In post 7924, Aneninen wrote:As for the Chain Reaction: how do multiple Kidnaps resolve? What would happen if players massclaimed on Day1 and they set up a Kidnapping chain?

    Tracker1 dies night 1, Tracker2 dies night 2.

    Multiple Kidnaps could link, so technically the game could end night 1 if shit went crazy.
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    Post Post #7929 (isolation #322) » Mon Mar 02, 2015 3:52 pm

    Post by BBmolla »

    Because in that scenario best idea is probably to claim Kidnapper as all of the mafia.
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    Post Post #7938 (isolation #323) » Thu Mar 19, 2015 11:36 am

    Post by BBmolla »

    Hey

    I'm having a game night with about 9 - 15 people

    Are there any setups people would like me to test?
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    Post Post #7963 (isolation #324) » Mon Mar 23, 2015 1:38 pm

    Post by BBmolla »

    In post 7956, DeltaFlame wrote:Role list:
    Godfather/Framer
    2-Shot Strongman
    Mafia Goon
    Cop
    Doctor
    Backup Cop
    Backup Doctor
    Universal Backup
    Vanilla Townie x4

    Is it Godfather or Framer? Do mafia choose or is it random?

    The big issue I see is that you literally have five power roles for the town. And if the 2-shot Strongman dies, the mafia are basically fucked.

    If you eventually only want one, having a Godfather is probably better than having a Framer cause it makes Cops question the innocents. If cops don't question the innocents you can ltierally go into day 2, massclaim and have like 6 confirmed town.

    Maybe make Mafia Goon a Mafia Backup, who takes on the role of the first mafia to die.
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    Post Post #7987 (isolation #325) » Sun Mar 29, 2015 11:02 pm

    Post by BBmolla »

    I think it's actually good?

    I'm not really sure tbh, I don't know nightless balance all that well.
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    Post Post #7999 (isolation #326) » Wed Apr 01, 2015 9:28 pm

    Post by BBmolla »

    Mafia is a game of connections. Without any connections, it removes an enormous part of scumhunting and an enormous part of fun.

    Can't you just make them three mafia on the same team who know one of the other mafia and each have a nightkill? Nightkills on fellow mafias fail?
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    Post Post #8014 (isolation #327) » Fri Apr 03, 2015 8:58 am

    Post by BBmolla »

    Reviving this for re-evaluation.

    Mass Paranoia


    21 Players

    3 Mafia 1-shot PGOs

    3 Werewolf 1-shot PGOs

    15 Town 1-shot PGOs


    • Daystart
    • The PGO ability does not passively activate. The PGO ability can be used on one night of the players choosing.
    • All who use a PGO ability in the same night join a neighborhood together. This neighborhood has daytalk and will exist for the rest of the game.
    • Mafia are bulletproof to Werewolf nightkills and Werewolves are bulletproof to Mafia nightkills. However, if a Mafia activates PGO and a Werewolf tries to kill him, the Werewolf dies. This works the other way around too.
    • 1:1:1 situations automatically no lynch.
    • Scum have daytalk.


    Major Paranoia


    12 Players

    2 Mafia 1-shot PGOs

    2 Werewolf 1-shot PGOs

    8 Town 1-shot PGOs


    • Daystart
    • The PGO ability does not passively activate. The PGO ability can be used on one night of the players choosing.
    • All who use a PGO ability in the same night join a neighborhood together. This neighborhood has daytalk and will exist for the rest of the game.
    • Mafia are bulletproof to Werewolf nightkills and Werewolves are bulletproof to Mafia nightkills. However, if a Mafia activates PGO and a Werewolf tries to kill him, the Werewolf dies. This works the other way around too.
    • 1:1:1 situations automatically no lynch.
    • Scum have daytalk.
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    Post Post #8015 (isolation #328) » Fri Apr 03, 2015 9:25 am

    Post by BBmolla »

    Domination Mafia


    9 Players

    3 Mafia Goons

    6 Vanilla Townies


    • Normal lynching mechanics do not apply.
    • Everyone has two votes. These votes may not be used on the same player.
    • Once someone has been voted by majority, they cannot be unvoted.
    • The two voted are the only players Mafia may nightkill. They must nightkill one of them.
    • Once two mafia members die, voting mechanics become normal and mafia lose their nightkill.
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    Post Post #8019 (isolation #329) » Fri Apr 03, 2015 8:55 pm

    Post by BBmolla »

    In post 8018, Cheery Dog wrote:So the only way for mafia to die is for two to vote two of them into the thing?

