[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #1000 (isolation #0) » Tue Oct 27, 2009 12:38 pm

Post by Albert B. Rampage »

Trendy and Subversive Mafia sucks.

Time to go back to the tried and true:

Nominate Friends and Enemies V.1


3 Mafia.
3 Masons.
6 Vanilla.
No Bullshit.

Tired of these stupid games with only 2 mafia, or weak ass backup power roles, etc.
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Post Post #1003 (isolation #1) » Tue Oct 27, 2009 1:04 pm

Post by Albert B. Rampage »

Masons claim d1. No counterclaims. Lynch 3 scum in 9 players (33%). NK a mason.

Its not a nightless...
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Post Post #1005 (isolation #2) » Tue Oct 27, 2009 1:25 pm

Post by Albert B. Rampage »

They will still get NK'd. You're not making any good points.
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Post Post #1007 (isolation #3) » Tue Oct 27, 2009 1:38 pm

Post by Albert B. Rampage »

Cobalt wrote:Masons claiming D3 with 4 dead means a pool of 5 people that will contain all three scum. Even if a mason is killed it leaves 3 scum in 6. Scum would have to kill a mason per night from night 1 or get caught in a small suspect pool.
Your math is wrong. If the scum failed to out a mason on day 1, then failed to NK a mason on night 1, there would be 4 townies / 3 scum / 3 masons left. If again they fail to out or NK a mason, it would be 2 townies / 3 scum / 3 masons. If again they fail to out or NK a mason, and the masons massclaim, the mafia still wins if they convince the masons to lynch the townie.

But what usually happens is 1 or 2 masons either out themselves through day 1-3, or mafia kills them during the night.

You're way off.
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Post Post #1038 (isolation #4) » Thu Nov 12, 2009 5:53 pm

Post by Albert B. Rampage »

Climax

1 Mafia Rolecop (investigation result is PM'd to the entire team)
2 Goons
2 Masons
1 Vig
1 Bomb
5 Vanilla townies

Day start.


Swingy can be fun
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Post Post #1083 (isolation #5) » Sat Dec 12, 2009 1:53 pm

Post by Albert B. Rampage »

Hard Boiled
Mafia


3 Mafia Goons

Town


5 Vanilla

1 Tracker OR Vigilante (On N1 the player decides which he wants to be and is stuck with it for the rest of the game)
1 Hider (dies if he hides with mafia or vigilante, or if the person he is hiding with dies)
1 Hider Tracker (the person the hider was hiding with is revealed to the HT. Cannot track anyone else and doesn't know who the hider is)

The last power role has a random chance of being either
:

Detective (targets a player and finds out if that player has killed another player or not)
OR
Psychologist (targets a player and finds out if that player has the potential to kill, but if the player has already killed, the psychologist will get a negative result)

Day start.
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Post Post #1086 (isolation #6) » Sat Dec 12, 2009 5:50 pm

Post by Albert B. Rampage »

Sanjay wrote:Does the Psychologist get a positive result on the Tracker/Vigilante if the player chooses Tracker?
Nope, since a tracker can't kill.

I'm glad you like the setup! You can nominate it right here. It's influenced by detective stories. You know, those with shady witnesses, amateur detectives, javert-like cops and hardened criminals getting away with murder. I think this setup really draws you into the universe of the game, as opposed to say, Fire and Ice.
shaft.ed wrote:ABR I think the last two roles only work if Power Role 1 is forced to be a vig. 50% chance they're simply a cop, and 50% chance they're a partial cop.
Not quite. The goons choose who sends the kill, and that affects the detective's or the psychologist's results.
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Post Post #1088 (isolation #7) » Sat Dec 12, 2009 7:27 pm

Post by Albert B. Rampage »

There's 1 DET/PSY + 1 Tracker (if he chooses not to be vig). That's about the equivalent of 1 Tracker + 1 Watcher that we sometimes see surface. The Hider and Tracker Hider are vulnerable roles that would have a hard time confirming anything unless a specific set of conditions are met. I think both scum and town in this setup have a more than reasonable chance of winning the game.
Last edited by Albert B. Rampage on Sat Dec 12, 2009 7:32 pm, edited 1 time in total.
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Post Post #1090 (isolation #8) » Sat Dec 12, 2009 7:33 pm

Post by Albert B. Rampage »

Yay! :P

Also, what I like about this setup is the hero vs. anti-hero theme that the track/vig can choose. There are a lot of negative things that can happen when you choose to kill people, even if your intention is genuinely good. I want this setup to highlight that.
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Post Post #1093 (isolation #9) » Sat Dec 12, 2009 8:12 pm

Post by Albert B. Rampage »

shaft.ed wrote:Reading is tech. I like the duality, but do you really want the functionality of mafia strategy to come down to a coin flip like that?
I like the Kokusho's Gambit that can result out of it.

