[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #1161 (isolation #0) » Thu Dec 31, 2009 7:22 am

Post by SaintKerrigan »

Traitors in Our Midst


4 Mason Team 1 (One of whom is a Mason Traitor)
4 Mason Team 2 (One of whom is a Mason Traitor)
4 Mason Team 3 (One of whom is a Mason Traitor)
3 Mason Traitors (Mafia, 1 in each Mason Team)
12 players total

Mason Traitors win when their numbers equal or outnumber the Town Masons.
Town Masons win when all Mason Traitors are eliminated.
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Post Post #1164 (isolation #1) » Thu Dec 31, 2009 8:40 am

Post by SaintKerrigan »

So maybe instead of having 1 Traitor in each mason group, there can be 3 total traitors, but have them randomly selected from the total pool of 12 players. That way, you don't know for sure if your group has a traitor or not.

I was thinking that both groups could daytalk and nighttalk. It could be something that was left up to the mod to decide, though.
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Post Post #1166 (isolation #2) » Thu Dec 31, 2009 9:00 am

Post by SaintKerrigan »

Traitors in Our Midst
, Version 2

4 Mason Team 1
4 Mason Team 2
4 Mason Team 3
3 Mason Traitors (Mafia, selected at random from the total pool of players)
12 players total

All groups can nighttalk within each other. Mod decision in whether the groups can daytalk or not.

Mason Traitors win when their numbers equal or exceed that of the Town Masons.
Town Masons win when all Mason Traitors are eliminated.
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Post Post #1186 (isolation #3) » Fri Jan 08, 2010 11:08 am

Post by SaintKerrigan »

Traitors in Our Midst
, Version 3

4 Mason Team 1
4 Mason Team 2
4 Mason Team 3
3 Mason Traitors (Mafia, selected at random from the total pool of players)
12 players total

All groups can nighttalk within each other. Groups cannot daytalk within each other.

Mason Traitors win when their numbers equal or exceed that of the Town Masons.
Town Masons win when all Mason Traitors are eliminated.
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Post Post #1187 (isolation #4) » Fri Jan 08, 2010 11:13 am

Post by SaintKerrigan »

ElectricBadger wrote:Working on a concept - how is this for balance?

Gunfighters Mafia: 12 players

2 Vig/Lover pairs
5 VT
1 Mafia Doctor
2 Mafia Goons

Both vigilantes are lovers with a townie; the pairs win with town only if the other vigilante pair dies before them.
Not sure if the lover pairs should have to win with town
and
ensure the other pair dies. It seems too rigged against the town to me. Otherwise, I like it.
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Post Post #1191 (isolation #5) » Sun Jan 10, 2010 4:21 am

Post by SaintKerrigan »

@ EB: Ok, I see the point. It is a very swingy setup. I'm wondering if this might work better as a larger game, where you potentially have more deaths available to offset the number of kills per night.
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Post Post #1201 (isolation #6) » Sat Jan 16, 2010 6:35 am

Post by SaintKerrigan »

ElectricBadger wrote:TBH it's just 3/9 vanilla with limited night talk. Good flavor but not really any interesting dynamics.
The idea behind this setup is to see how the masons handle themselves, knowing that they could possibly have a traitor in their group. Another aspect I found intriguing was how the traitors handle themselves as far as defense goes. Do they try to defend each other, or do they bus?
TheButtonMen wrote:If people know going in that there are traitors then why not make them 'hoods, if people don't know then I feel it's basterd modding as mason means confirmed town, thus your lying in the role PM's.
This is an Open Setup, so people know going in that there's traitors in the setup. They just don't know who the traitors are.
Max wrote:Mason =! Confirmed Mason
Huh?
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Post Post #1204 (isolation #7) » Mon Jan 18, 2010 7:56 am

Post by SaintKerrigan »

ElectricBadger wrote:
SaintKerrigan wrote:The idea behind this setup is to see how the masons handle themselves, knowing that they could possibly have a traitor in their group. Another aspect I found intriguing was how the traitors handle themselves as far as defense goes. Do they try to defend each other, or do they bus?
But all of this applies to a vanilla game.
The difference is that you have four groups that can nighttalk (the three mason groups + the traitor group). I'm interested in seeing how that works out. I feel this is different from a vanilla game, where everyone except the scum is on his own.
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Post Post #1206 (isolation #8) » Fri Jan 22, 2010 3:20 am

Post by SaintKerrigan »

Traitors in Our Midst
, Version 4

4 Mason Team 1
4 Mason Team 2
4 Mason Team 3
2 Mason Traitors (Mafia, selected at random from the total pool of players)
12 players total

All groups can nighttalk within each other. Groups cannot daytalk within each other.

Mason Traitors win when their numbers equal or exceed that of the Town Masons.
Town Masons win when all Mason Traitors are eliminated.
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Post Post #1428 (isolation #9) » Wed Jun 16, 2010 2:50 pm

Post by SaintKerrigan »

Would like to submit a setup I made up during Marathon for consideration/improvement.

