[OLD] Open Setup Discussion and Nominations

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #2 (isolation #0) » Fri Aug 11, 2006 10:26 am

Post by Thok »

C9, 7 players


2 Mafia
0-1 Doctor
0-1 Cop
3-5 Vanilla Townie
Day Start
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Post Post #29 (isolation #1) » Sun Aug 20, 2006 4:04 pm

Post by Thok »

Kelly Chen wrote:If the SK gets lynched, the deflector is basically immortal. He shouldn't cause too much harm to the town, once he claims (no town role would want to target him).
This isn't quite true-a mafia redirector might beat him head to head. It depends on which has priority, the redirecting or the deflecting-the redirector could redirect the deflection back to the deflector. (Say that ten times fast).
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Post Post #79 (isolation #2) » Thu Sep 14, 2006 3:25 am

Post by Thok »

Fiasco wrote:
Loser Mafia


2 mafia
11 citizens
day start
nightkills are compulsory
lynching is compulsory (use a suitable deadline rule)
losing side wins
I assume nightkills must be townies. I'd try this.
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Post Post #82 (isolation #3) » Thu Sep 14, 2006 1:44 pm

Post by Thok »

It's a misere game (apologies for the lack of accents). Typically a decent winning strategy is to play to win and then throw it away on the last turn, but I'm not sure if that works here.
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Post Post #102 (isolation #4) » Tue Sep 26, 2006 11:00 am

Post by Thok »

I'd be willing to second a nomination of dethy or double dethy. If somebody wants to do a variation on what actually happened in Twomz's double dethy game (8 cops 2 scum, scum have one shot to recruit a cop on some fixed night) I'd think about nominating that also.
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Post Post #105 (isolation #5) » Tue Oct 10, 2006 8:27 am

Post by Thok »

I think the idea behind the tweaks you made could have worked; the (valid) complaint people had was that you made the tweaks while the game was in progress. If you had made that part of the initial setup, people wouldn't have minded playing it.
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Post Post #144 (isolation #6) » Tue Dec 19, 2006 8:19 am

Post by Thok »

It seems to me that it might be a good idea to try running some "paced" versions of standard open set ups; take a typical open set up, but requiring a certain rate of participation. Something like

Quick-paced Vanilla
2 Mafia
13 Townies

Each day will last two weeks. Each night will last two days. Everybody is expect to post at least twice a day. If at the end of day a majority is not reached, nobody is lynched.

(I've tossed in a couple extra townies to the standard Vanilla set up to compensate for the shorter days/increased likelihood of no lynch).
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Post Post #146 (isolation #7) » Tue Dec 19, 2006 8:23 am

Post by Thok »

It's an initial suggestion; I expect people to tweak it.
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Post Post #150 (isolation #8) » Tue Dec 19, 2006 8:48 am

Post by Thok »

I also don't want to restrict to just "make the game go faster" restrictions; I could also see taking a standard open set up and making it a Lights Out game, for example.
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Post Post #210 (isolation #9) » Sun Jan 21, 2007 6:24 pm

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What happens when there are 4 Mafia, 2 R and 2 B and no townies left during day? That seems like it should be an auto win for the mafia and an autoloss for the remaining R/B pairs, but it's unclear given what you've posted.
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Post Post #316 (isolation #10) » Sun Feb 25, 2007 10:31 am

Post by Thok »

The obvious modification is to give town some information about how close they were to guessing a correct scum group (for example, this group has 1 scum in it).

Of course, this makes lynching a two townies pair very bad for scum.

Alternatively, you might give town a collective night ability to investigate one pair and see if it contains exactly one scum.

Both of these versions shorten the game obviously.
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Post Post #352 (isolation #11) » Sun Mar 04, 2007 6:53 am

Post by Thok »

Nominate C9+2

9 players
2 scum
5-7 townies
0-1 cop
0-1 doc

Day Start

(Basically C9 with two extra townies; trying to make town a bit stronger than normal C9).
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Post Post #409 (isolation #12) » Tue May 15, 2007 6:06 pm

Post by Thok »

Nominate "Friends and Enemies, Tweaked".

3 Masons (confirmed innocent, can talk at night)
3 Mafia
6 Vanilla

Night Start

(Perhaps day start and only 5 vanilla would be better.)
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Post Post #486 (isolation #13) » Thu Jun 07, 2007 8:08 am

Post by Thok »

Yosarian2 wrote:Perhaps make it so the deadlines rules are "if town dosn't lynch by deadline, random person is lynched" or something like that.
I'd strengthen this to "If town doesn't lynch, a random target dies".