Also, I am full aware that this setup very slightly favors town, but you have to remember that most setups tend to slightly favor scum nowadays. So this is a bit of a counter-culture setup as well.
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Post Post #1110 (isolation #10) » Wed Dec 16, 2009 6:32 pm

Post by Albert B. Rampage »

farside22 wrote:ABR you don't think your game is a bit one sided with the mafia having no power roles to speak of?
Both sides have a more than reasonable chance of winning, although town is slightly favored as I said.

Considering that the town mislynches, the vig misses, the mafia kills and the hider dies, the town is at LYLO day 2.
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Post Post #1111 (isolation #11) » Wed Dec 16, 2009 6:42 pm

Post by Albert B. Rampage »

Also, I wish to re-name it "Crackville".
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Post Post #1113 (isolation #12) » Thu Dec 17, 2009 1:29 pm

Post by Albert B. Rampage »

I think you should see how it plays out.

Btw, this is a list of roles I hate: Mafia RB, Cop, Cult
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Post Post #1115 (isolation #13) » Thu Dec 17, 2009 1:58 pm

Post by Albert B. Rampage »

It doesn't make the game more fun to play. In fact, it makes the game much less fun to play. The PRs who get blocked are unhappy, the mafia doesn't know that they successfully RB'd half the time. No RB forces the mafia to make good decisions, not NK one claimed PR and block the other.

I know that games without mafia RBs are more fun.
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Post Post #1119 (isolation #14) » Thu Dec 17, 2009 3:48 pm

Post by Albert B. Rampage »

I rather play a fun setup than a frustrating setup, but that's just me.
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Post Post #1122 (isolation #15) » Thu Dec 17, 2009 3:56 pm

Post by Albert B. Rampage »

Oh, that's smart. I just thought of a perfect scum ability: they can turn off the auto-hider kill if the hider hides with them.

This way, their optimal play is to leave it ON, but if the town tries hypo claim or something like that the town gets burned.
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Post Post #1157 (isolation #16) » Tue Dec 22, 2009 8:42 am

Post by Albert B. Rampage »

Nominate Friends and Enemies for Head Honcho's Game


Another 9 players backing this nomination up as well.
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Post Post #1170 (isolation #17) » Thu Dec 31, 2009 2:05 pm

Post by Albert B. Rampage »

Trumpet of Doom wrote:First off, I'd like to direct you to the Theme Test Market.

Vi's already run a Fire Emblem-themed game (Mafia of Order). Clue might have already been done as well, and it'd probably be a little difficult to balance properly and allow for safeclaims (roles scum can claim and get away with it).
And IH ran Fire Emblem Mafia before that.
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Post Post #1233 (isolation #18) » Wed Feb 17, 2010 1:55 pm

Post by Albert B. Rampage »

^^^

sounds fun
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Post Post #1238 (isolation #19) » Thu Feb 18, 2010 4:54 am

Post by Albert B. Rampage »

BTW guys

Friends and Enemies

3 goons
3 masons
6 vanilla townies

should now be a night start.

Nominate Friends and Enemies Night
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Post Post #1246 (isolation #20) » Thu Feb 18, 2010 3:08 pm

Post by Albert B. Rampage »

Adel wrote:
Albert B. Rampage wrote: should now be a night start.
why?
Run the math
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Post Post #1248 (isolation #21) » Thu Feb 18, 2010 5:13 pm

Post by Albert B. Rampage »

I think it's a good idea.

