[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
User avatar
Magister Ludi
Magister Ludi
Mafia Scum
User avatar
User avatar
Magister Ludi
Mafia Scum
Mafia Scum
Posts: 3258
Joined: April 7, 2011
Location: San Francisco

Post Post #3528 (isolation #0) » Fri Jul 08, 2011 7:14 pm

Post by Magister Ludi »

Yeah, if you have to keep escalating your game's powerroles to balance out the other side, something has gone wrong.
User avatar
Magister Ludi
Magister Ludi
Mafia Scum
User avatar
User avatar
Magister Ludi
Mafia Scum
Mafia Scum
Posts: 3258
Joined: April 7, 2011
Location: San Francisco

Post Post #3540 (isolation #1) » Sat Jul 09, 2011 2:42 pm

Post by Magister Ludi »

Don't the town essentially control the nightkill, though? One townie will claim doctor on day one. MAfia don't know if its real or not, but can't take the chance it isn't because if it is the real doc they can't kill anyone else. Next day, same thing. If the doctor doesn't die in the night, you know the person claiming was mafia, lynch away!

I guess the mafia could try and shoot elsewhere, but they would have to balance this out with the possibility the actual doctor did claim, and they would be wasting a night.
User avatar
Magister Ludi
Magister Ludi
Mafia Scum
User avatar
User avatar
Magister Ludi
Mafia Scum
Mafia Scum
Posts: 3258
Joined: April 7, 2011
Location: San Francisco

Post Post #3545 (isolation #2) » Sat Jul 09, 2011 4:24 pm

Post by Magister Ludi »

Yeah, it doesn't work for multiple reasons, not least of which being if he is getting wagoned, he can't claim and thus dies, if it's the day before lylo, he can't claim for mass protect, he can't claim at lylo, and many more.
User avatar
Magister Ludi
Magister Ludi
Mafia Scum
User avatar
User avatar
Magister Ludi
Mafia Scum
Mafia Scum
Posts: 3258
Joined: April 7, 2011
Location: San Francisco

Post Post #3554 (isolation #3) » Fri Jul 15, 2011 6:24 pm

Post by Magister Ludi »

Holy cow, a four man recruiting mafia group? This is unbalanced.

Chipper does nothing.
Empath is a hider with no death.
Blacksmith is a vengeful townie that cause TOWN TO LOSE if mafia die with him alive?
Swiftblade, nerfed vig.
Rampage, nerfed cop, that either kills himself or target?

All I can say is, if you don't want some help balancing this, I sure hope I would be mafia.
User avatar
Magister Ludi
Magister Ludi
Mafia Scum
User avatar
User avatar
Magister Ludi
Mafia Scum
Mafia Scum
Posts: 3258
Joined: April 7, 2011
Location: San Francisco

Post Post #3560 (isolation #4) » Sat Jul 16, 2011 7:31 pm

Post by Magister Ludi »

So its a 3 v 12 (which isn't that bad by itself), but each scum lynch clears up to four townies?

Thats... interesting. I was thinking about lowering the number of townies, but I don't know if that makes it more mafia sided or plain balanced.

The thing is, if you lynch a mafia day one or two or three, town may be on the way to auto winning. Day one, everyone town claims. Lynch someone. same on day 2 and three. If a mafia is ever hit, The mafia would be forced to night killed through the rest of the confirmed townies, while the town just speed lynches another color, if they hit mafia within that next color before mafia are done with first (or potentially after) its game over.
User avatar
Magister Ludi
Magister Ludi
Mafia Scum
User avatar
User avatar
Magister Ludi
Mafia Scum
Mafia Scum
Posts: 3258
Joined: April 7, 2011
Location: San Francisco

Post Post #3577 (isolation #5) » Wed Jul 20, 2011 5:25 pm

Post by Magister Ludi »

Unfortunately thats the nature of the beast/your setup.
User avatar
Magister Ludi
Magister Ludi
Mafia Scum
User avatar
User avatar
Magister Ludi
Mafia Scum
Mafia Scum
Posts: 3258
Joined: April 7, 2011
Location: San Francisco

Post Post #3627 (isolation #6) » Fri Aug 05, 2011 5:36 am

Post by Magister Ludi »

I think the traitor role is very interesting. I put it not quite as powerful as a mafia member. Usually I think more about setups, but here was one off the top of my head.

*Hide and Seek*

13 Players

2 Goons
1 Rolecop
3 Day Talking Neighbors
2 Lovers
1 Roleblocker
1 Jailkeeper
3 Day talking Neighbors

(2 Traitors to be assigned roles)

Now, the extra twist comes in that the traitors are randomly assigned to the pool of not mafia goons. It's rather swingy, if the traitors hit on the power roles, but I think it could be interesting.
User avatar
Magister Ludi
Magister Ludi
Mafia Scum
User avatar
User avatar
Magister Ludi
Mafia Scum
Mafia Scum
Posts: 3258
Joined: April 7, 2011
Location: San Francisco

Post Post #3714 (isolation #7) » Tue Aug 09, 2011 12:27 pm

Post by Magister Ludi »

Role- Indignant Cop -each night, investigate one player. If there are other indignant cops in the setup, and they investigate on the same night, all investigations fail.

Night Start
2 Indignant Cop
1 Shot Deathnote Goon (one time, choose a player and a role name that is not vanillia townie. If that player has the chosen rolename, they die)
1 Goon
6 VT

Not sure if its fun or not. meh. could be an open
User avatar
Magister Ludi
Magister Ludi
Mafia Scum
User avatar
User avatar
Magister Ludi
Mafia Scum
Mafia Scum
Posts: 3258
Joined: April 7, 2011
Location: San Francisco

Post Post #3718 (isolation #8) » Tue Aug 09, 2011 1:00 pm

Post by Magister Ludi »

The problem is there is only one mafia member, and two jesters. Jesters are as bad as advertised.
User avatar
Magister Ludi
Magister Ludi
Mafia Scum
User avatar
User avatar
Magister Ludi
Mafia Scum
Mafia Scum
Posts: 3258
Joined: April 7, 2011
Location: San Francisco

Post Post #3763 (isolation #9) » Tue Aug 09, 2011 7:43 pm

Post by Magister Ludi »

Jun, what advantages do the fools bring to your game? Why do you want them in? How do you anticipate them playing out?

Return to “Open Setup Discussion”