    In theory, yes
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    Post Post #8020 (isolation #330) » Fri Apr 03, 2015 8:56 pm

    Post by BBmolla »

    In post 8018, Cheery Dog wrote:It's pointless making the the game continue after two die then, as town will town who the third is.

    In theory, you could do a crazy play and kill scum over town.
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    Post Post #8021 (isolation #331) » Fri Apr 03, 2015 8:56 pm

    Post by BBmolla »

    Best solution is probably making it White Flag though.

    Edit: Wait no. Cause the first mafia to die will probably get the second mafia killed as well. So normally two mafia will be caught at once and then the third just has to be caught.
    Edit2: Double nope, cause once one mafia is found they have to find both of the other two to kill them so never mind.
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    Post Post #8022 (isolation #332) » Fri Apr 03, 2015 9:00 pm

    Post by BBmolla »

    Domination Mafia


    9 Players

    3 Mafia Goons

    6 Vanilla Townies


    • White Flag
    • Normal lynching mechanics do not apply.
    • Everyone has two votes. These votes may not be used on the same player.
    • Once someone has been voted by majority, they cannot be unvoted.
    • The two voted are the only players Mafia may nightkill. They must nightkill one of them.
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    Post Post #8025 (isolation #333) » Wed Apr 08, 2015 8:00 pm

    Post by BBmolla »

    Stitches and Bullets


    12 Players

    2 Mafia Goons
    2 Mafia Compulsive Weak Doctors

    1 Town Reflexive Vigilante
    1 Town Ascetic Gunsmith
    1 Town Compulsive Doctor
    5 1-shot Paranoid Gun Owners


    • Paranoid Gun Owners choose one night to activate. Anyone who visits them on that night will be nightkilled.
    • Gunsmith gets guilties on everyone except the Doctors.


    I wanted to make a setup that included both variations of a PGO (the passive variation represented by the Reflexive Vigilante).
    No idea on balance.
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    Post Post #8027 (isolation #334) » Wed Apr 08, 2015 8:30 pm

    Post by BBmolla »

    word.
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    Post Post #8028 (isolation #335) » Wed Apr 08, 2015 8:31 pm

    Post by BBmolla »

    Maybe I should remove "Weak," most effective method would be to use all PGOs night 1 I think atm.
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    Post Post #8030 (isolation #336) » Sat Apr 11, 2015 10:08 am

    Post by BBmolla »

    Hard Boiled Havoc


    9 Players

    2 Mafia Goons
    1 Mafia Traitor

    1 Town Detective
    5 Town Tracker/Vigilante


    • Detective gets either a "Has Killed" or "Has Not Killed" result. If a player kills in the night the Detective targets them, it counts as "Has Killed."
    • Tracker/Vigilante choose which they want to be night 1.
    • Mafia Traitor works as per Normal guidelines.
    • If at any time the amount of mafia = the amount of town, the game ends.
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    Post Post #8031 (isolation #337) » Sat Apr 11, 2015 10:14 am

    Post by BBmolla »

    I've lost my mind btw
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    Post Post #8032 (isolation #338) » Sat Apr 11, 2015 10:52 am

    Post by BBmolla »

    Ignore this post, setup already made.

    Kids With Guns - Design Challenge Winner, by
    Aronis

    1 Mafia Goon
    1 Mafia Suicide Bomber
    1 Innocent Child
    1 One-shot Vig
    4 Vanilla Town

    ^This setup is really good. Tested it face to face a bunch this week.
    Last edited by BBmolla on Sat Apr 11, 2015 1:42 pm, edited 3 times in total.
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    Post Post #8034 (isolation #339) » Sat Apr 11, 2015 11:07 am

    Post by BBmolla »

    yes
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    Post Post #8036 (isolation #340) » Sat Apr 11, 2015 11:19 am

    Post by BBmolla »

    Still debating balance. The more roles you add the more impossible it becomes to balance.

