[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #3491 (isolation #0) » Wed Jun 22, 2011 3:54 am

Post by Cobblerfone »

I searched the thread to make sure this hasn't been suggested before and the closest seems to be from Mr. Rogers.

Twin Neighborhoods


12 Players; Nightstart

3 Mafia Goons
1 Cop
1 Jailkeeper
1 Roleblocker
6 Vanilla Townies

Six players are randomly assigned to be each other's neighbors with permanent night-talk (Neighborhood A) the rest become each other's neighbors (Neighborhood B).

It's nightstart but without the usual "randomness".
Last edited by Cobblerfone on Sun Jul 03, 2011 10:14 am, edited 2 times in total.
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Post Post #3493 (isolation #1) » Wed Jun 22, 2011 10:42 am

Post by Cobblerfone »

Yes.
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Post Post #3612 (isolation #2) » Thu Aug 04, 2011 1:03 pm

Post by Cobblerfone »

Shadowmod wrote:
BBmolla wrote:
Gunmakers and Funtakers

13 Players
Mafia:
1 Mafia Goon
1 Mafia Day Bomb(If shot during day, dies, but also kills whoever shot them.)
1 Mafia Roleblocker

Town:
2 of the following{
33% for Tracker
33% for Watcher
33% for Two Shot Vestmaker[Gives a vest to a player. If that player is shot, it will instead hit the vest. Vests can only be hit once, after that the player will die.
}
2 Gunmakers(Gives a gun to another player each night. The player is told they recieved the gun and may use it during the day to daykill someone.)
6 VTs


Lots and lots of power for town... It's the equivalent of 2 vigs and four bulletproofs... And little killing power on mafia side. I'd say replace the RB with a doc and add an SK or strongman of some kind or something...


Or just take out tracker/watcher/vestmakers and replace it with a... a day-doc? Something like that. Watchers/trackers distract from the main point of the setup I think, which is "anyone can be a dayvig". Possibly change the size of the game too (I don't know in which direction). It doesn't
have
to be 13 players after all.
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Post Post #3768 (isolation #3) » Wed Aug 10, 2011 11:14 am

Post by Cobblerfone »

Quilford wrote:1 Mafia Goon
1 Mafia One-Shot Suitmaker
5 Vanilla Townies
1 Cop
1 Innocent Child

Cop does not know that they are cop; they receive a VT PM.
All town roles (excepting Innocent Child) submit a name to the mod and all but the cop gets a randomised result back.
The Cop is revealed as such when he dies.
The Suitmaker can target any one person in the entire game to flip as any of VT, Cop, Goon, Suitmaker or Innocent Child.

The Innocent Child can PM the mod to be confirmed innocent at any time.


:lol: no. If you're deadset on something like this role, simplify it and make it a "shepherd" that "scapegoats" a person to appear as a mafia goon when they die. However, I think having the "oblivious" cop idea ought to be enough for it's own set-up. I definitely wouldn't play it as is.
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Post Post #3902 (isolation #4) » Mon Aug 22, 2011 12:58 am

Post by Cobblerfone »

Does the beloved princess only have a funeral if she's lynched?
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Post Post #3912 (isolation #5) » Thu Sep 01, 2011 12:52 am

Post by Cobblerfone »

Ladies and gentlemen, I give you two set-ups from the same train of thought:

Pirate Ninja Team-UpAKA Simplified Immunity Mafia

16 Players
Day Start

Mafia

2 Strongmen (Kills are unstoppable)
2 Ninjas (Kills are undetectable)

Town

1 Roleblocker
1 Doctor
1 Tracker
1 Watcher
1 Universal Back-up or an extra Vanilla Townie (50% chance of either)
7 Vanilla Townies

Note: Unlike Immunity Mafia all mafia are of a single faction.


Power Mad18 Players
Day Start

Mafia

1 Strongman
1 Ninja
1 Encryptor
1 Doctor

Town

1 Roleblocker
1 Watcher
2 Masons
1 Vigilante
9 Vanilla Townies


I don't really know if the number of VTs in Pirate Ninja is good or if I should add two more, or add a Vig. As for Powermad, it's probably extremely swingy, but I'd like to know what everyone else thinks.

EDIT: Gave PNTU a 50% chance of a universal backup appearing for gambit and paranoia goodness.
Last edited by Cobblerfone on Thu Sep 01, 2011 6:07 am, edited 3 times in total.
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Post Post #3914 (isolation #6) » Thu Sep 01, 2011 1:40 am

Post by Cobblerfone »

theplague42 wrote:I like the first one, but not really the second one. The Power Mad doesn't seem to have a setup-novelty to it.

For the first one, I think two more VTs may be a good idea, but a vig seems a little powerful. Seems a little scum-sided as-is considering all town PRs are only half-power. I could be wrong, though, so don't change it yet.