I actually like this setup; among other things, it's in almost everybody's interest to lie about their role if forced to claim, at least early on.
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Post Post #513 (isolation #14) » Sat Jun 09, 2007 8:15 am

Post by Thok »

LoudmouthLee wrote:Pardon my above mistype, you know what I meant.

Why are we creating a "separate" reality for the cop/doc situation? In an actual mafia game that is NOT C9, the cop claims, and the doc protects him. It's the facts of Mafia life.
This isn't a proposal for a diffferent newbie game setup, but for a setup for people to try playing in the Open games queue. It's a variety is a spice of life thing.

(Also, a well timed doc claim can be useful for clearing a protown player, even if you can't protect anything.)
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Post Post #529 (isolation #15) » Mon Jun 11, 2007 10:22 am

Post by Thok »

What's the point of the miller in those games?
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Post Post #534 (isolation #16) » Mon Jun 11, 2007 2:23 pm

Post by Thok »

YogurtBandit wrote:
Thok wrote:What's the point of the miller in those games?
Eh, theres a cop. You could put it as a Regular instead.
I know there's a cop. I don't see what bonus there is to throwing a miller into the game just because there's a cop.
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Post Post #572 (isolation #17) » Sun Jun 17, 2007 7:19 am

Post by Thok »

The vig is an uncounterclaimable confirmed innocent (and is fairly useful if he can make it to a 1 townie, 1 scum, 1 vig endgame).

It's a setup where no-lynch is more useful at times than usual.
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Post Post #610 (isolation #18) » Thu Jun 21, 2007 6:04 am

Post by Thok »

I'd like to see a few more C9+2 run (2 scum, 0 or 1 cops, 0 or 1 docs, 5-7 townies, 9 total players).
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Post Post #653 (isolation #19) » Sat Jun 23, 2007 2:26 pm

Post by Thok »

Would anybody be interested in trying to develop a good Open set up Time Travel game?

Here's Mini 199 and Mini 170 so you can see some examples fot his set up in practice.
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Post Post #687 (isolation #20) » Mon Jun 25, 2007 1:42 pm

Post by Thok »

YogurtBandit wrote:
Nominate Yogurt Mafia

3 mafia that cannot talk
2 Masons that can talk at all times
1 Cop/Doc(50%)
6 Vanilla
Who decides the nightkill?
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Post Post #834 (isolation #21) » Sat Jul 07, 2007 1:24 pm

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xyzzy wrote:Since the GF has multiple win conditions, I don't really know of a way to test this for balance, but the choice between a 2-4, a 1-2-4, and a 2-2-3 should be pretty balanced. First is in town's favor, second is in lover's favor, third is in scum's favor.
Since when is a 2-4 in town's favor?
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Post Post #960 (isolation #22) » Wed Aug 01, 2007 10:54 am

Post by Thok »

And now for something completely different

Lumberjack Mafia
3 Lumberjack Mafia
9 Vanilla townies/Tree Stumps

Day Start

All vanilla townies/tree stumps start as vanilla townies. At any time during the day (but not during twilight or night) a vanilla townie may declare themselves to be a tree stump [I imagine doing something like requiring a vanilla townie to post in thread "I wanted to be a lumberjack" to declare being a tree stump.] Tree stumps cannot be killed, cannot vote, but may post in the thread.

The mafia wins when the number of living mafia is at least the number of living vanilla townies.

Declaring oneself to be a tree stump resets the vote count, and does not send the game to night. Lynching does send the game to night.

Mafia can fake being a tree stump, which will be the same as day suiciding. I'm not sure why they would ever want to.

(I'm not sure whether 3/9 or 2/10 is more balanced for this.)
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Post Post #962 (isolation #23) » Wed Aug 01, 2007 11:02 am

Post by Thok »

Guardian wrote:If the mafia fake being tree-stumps, are they revealed as mafia? IF so, why would a townie ever
not
tree-stump if they were at lynch -1 with someone intending to vote?
When a player attempts to tree stump or fake tree stump, their role is revealed.

As for your comment, I expect in some situations players are likely to tree stump. The only reason I can see for not tree stumping as town is stubbornness/belief in your ability to convince people that you are protown.

