[OLD] Open Setup Discussion and Nominations

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #1225 (ISO) » Sun Sep 23, 2007 12:10 pm

Post by Yosarian2 »

Trojan Horse wrote: Unplayers are not a team; each wins or loses individually.
An unplayer wins if the mafia tries to nightkill him at any point, or if he is the last unplayer to be lynched during the game. (Or both.)
[/i]
Hmm...

I like Kelly suggestion that if an unplayer is nightkilled, they should die and win. Of course, the funny thing is is that you're going to have lots of unplayers claiming doc to try to get killed, hehe

"the last unplayer to be lynched" seems wierd...so, you win if you get lynched, but not if another unplayer gets lynched after you do? What's the goal there?

In general, I'm not really sure how the game would work. The unplayers don't really have any reason to hunt scum; in fact, if the scum either win or make it to a 3 person endgame, they've got a much higher chance of being nightkilled. Nor do they really care all that much about looking pro-town, as they'd rather be lynched then be ignored. So...they might just act random and annoying or something. Not really sure.
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Post Post #1226 (ISO) » Sun Sep 23, 2007 12:27 pm

Post by Trojan Horse »

Yosarian2 wrote: "the last unplayer to be lynched" seems wierd...so, you win if you get lynched, but not if another unplayer gets lynched after you do? What's the goal there?
To try to capture how things are working in Pie's Screw the Players game, I wanted to give the unplayers a chance to win either by helping the town or by helping the scum. An unplayer getting nightkilled helps the town; an unplayer getting lynched helps the scum. Thing is, I didn't want unplayers to effectively become jesters, so I added that extra constraint. It encourages them to act innocent for as long as possible, before screwing the town at the end.

Perhaps the way I set it up does make the unplayers too uninterested in which side wins. Would something like this be better?

A nightkilled unplayer wins with town. A lynched unplayer wins with scum.


I don't know. But there's gotta be something good in here somewhere. Perhaps I should wait and see how Pie's game plays out.
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Post Post #1227 (ISO) » Sun Sep 23, 2007 12:51 pm

Post by Yosarian2 »

Defender of Reality: Neutral

Each night, you can target a person and, if they are a unplayer, they will die, and will autmatically lose the game; if they are a player, there will be no effect. You win if all unplayers die before the game ends.
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Post Post #1228 (ISO) » Sun Sep 23, 2007 1:20 pm

Post by Trojan Horse »

Heehee. Nice. But does his vote count during the day, or not?
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Post Post #1229 (ISO) » Sun Sep 23, 2007 2:17 pm

Post by xyzzy »

This is based off of a game I saw in Marathon Day. I modified it so that it's not an uninformed minority.

Jeep Classic+++


3 mafia
3 werewolves
up to 6 army doctors (each has a 50% of existing, otherwise it's a townie.)

Army doctor: Doc with a one-shot vig.
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Post Post #1230 (ISO) » Sun Sep 23, 2007 5:39 pm

Post by IH »

Life or Death
Mafia-
2 goons
1 NK immune goon

Town-
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1 combat medic(can either vig or doc)
1 shellshocked combat medic(not notified if shellshocked. Cannot function as a vig)
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Post Post #1231 (ISO) » Mon Sep 24, 2007 12:15 am

Post by Oman »

I like Jeep Classic+++, one question: day or night vig?

And about IH's Life or Death: what message does the shellshocked medic get if attmpts to vig? Or is it just as if they attempted the NK immune or hit a doc protect?

Also, is there another smalltown in the works, I love smalltowns.
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Post Post #1232 (ISO) » Mon Sep 24, 2007 2:40 am

Post by mith »

C9+2 with a slice of Pie


Setup is one of the following (25% each):

1 Mafia Roleblocker, 1 Mafia Goon, 1 Cop, 1 Doctor, 5 Townies
2 Mafia Goons, 1 Cop, 6 Townies
2 Mafia Goons, 1 Doctor, 6 Townies
1 Mafia Roleblocker, 1 Mafia Goon, 7 Townies
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Post Post #1233 (ISO) » Mon Sep 24, 2007 2:41 am

Post by IH »

it's as if they hit a doc protect or NK immune, which is the whole point of it.
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Post Post #1234 (ISO) » Mon Sep 24, 2007 3:14 am

Post by Oman »

Cheers IH

Nom IH's Life or Death
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Post Post #1235 (ISO) » Mon Sep 24, 2007 4:16 am

Post by Max »

Max wrote:I'm bringing back one of my older set-ups with a slight adaption

I've got 1

3 mafia
3 werewolves
1 docs
1 sorcerors
1 bulletproof townies
1 wolves bane
1 cop
1 seer
1 cultists
7 townies
2 lovers (1 chosen randomly from above(not townie))(1 townie)
Any comments or nominations

Nominate: Jeep Classic
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Post Post #1236 (ISO) » Mon Sep 24, 2007 4:18 am

Post by Shanba »

Like Mith's setup up there, a lot.
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Post Post #1237 (ISO) » Mon Sep 24, 2007 6:11 pm

Post by Adel »

Nominate:
IH wrote:Life or Death
Mafia-
2 goons
1 NK immune goon

Town-
7 townies
1 combat medic(can either vig or doc)
1 shellshocked combat medic(not notified if shellshocked. Cannot function as a vig)
I like how few times the combat medics will choose to vig.
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Post Post #1238 (ISO) » Mon Sep 24, 2007 9:09 pm

Post by Oman »

Max wrote:I'm bringing back one of my older set-ups with a slight adaption

I've got 1

3 mafia
3 werewolves
1 docs
1 sorcerors
1 bulletproof townies
1 wolves bane
1 cop
1 seer
1 cultists
7 townies
2 lovers (1 chosen randomly from above(not townie))(1 townie)

Any comments?
I'd say this is overly complicated, mixed faction games usually work better when more simplistic. But hey, I could be wrong.