Weird, I thought that if Power Mad had anything going for it, it was the novelty of the two major decisions the scum team has to make, what they want to be immune to and who they should protect. Plus the PRs and the mafia are practically mirrored.

As for PNTU, what about adding a Reporter or JK? Or having a 50% chance of either one?
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Post Post #3916 (isolation #7) » Thu Sep 01, 2011 5:18 am

Post by Cobblerfone »

Universal backup might work as a less swingy alternative to a vig for pirate ninja. It also solves the problem of making all of the roles useless if just two of the right power roles are killed. I'll edit it in.
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Post Post #3939 (isolation #8) » Mon Sep 12, 2011 11:54 am

Post by Cobblerfone »

My initial reaction was no, because it sounds like it would be too meta-y. As long as you make sure that the setup and only the setup (not role distribution) is chosen that way it looks pretty good to me. Well except for this:

IceGuy wrote:6 anti-town: 3 Mafia Goons (no NK), 3 Werewolves (no NK), 7 Townies


Oh, and if you have two werewolves they know exactly what setup they're in but the mafia don't. Best to make it mafia families instead.
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Post Post #3941 (isolation #9) » Tue Sep 13, 2011 12:51 am

Post by Cobblerfone »

In post 3940, Quilford wrote:Yes and as a result they get no NK.

I like the setup.


No that's only if they have three members. In which case they don't know which setup they're in.
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Post Post #3963 (isolation #10) » Sat Sep 17, 2011 8:28 am

Post by Cobblerfone »

In post 3962, Slaxx wrote:
In post 3961, Empking wrote:
In post 3960, ConSpiracy wrote:As Slaxx said, this is not balanced. Keep in mind 2 vs 11 mountainous is usually balanced.


No it isn't.


I'm sorry but if an "average" town need 5 MLs to nail two mafia in addition to having a cop then I have lost hope for all humanity.

I think 1 innocent child would be better here tbh.


What about doctor? Or heck, a couple of Earls/Masons?
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Post Post #3971 (isolation #11) » Sat Sep 17, 2011 11:00 am

Post by Cobblerfone »

In post 3969, IceGuy wrote:
In post 3968, Empking wrote:
So the Mafia are objectively weaker than the werewolves?


The names are arbitrary. It's only important that the cop only investigates members of the non-killing scum group.


Is Jungle Republic balanced?

If the answer is yes that setup is very, very, unlikely to be balanced.
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Post Post #4007 (isolation #12) » Sun Oct 02, 2011 11:25 am

Post by Cobblerfone »

Just to be clear, is the number of scum constant?
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Post Post #4009 (isolation #13) » Sun Oct 02, 2011 11:30 am

Post by Cobblerfone »

I just realized my question wasn't clear. I meant if it was 6 scum. But now I understand that it's 2 scum.
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Post Post #4317 (isolation #14) » Thu Nov 10, 2011 9:04 am

Post by Cobblerfone »

FINAL WE NEED A FIFTH

2 Townies
2 Mafia

Daystart, nightless. If a townie is lynched, he does not get lynched and is instead given a one-shot dayvig. This only occurs once.

If he shoots the other townie, town loses.
If he shoots mafia, it goes into a normal 1v2 game.


That sounds interesting. Though it might need to be tested in marathon next week.

Nom: We Need a Fifth
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Post Post #4320 (isolation #15) » Thu Nov 10, 2011 2:51 pm

Post by Cobblerfone »

Make it plurality at deadline then. And in case of a tie the first wagon to obtain the tieing number is lynched. "
Vote: No Lynch
" or anything other than a player of the game will not be counted as a valid vote.
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Post Post #4451 (isolation #16) » Sat Nov 26, 2011 3:10 pm

Post by Cobblerfone »

Trail Blazers 9P1 Mafia Roleblocker
1 Mafia Goon
1 Yellow Tracker
1 Blue Tracker
1 Bodyguard
4 Vanilla Townies

Clarification: Mafia shows up as going to its chosen target if tracked even if the Bodyguard's ability activates.



Yellow and Blue designations make each Tracker unique for claiming purposes.

Thought it up about ten-fifteen minutes ago with three named trackers instead of two and a BG but I thought through it and realized it needed tuning, and still does. Is there anybody that isn't tired that could help me find any holes in the setup?
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Post Post #4455 (isolation #17) » Sun Nov 27, 2011 2:00 am

Post by Cobblerfone »

In post 4452, Whiskers wrote:Realquick: what results do the trackers get if their target is roleblocked?
Does the Bodyguard die if his target is targetted?
Seems townsided, (comparing to 2of4,) with three PRs, all of them different.


