[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #5294 (isolation #0) » Sun Oct 14, 2012 4:50 pm

Post by Klick »

In post 5279, Whiskers wrote:But it got me thinking, what if you have a 1p game the Conspiracy setup-- it'd go something like, "Am I really a schizophrenic psychopath by night!?" and you have to decide whether or not to shoot yourself.


I really, really like the sound of this.
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Post Post #5295 (isolation #1) » Sun Oct 14, 2012 4:55 pm

Post by Klick »

That gives me an idea.

Two players who choose the alignment of the other person, and they play to figure out their own alignment.
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Post Post #5312 (isolation #2) » Tue Oct 16, 2012 12:18 pm

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Needs the same amount of town as the original F&I, IMO.

@T-Bone: That's not Mafia. :P
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Post Post #5346 (isolation #3) » Mon Oct 29, 2012 10:44 am

Post by Klick »

Make it easier for town to win, then.
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Post Post #5363 (isolation #4) » Mon Nov 05, 2012 11:42 am

Post by Klick »

Make me town in the next one. :lol:
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Post Post #5386 (isolation #5) » Fri Nov 09, 2012 11:31 am

Post by Klick »

Triplets
(based somewhat on Kise's Capcom Crossover Mafia)
3 Mafia Goons
6 Vanilla Townies
Nightless; Mafia have Daytalk
No no-lynching
Players are placed into groups of three, with two Vanilla Townies and one Mafia Goon in each group. Those players can talk to each other at any time in the game in a QT. The groups will be numbered (1, 2, 3). On Day One, the lynch will be between the players in Group 1, and will cycle each Day.
Standard win conditions apply.


I have no idea how balanced this is, and the wording is a little off, IMO.
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Post Post #5388 (isolation #6) » Fri Nov 09, 2012 11:41 am

Post by Klick »

Hmm. That's a good point, but doesn't that just kinda make it like White Flag?
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Post Post #5391 (isolation #7) » Fri Nov 09, 2012 11:55 am

Post by Klick »

I don't want two confirmed townies in one group alive and deathproof. Therefore, it's pretty much just choosing who is best alive.

Maybe, if Mafia in a group gets lynched first, the Mafia get to kill from that group during its turn.

PEdit: Are you saying that scum can have two ways of winning; they can either win as a team by gaining majority or win by themselves by staying alive? I don't like that too much because when scum are screwed, they can just ask the town to let them live to the end, then lynch their buddy.
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Post Post #5393 (isolation #8) » Fri Nov 09, 2012 12:09 pm

Post by Klick »

Hmm. Maybe.

Does anyone know balance stats on this for having one scum be the last alive vs. having two?
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Post Post #5427 (isolation #9) » Wed Dec 05, 2012 10:41 am

Post by Klick »

Hmm. Have you considered it being Vigs that only work if they're the only ones targeting a player? Sorta like CPR Doc Mafia?
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Post Post #5958 (isolation #10) » Fri Jun 21, 2013 7:24 am

Post by Klick »

Hmm. That actually gives me an idea.

White Flag Multiball


8-11 Townies (what is balanced?)
3 Mafia
3 Werewolves
Scum factions lose if they come down to one member.

Thoughts?
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Post Post #5959 (isolation #11) » Fri Jun 21, 2013 7:30 am

Post by Klick »

In post 5943, LlamaFluff wrote:Also playing around with...

Forget Me Not


Town (10)

2x Amnesic Cop
1x Amnesic Cop or Deputy (random)
7x Vanilla

Mafia (3)

1x Messenger
1x Godfather or Roleblocker (Random)
1x Goon

Messenger is basically a fake Amnesic Cop
For those who don't know Amnesic Cop targets Player X and Y. The investigation result on X goes to Y
I think this is really
scumsided
townsided. Possibly three Cop investigations going around, Cops don't have to reveal in order to give investigations, and if Mafia get an innocent, they either have to lie about their result for a 1v1 or not reveal and risk getting called out by a Cop.
Last edited by Klick on Fri Jun 21, 2013 7:44 am, edited 1 time in total.
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Post Post #5961 (isolation #12) » Fri Jun 21, 2013 7:43 am

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Heh, yeah :P
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Post Post #5963 (isolation #13) » Fri Jun 21, 2013 3:48 pm

Post by Klick »

Yes.
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Post Post #5966 (isolation #14) » Fri Jun 21, 2013 5:22 pm

Post by Klick »

I don't know the actual White Flag setup :P but I think you're right. However, this one isn't.
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Post Post #5968 (isolation #15) » Fri Jun 21, 2013 5:48 pm

Post by Klick »

Ah okay.

But does anyone know what's balanced here? My guess would be 10 VTs, but I have no idea.
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Post Post #5992 (isolation #16) » Thu Jun 27, 2013 6:14 pm

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If shooting goes A->B->C->A, does no one die?
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Post Post #6142 (isolation #17) » Sat Aug 03, 2013 4:47 am

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He just claims it beforehand...
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Post Post #6462 (isolation #18) » Mon Oct 28, 2013 2:24 pm

Post by Klick »

In post 6461, JasonWazza wrote:I don't know about 7:2 being scum sided.

I think 7:2 is probably about even depending on play style (it may be less even if the scum hold back as long as possible to prime everything).

You have to realize, they have to prime someone that won't be lynched, Yes Fire Marshall clears people, he is basically clearing dead people.
Wait... Is this assuming that the Arsonists can ignite and arson someone else on the same night?
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Post Post #6597 (isolation #19) » Mon Dec 16, 2013 3:15 am

Post by Klick »

Isn't it always advantageous to not shoot the other player? If you're town, the other player has a 1/3 chance of being scum.
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Post Post #6695 (isolation #20) » Fri Jan 10, 2014 12:54 pm

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I would add one Goon of each color.
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Post Post #6770 (isolation #21) » Tue Feb 11, 2014 6:41 am

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Post Post #8353 (isolation #22) » Wed Aug 12, 2015 1:09 am

Post by Klick »

In post 8286, BBmolla wrote:A Double Day setup with mimes would be cool.

I really like the sound of this, makes the game more balanced towards mimes (and town, but mimes need it over scum). Gonna tinker with that later.

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