The New Newbie Game Setup

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Post Post #125 (ISO) » Tue Sep 26, 2017 3:30 am

Post by Realeo »

Image

How to use:

Pick a red side randomly to choose what makes the mafia team.

For each green triangle that is attached to the chosen red side, pick one role randomly.

Add 5 Vanilla Townie to get the full setup.
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Post Post #126 (ISO) » Tue Sep 26, 2017 3:51 am

Post by Realeo »

In post 117, mhsmith0 wrote:
In post 113, Virtuoso wrote:
In post 100, mhsmith0 wrote:Proposed role interaction resolution:
  1. Should a
    Mafia Roleblocker
    and
    Town Roleblocker
    target each other, the
    Mafia Roleblocker
    will fail at making the night kill; should the
    Mafia Roleblocker
    not be assigned the night kill, there will be no other impact.
  2. Should a
    Mafia Roleblocker
    target a
    Town Roleblocker
    who targets a
    Town Jailkeeper
    who targets the
    Mafia Roleblocker
    , the
    Mafia Roleblocker
    will not be blocked, but the two
    Town
    roles will be blocked. Similarly, should a
    Mafia Roleblocker
    target a
    Town Jailkeeper
    who targets a
    Town Roleblocker
    who targets the
    Mafia Roleblocker
    , the
    Mafia Roleblocker
    will not be blocked, but the two
    Town
    roles will be blocked.
  3. In all other cases, Roleblocker actions will take precedence over
    Jailkeeper
    actions should that apply.
Basically this punishes town for having roles that block town, which I think is reasonable from a fairness perspective, since the alternative gives town a LOT of latitude to make bad decisions and get away with them.
This is rather confusing to me and IMO will result in a lot of mod errors
There needs to be a rule for what happens in the theee blocker Rock Paper Scissors scenarios. Nit sure how to make it clearer tho.
I think it's very clear. The wording is what I expect from a technical document.

It just need some rewording for ESL.
Duel rule
Mafia Roleblocker
loses against
Town Roleblocker
in a two way roleblocking, but wins against
Town Jailkeeper

Cyclic ruleIf
Mafia Roleblocker
,
Town Roleblocker
, and
Town Jailkeeper
involved in an cycle of roleblocking and
Mafia Roleblocker
carries the kill action, the kill action goes through
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Post Post #127 (ISO) » Tue Sep 26, 2017 7:06 am

Post by fferyllt »

In post 125, Realeo wrote:Image

How to use:

Pick a red side randomly to choose what makes the mafia team.

For each green triangle that is attached to the chosen red side, pick one role randomly.

Add 5 Vanilla Townie to get the full setup.
And the green triangle that doesn't touch the mafia role contains safe-claims for mafia.

I think this works ok for the visually oriented player. The list of 12 setups is probably the way to go if you're text oriented. And each of the 12 setups could have a parenthetical with the roles that are safe for mafia to claim in that particular setup, maybe. Though maybe that would be TOO spelled out, at least in terms of the apparent transparency /transluscency of the Matrix6 setup when it was initially rolled out.
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Post Post #128 (ISO) » Tue Sep 26, 2017 7:09 am

Post by Something_Smart »

If you use that diagram you have to rename the setup Triforce12. :P
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Post Post #129 (ISO) » Tue Sep 26, 2017 7:16 am

Post by Gamma Emerald »

I can live with that name
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Post Post #130 (ISO) » Tue Sep 26, 2017 7:32 am

Post by Not Known 15 »

The problem is the blatant imbalance between some setups that suggests that we probably will get some lopsided setups. Not fun...
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Post Post #131 (ISO) » Tue Sep 26, 2017 7:37 am

Post by Something_Smart »

Idk I'm not here to discuss the balance of the setup. That's already been done. I'm just here to help find the clearest way to present it.
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Post Post #132 (ISO) » Tue Sep 26, 2017 7:46 am

Post by T-Bone »

In post 130, Not Known 15 wrote:The problem is the blatant imbalance between some setups that suggests that we probably will get some lopsided setups. Not fun...
Your comments are appreciated. But realize that this change isn't being made lightly and some very smart people have been working on this for a long time, and they have an understanding of how this might play out.
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Post Post #133 (ISO) » Tue Sep 26, 2017 7:55 am