They get "You were blocked". Bodyguard dies in the place of his target if his target is killed.
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Post Post #4991 (isolation #18) » Thu Jul 19, 2012 4:41 pm

Post by Cobblerfone »

If there's an investigator, they will always claim D1, seeing as the mafia wouldn't want them dead until the cult was eliminated, and the cult can't do anything to get rid of them.
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Post Post #5054 (isolation #19) » Wed Aug 08, 2012 12:31 pm

Post by Cobblerfone »

They Love Me (Not)

1 Obsessed Serial Killer
4 Vanilla Townies

One Vanilla Townie is randomly assigned to be the Obsessed Serial Killer's crush. Only the OSK knows the identity of the crush. Unless the crush is the first player lynched, their death causes the OSK to suicide. If the crush is lynched first, they flip as VT.

If the crush flips as crush, it's more town-sided than the VT flip. If the crush flips as VT, it's more SK-sided. The difficulty is deciding which one is more balanced overall. "Crush-flip" is probably swingy (as it let's the town know if it's normal lylo or town-sided lylo, but I don't even know if normal lylo is scum-sided or not), while I'm a little unsure of leaving the town in the dark in the "VT-flip" version.
Last edited by Cobblerfone on Wed Aug 08, 2012 4:48 pm, edited 2 times in total.
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Post Post #5064 (isolation #20) » Thu Aug 16, 2012 4:10 am

Post by Cobblerfone »

Gunsmith as a name for a gunmaker instead of a gun inspector makes more sense though.

1 Gunmaker on N0 he gives a N2 gun and a N3 gun to whoever he chooses. He cannot choose himself or give more than one gun to one player
6 VTs
2 Mafia Goons with a factional 1-shot kill

Fastest town loss
D1 VT
N1 Gunmaker
D2 VT
N2 VT
D3 VT

Fastest scum loss
D1 Goon
N1 Town
D2 Goon

There is the problem that if the gunmaker gives both guns to the mafia, then it's essentially 9p mountainous, which is bad. On the other hand, the gunmaker could claim his targets on D1, so if a really good player is killed N2, you know you should probably watch out for the N2 gun's owner.
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Post Post #8519 (isolation #21) » Mon Jan 18, 2016 7:03 am

Post by Cobblerfone »

Twin Peaks County/10p Neighborhood "Mountainous"

Night Start
2 Mafia Goons
8 Vanilla Townies

The player-list is evenly divided into two neighborhoods with one goon in each. Players are free to talk in their neighborhoods at any time.

Interactions: Optimal play for the goons is to keep the neighborhoods even with each other because everyone in the neighborhood is confirmed town after a goon is lynched. Therefore, if the neighborhoods are off by more than one and the second goon is in the smaller neighborhood, they would be doomed after the first one is lynched.

Edit: Had some stuff about the goons being vengeful in it, but I'm pretty sure it works without it so I removed that.
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Post Post #8550 (isolation #22) » Wed Feb 17, 2016 2:47 pm

Post by Cobblerfone »

In post 8548, Something_Smart wrote:
The Blind Leading The Blind2 Mafia Goons
1 Town Supersaint
1 Town 1-Shot Vigilante
5 Vanilla Townies

All town-aligned players know who the Supersaint is (or maybe not the vig if this is too townsided).


What's the point of a Supersaint if all the townies know who it is? They'd never be lynched. Why not just treat it as an innocent child the mafia doesn't know about?
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Post Post #8554 (isolation #23) » Wed Feb 17, 2016 5:56 pm

Post by Cobblerfone »

In post 8553, Something_Smart wrote:Well the idea is that the town would run up the SS and try to trick scum into hammering without them realizing. I don't think it's bastard, it's more got a bit of an AITP element, though the scum still have the same info. I guess it's basically bussing by town so I suppose you could call it bastard. I think it would be challenging for the scum but if even one townie slips who the SS is then it basically becomes mountainous with one or two ICs. Maybe remove the vig then, the point of the vig was to reward not punish town with even numbers for getting a scum to hammer the SS.

I doubt Bob's idea would work in practice as it would be hard for one person to crumb a player, of which there are only 8, and have it known that it was a crumb but not who it was about, let alone for seven people to do this without scum figuring it out.


Then scum would never hammer.
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Post Post #8555 (isolation #24) » Wed Feb 17, 2016 6:24 pm

Post by Cobblerfone »

This probably isn't mafia but here's a fun idea that popped into my head 2 minutes ago:

# of players 3 to 12
1 to 4 Mafia Lovers
1 to 4 Werewolf Lovers
1 to 4 Jester Lovers

Three teams of equal size. Mafia wins if werewolves are lynched, werewolves win if mafia are lynched, jesters win if jesters are lynched.

No one is allowed to vote for themselves. Not sure if making everyone hated will make it work better. Or maybe jesters don't know who their lovers are? Or IDK.

Or maybe
1 Hated Mafia Goon
1 Hated Werewolf
1 Hated Jester
1 Hated Townie

Mafia wins if werewolf and townie are dead and they are still alive. Werewolf is similar. Jester wins if lynched. Townie wins if they are still alive on day two or if the jester is the only one alive on day two. No one can vote for themselves. Day one continues until there is a lynch.
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