[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #6562 (isolation #0) » Sun Dec 08, 2013 12:34 pm

Post by agi102 »

I haven't played enough games to mod, but

Castle Mafia (13p)


1 King (that knows what every other town role is, but turns up GUILTY if investigated)
2 Vig (Flavor: Knight)
3 Vengeful (Flavor: Servant)
1 Jester
2 Jester Servant
1 Jester Knight
1 Jester Cop (Flavor: Councillor)
2 1-shot Bulletproof Mafia Roleblocker

Wild West (20p)


7 3-shot Dayvigs
5 2-shot Lynchproof
3 Vengeful
5 1-shot Lynchproof 1-shot Mafia Dayvig Jesters

Nightless. Each vig needs a day to reload so he can fire the day after he reloads (which is after when he shoots). All kills count as Lynches.

Very Mountainous (50p)


1 VT
1 Goon
48 SK
Too harsh, but can be used by bastard mods.

35 VT
4 Mafia Goon
4 Werewolves
4 SK
3 Survivors

The Room (10p)


1 Bulletproof 2-shot Psychiatrist
1 2-shot Deathproof Watchlisted Loved 1-shot Psychiatrist 1-shot Vigilante
1 2-shot Bulletproof FBI Agent
1 Investigation-Immune SK
1 2-shot Bulletproof SK
1 3-shot Bulletproof Hated SK
1 2-shot Lynchproof SK
1 3-shot Lynchproof 3-Shot SK
1 1-shot Deathproof SK
1 2-shot Deathproof Voteless SK

Watchlisted is SK version of Miller. Loved = +1 votes to lynch. Hated = -1 votes to lynch.

WePick (11p)


4 roles are chosen out of the following to give to town.

Vigilante
Cop
Doctor
Bus Driver
Roleblocker
Jailkeeper

3 roles are chosen out of the following to give to mafia.

Lightning Rod
Roleblocker*
Jester
1-shot Strongman*
1-shot Ninja*
Godfather*

*If all three roles chosen are part of these 4 roles, pick two of those to give to mafia.

10 roles are chosen out of the following.

Serial Killer
Serial Killer
Alien Prober
Alien Psychomagnet
Cult Recruiter
2-shot Cultafia Recruiter
Nymphomaniac
Sanity Cop (Doesn't go without two or more cop/doc sanities)
Insane Cop
Paranoid Cop
Naive Cop
Random Cop
False Cop
Derp Cop (He thinks he's a Cop but he's actually a Roleblocker)
Quack (maf doc that doesn't know he's maf)
Faith Healer
Naive Doctor
Paranoid Doctor (actually a JK)
Insane Doctor (Psychiatrist and Doc)
CPR Doctor
Cryptic Doctor (He thinks he's a Doctor but he's actually a PGO Visitor.)
Moo (SK doc that doesn't know he's SK)
Surgery Doctor (Faith Healer that kills if he fails)
1-shot Bulletproof
2-shot Bulletproof
3-shot Bulletproof
4-shot Bulletproof
1-shot Lynchproof
2-shot Lynchproof
3-shot Lynchproof
4-shot Lynchproof
1-shot Deathproof
2-shot Deathproof
3-shot Deathproof
Bulletproof
Lynchproof
Deathproof
False 1-shot Bulletproof
False 2-shot Bulletproof
False 3-shot Bulletproof
False 4-shot Bulletproof
False 1-shot Lynchproof
False 2-shot Lynchproof
False 3-shot Lynchproof
False 4-shot Lynchproof
False 1-shot Deathproof
False 2-shot Deathproof
False 3-shot Deathproof
False Bulletproof
False Lynchproof
False Deathproof
Tree Stump
Restless Spirit
Mason
Mason
Mason
Lover
Lover
Lover
Werewolf
Werewolf
Universal Miller
Bloodhound
Bloodhound

(Sanities or Falses not revealed)

Then have players choose what 8 roles they want in the game. Add 3 VTs.