Either that, or force scum to kill when the town no-lynch.
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Post Post #2917 (isolation #22) » Sat Apr 02, 2011 4:59 pm

Post by Albert B. Rampage »

Mist7676 wrote:The detective can choose one person every night.
If that person is cop the detective will be notified of current alignment.[/color]


Title could use some tweaking.
Just FYI, Detective is already a role in Hard Boiled. It can investigate a player at night and get a result of whether they have killed anyone yet or are killing that night.
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Post Post #2919 (isolation #23) » Sat Apr 02, 2011 5:04 pm

Post by Albert B. Rampage »

Hey guys, I'm thinking of changing one of the goons to a mafia role cop in Hard Boiled for balancing:

http://mafiascum.net/wiki/index.php?title=Hard_Boiled

What do you think?
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Post Post #3203 (isolation #24) » Tue May 03, 2011 4:36 pm

Post by Albert B. Rampage »

Alone with Soledad
(12 player)

3 Mafia Poisoners
6 OR 5 Vanilla Townies
1 Bomb (He receives a VT role PM) OR 2 Lovers
1 Doctor (can cure poisoned players)
1 Serial Killer

The mafia have no nightkills; as a team, they choose one target to poison every night. That player dies the following night unless cured on the night they would die. If the Bomb is NK'd by the SK, both die. If he is lynched, he and the player who hammered die. If he is poisoned, he dies alone.
Last edited by Albert B. Rampage on Wed May 04, 2011 5:16 am, edited 1 time in total.
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Post Post #3206 (isolation #25) » Wed May 04, 2011 5:15 am

Post by Albert B. Rampage »

You're right. The bomb should not be told that he is a bomb then.
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Post Post #3215 (isolation #26) » Thu May 05, 2011 3:58 pm

Post by Albert B. Rampage »

Albert B. Rampage wrote:
Alone with Soledad
(12 player)

3 Mafia Poisoners
6 OR 5 Vanilla Townies
1 Bomb (He receives a VT role PM) OR 2 Lovers
1 Doctor (can cure poisoned players)
1 Serial Killer

The mafia have no nightkills; as a team, they choose one target to poison every night. That player dies the following night unless cured on the night they would have died. If the Bomb is NK'd by the SK, both die. If he is lynched, he and the player who hammered die. If he is poisoned, he dies alone.


feedback please?
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Post Post #3217 (isolation #27) » Thu May 05, 2011 6:24 pm

Post by Albert B. Rampage »

Herodotus wrote:The bomb, not knowing who they are, seems like a way to randomly destroy the SK. Did you include it to reduce the SK's chance to win? To try to force them to aim for the mafia?


Yeah. It's a nice surprise, when the person that quickhammered you dies along with you :P
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Post Post #3219 (isolation #28) » Fri May 06, 2011 6:26 am

Post by Albert B. Rampage »

Kublai Khan wrote:Do the Lovers receive VT PMs as well?


No, they know who each other are.
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Post Post #3221 (isolation #29) » Fri May 06, 2011 8:28 am

Post by Albert B. Rampage »

Correct. The doctor can still protect the lovers though.
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Post Post #3223 (isolation #30) » Fri May 06, 2011 8:32 am

Post by Albert B. Rampage »

Of course not
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Post Post #6394 (isolation #31) » Mon Oct 21, 2013 3:34 am

Post by Albert B. Rampage »

Please give this input :)

Vicious Mafia

Beware the dangers of love...


At the beginning of the game, the moderator randoms one of the following setups:

Vanilla Town x7
Vengeful Townie (he receives a VT role PM, does not know he's vengeful until he's killed)
Cupid (must create a lover pair on Night 0. Lovers may talk starting night 1)
Limited 2-shot Cop (can only use power on Days 2 and 4)
Mafia Goon x3

OR

Vanilla Town x7
Vengeful Townie (he receives a VT role PM, does not know he's vengeful until he's killed)
JOAT 1-shot vig, 1-shot cop, 1-shot cupid (must create a lover pair on Night 0. Lovers may begin night talk on N1)
1-shot bulletproof Bodyguard (bulletproof does not protect him if his lover dies)
Mafia Goon x2
Mafia Watcher x1

OR

Vanilla Town x7
Vengeful Townie (he receives a VT role PM, does not know he's vengeful until he's killed)
1-shot bulletproof Bodyguard (bulletproof does not protect him if his lover dies)
Limited 2-shot Cop (can only use power on Days 2 and 4)
Mafia Goon x2
Mafia Cupid x1 (must create a lover pair on Night 0. Lovers may begin night talk on N1)
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Post Post #6396 (isolation #32) » Mon Oct 21, 2013 4:47 am

Post by Albert B. Rampage »

Mafia cupid needs to fakeclaim. Nobody knows that he's the cupid except scum, not even the lovers.
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