[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
User avatar
Archetype
Archetype
Townie
User avatar
User avatar
Archetype
Townie
Townie
Posts: 7
Joined: December 22, 2012
Location: Johto Region

Post Post #5810 (isolation #0) » Fri Apr 26, 2013 1:56 pm

Post by Archetype »

New here, but not new to Mafia.

I've been toying with a Setup Idea and was wondering what you all thought of it:

8 VTs
1 Town Informant
1 Town Cop
1 Mafia Goon
1 Mafia 1-shot Strongman
1 Traitor Informant

50% chance of one of the VTs being a Doctor
50% chance of the Mafia Goon or Mafia Strongman being a Role Cop

Only the Town Informant is told if there is a Mafia Role Cop or not
Traitor is separate of the main Mafia 2 man faction. He is told whether the Town has a Doctor or not.

If a Mafia kill targets the Traitor, he will be invited to join the main faction instead of dying.
User avatar
Archetype
Archetype
Townie
User avatar
User avatar
Archetype
Townie
Townie
Posts: 7
Joined: December 22, 2012
Location: Johto Region

Post Post #6478 (isolation #1) » Wed Oct 30, 2013 9:45 am

Post by Archetype »

Outsourced

2 Mafia Goons
1 Mafia Roleblocker
2 Town Amnesiac Cop
1 Town Jailkeeper
7 Vanilla Townies

Pregame, randomly decide two vanilla players (Goon or VT) to be a Reciever. Each Reciever is secretly linked to a specific Amnesiac Cop and will receive the results of their Investigation (...the target is Town/Mafia). A player will be told wether they are a Reciever or not, but they will not be told who their Amnesiac Cop is and vice versa. When a Reciever is lynched, their Amnesiac will not be specified and vice versa. If a Reciever is Roleblocked (through JK or Mafia RB), they will not receive the results of the Investigation.

Thoughts?
User avatar
Archetype
Archetype
Townie
User avatar
User avatar
Archetype
Townie
Townie
Posts: 7
Joined: December 22, 2012
Location: Johto Region

Post Post #6480 (isolation #2) » Wed Oct 30, 2013 11:34 am

Post by Archetype »

I'd re roll if the Receivers are both rolled as scum.
User avatar
Archetype
Archetype
Townie
User avatar
User avatar
Archetype
Townie
Townie
Posts: 7
Joined: December 22, 2012
Location: Johto Region

Post Post #6569 (isolation #3) » Thu Dec 12, 2013 4:29 pm

Post by Archetype »

Giants vs Humans
2 Giants

10 Humans


Giants are essentially Mafia Goons. They get nightchat and a factional kill.
Humans are basically Town Compulsive Hiders. Except multiple people can hide behind the same person and when you do hide actions that target you still effect you.

So it's basically a game a WIFOM. Town wants to confirm certain players, but they don't want to target the obvious player or they'll get mass-killed by scum. But then scum can anticipate that and shoot the least likely person. And of course Town can die by just targeting scum.

Thoughts? It's a bit scum-sided now, so maybe randomly assign each of the Townies as Even or Odd night? Could add another layer of depth.
User avatar
Archetype
Archetype
Townie
User avatar
User avatar
Archetype
Townie
Townie
Posts: 7
Joined: December 22, 2012
Location: Johto Region

Post Post #6583 (isolation #4) » Fri Dec 13, 2013 2:44 pm

Post by Archetype »

In post 6570, FakeGod wrote:
In post 6569, Archetype wrote:Giants vs Humans
2 Giants

10 Humans


Giants are essentially Mafia Goons. They get nightchat and a factional kill.
Humans are basically Town Compulsive Hiders. Except multiple people can hide behind the same person and when you do hide actions that target you still effect you.

So it's basically a game a WIFOM. Town wants to confirm certain players, but they don't want to target the obvious player or they'll get mass-killed by scum. But then scum can anticipate that and shoot the least likely person. And of course Town can die by just targeting scum.

Thoughts? It's a bit scum-sided now, so maybe randomly assign each of the Townies as Even or Odd night? Could add another layer of depth.
Not sure if trolling, but I'll bite.

Obvious Breaking strategy:

Players assign 1 through 12 to each player, and no lynch.

Every player targets the player who has 1 more than their number (i.e. #1 hides behind #2, etc.), and player #12 hides behind #1.

Even with the giant's night kill, only max three players will be killed. Giants have been narrowed down to three players, and it's currently 2 vs 7.

GG.
Alright, then how about this.

Take my suggested add on (the Even/Odd Night Modifier) and use it. Additionally make the Giants Commuters with the same randomized Even/Odd Modifier. Let Giants kill even when commuted. Players can set up the hiding chain, but some players won't even be able to hide that night and the giants could possibly commute.
User avatar
Archetype
Archetype
Townie
User avatar
User avatar
Archetype
Townie
Townie
Posts: 7
Joined: December 22, 2012
Location: Johto Region

Post Post #6685 (isolation #5) » Fri Jan 03, 2014 10:07 am

Post by Archetype »

WIFOM
9 player setup. Semi-Open.

2 Mafia

7 Town


Mafia:

Goon A
Goon B

Town:

6 Vanilla
1 Alignment Cop

50% chance of each of the following “Modifications” being applied to the setup:


Modification 1
- Goon B -> Rolestopper
- Vanilla Townie -> Doctor

Modification 2
- Mafia get a factional “Tracker” each night
- Vanilla Townie -> Town Backup

Modification 3
- Goon A -> Godfather
- Vanilla Townie -> Tracker

Modification 4
- Goon B -> Ninja
- Vanilla Townie -> Roleblocker

Modification 5
- Mafia get factional “Daychat”
- Vanilla Townie -> 1-shot Bulletproof

Modification 6
- Goon A -> Roleblocker
- Vanilla Townie -> Watcher

Day start. Mafia can kill in addition to any powers they may have


This setup is basically an attempt to:

1. Have a setup that can range from near Mountainous to Role Madness
2. Not always believe the Power Roles

Thoughts?
User avatar
Archetype
Archetype
Townie
User avatar
User avatar
Archetype
Townie
Townie
Posts: 7
Joined: December 22, 2012
Location: Johto Region

Post Post #6862 (isolation #6) » Sat Mar 29, 2014 8:22 am

Post by Archetype »

Poison Control:


Setup (12p)

3 Mafia Goons

5 Vanilla Townies
1 Town Tracker
1 Town Poison Doctor
1 Town Doctor
1 Town Nurse


Mechanics

- Unlimited lynches every day
- A player who is "lynched" becomes Poisoned and will have their alignment flip the same time tomorrow
- Mafia have a factional kill and daychat
- Poison Doctor can target a player at night and remove Poison
- Doctor can target a player at night and prevent a Mafia kill
- Nurse becomes a Doctor or Poison Doctor upon their death

Thoughts?
User avatar
Archetype
Archetype
Townie
User avatar
User avatar
Archetype
Townie
Townie
Posts: 7
Joined: December 22, 2012
Location: Johto Region

Post Post #6865 (isolation #7) » Sat Mar 29, 2014 9:55 am

Post by Archetype »

Hmm. Good point.

My original version was that each Townie was a 1-shot Poison Doctor. Would that be better?

Return to “Open Setup Discussion”