Gold! (15p)


4 VT
2 Miner
1 Doctor
1 Sheriff (Cop/Vig)
1 Deputy (1-shot Cop, 1-shot Vig, becomes full Sheriff after original dies)
2 Deputy Wannabes (1-shot Vig, one random Wannabe becomes Deputy after Deputy is Sheriff or dies)
1 Manager
1 Malevolent Miner
1 Malevolent Thief
1 Malevolent VT

Each night (including N0 where scum doesn't do anything) each player mines 1 Gold. Each day the Gold is set at a price. It goes down as players sell Gold and rises over time. When the Manager dies, the economy is shut down and the player with the most Gold throws all his Gold off a cliff and kills the guy with the least Gold. The other people can keep their Gold. 3 days after Manager dies a VT becomes Manager and economy restarts. This is publicly announced.

What are the Miner and Thief?


Miner mines 3 Gold instead of one each day. Thief can steal 2 Gold from another player twice a night. If a target has 1 Gold, they steal that 1 Gold. If a target has no Gold, the Thief steals $150 instead. Speaking of money,

The price for Gold is normally set at $80 per. Money is used at night to buy things. These things may vary, like a wagon, a shack, or a TV. Invariably, however, they increase happiness. At least for town! For scum (Malevolent), it buys one shot powers.

Also, when scum kills, they gain Notoriety equal to a tenth of that person's happiness squared. (Mod should make happiness reasonably low to make this fair.) If scum's Notoriety exceeds Town happiness when they control over half the town, they win. Otherwise, they draw. Town wins when scum are wiped out.

-Scum share a vault.
-Sheriff and Deputy know each other.
-You can also buy Gold from the Sheriff. Unless you are scum, in which case he murders you. Do this by targeting him at night when you have no action.
-The killed at night turn into Tree Stumps.
-The Doctor can make Tree Stumps actual people again.
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Post Post #6566 (isolation #1) » Mon Dec 09, 2013 3:58 pm

Post by agi102 »

In post 6565, JasonWazza wrote:
In post 6562, agi102 wrote:I haven't played enough games to mod, but

Castle Mafia (13p)


1 King (that knows what every other town role is, but turns up GUILTY if investigated)
2 Vig (Flavor: Knight)
3 Vengeful (Flavor: Servant)
1 Jester
2 Jester Servant
1 Jester Knight
1 Jester Cop (Flavor: Councillor)
2 1-shot Bulletproof Mafia Roleblocker
By default the game is open, so what is the use of the king?
He knows WHO those people are. Ok, let's change it so that he can't hint at who is scum.


Also 5 jesters in a 13p game is rediculous, the "Mafia roleblocker" may as well be an SK.
Wild West (20p)


7 3-shot Dayvigs
5 2-shot Lynchproof
3 Vengeful
5 1-shot Lynchproof 1-shot Mafia Dayvig Jesters

Nightless. Each vig needs a day to reload so he can fire the day after he reloads (which is after when he shoots). All kills count as Lynches.
So the point of this game is what exactly?
No idea. I think I wanted it to be swingy.


You roll Mafia Jester or instant lose.
The town is 15 players. the scum is 5 players. And the lynchproofs stay alive quite easily.

1 Bulletproof 2-shot Psychiatrist
1 2-shot Deathproof Watchlisted Loved 1-shot Psychiatrist 1-shot Vigilante
1 2-shot Bulletproof FBI Agent
1 Investigation-Immune SK
1 2-shot Bulletproof SK
1 3-shot Bulletproof Hated SK
1 2-shot Lynchproof SK
1 3-shot Lynchproof 3-Shot SK
1 1-shot Deathproof SK
1 2-shot Deathproof Voteless SK

Watchlisted is SK version of Miller. Loved = +1 votes to lynch. Hated = -1 votes to lynch.
This game is stupid in so many ways. 3 town vs 7 SK's is basically a SK win waiting to happen, so again instant loss as a townie.

