[OLD] Open Setup Discussion and Nominations

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #145 (isolation #0) » Tue Dec 19, 2006 8:20 am

Post by Cogito Ergo Sum »

If everyone posts twice a day, no lynches shouldn't be that much of a problem. That's 28 posts for each player per day.
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Post Post #162 (isolation #1) » Wed Dec 20, 2006 10:17 am

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C9s ARE FUN!
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Post Post #165 (isolation #2) » Wed Dec 20, 2006 10:55 am

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They might work, but I don't think they'd be any fun. Any game that can be over by the end of Day 1 is not going to be decided by level of play.
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Post Post #167 (isolation #3) » Wed Dec 20, 2006 11:12 am

Post by Cogito Ergo Sum »

If they kill the doc Night 1, the game is for all intents and purposes over after a mislynch.

There's hardly any information to work with on day 1 and you can't go around bandwagonning or even placing second votes, because the mafia might quicklynch someone for the win. And how is one supposed to deal with 2 contradicting cop claims if it's the first thing that occurs in a game? Neither have any post history. It's essentially flipping a coin.
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Post Post #228 (isolation #4) » Thu Jan 25, 2007 6:50 am

Post by Cogito Ergo Sum »

No, because they'll get multiple results. The trick becomes figuring out who has which sanity.

However, what is true, and what I think you're getting at, is that "Guilty" and "Innocent" no longer mean anything as a result of the symmetry. In fact, one could replace them with "Ketchup" and "Cinnamon" and it wouldn't change the setup at all.
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Post Post #230 (isolation #5) » Thu Jan 25, 2007 7:02 am

Post by Cogito Ergo Sum »

I already did one with "Salsa" and "No salsa" in Wigu Mafia. 8)

(He did know what each meant, admittedly, but it also made flavoursense and he was only kinda sane.)
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Post Post #232 (isolation #6) » Fri Jan 26, 2007 6:26 am

Post by Cogito Ergo Sum »

nominate Consulmaker Mini Open (12 players):


2 mafia
9 townies
1 consulmaker(chooses 2 consuls each day; consuls decide on execution; both have absolute veto power; chooses a dictator at 3 players left instead; if consulmaker dies, random townie becomes consulmaker.)

Fiasco, why 13 players?
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Post Post #234 (isolation #7) » Fri Jan 26, 2007 7:44 am

Post by Cogito Ergo Sum »

Fiasco wrote:heh; I assume that after a veto they could choose a new target rather than going to night with no lynch? IOW the execution happens only at two votes?
Yes.

I'll keep my setup at 12 players because I'd expect there to be a no lynch at some point.
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Post Post #241 (isolation #8) » Sun Jan 28, 2007 5:34 am

Post by Cogito Ergo Sum »

Yosarian2 wrote:Not neceserally. The was a game early on here where there was a 10 person game with just 1 bad guy, a SK (IS), and he won.
That doesn't mean it wasn't boring or frustating, now does it? If there's only one scum, it becomes a lottery to some extent, because you don't have the mafia interaction to base things off.
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Post Post #319 (isolation #9) » Sun Feb 25, 2007 10:41 am

Post by Cogito Ergo Sum »

Fiasco wrote:Kelly: I figured 1/9 + 1/7 + 1/5 for a town win.
Then you're counting correct guesses rather than town wins. The correct math for the scum win is 8/9*6/7*4/5, the odds of the town guessing wrongly, 0.61, 61%, and the correct math for a town win is then simply 100 - 61 = 39%, the odds of at least getting one guess right and thus the odds of a town win.
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Post Post #1056 (isolation #10) » Sat Aug 18, 2007 3:16 am

Post by Cogito Ergo Sum »

Donner, with an e, Adel.
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Post Post #2003 (isolation #11) » Sat Mar 29, 2008 4:24 am

Post by Cogito Ergo Sum »

Succession in the Apostolic Palace


Popes: We have a Pope and an Antipope. They both have the power of excommunication and veto. So they're like Consuls except they're secret. They do not know each other, so vetoing is probably gonna be important.

Guards: There are X Jesuit Swiss Guards that guard the Pope (and know who the pope is.) and X Augustinian Swiss Guards that guard the Antipope. Guards win if their papal line survives the game

Succession: Pope and Antipope both die from old age after two days of ruling. They are then told who their guards are and get to choose the new pope. The first Pope is slightly older and will die Night 1. So Popes die on odd nights and Antipopes on even nights.

Zealots: There are Y Jesuit Zealots that wish to kill the Antipope and Y Augustinian Zealots that wish to kill the Pope. Zealots get a suicide-kill and win if they kill the opposing pope. They will fail to kill if they attempt to kill their own pope.

Papal assassination: if a Pope is killed by a Zealot, then the Zealots opposing said Pope win and leave the game. The Pope's guards, dejected, kill themselves. The game continues with one pope, his guards and one faction of zealots.

Elimination of Zealots: If one faction of zealots is eliminated, the Pope and Antipope will be capable of compromising and the schism in the catholic church will be solved. From then on, there will be one pope with all the guards backing him and one faction of zealots that want said pope dead.

I would appreciate suggestions for X and Y.
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Post Post #2014 (isolation #12) » Thu Apr 03, 2008 11:26 am

Post by Cogito Ergo Sum »

PookyTheMagicalBear wrote:Nice Setup CES. I like it.

4-4-4-4-2 would be nice bloodfest

4-4-2-2-2 would probly be slower paced.

Do the Zealots know each other?
The two factions of zealots do not know each other.
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