I expect this game to play somewhat like Lights Out.
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Post Post #964 (isolation #24) » Wed Aug 01, 2007 11:12 am

Post by Thok »

Guardian wrote:How does fake tree stumping work? Explain. This setup is intriguing.

edit: and comment on my setup :(.
The only difference between a fake tree stump and a real tree stump is that when the mod comes to the thread, he says "X declared himself to be a tree stump. He was actually mafia." I would still have vote counts reset, allow that person to talk in thread, etc.

Basically imagine there are really 12 people who could tree stump, but 3 of them are a mafia group.

(Quick note: The idea of this role actually comes from here.)

As for your setup, feh, it's starting to get too semi-open for my liking. But balancewise it's decent. (I might drop the various one antitown roles for balance sake).
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Post Post #995 (isolation #25) » Fri Aug 10, 2007 9:36 am

Post by Thok »

Since the current versions have ended, I'll nominate putting another C9+2 and another Friends and Enemies into the Open Queue.
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Post Post #1032 (isolation #26) » Tue Aug 14, 2007 7:52 am

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NabakovNabakov wrote:@Adel: I like that setup, but you could also tweak it to replace the regular cop with a "Police Chief." The chief has standard investigation ablilities, doesn't know who the psycho cop is, and will "take away his badge" (make him a townie) if he ever targets the psycho cop.
I think at this point the game becomes clearly themed. It's at least unclear that it's theme before this.
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Post Post #1335 (isolation #27) » Thu Oct 04, 2007 4:55 am

Post by Thok »

Max: why wouldn't the unlyncher just claim his role and target, and then start hunting for mafia? You're basically giving the town a weakened two person mason group.
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Post Post #1382 (isolation #28) » Mon Oct 08, 2007 3:24 pm

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Transylvania Justice


2 Vampires
5 Stake Wielders
5 Garlic Wielders

Vamps aren't dead unless targetted by both a Stake Wielders and a Garlic Wielder. Stake Wielders can kill townies, Garlic Wielders can not.

(I have no idea if this is balanced, but I'm playing along with the theme.)
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Post Post #1411 (isolation #29) » Thu Oct 11, 2007 3:00 pm

Post by Thok »

For all lovers of vanillaish Open games-Tree Stump mafia (3 Mafia, 9 Tree Stumps) is about to start taking signups in Mini Theme Queue.
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Post Post #1579 (isolation #30) » Mon Nov 19, 2007 10:29 am

Post by Thok »

Large vanilla with a dash of Koolaid
15 townies
4 scum
1 Odd night killing, unnightkillable SK
(Start with night 1)
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Post Post #1597 (isolation #31) » Thu Nov 29, 2007 12:51 pm

Post by Thok »

What happens if the Kitten tries to vote?

I suspect that the Kitten will be outed as a kitten relatively soon day 1, as I don't think the potential for scum NKing the Kitten is worth the potential loss of participation day 1.
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Post Post #1610 (isolation #32) » Fri Nov 30, 2007 10:20 am

Post by Thok »

Thesp wrote:
Kelly Chen wrote:You're using that principle from the other thread?

Eh. I think our collective knowledge needs to trump that rule of thumb.

In other words I don't think 2:2:10 is better.
I was indeed. I'm pondering if the town needs more lynches to control its own destiny.
I beleive the probability of cross-kills is somewhat high. If you are worried about win probabilities, you could just get somebody to run sims on both setups.
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Post Post #1630 (isolation #33) » Mon Dec 03, 2007 12:33 pm

Post by Thok »

Prof. Guppy wrote:I just got my tenure for modding, and I have an idea for an open.

Superhero Vacation


A Smalltown game with a superhero parody theme. The roles are familiar, but the characters are created personally by yours truly.
You probably want Test Theme Market or the Theoretical Game Modding thread. This thread is mostly for games to be run under the Open Games Queue.
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Post Post #1685 (isolation #34) » Wed Dec 26, 2007 10:09 am

Post by Thok »

xyzzy wrote:
Super Standards


12 players.

3 scum teams of 3 will be randomly chosen, and a player can be on multiple scum teams. Anyone on multiple scum teams has multiple win conditions.

Nightless, daytalk.
What happens with 3 alive, 1 Blue scum, 1 red scum, and 1 blue+red scum?