I equipped town with some tools to use. Psychiatrists, in case you didn't know, turn SKs into VTs. FBI Agent is for the lategame. Some of the SKs have negative role modifiers.
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Post Post #6590 (isolation #2) » Sun Dec 15, 2013 8:32 am

Post by agi102 »

Some games with underlying mechanics:

Murderous Mafia (13p)


3 Mafia A Goons
2 Mafia A Distinct Power Roles
3 Mafia B Goons
1 Mafia B Alignment Cop A
1 Mafia B Alignment Cop B
1 3-shot Bulletproof SK A
1 3-shot Bulletproof SK B
1 3-shot Bulletproof SK C

Each Distinct Power Role and Alignment Cop gets one 3d die, and each SK gets two. They must roll the dies.
For Mafia A, the amount of kills is determined by adding the rolls together, multiplying it by 3 and dividing it by 5. Rounded down, that number is their kills per night. The kill duties are split among Goons.
For Mafia B, the amount of kills is determined by squaring the die from Cop A, then dividing it by (3 times the die roll of B). This number is rounded down, and the kills are split among Goons. If the result is less than 1, it becomes 2.
For SK A, the amount of kills is determined by taking the product of the dies and subtracting 6. If the number is 0, it becomes 2. If the number is negative, it is made positive. If the number is greater than 3, it becomes 1.
For SK B, the amount of kills is determined by dividing the first die by 2, and the second die by 1.5, then squaring them both and adding them together. The result is rounded to the nearest 1. If it is 4, it becomes 2. If it is 5, it becomes 3. If it is 6, he will roll again.
For SK C, the amount of kills is determined by adding them together and halving it. Rounded up, that number is his kills per night.
Distinct Power Roles get a random role from a list compiled by the mod, the better the role the less chance he has to get. They go one before the other. If the second one has the same power role as the first, he rolls again. But if he gets 3 rerolls, and fails to get another role, he becomes a regular Goon.
Alignment Cops say whether another person is an SK or a Mafia A, and what their role is.
If a Goon with a kill dies, another person in the Mafia group gets it. Any Goon may have more than 1 kill.


Apocalypse (11p)


1 1-shot Bulletproof 1-shot Lynchproof Zombie
10 Survivors

Zombie is flavor for mafia goon. Survivor is flavor for VT. Zombie will kill someone at night. That person is infected. Day Start. Zombies may kill independently. Survivors lynch at day. You knew that.

Zombies may kill at day. They have a 5% chance of being witnessed if they do so. If they are witnessed that Zombie immediately dies, and they can lynch 2 other people. New zombies do not know the old zombie. Survivors may target someone at night. If the target is a Survivor the targeter will be silenced the next day and will die a horrible death the next night. However, the target will be confirmed. If the zombies target that person afterward, they will fail and be revealed to that person as zombies. If the target is a zombie, 10% chance zombie will die, 60% chance survivor will die, and 60% chance zombie gets converted to a survivor.

There is a 15% chance any survivor will be one of the following roles:
Ruthless Survivor: If targets zombie at night 50% chance zombie will die, 40% chance for Ruthless Survivor to die, but zombie may never be converted.
Priest: 80% protects someone at night from zombie kill, and 20% chance both zombie and target will die.
Innocent Child: Confirmed at Game Start. Immune to zombie kill. If targeted by priest, becomes a Ruthless Survivor (this will be revealed publicly). If targets Survivor at night, will not be silenced and will die the night after the night after the targeting. If targets Zombie at night, will die and reveal the Zombie next day.
Hero: Kills someone at night. If he kills a Zombie he will be revealed to the zombies that night. Other kills take precedence over this kill.
Doctor: If targets zombie at night, he WILL convert that zombie. If targets survivor at night, he has a 20% chance to give him 2-shot Bulletproof, 35% chance to give him 1-shot Bulletproof, and 45% to kill both the Survivor and the Doctor.


