[REVIEW] Open Setup Reviews

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #1250 (ISO) » Sat Apr 29, 2023 9:29 am

Post by TemporalLich »

In post 1249, Jingle wrote: I think there is an interesting split in design in having one role be able to save on same night targeting and one only on night after targeting, is my point. I understood the original intent. I agree that your change would also have the desired effect, though.
I'll also outline your suggestion as an option in case anyone wants to run the setup that way:

alternate nerf idea - lightbearer protects from plunging into darkness, while ordinator roleblocks and prevents a death from plunging into darkness. Note that this adds some complexity to A2, which has both a lightbearer and an ordinator
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Post Post #1251 (ISO) » Sat Apr 29, 2023 2:49 pm

Post by Invisibility »

came up with this while tinkering with the idea of town being able to give X-shot people more shots


Handyman

2 mafia goons


5 vanilla townies

1 handyman

1 backup handyman


In addition to voting for someone to eliminate, the players also vote for either cop or doctor. At the end of the day, the handyman gets 1-shot of the chosen role's ability that they must use. If the handyman were to die, the backup handyman becomes the handyman.


I like the concept but it might have to be expanded into more players to be more interesting? Dunno!
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Post Post #1252 (ISO) » Sat Apr 29, 2023 2:59 pm

Post by Invisibility »

might be better as 13p. I was also thinking that mafia also has a handyman who chooses their ability night 1 and has that ability for the rest of the game
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Post Post #1253 (ISO) » Sat Apr 29, 2023 3:15 pm

Post by Jingle »

Doc/Cop is an obvious choice (cop until XLO-1, then doc), so you probably want to make that a bit more interesting. It's also just more townsided than cop 9er which used to be observably balanced. Not sure if meta shifts have effected that. Tracker/Doc as the choice would be a better setup, imo. I definitely think a larger game with the handyman mechanic would be interesting, either as an open or as a core mechanic in a closed theme game.
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Post Post #1254 (ISO) » Sat Apr 29, 2023 3:19 pm

Post by Invisibility »

true true. I'll have to tinker with a larger game.
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Post Post #1255 (ISO) » Thu May 11, 2023 2:46 am

Post by GuyInFreezer »

I‘m the Real Tracker


7 Town

2 Mafia


Roles are randomly assigned from the following list:

1 Roaming Doctor
2 Pretenders
1 Roleblocker
1 Tracker
2 Neighbors
1 Fruit Vendor
1 Ascetic

Pretenders will be given a role PM of any non-pretender roles instead of their actual roles, and will be able to submit actions and get fake results as such. However, their actions will not actually resolve. Pretenders will be flipped as Pretenders upon being eliminated or killed. Pretender who received a Neighbor role PM and solo Neighbor will receive their own Neighbor PT, but no one else will be in the PT. There can only be at most 1 mafia Pretender.


Balance made sense in my head but that was like 3:30 am in the morning. So I’d like a second opinion or two.
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Post Post #1256 (ISO) » Thu May 11, 2023 4:41 am

Post by Jingle »

Is this a full small town or just roles != alignment open?

Also, am I correct in thinking that a pretender will not be told they are a pretender? If so, how are investigating pretenders given results? Naive? Paranoid? Failed action?

Is there inherent multitasking?
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Post Post #1257 (ISO) » Thu May 11, 2023 5:11 am

Post by GuyInFreezer »

Just role != alignment.
Pretender will not be told they they’re pretender.
Investigative result will be random. Pool is alive_players that’s not the user + no result + multitask visit, in which case I roll for another random alive player name that is not the user.
I’m thinking of giving scum multitasking if they’re only one left.
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Post Post #1258 (ISO) » Thu May 11, 2023 5:13 am

Post by GuyInFreezer »

Basically they will get legal results that a real tracker can get, but not an accurate one (unless they get lucky with the rolls)
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Post Post #1259 (ISO) » Sat May 13, 2023 1:15 am

Post by Jingle »

So, first, you have 9 roles and 9 players so real neighbors immediately confirm each others role. If you want role ambiguity there I’d make them seeking neighbors (target a player each night, if that player is a seeking neighbor they get a hood).