Alternatively, with 3 scum alive, 1 red scum, 1 blue scum, and 1 green scum?
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Post Post #1687 (isolation #35) » Wed Dec 26, 2007 10:57 am

Post by Thok »

xyzzy wrote:Second situation, I would personally no lynch and let WIFOM-laden bullets decide.
In Nightless???
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Post Post #1712 (isolation #36) » Sat Jan 05, 2008 8:52 am

Post by Thok »

Kelly Chen wrote:I've played around with designing this type of setup (with fewer townies actually), but found it dissatisfying that the "advantage" for town of lynching a GF (i.e. double kill) could lose town the game.
As a serious suggestion, how about making it so either godfather being lynched causes both goons to be killed?
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Post Post #1721 (isolation #37) » Mon Jan 07, 2008 4:15 pm

Post by Thok »

Oman wrote:Why multiball? What does that imply?

Also Cross-Kills?
Multiball is a bonus you can get on pinball machines; instead of playing with one ball you get (typically) three balls bouncing around.
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Post Post #1889 (isolation #38) » Sat Feb 23, 2008 3:12 pm

Post by Thok »

What's the point of a doc? I guess it's another role to claim.

If I was in this set up, I would suggest doing 10 consecutive no lynches to start the game.
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Post Post #1923 (isolation #39) » Thu Feb 28, 2008 9:19 am

Post by Thok »

What stopped the kill?


2 Mafia
2 Jailkeepers (protect and roleblock target; if both Jailkeepers target each other both are roleblocked)
3 Townies

Perhaps this needs to be made into a 12 person game, in which case it's 3 Mafia, 2 or 3 Jailkeepers and 7 or 6 townies.
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Post Post #1926 (isolation #40) » Sat Mar 01, 2008 4:31 am

Post by Thok »

xyzzy wrote:I fear that the town could probably get at least 1 or 2 scum lynches based entirely on who JK'd who. I imagine that this would be very easy to break - just lynching anyone a claimed JK states they JK'd would likely catch scum.
Pretty sure this is a bad stategy, as you don't know if the kill was stopped by a protection or a roleblock. Also, scum could choose to NK, or to fakeclaim Jailkeeper.
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Post Post #1961 (isolation #41) » Mon Mar 10, 2008 10:04 am

Post by Thok »

With Tree Stump Mafia just ended, there's some discussion of how that setup worked starting here. (As a reminder Tree Stump Mafia was 3 mafia, 9 Tree Stumps.) I'd like to hear people's thoughts about how the setup went, and possible tweaks for future variations on the setup.
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Post Post #2257 (isolation #42) » Thu Jun 05, 2008 12:34 pm

Post by Thok »

xyzzy wrote:
114identity


2 SKs
4 town

The SKs know who each other are. The town wins if only SKs remain. Nightless.
What happens at 2 town 2 SK or 1 town 1 SK?
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Post Post #2338 (isolation #43) » Mon Jun 23, 2008 9:09 pm

Post by Thok »

@PeteD: while it's an interesting idea, your game has the problem that a bit under half the people are very worried about placing a second vote. (It's more about the accidentally revealing that you are mafia/alpha then about accidentally lynching somebody.)

Moreover, it reduces to something like assassins in the palace if everybody agrees to Psuedo vote rather than vote, with the idea that everybody will cast a real vote on somebody who is Pseudo lynched.
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Post Post #2394 (isolation #44) » Tue Jul 08, 2008 6:56 pm

Post by Thok »

I don't know whether this idea works or not, and it probably needs tweaking.

Quagmire's Revenge

2 Mafia Goons
1 Cop
7 Vanilla townies
2 Amnesiac Masons: One is the mafia Godfather (investigation immune), one is a protown mason, neither knows which is which. Mafia knows who the Godfather is, but can't talk to him at night. Masons know that each other is a mason, and can talk at night (but don't know their roles.)

It's probably necessary for the theme to work that the Amnesiac Godfather can't submit a night kill. I don't know if you want to be an amnesiac mason.

Edit: it occurs to me that masons need to stop being amnesiac once the goons die for the game to be playable. So that's going to be added in.
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Post Post #2400 (isolation #45) » Wed Jul 09, 2008 6:51 am

Post by Thok »

Mr. Flay wrote:It also could work because the Goons will drop some tells regarding the GF (think AITP).

Weird, but possible.
This is what I was thinking (also the whole goons are trying to stay alive thing is useful to remember.)

I'm valuing the godfather as roughly 1/2 a normal mafia member, and the town is fairly weak (remove the masons and the cop and the setup is pure vanilla which seems to favor scum.)

It's designed to be a weird setup.
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