Gun Mafia (9p)


1 Gunsmith
2 Mafia
6 Vigilantes

This game is very simple. The Gunsmith must target someone at night. If he targets Mafia, he will be told so, but cannot target anyone the next night. If he targets a Vigilante, that Vigilante will be allowed to shoot. Mafia have unlimited bullets. Vigilantes, however, don't. They start off with 1 bullet (without any gun to load with the bullets). When they have no bullets, they can do a Night Action to steal from the Mafia, which has a 36% chance of getting the Vigilante 1 bullet, 18% chance of getting him 2 bullets, 5.1% chance of getting him 3 bullets, 0.81% of getting 4 bullets, and 0.09% for 5 bullets, as well as a 40% chance for him to get caught by the mafia and die. If more than 1 of the Vigilantes try to get bullets, the bullets will be acquired for all the Vigilantes, and the probabilities for each for each result are:

2 Vigs: 48% 1 bullet, 24% 2 bullets, 6.8% 3 bullets, 1.08% 4 bullets, 0.12% 5 bullets, 20% death
3 Vigs: 52% 1 bullet, 26% 2 bullets, 7.3666666... 3 bullets, 1.17% 4 bullets, 0.13% 5 bullets, 13.333333% death
4 Vigs: 54% 1 bullet, 27% 2 bullets, 7.65% 3 bullets, 1.215% 4 bullets, 0.135% 5 bullets, 10% death
I doubt 5 and 6 vigs will ever happen, but,
5 Vigs: 55.2% 1 bullet, 27.6% 2 bullets, 7.72% 3 bullets, 1.242% 4 bullets, 0.138% 5 bullets, 8% death
6 Vigs: 60% 1 bullet, 30% 2 bullets, 8.5% 3 bullets, 1.35% 4 bullets, 0.15% 5 bullets
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Post Post #6592 (isolation #3) » Sun Dec 15, 2013 9:26 am

Post by agi102 »

my games

my games are so bad

Yeah, it's not a regular Gunsmith

Here's another game to criticize

Utterly Bastard Mafia (20p)


1 Deathproof Captain Lover
1 Turret (Kill, pierces through bulletproof, but not deathproof)
1 Nuke (When killed, kills all non-deathproof people)
1 Deathproof Doctor Lover
4 2-shot Bulletproof 2-shot Lynchproof 1-shot Deathproof Unpierceable Guards (Kill, only works on anti-town)
12 Ninjas (Only a Nuke can kill them. SK. In groups of 3, with factional NKs along with their own NK.)

Yes, it's hugely town-sided, but what did you expect? It's a bastard game.
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Post Post #6635 (isolation #4) » Sun Dec 22, 2013 2:53 pm

Post by agi102 »

Trying this "setup making" thing again

Follow Which Clear (9p)


1 Innocent Child Doctor
1 Innocent Child Tracker
1 Innocent Child Vigilante
1 Innocent Child Watcher
1 Doctor
1 1-shot Bulletproof Townie
1 2-shot Cop
1 Mafia Goon
1 Criminal Child (Is revealed as "town" at game start, but is actually scum)

Doctors cannot cross-protect.
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Post Post #6653 (isolation #5) » Mon Dec 23, 2013 3:06 pm

Post by agi102 »

Blood Night (3p)


1 Vigilante
1 Werewolf
1 SK

Night start. All kills are COMPULSIVE. If everyone dies, WEREWOLF wins. If no action occurs, they kill themselves. If there are two people left at day, Vig wins over WW, WW wins over SK, SK wins over Vig.

Shot in the Dark (7p)


2 Mafia Roleblockers
1 2-shot Bulletproof Cop
1 Roleblocker
1 1-shot Vigilante
2 Blockstoppers

Day start. Blockstoppers stop roleblock attempts both on and from the target. Blockstoppers cannot be blocked.