EDIT: Tags
Last edited by Oman on Tue Sep 25, 2007 1:07 am, edited 1 time in total.
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Post Post #1239 (ISO) » Tue Sep 25, 2007 1:04 am

Post by Max »

so no cultist?
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Post Post #1240 (ISO) » Tue Sep 25, 2007 2:09 am

Post by Oman »

Yeah, its still unneccesarily complex. You have a doc, a sorcerer, a bulletproof townie, and a wolf's bane, thats fairly heavy in the protection area.

I suppose I just don't like the idea of crossing mafia with werewolf so...intensly. Maybe if you're info and protection roles covered both factions, and halve them?

(disclaimer: I like Monks and masons, but that was a cool mechanic)
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Post Post #1241 (ISO) » Tue Sep 25, 2007 3:31 am

Post by Aimee »

In my opinion, it needs at least 11 Townies. (Otherwise the game becomes way too powerful.)
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Post Post #1242 (ISO) » Tue Sep 25, 2007 3:36 am

Post by JDodge »

Mini Love


2 Mafia
1 Treacherous Lover
3 Lovers
1 Doc
5 Townies
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Post Post #1243 (ISO) » Tue Sep 25, 2007 4:48 am

Post by Max »

I'm bringing back one of my older set-ups with a slight adaption

I've got 1

3 mafia
3 werewolves
1 docs
1 sorcerer
1 cop
1 seer
11 townies
2 lovers (1 chosen randomly from above(not townie))(1 townie)

No bulletproof or wolfsbane
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Post Post #1244 (ISO) » Tue Sep 25, 2007 5:51 am

Post by Kelly Chen »

I don't like the lovers because if a scum group gets one, it's an unfair disadvantage relative to the other scum group.

I also think some more interesting town roles could be added. Or some kind of limited role reveal (as in Back to Gambits). Because the way you have it, a cop can claim and receive protection, and the scum group not vulnerable to that cop or doc don't have inherent incentive to help the other scum group out in taking the cop down. So it's just two "cop claims, scum hunt the doc" games played side by side.

Good move removing bulletproof etc. though, I think. And I wasn't even going to try to think about the setup with the cultist in it.

I don't really like the 3:3:16 ratio. I've run a 4:4:14 (five power roles) and a 4:4:11 (four power roles) open setup and think that is more interesting. (I might do without the one-shot crosskill immunity that the latter setup had, though.)

edit: and my setups had no doc at all, other than a jailkeeper in the second one.
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Post Post #1245 (ISO) » Tue Sep 25, 2007 6:00 am

Post by IH »

That looks better as a large theme max o.o;
Max wrote:3 mafia
3 werewolves
1 docs
1 sorcerors
1 bulletproof townies
1 wolves bane
1 cop
1 seer
1 cultists
7 townies
2 lovers (1 chosen randomly from above(not townie))(1 townie)
^^ Srsly.
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Post Post #1246 (ISO) » Tue Sep 25, 2007 6:07 am

Post by Max »

4 mafia
4 werewolves
1 docs
1 sorcerer
1 cop
1 seer
11 townies

4:4:16?

with alignment reveal only

or

4:4:16

with added Inventor and Bus Driver

any other ideas?
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Post Post #1247 (ISO) » Tue Sep 25, 2007 6:09 am

Post by IH »

why the giant player lists?

Just curious.
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Post Post #1248 (ISO) » Tue Sep 25, 2007 9:14 am

Post by Kelly Chen »

Eh I wonder if I should've said anything about the roles. I think the roles are too simple for a bus driver to be of any interest. And I don't think inventor is a sensible role in any open setup.

I'm not sure if alignment reveal only makes it more interesting. I was thinking this sort of confusion could help scum fake claim power roles. On the other hand with two scum groups, it could just attract crosskills too.

4:4:16 is already up to 24 players. May as well shrink it to 3:3:12 (18p), I think.
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Post Post #1249 (ISO) » Tue Sep 25, 2007 9:42 am

Post by VampanezeHunter »

Man is everyone purposely avoiding my ideas(except for Kelly Chen) :D Anyway I have another one!

Carry on Mafia!

2 Mafia goons v 1 Mafia GF
1 Doc
3 Townies

The Goons v Godfather In this rivalry both side have to get eachother lynched. The Godfather is immune from NK's. So the goons have to get him lynched. The win situation for the goons to both be lynched.
EDIT: The storyline is they are on Holiday and and the Goons want to kill people but the Godfather just want's to have a holiday. But the goons have already killed behind the Godfather's back so the townies want revenge, and the GF wants a holiday!
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