[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #7834 (isolation #0) » Fri Jan 16, 2015 5:52 am

Post by Shinobi »

Cell Mini Mafia


  • 15 players
  • All Vanilla.
  • Cells. There are 5 cells in game, each comprised of 3 players. Each cell has a mafioso in it. Town lynches in one cell per day.
  • Day 1 is a shortened period wherein the players pick a mayor. The mayor picks the order in which players lynch into each cell.
  • Mafia has daytalk.
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Post Post #7836 (isolation #1) » Fri Jan 16, 2015 6:23 am

Post by Shinobi »

No nightkills. There's no night sequence in the original setup.

I might retroactively add a short one to give people a recharging period, though.
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Post Post #7839 (isolation #2) » Fri Jan 16, 2015 10:39 am

Post by Shinobi »

Game ends when one faction wins 3 cells.

When town lynches into a cell, the entire cell is removed from play. Only the lynchee flips.
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Post Post #7841 (isolation #3) » Fri Jan 16, 2015 11:04 am

Post by Shinobi »

It's not iml either.
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Post Post #7845 (isolation #4) » Fri Jan 16, 2015 1:56 pm

Post by Shinobi »

I might just scrap it tbh. Someone offsite came up with the idea and ran it there, but I wanted to see how it would work with more strict rules for dealing with inactivity, which seemed to be the recurring issue there because scum would just go inactive around lynch deadline and become unlynchable.

I'll come up with something else, prbs.
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Post Post #7846 (isolation #5) » Fri Jan 16, 2015 2:57 pm

Post by Shinobi »

Okay, so new ideas:

There's a two-player cell and it goes first. No matter what happens, town has a sense of direction and the flip mechanics don't need to be changed.

Daytalk and any kind of communication within the scumteam is removed.

Yay/nay?
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Post Post #7849 (isolation #6) » Fri Jan 16, 2015 3:44 pm

Post by Shinobi »

In post 7848, TierShift wrote:they don't have to. Look at how the dolphin micro went. They need to state opinions on other players.


This.

The scumhunting between the two won't be high level, but it counteracts the need to mess with the flip mechanics and gives town information on day 1/2.
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Post Post #7858 (isolation #7) » Thu Feb 05, 2015 2:49 pm

Post by Shinobi »

I have no idea what to do to make that Cell setup work properly. If anyone else has ideas, let me know. If I ran an Open setup, I'd probably go with something a bit more standard. /shrug

EDIT: Had a setup here but decided to keep it to myself for the time being.
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Post Post #7860 (isolation #8) » Thu Feb 05, 2015 3:36 pm

Post by Shinobi »

I'm not one for balancing things, but you might run into an issue with apathy when it comes to a 14 day election phase. Every day the town isn't scumhunting is another day where town isn't playing, and it makes people lose interest, especially if you're electing someone every day.

One month for a single game day is a huge time commitment.
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Post Post #7864 (isolation #9) » Thu Feb 05, 2015 5:58 pm

Post by Shinobi »

In post 7861, JasonWazza wrote:
In post 7860, Shinobi wrote:I'm not one for balancing things, but you might run into an issue with apathy when it comes to a 14 day election phase. Every day the town isn't scumhunting is another day where town isn't playing, and it makes people lose interest, especially if you're electing someone every day.

One month for a single game day
is a huge time commitment.


I think you have it wrong, the king has the leftover time + 72 hours to select, not an extra 14 days (so it's still only half a month)

My question is, what motivation does the mafia have to kill a king if a new one is elected each day (when doing so will only bring out a confirmed town)


Yeah, I think I misread that.

Oops. :oops:

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