    *shrug*

    Just a silly thought.
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    Post Post #8037 (isolation #341) » Sat Apr 11, 2015 1:22 pm

    Post by BBmolla »

    Unrequited 5p


    5 Players

    2 Mafia Unrequited Lovers

    3 Vanilla Townies


    • Nightless
    • Pregame, the Unrequited Lovers each select someone to love. They may not select the same target.
    • Unrequited Lover dies if their Lover dies, but if the Unrequited Lover dies the other lover does not.


    If Vengeful gets boring. Fun face to face.
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    Post Post #8039 (isolation #342) » Sat Apr 11, 2015 5:25 pm

    Post by BBmolla »

    Correct.
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    Post Post #8041 (isolation #343) » Mon Apr 13, 2015 1:46 pm

    Post by BBmolla »

    Hot Fuzz


    13 Players

    1 Mafia Godfather
    2 Mafia Goons

    2 Buddy Cops
    1 Town Miller
    7 Vanilla Townies


    • Buddy cops may talk together at night. They share a cop investigation. If one dies, the other may still investigate.
    • If the Miller dies, the cops may no longer investigate. This takes effect in the night phase after the Miller's death.
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    Post Post #8044 (isolation #344) » Mon Apr 13, 2015 2:05 pm

    Post by BBmolla »

    In post 8043, Belisarius wrote:I'd prefer syphilis to being town in that setup tho

    Why?

    It's honestly a bit more townsided than Friends and Enemies as far as I can tell
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    Post Post #8045 (isolation #345) » Mon Apr 13, 2015 9:40 pm

    Post by BBmolla »

    Too Much Nomination


    13 Players

    1 Mafia Vengebomber
    1 Mafia Doctor
    1 Mafia Traitor

    1 Serial Killer
    1 2-shot Bulletproof Townie
    8 Vanilla Townies


    • Mafia have no night kill.
    • On odd nights, Mafia select three players. Only these three players may be lynched the following day.
    • On even nights, Mafia may attempt to recruit the Traitor. If they successfully target him, they are informed during the following day.
    • Vengebomb goes through the bulletproof vest.
    • Traitor knows identity of the Mafia, Mafia do not know the identity of the Traitor.
    • If only one townie is left alive going into the day phase, they commit suicide.
    • Must lynch every day.
    • If Serial Killer is lynched, the Mafia Traitor gains his nightkill.
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    Post Post #8050 (isolation #346) » Tue Apr 14, 2015 10:27 am

    Post by BBmolla »

    In post 8048, TierShift wrote:
    In post 8047, ArcAngel9 wrote:Is that obvious... Protect themselves from being killed by SK?

    I'm not stupid. I'm asking why he thinks it's necessary for scum to be able to protect themselves.

    To help balance out the scum vs. town a bit. Also, to discourage the SK from continuously killing the same target.
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    Post Post #8053 (isolation #347) » Tue Apr 14, 2015 10:54 am

    Post by BBmolla »

    Confirmed on request.
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    Post Post #8056 (isolation #348) » Sat Apr 18, 2015 11:07 am

    Post by BBmolla »

    Clique 5P

    5 Players

    2 Mafia Goons

    3 Vanilla Townies


    • Nightless
    • During the first day, players will begin by choosing two other players. Once three different players have all chosen each other, those three players reveal their cards to each other.
    • Game goes as normal after this happens.
    • The first player in the group who is lynched gets a vengekill.
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    Post Post #8057 (isolation #349) » Sat Apr 18, 2015 11:10 am

    Post by BBmolla »

    In post 8054, saulres wrote:Anyone have a breaking strategy?

    If everyone chooses vig, when does the day end?

    I think it can be broken like Texas Justice if everyone just chooses vig.
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    Post Post #8064 (isolation #350) » Sat Apr 18, 2015 8:10 pm

    Post by BBmolla »

    In post 8063, saulres wrote:
    In post 8057, BBmolla wrote:
    In post 8054, saulres wrote:Anyone have a breaking strategy?

    If everyone chooses vig, when does the day end?

    I think it can be broken like Texas Justice if everyone just chooses vig.


    If everyone chooses vig, Mafia wins by them controlling half the vote. Because half of zero is zero. So town has to be careful.

