[OLD] Open Setup Ideas and Discussion

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Post Post #6703 (isolation #0) » Fri Jan 17, 2014 8:24 am

Post by Kagami »

Idea: Alchemy Mafia

9 Players, 2 mafia, 7 town.

There are 9 reagents, which are publicly disclosed, and each player is randomly given a role that collects a specific reagent (including the mafia), and there are four cauldrons (A, B, C, and D).

The central mechanic is that during each night phase, all players may put their reagent into one of the four cauldrons as a night action. The mafia does the same, and may also corrupt up to two of the cauldrons as a factional action.

Every possible pair of two reagents has an effect associated with it (e.g. Mossflower+Eye of newt has the cop ability), the entire set of which are publicly disclosed at the beginning of the game. At daybreak, any cauldron that has at least two reagents in it will activate. Those with more than two reagents will have extraneous reagents removed randomly until two remain. Any targets of the cauldron effects will be randomly chosen (possibly with townward or scumward bias depending on the effect), and the results of the cauldrons' actions are publicly announced. Corrupted cauldrons will have a different, more anti-town version of the effect (e.g. Insane cop instead of sane cop), which is also publicly disclosed, of course.
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Post Post #6704 (isolation #1) » Fri Jan 17, 2014 8:26 am

Post by Kagami »

Might be better with only 1 corruption, but the principle is the same.
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Post Post #6943 (isolation #2) » Thu Apr 24, 2014 7:27 am

Post by Kagami »

Seems like the miller is an IC. Counterclaiming would be decidedly bad play.

Collectors are strictly more powerful than a cop. They could target the miller, themselves, and one other to be just a cop on night 1, or (the probably better play) target two high probability town and themselves (or the miller) to conf-inno two players at a time. Even one collector there might be townsided.
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Post Post #6944 (isolation #3) » Thu Apr 24, 2014 7:44 am

Post by Kagami »

Might work if the homeless receives a vanilla PM, and there is more than one of him.
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Post Post #6947 (isolation #4) » Thu Apr 24, 2014 12:55 pm

Post by Kagami »

open games can't be bastard.
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Post Post #6948 (isolation #5) » Thu Apr 24, 2014 1:15 pm

Post by Kagami »

Two millers would still claim. It would still be suboptimal to counterclaim, and that would make the setup even more townsided. I think the millers would really have to be secret, or the collectors would have to be heavily nerfed through some other mechanism.

In order to avoid having a "secret role" mechanic, you could introduce an element that makes it highly undesirable for the hobos to claim. Could be that town simply loses if all the hobos are dead or something like that?
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Post Post #7004 (isolation #6) » Mon Jun 16, 2014 3:23 am

Post by Kagami »

This might be a good tweak:

Make it 3-10 or 4-13, (so there's a mini version)

Each scum knows all but one of their buddies at the beginning and no factional communication (as you described).

All three scum independently performs a nightkill (without discussion), and their targets only die if they're targeted at least twice.

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