Bad Medicine

1 Mafia Goon
1 Doctor (can self-protect)
2 Vanilla Townies

Basic idea is to have the Goon and the Doc play a WIFOM game about who's going to do what. One thing that probably needs to happen is make it a longer game (I designed it in Marathon to be run very quickly) for more satisfaction. I'll be thinking of ways to do that, but I'll also think about suggestions you guys make.

Anyway, cheers.

Edit: Sudden alternate idea I had.

2 Mafia Goons
1 Doctor (can self-protect)
2 Vanilla Townies
1 Vigilante (One-shot)
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Post Post #1538 (isolation #10) » Mon Jul 26, 2010 5:17 am

Post by SaintKerrigan »

Two ideas:

Scumbags Mafia


12 players

1 Sane Cop (is not told he's sane)
1 Naive Cop (is not told he's naive) (appears innocent to the Sane Cop) (sees everyone as innocent)
1 Paranoid Cop (is not told he's paranoid) (appears guilty to the Sane Cop) (sees everyone as guilty)
1 Doctor (cannot protect himself) (appears innocent to the Sane Cop)
5 Town Millers (are told they're millers) (appears guilty to the Sane Cop)
2 Mafia Millers (are told they're millers) (appears innocent to the Sane Cop)
1 Mafia Lawyer (can make someone appear innocent to sane investigations) (appears innocent to the Sane Cop)

Would You Like to Join the Cult?


15 players

10 Vanilla Townies
1 Guard (protects target from recruitment)
4 Cultists

Twist: Cultists get a collaborative recruitment instead of a nightkill. To compensate for this, the town gets the option to lynch twice in the same day. Lynches can't be used simultaneously (in other words, you have to get Lynch #1 before you can vote for Lynch #2).
Last edited by SaintKerrigan on Mon Jul 26, 2010 5:57 am, edited 1 time in total.
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Post Post #1540 (isolation #11) » Mon Jul 26, 2010 5:56 am

Post by SaintKerrigan »

Mr. Flay wrote:What does this power have to do with Miller? Essentially it's an Investigation-Immune Goon, or a double-Godfather.
Makes them appear innocent to sane investigations.
Mr. Flay wrote:I also don't understand when the Mafia Lawyer would ever use their power on anyone but themselves, since all their scumbuddies are already investigation-immune?
Well, look at it this way: out of 12 roles in this game, 6 of them already appear guilty to a sane investigation; all are innocent. Of the 5 innocents remaining, three of them are Mafia. In other words, in this game, guilty = innocent, and the innocent have a 3/5 chance (w/o Lawyer) of being Mafia. Therefore, the Lawyer making someone appear innocent has the same effect as a Framer making someone appear guilty; false information for the sane cop.
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Post Post #2074 (isolation #12) » Tue Nov 30, 2010 11:26 am

Post by SaintKerrigan »

Couples Mafia: a 12-Player Open

Game consists of 6 pairs of two players each, who get to talk at night (so like Neighbors).
10 town and 2 scum.

Roles:
1 Mason-Lover Pair (Know that they are town, but if one is killed, the other dies.)
1 Tracker Pair (Collaboratively choose to Track someone; they learn who the target visited. If one dies, the ability is degraded to only finding out the target targeted someone.)
1 Doctor Pair (Collaboratively choose to investigate someone. If one dies, successful doc protections will only work until the end of the following day phase, at the end of the which the target automatically dies. The pair can protect each other, but a lone Doc can't protect himself.)
3 VT Pairs

From these (except the Mason-Lover pair), two scum are randomly determined. They form a separate pair that can daytalk (
not
nighttalk), nightkill, and roleblock (Roleblocking one member of a living PR pair serves to degrade the action to what it would be if one of the PR pair was dead).
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Post Post #2091 (isolation #13) » Thu Dec 02, 2010 9:35 am

Post by SaintKerrigan »

SaintKerrigan wrote:Couples Mafia: a 12-Player Open

Game consists of 6 pairs of two players each, who get to talk at night (so like Neighbors).
10 town and 2 scum.

Roles:
1 Mason-Lover Pair (Know that they are town, but if one is killed, the other dies.)
1 Tracker Pair (Collaboratively choose to Track someone; they learn who the target visited. If one dies, the ability is degraded to only finding out the target targeted someone.)
1 Doctor Pair (Collaboratively choose to investigate someone. If one dies, successful doc protections will only work until the end of the following day phase, at the end of the which the target automatically dies. The pair can protect each other, but a lone Doc can't protect himself.)
3 VT Pairs

From these (except the Mason-Lover pair), two scum are randomly determined. They form a separate pair that can daytalk (
not
nighttalk), nightkill, and roleblock (Roleblocking one member of a living PR pair serves to degrade the action to what it would be if one of the PR pair was dead).
Reposting for visibility.
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