Post by Mulch »

In post 130, Not Known 15 wrote:The problem is the blatant imbalance between some setups that suggests that we probably will get some lopsided setups. Not fun...
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Post Post #134 (ISO) » Tue Sep 26, 2017 8:54 am

Post by Not Known 15 »

In post 132, T-Bone wrote:
In post 130, Not Known 15 wrote:The problem is the blatant imbalance between some setups that suggests that we probably will get some lopsided setups. Not fun...
Your comments are appreciated. But realize that this change isn't being made lightly and some very smart people have been working on this for a long time, and they have an understanding of how this might play out.
Well, then go ahead and enlighten us please. I am far from being the only one who said this, and an earlier post of mine had an analysis of possible problems. Even if you think that these very smart people discussed balance ad nauseam: Part of publicizing is getting scrunity from a larger base of players. Yes a group may be comprised of very smart people but it is well known that even smart people miss things sometimes. Even in a group. So please do counter my arguments and the arguments of others; I have no problem with being wrong, and I am new to this site so I have a good chance to be wrong. But I think the newbie game setup is a quite sensible thing:If you get it wrong, then...
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Post Post #135 (ISO) » Tue Sep 26, 2017 9:36 am

Post by JaeReed »

Ehhh I wasn't sure I wanted to get involved here....

I'm a little concerned that the need for such in-depth discussion on role interactions is needed for a newbie setup and whether that might turn off newer players to the game. I think role discussion surfaces often enough in games that this could be an issue, and with claims there's going to inevitably be a fair amount of confusion even if interactions are laid out in the first post.
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Post Post #136 (ISO) » Tue Sep 26, 2017 10:20 am

Post by callforjudgement »

Right, my point about the three-way block interaction wasn't so much "are you sure this interaction works how you want?" as "are you sure that an interaction this complex, and very likely to be moderated incorrectly, has a place in newbie games?".

How does it change the balance of the setup to make one or more of the blockers unblockable? That would help simplify things a lot.
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Post Post #137 (ISO) » Tue Sep 26, 2017 12:21 pm

Post by Toomai »

In post 136, callforjudgement wrote:How does it change the balance of the setup to make one or more of the blockers unblockable? That would help simplify things a lot.
It's pretty important for the town RB to be capable of blocking the scum RB if the scum guesses wrong for who the town PR is. (and vice versa)
Last edited by Toomai on Tue Sep 26, 2017 1:51 pm, edited 1 time in total.
This should be required reading for...everyone for anything, really.
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Post Post #138 (ISO) » Tue Sep 26, 2017 1:25 pm

Post by N »

In post 116, callforjudgement wrote:A d3 is normally a d6 with the same number on opposite sides.

It's possible to construct a fair dice which does have exactly three sides (basically you start with a triangular prism and then curve the sides to meet at a point at each end), but people rarely bother.
my point is that it's a bad name
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Post Post #139 (ISO) » Tue Sep 26, 2017 2:47 pm

Post by mhsmith0 »

You could probably make the town roleblocker either strongwilled or ascetic, so that the relationships become much less complicated (since it can never be blocked, it becomes automatically primary in all relationships).

Whether strongwilled or ascetic depends on whether you think it in that case deserves a nerf since it can't be blocked (and ascetic removes ability of town investigatives to look at the slot), or whether it's fine to just remove the complications from the role and be done with it.
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Post Post #140 (ISO) » Tue Sep 26, 2017 3:10 pm

Post by Toomai »

I'm of the opinion that as long as the cross-blocking/circular-blocking interactions are given canonical listmod-designated setup-mandated resolution instructions that players and mods alike can refer to at any time (probably in the newbie queue's setup post, and ideally also in the setup post of every game), it doesn't matter too much what exactly the resolution is. If someone gets it wrong even after that, what can you do.
This should be required reading for...everyone for anything, really.
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Post Post #141 (ISO) » Tue Sep 26, 2017 3:11 pm

Post by Cabd »

In post 140, Toomai wrote:probably in the newbie queue's setup post, and ideally also in the setup post of every game
The next action item is a standardized mod and IC boilerplate template.