Overall the game seems scumsided. If tracker or doc goes to scum there just really isn’t any town power and claims are functionally worthless. There’s also like… no reason for the doc to be roaming. To that end you should probably give some of the other roles utility. I would consider a loyal checker instead of a fruit vendor and the powerful version of a hider (immune to direct actions, also affected by everything targeting their target) instead of ascetic.
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Post Post #1260 (ISO) » Sat May 13, 2023 2:25 am

Post by GuyInFreezer »

Real neighbors being able to confirm each other was an intended effect.

Loyal checker works for me if the setup is scumsided as is. I don’t mind a role that can only get guaranteed inno. Idk how I feel about hider though. I originally was gonna use commuter on that slot and then I thought that in the scenario of town commuter+roleblocker+doc would be a living hell for scum. That’s why I nerfed it to ascetic so they can be at least nightkill-able. Also hider in a micro feels kinda swingy.
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Post Post #1261 (ISO) » Sat May 13, 2023 7:18 am

Post by Jingle »

The reason I suggested hider is that its a protective with scum utility, but it would indeed be swingy based on hider getting extrakilled and in hindsight doesn't really fit with the setup. Also, I really like oldschool hiders and try to shoehorn them even when it doesn't really make sense. You could also go with something that is very low investigative ability as well, something like motion detector would be good. The problem though is that you took a role that is too good for town and replaced it with a role that is bad for town when to fit with the rest of your setup it needs to be okay for town.

I'd consider making it so pretender just can't hit neighbor if you want them to mutually confirm from the beginning. It would kinda be just a feels bad moment to me to get the solo neighbor PM and be like "Hey, I got the cool role this game and it isn't gonna do anything!"
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Post Post #1262 (ISO) » Mon May 15, 2023 12:38 pm

Post by GuyInFreezer »

1 Tracker
1 Loyal Checker
1 Doctor
1 Roleblocker
2 Pretenders
2 Seeking Neighbors
1 Inspector
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Post Post #1263 (ISO) » Mon May 15, 2023 3:30 pm

Post by Jingle »

I suspect that that would be very slightly scumsided on the whole, but not outside of the realm of what is reasonable. I’d be willing to play a setup like that with a decent plist.
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Post Post #1264 (ISO) » Thu May 18, 2023 1:44 am

Post by GuyInFreezer »

I‘m the Real Tracker


7 Town

2 Mafia


Roles are randomly assigned from the following list:

1 Doctor
2 Pretenders
1 Roleblocker
1 Tracker
2 Seeking Neighbors
1 Loyal Checker
1 Inspector

Pretenders will be given a role PM of any non-pretender roles instead of their actual roles, and will be able to submit actions. However, the results they get will be fake and their actions will not actually resolve. Pretenders will be flipped as Pretenders upon being eliminated or killed. There can only be at most 1 mafia Pretender.

Edited for clarification:
Investigative results for pretenders will be randomized, but will always get a legal result.
Mafia will gain multitasking upon being the only one left
Last edited by GuyInFreezer on Thu May 25, 2023 4:52 am, edited 1 time in total.
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WHO THE FUCK DOES THAT"
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Post Post #1265 (ISO) » Fri May 19, 2023 12:39 am

Post by RH9 »

GIF, Seeking Neighbors start out by themselves, right?
And they have to find each other to gain the hood?
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Post Post #1266 (ISO) » Fri May 19, 2023 12:39 am

Post by RH9 »

Just out of curiosity.
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Post Post #1267 (ISO) » Fri May 19, 2023 10:28 am

Post by Jingle »