    What? It's only one lynch, why would that lose town the game??
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    Post Post #8066 (isolation #351) » Sat Apr 18, 2015 9:17 pm

    Post by BBmolla »

    Seems extremely townsided.
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    Post Post #8068 (isolation #352) » Sat Apr 18, 2015 10:19 pm

    Post by BBmolla »

    How does tracker have a nerf?
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    Post Post #8069 (isolation #353) » Sat Apr 18, 2015 10:19 pm

    Post by BBmolla »

    Getting rid of Desperado is definitely a step in the right direction yeah.
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    Post Post #8094 (isolation #354) » Fri May 08, 2015 8:58 pm

    Post by BBmolla »

    In post 8091, Oversoul wrote:
    Kansas City
    9 Vanilla Townies
    1 Cop

    3 Mafia Goons


    Special mechanic
    : Cop gets an investigation result on a random Vanilla Townie prior to the game starting.
    Night-talk only.

    Let Mafia select who the Cop gets the result on. Have them select two players so that if one is the cop the other one is confirmed town instead.

    That'd be my advice, less randomness. A game with a confirmed town zMuffin is very different from a game with a confirmed town new player who doesn't know what they're doing.
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    Post Post #8095 (isolation #355) » Fri May 08, 2015 8:59 pm

    Post by BBmolla »

    Confirmation seems pretty damned broken imo. You could have two confirmed towns day 2, and four confirmed towns day 3. Ridic.
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    Post Post #8097 (isolation #356) » Fri May 08, 2015 9:32 pm

    Post by BBmolla »

    In post 8096, JasonWazza wrote:
    In post 8094, BBmolla wrote:
    In post 8091, Oversoul wrote:
    Kansas City
    9 Vanilla Townies
    1 Cop

    3 Mafia Goons


    Special mechanic
    : Cop gets an investigation result on a random Vanilla Townie prior to the game starting.
    Night-talk only.

    Let Mafia select who the Cop gets the result on. Have them select two players so that if one is the cop the
    other one is confirmed town instead.


    That'd be my advice, less randomness. A game with a confirmed town zMuffin is very different from a game with a confirmed town new player who doesn't know what they're doing.


    That luck finding a cop though.

    Realistically it wouldn't affect anything. They wouldn't know the cop investigation till he claims anyway.
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    Post Post #8098 (isolation #357) » Fri May 08, 2015 9:32 pm

    Post by BBmolla »

    They would know the first person on their list is in some shape or form confirmed town whether they are the cop or the cop innocent.
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    Post Post #8099 (isolation #358) » Fri May 08, 2015 9:41 pm

    Post by BBmolla »

    Simple Nomination


    12 Players

    3 Mafia Goons

    1 Bulletproof Serial Killer
    1 Town 2-shot Bulletproof
    7 Vanilla Townies


    • Mafia have no night kill.
    • On odd nights, Mafia select three players. Only these three players may be lynched the following day.
    • If only one townie is left alive going into the day phase, they commit suicide.
    • Must lynch every day.
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    Post Post #8107 (isolation #359) » Sat May 09, 2015 8:19 am

    Post by BBmolla »

    If more than one Oracle successfully targets a player, all Oracle actions fail, and all attempted Oracle actions use up a shot.

    I missed this

    Ignore me
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    Post Post #8108 (isolation #360) » Sat May 09, 2015 8:21 am

    Post by BBmolla »

    In post 8100, TierShift wrote:
    In post 8094, BBmolla wrote:
    In post 8091, Oversoul wrote:
    Kansas City
    9 Vanilla Townies
    1 Cop

    3 Mafia Goons


    Special mechanic
    : Cop gets an investigation result on a random Vanilla Townie prior to the game starting.
    Night-talk only.

    Let Mafia select who the Cop gets the result on. Have them select two players so that if one is the cop the other one is confirmed town instead.

    That'd be my advice, less randomness. A game with a confirmed town zMuffin is very different from a game with a confirmed town new player who doesn't know what they're doing.

    That would make the guy that is not confirmed have a bigger chance of being cop. Why not just make it random? IC's are always random, other roles that require skill are also random, I don't see why a confirmed townie shouldn't be.

    Yeah nvm, the mafia will kill the inno wtf am I smoking

    Do it like chosen mafia where can select three players to stop from being confirmed town though. Makes it more interesting.
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    Post Post #8111 (isolation #361) » Tue May 12, 2015 12:48 pm

    Post by BBmolla »

    I enjoyed it when I played it at epicmafia.