Edit:

One Murderer (11p)


1 Mafia 3-shot Lynchproof Jailkeeper
9 1-shot Lynchproof VTs
1 Hated Doctor

Night start, doctor cannot protect.

Outnumbered (11p)


7 1-shot Bulletproof Mafia Goons
1 1-shot Bulletproof Sane Cop
1 1-shot Bulletproof Insane Cop
1 2-shot Bulletproof Vigilante
1 2-shot Bulletproof Day Vigilante

Night start. Mafia Goons cannot kill this night, but the Vig can.

Santa Claus is Coming to Town (7p)


1 Miller Cop Enabler
3 Cops
1 VT
2 1-shot Investigation Immune Mafia 1-shot Roleblockers

This is obviously Night Start, but Mafia can't kill because they want to watch Santa the Miller's reindeer and plan to murder him.
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Post Post #6657 (isolation #6) » Thu Dec 26, 2013 8:53 am

Post by agi102 »

Ok I'll see what I can do about no Day Phase

? (3p)


1 2-shot Bulletproof Vigilante
1 1-shot Bulletproof WW
1 2-shot Bulletproof SK

Everyone's uninformed, so there's some strategy going on.

Night start. If no one survives a certain night phase, WW wins. If two players survive a night phase, Vig wins over WW, WW wins over SK, and SK wins over Vig.
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Post Post #6658 (isolation #7) » Thu Dec 26, 2013 8:57 am

Post by agi102 »

In post 6654, Empking wrote:Blood Night:
The game is just No Lynch. Random kill, Smoke clears. Celebrate\congratulate. I'd probably play it.
It's Night Start. I fixed it.

Shot in the Dark:
Probably leads to a D1 Mass Claim, likely very town-biased.
One Muderer:
Probably just a slog; also town favoured.
What about everything I gave the JK? T_T

Outnumbered:
Is there a lynch? If so, town can't win, can they?
There's a lynch. Maybe give town some type of Lynchproof?

Santa:
I like the idea somewhat. I can't grasp the balance of it.
Me neither. Someone simulate it?
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Post Post #6672 (isolation #8) » Tue Dec 31, 2013 10:10 am

Post by agi102 »

Transit Mafia (9p)


5 Bus Driver
1 Role Cop
1 Vigilante
1 Mafia Bus Driver
1 Mafia Doctor

The SEUSS (Super Extremely Unbalanced Stupid Setup) (3p)


1 Doublevoter
2 Mafia Goon

Mafia have NO SCUMCHAT. Mafia do NOT know each other. Yes, I know it isn't mafia. 3 votes to lynch D1.

Jester Mania (9p)


5 Jesters
2 VT
2 Mafia Goon

The AMUSE (Arguably Most Unbalanced Setup Ever) (11p)


6 Doublevoters
5 Mafia Goons

Day Start. No massclaims allowed. Mafia have scumchat, but they must post under alteregos and post restrictions, and they do not know who each other are. If any rules are broken or there is a no-lynch, mod will modkill a scum and 2 town.

Enforcer Outpost (5p)


2 Cops
1 VT
2 Mafia Goon

The FUSSY (Fiendishly Unbalanced Silly Setup Yay) (3p)


2 Doublevoting Vigilantes
1 Mafia Goon

Night Start, if no one survives the night, Mafia Goon wins.

Tick Tock (7p)


1 Cop
1 Doctor
1 VT
1 2-shot Deathproof Power Role Enabler (if jailkept, all power roles are shut down for that night)
1 Suicidal Mafia Goon
1 Suicidal Mafia 2-shot JK
1 Suicidal Mafia Doctor

Goon dies after Night 2, JK dies after Night 3, Doctor dies after Night 4.

The USUAL (Unbalanced Setup: Ultimately Arduous lol) (9p)


3 Voteless Volatile Explosives
4 Volatile Explosives
1 Bulletproof Vigilante
1 Lynchproof Voteless Mafia Goon

If Vig kills Explosives, every town dies.

Leave it to me to make extremely unbalanced setups!

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