FWIW given scum always has daytalk, I"m in favor of the town roleblocker having priority.
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Post Post #142 (ISO) » Tue Sep 26, 2017 3:33 pm

Post by Toomai »

Also, here's my new idea for displaying the setup matrix and explaining the generation rules:

ABC
Mafia Roleblocker
Mafia Rolecop
Mafia Goon
1
Town Doctor
Town Tracker
Town Cop
2
Town Rolecop
Town Roleblocker
Town Jailkeeper
  1. Pick one of the three columns (A, B, or C) at random. The role from the top row is paired with a Mafia Goon to form the scum team.
  2. From each of the two other columns, randomly choose the role from either row 1 or row 2. These two roles are added to the town.
  3. Add 5 Vanilla Townies to complete the 7v2 setup.

I now think simple is the way to go with this. It's basically the original 3x3 table, but with headers added for a more concrete explanation than "one from each column".

The subsetup shortform names would be:
  • A11: RB x Tracker + Cop
  • A12: RB x Tracker + JK
  • A21: RB x RB + Cop
  • A22: RB x RB + JK
  • 1B1: RC x Doctor + Cop
  • 1B2: RC x Doctor + JK
  • 2B1: RC x RC + Cop
  • 2B2: RC x RC + JK
  • 11C: Goon x Doctor + Tracker
  • 12C: Goon x Doctor + RB
  • 21C: Goon x RC + Tracker
  • 22C: Goon x RC + RB
(Maybe B21 is better than 2B1? Unsure. I think 2B1 is easier to read across the columns.)
This should be required reading for...everyone for anything, really.
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Post Post #143 (ISO) » Tue Sep 26, 2017 3:49 pm

Post by RadiantCowbells »

I've thought about it long enough and I'm officially against the changes.

Scum winrates will skyrocket.
2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.
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Post Post #144 (ISO) » Tue Sep 26, 2017 3:50 pm

Post by Virtuoso »

what do you think of my proposal?
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Post Post #145 (ISO) » Tue Sep 26, 2017 4:06 pm

Post by PenguinPower »

In post 143, RadiantCowbells wrote:I've thought about it long enough and I'm officially against the changes.

Scum winrates will skyrocket.
I am intentionally hanging back right now, but I do value your input.

You would prefer to keep the setup the same? What changes would you propose? What is the scum winrate over the past ~20 completed games? You think this setup would make that worse? Why?

I'm glad for feedback, but make it constructive.
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Post Post #146 (ISO) » Tue Sep 26, 2017 4:07 pm

Post by Virtuoso »

@Penguin - what are your thoughts on the setup I proposed?
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Post Post #147 (ISO) » Tue Sep 26, 2017 4:08 pm

Post by PenguinPower »

In post 146, Virtuoso wrote:@Penguin - what are your thoughts on the setup I proposed?
No.
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Post Post #148 (ISO) » Tue Sep 26, 2017 4:10 pm

Post by PenguinPower »

In post 147, PenguinPower wrote:
In post 146, Virtuoso wrote:@Penguin - what are your thoughts on the setup I proposed?
No.
I don't mean to be so blunt, but I'm not looking for a complete setup change without reasoning behind it.
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Post Post #149 (ISO) » Tue Sep 26, 2017 4:14 pm

Post by Virtuoso »

In post 148, PenguinPower wrote:
In post 147, PenguinPower wrote:
In post 146, Virtuoso wrote:@Penguin - what are your thoughts on the setup I proposed?
No.
I don't mean to be so blunt, but I'm not looking for a complete setup change without reasoning behind it.
Fair enough.

ABC
1Town JailkeeperVanilla TownieMafia Goon (if row 1)
Mafia Rolecop (if column c)
2Mafia RoleblockerTown CopTown Doctor
3Town Backup (if A)
Town Roleblocker (if 3)
Mafia GoonTown Tracker


I think this setup is reasonable and will fix the setup without altering it too much. I firmly believe in keeping things simple and I don't think the 3d3 role is simple. There's too many complexities that will make players confused and even make mods confused. Combine that with day talk and, as RC said, scum win rates will sky rocket.

The setup I am proposing is not that far different from Matrix 6. It fixes the bulletproof claiming strategy and it completely destroys the follow the tracker strategy.

I don't understand the whole triangle setup at all.
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