    Illusionist and Actress need to work their ass off to ensure the Actress isn't lynched day 1 though.
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    Post Post #8113 (isolation #362) » Tue May 12, 2015 2:55 pm

    Post by BBmolla »

    This is for open setups where all mechanics are known. Those setups need to b closed to work.

    They also don't seem particularly fun to be a player in, and this is coming from someone who likes to mess with players.
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    Post Post #8116 (isolation #363) » Tue May 12, 2015 4:58 pm

    Post by BBmolla »

    In post 8115, rhelg224 wrote:Oh and on #3 I mean for that to be an open mechanic. It's not very different from explicit voting but I like to encourage discussion/posting which tends to be an issue sometimes and I feel like an open mechanic such as #3 would work toward fostering more conversation than simple voting. Maybe that's naive on my part.

    Posting/discussion is probably not as much an issue here as at other sites, we focus primarily on dayplay here.

    I don't see how #3 affects discussion though.
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    Post Post #8119 (isolation #364) » Wed May 13, 2015 12:16 pm

    Post by BBmolla »

    Mafia power seems too strong
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    Post Post #8128 (isolation #365) » Wed May 13, 2015 9:41 pm

    Post by BBmolla »

    Self targeting is non standard btw.
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    Post Post #8129 (isolation #366) » Wed May 13, 2015 9:41 pm

    Post by BBmolla »

    AKA, it's standard to disallow self targeting.
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    Post Post #8148 (isolation #367) » Thu May 14, 2015 9:52 am

    Post by BBmolla »

    1 shot jail keeper is better than a bodyguard.
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    Post Post #8150 (isolation #368) » Thu May 14, 2015 7:01 pm

    Post by BBmolla »

    Well

    It's debateable at least.

    meh
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    Post Post #8163 (isolation #369) » Mon May 18, 2015 1:08 pm

    Post by BBmolla »

    Do Cut the Red Wire!


    5 Players

    2 Mafia Assassins

    1 Town 1-shot Bulletproof
    2 Town 1-shot Bulletproof PGO Supersaints


    • Assassin: Does not know the identity of the other Mafia. Must each target a player to nightkill at night individually. Kills on partner will fail. They must kill each night.
    • Mafia wins if the day begins and they equal the number of town left.
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    Post Post #8165 (isolation #370) » Mon May 18, 2015 1:23 pm

    Post by BBmolla »

    Yeah and if mafia just claim after hammer they can autowin

    setup is shit

    nvm
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    Post Post #8166 (isolation #371) » Mon May 18, 2015 1:23 pm

    Post by BBmolla »

    Oh I'm dumb

    I forgot they were Supersaints midway through the setup process
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    Post Post #8167 (isolation #372) » Mon May 18, 2015 1:25 pm

    Post by BBmolla »

    Setup still shit, scrapping the idea.
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    Post Post #8170 (isolation #373) » Tue May 19, 2015 9:36 am

    Post by BBmolla »

    I strive for that personally, more complex means more swing generally. It's easier to balance when you keep it as simple as possible. Doesn't mean you HAVE to keep it simple, but don't try to make things needlessly complex.

    But things like C9++ exist, and I think a lot of the setups in the setup making contest were fairly complex.
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    Post Post #8171 (isolation #374) » Tue May 19, 2015 9:37 am

    Post by BBmolla »

    I only didn't comment on your setup because I got a bit lost and I'm a bit dumb.
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    Post Post #8173 (isolation #375) » Tue May 19, 2015 11:46 am

    Post by BBmolla »

    Oh is the setup in 8162 that complex setup?

    I understand that one, I think it's fine, yeah. Reminds me of epicmafia.

    I'm not a fan of Bus Drivers personally though. Can he himself be one of the targets he bus drives?

    If the cop is redirected to Player A when he targeted player B, will he recieve "Player A is innocent" or just "innocent"?
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    Post Post #8174 (isolation #376) » Tue May 19, 2015 11:47 am

    Post by BBmolla »

    11:4 is enormously scumsided though. Remove a goon.
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    Post Post #8178 (isolation #377) » Tue May 19, 2015 12:29 pm

    Post by BBmolla »

    In post 8175, LicketyQuickety wrote:Yes to both. I could make a mechanic that the bus drive has to pick a different two people to switch every time. they could still switch the same person with someone else though.