In post 1265, RH9 wrote: GIF, Seeking Neighbors start out by themselves, right?
And they have to find each other to gain the hood?
I'm not as pretty as GiF, but yeah, that's how seeking neighbors work. If either of them targets the other they get a hood. If you have more than two in a setup they generally just get added to one big hood and the hoods are consolidated, but they can create individual hoods if setup design calls for that. It's a pretty nifty role that lets you do neighborizor like interactions without the potential for potential protective or investigative hood shenanigans.
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Post Post #1268 (ISO) » Fri May 19, 2023 8:01 pm

Post by GuyInFreezer »

In post 1265, RH9 wrote: GIF, Seeking Neighbors start out by themselves, right?
And they have to find each other to gain the hood?
Yes. If you’re a pretender finding the neighbors won’t actually do anything though.
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The true enlightenment was realizing that they are the same thing."
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WHO THE FUCK DOES THAT"
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Post Post #1269 (ISO) » Thu May 25, 2023 2:15 am

Post by Something_Smart »

In post 1264, GuyInFreezer wrote:
I‘m the Real Tracker


7 Town

2 Mafia


Roles are randomly assigned from the following list:

1 Doctor
2 Pretenders
1 Roleblocker
1 Tracker
2 Seeking Neighbors
1 Loyal Checker
1 Inspector

Pretenders will be given a role PM of any non-pretender roles instead of their actual roles, and will be able to submit actions. However, the results they get will be fake and their actions will not actually resolve. Pretenders will be flipped as Pretenders upon being eliminated or killed. There can only be at most 1 mafia Pretender.
How are pretenders' results determined?
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
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Post Post #1270 (ISO) » Thu May 25, 2023 3:05 am

Post by GuyInFreezer »

Random.
Loyal checker will get either positive or negative
Investigator will get either positive, negative, or no result
Tracker one I posted it above but this
Pool is alive_players that’s not the user + no result + multitask visit, in which case I roll for another random alive player name that is not the user.
Basically randed between pool of all possible legal results. If it isn’t possible to get no result due to death of a roleblocker, then no result will no longer be randed since it is no longer a legal result.
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Post Post #1271 (ISO) » Tue Sep 12, 2023 8:09 am

Post by T3 »

Parity and Deceit

1
Manipulator

1
Overlord

2
Mafia Goons

1
Town Parity Cop

8
Vanilla Townies



The Manipulator wins if they are alive at the same time the Mafia make up 50% of all living players, they are also informed of the identity of the scumteam. The Overlord wins if they are alive at the same time all the Mafia are dead. The Mafia cannot win if the Manipulator is still alive, and the Town cannot win if the Overlord is still alive.
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Post Post #1272 (ISO) » Sat Sep 30, 2023 9:35 pm

Post by TemporalLich »

Dynamic 8p
8 players


1 Mafia Roleblocker

1 Mafia Goon

1 Town Cop

1 Town Bodyguard

1 Town 1-shot Vigilante

3 Vanilla Townies


Normal elimination and nightkills.
Daytalk is enabled.
Inherent multitasking is enabled.


trying to create a newbie-friendly 8 player setup with Normal mechanics
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Post Post #1273 (ISO) » Sun Oct 01, 2023 8:27 am

Post by Jingle »

The problem there is that evens are just worse mechanically.

With that setup you have more conftown than scum on D1 from a pr/No pr claim. That gives a 40% chance of hitting scum D1 which probably makes the game unwinnable for scum most of the time. A single successful cop result is backbreaking. Honestly even just no lim with no info treat vig as named town is probably just near unwinnable for that scum team.
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Post Post #1274 (ISO) » Sun Oct 01, 2023 8:33 am

Post by TemporalLich »

In post 1273, Jingle wrote: The problem there is that evens are just worse mechanically.

With that setup you have more conftown than scum on D1 from a pr/No pr claim. That gives a 40% chance of hitting scum D1 which probably makes the game unwinnable for scum most of the time. A single successful cop result is backbreaking. Honestly even just no lim with no info treat vig as named town is probably just near unwinnable for that scum team.
yeah not sure how I could balance it, wanted to try to create an 8 player open setup that was fun to play

I could change the town power roles to vigilante and bodyguard
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