    I think the Bus Driver is fine as long as he can't self target.
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    Post Post #8183 (isolation #378) » Wed May 20, 2015 2:30 pm

    Post by BBmolla »

    Change cop to rolecop
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    Post Post #8184 (isolation #379) » Wed May 20, 2015 2:30 pm

    Post by BBmolla »

    If Mafia Roleblocker kills and roleblocks the Town Roleblocker and the Town Roleblocker roleblocks the Mafia roleblocker, what happens?
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    Post Post #8203 (isolation #380) » Fri May 22, 2015 6:49 pm

    Post by BBmolla »

    Game is unwinnable if one Mafia Goon is lynched cause can't get rid of Bulletproofs.
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    Post Post #8212 (isolation #381) » Sat May 23, 2015 12:01 pm

    Post by BBmolla »

    In post 8206, RedCoyote wrote:Maybe one BP?

    That or make them 1-shot
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    Post Post #8216 (isolation #382) » Mon May 25, 2015 1:35 am

    Post by BBmolla »

    Uh

    How long does that game go on? Like three days or?
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    Post Post #8286 (isolation #383) » Fri Jul 17, 2015 3:35 pm

    Post by BBmolla »

    A Double Day setup with mimes would be cool.
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    Post Post #8296 (isolation #384) » Wed Jul 22, 2015 8:43 am

    Post by BBmolla »

    I think it's legit
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    Post Post #8298 (isolation #385) » Wed Jul 22, 2015 8:24 pm

    Post by BBmolla »

    Remove a goon and add a VT and I think it's fine albeit a bit scumsided.
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    Post Post #8300 (isolation #386) » Wed Jul 22, 2015 8:32 pm

    Post by BBmolla »

    That's better, can we make the Bulletproof one shot? I think if we do that it's good.
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    Post Post #8302 (isolation #387) » Thu Jul 23, 2015 12:03 am

    Post by BBmolla »

    Guess and Check


    5 Players

    2 Mafia Goons

    3 Vanilla Townies


    • After day 1 lynch, the lynched player is flipped but stays alive. If a mafia is lynched, they must reveal a town player to be town. All town players must submit their guess for the scumteam.
    • If all townies guess the scumteam correctly, Town wins. Otherwise, Mafia wins.


    how balanced is this
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    Post Post #8308 (isolation #388) » Thu Jul 23, 2015 11:18 pm

    Post by BBmolla »

    In post 8306, saulres wrote:Seems to me at least that the latter case is too scum-sided. Maybe make it "if town is lynched, a random mafia on the wagon is revealed to be scum" to bring it back to 1/3? (And don't allow self-votes so it's not a complete town wagon.)

    Town should be rewarded for actually lynching scum.

    What if it's changed to "town wins if 2/3 guess scumteam correctly"?
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    Post Post #8310 (isolation #389) » Fri Jul 24, 2015 12:14 am

    Post by BBmolla »

    Oh I read one townie guesses it right, which I thought was too easy

    Sorry bob lol

    What are the odds in that case? 1/2 and 1/3?
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    Post Post #8330 (isolation #390) » Sun Aug 02, 2015 10:43 am

    Post by BBmolla »

    In post 8327, Sméagol wrote:I haven't thought this through. Can this work / be made to work?

    13 players:

    mafia vanilla
    mafia neapolitan


    mafia traitor
    mafia traitor
    mafia traitor
    mafia traitor
    mafia traitor
    mafia traitor

    town vanilla
    town vanilla
    town vanilla
    town vigilante
    town cop


    Assume the roles are normal,
    except
    the traitors don't know who the "proper" mafia members are.

    My first thought is that both town as well as the "proper" mafia will claim to be a traitor, and players will actually have to townhunt to win the game. Traitors are obviously not going to lynch their fellow (but "proper") mafia teammates, but they can't claim unless they get rid of the vigilante, who will shoot them on sight, and it only takes 2 to win. Town will claim traitor to not get lynched of course. If town loses the vig, they have to convince the players that the mafia members are actually town.

    Like I said, I didn't think this through, I may be overlooking something obvious (and I don't know if something similar has been tried before).

    You have to disable no lynch for this to work. otherwise, once vig is dead, you can no lynch and let mafia kill till they kill the town.
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    Post Post #8359 (isolation #391) » Tue Aug 18, 2015 1:39 pm

    Post by BBmolla »

    Desperate Measures


    13 Players

    1 Mafia Compulsive Weak Desperado-Giver
    1 Mafia Backup Compulsive Weak Desperado-Giver
    1 Mafia Doctor

    1 Town Gunsmith
    1 Town Vigilante
    8 Vanilla Townies


    • Gunsmith gets positive on the two Mafia who aren't the Doctor, anyone with a Desperado, and the Vigilante.
    • Gunsmith will get positive on those who receive a Desperado the night of the investigation.


    No idea about the balance here tbh.
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    Post Post #8361 (isolation #392) » Tue Aug 18, 2015 9:13 pm

    Post by BBmolla »

    In post 8360, TierShift wrote:Can mafia kill the person who they give desperado to?
    Are the desperados 1-shot and when do they take their shot?

    It's probably very townsided if desperados communicate their targets well because they will shoot all the scummy townies and that means they can't be mislynched by scum anymore.

    Yes, but that's an oversight. I'll fix.
    1-shot, whenever.

    Keep in mind how fast people are dying. 10 alive going into day 2.

    Maybe I should make vig compulsive though.
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    Post Post #8365 (isolation #393) » Wed Aug 19, 2015 1:05 pm

    Post by BBmolla »

    Seems just like Chosen Mafia.
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    Post Post #8376 (isolation #394) » Mon Sep 14, 2015 11:54 am

    Post by BBmolla »

    broken by massclaim
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    Post Post #8400 (isolation #395) » Sat Sep 19, 2015 8:04 pm

    Post by BBmolla »

    Make the "asciticisers" into ascetics and I think that's a pretty sweet setup.

    And probably change goon to jailkeeper in that case
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    Post Post #8408 (isolation #396) » Thu Sep 24, 2015 12:45 pm

    Post by BBmolla »

    Two For One 5p


    5 Players

    2 Mafia Goons

    3 Vanilla Townies


    • Players may only lynch combinations of players. (Ex: VOTE: PlayerA/PlayerB)
    • Once a lynch is reached, the halves flip Alignment/Alignment, with the alignments not specifying which player. Players remain alive. (So Town/Town if both town, Town/Scum if one is scum, Scum/Scum is both scum)
    • Town wins if the correct Scum/Scum combo is lynched.
    • Scum win if three town halves are lynched.


    Been pondering about a mafialike that goes a bit like this. Balance thoughts? 1/25 chance to lynch correct day 1, if Town/Town is lynched it's 1/3 for day 2.

    Edit: changed name.
    Last edited by BBmolla on Mon Sep 28, 2015 12:28 pm, edited 2 times in total.
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    Post Post #8447 (isolation #397) » Mon Oct 26, 2015 10:06 pm

    Post by BBmolla »

    Assassins In The Royal Couple Kingmaker Palace With Mafia


    9 Players

    1 Prince
    1 Princess
    2 Princess Guards
    2 Prince Guards

    1 Mafia Kingmaker
    1 Mafia Prince and Princess Guard

    1 Assassin


    • Kingmaker chooses the first King within the first 48 hours.
    • If both the Prince and Princess die, the Assassin wins and town and mafia loses. The Assassin may suicide bomb at any time, day or night. If both Prince/Princess are alive, he suicide bombs onto two targets. If only one is alive he suicide bombs onto one.
    • Mafia win when they equal or exceed the amount of other players. Mafia have one kill every night.
    • Kingmaker submits two choices at night in case first choice dies. A Mafia Kingmaker may not Kingmake his partner. It will always instead go to the second choice.
    • If a Kingmaker dies, the dead Kingmaker selects a new one.
    • The Princess Guards only know the identity or the Princess. The Prince Guards only know the identity of the Prince.


    100% balanced
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    Post Post #8449 (isolation #398) » Tue Oct 27, 2015 8:19 am

    Post by BBmolla »

    In post 8448, TierShift wrote:town is going to win 100% of the time but good try m8

    Like auto win?

    If so what am I missing, it's a 3:6 not nightless
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    Post Post #8451 (isolation #399) » Tue Oct 27, 2015 1:57 pm

    Post by BBmolla »

    I think it'd be funny
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