[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #3786 (isolation #0) » Sat Aug 13, 2011 12:13 pm

Post by Oversoul »

They don't contradict each other. By having all of your power in 2 roles, roles that are connected, you risk a rogue nightkill/track that could endanger the town's only powers. Spread the roles out and make the masonry not part of the watchers. Your sleepwalker role is essentially the Fool. Its utility is kinda nerfed in an open setup in my opinion.
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Post Post #3975 (isolation #1) » Sun Sep 18, 2011 6:52 am

Post by Oversoul »

I thought Mafia Lawyer was an actual role that acts like a modified tailor in that the role can make a player investigate as either alignment?
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Post Post #4475 (isolation #2) » Wed Mar 14, 2012 12:08 pm

Post by Oversoul »

People are okay with them as long as they know they exist or they are not lied to when they ask if there are cults.

Look at Blackest Night and Brightest Day.

Blackest Night is a good example of what not to do with a cult such as not telling players the cult exists until it is too late. Brightest Day is a step in the right direction towards good balance with a cult, but it still isn't quite there. I think those are two good examples of cult + mafia interaction as the Mafia in both new a cult existed fairly early.
Last edited by Oversoul on Wed Mar 14, 2012 1:08 pm, edited 1 time in total.
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Post Post #4485 (isolation #3) » Wed Mar 14, 2012 1:02 pm

Post by Oversoul »

In post 4478, Faraday wrote:
In post 4475, Oversoul wrote:People are okay with them as long as they know they exist or they are not lied to when they ask if there are cults.

Look at Blackest Night and Brightest Day. I think those are two good examples of cult + mafia interaction.

Blackest Night being an example of a terrible one, right? :?


Yes. One where the players were not told a cult existed.
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Post Post #4487 (isolation #4) » Wed Mar 14, 2012 1:07 pm

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I probably should make that more clear. :c
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Post Post #4757 (isolation #5) » Wed May 30, 2012 8:54 am

Post by Oversoul »

In post 4744, Hoopla wrote:
The Experiment




This actually seems like a really cool setup and probably one of the only opens I wouldn't mind playing in.
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Post Post #5154 (isolation #6) » Sun Sep 09, 2012 9:25 am

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Kdub, you aren't going to allow a 1-shot mafia Core Change?
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Post Post #5156 (isolation #7) » Sun Sep 09, 2012 10:00 am

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Even if it was displayed publicly?

Or they sacrificed a nightkill?
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Post Post #5764 (isolation #8) » Tue Apr 09, 2013 6:29 am

Post by Oversoul »

Hoopla!
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Post Post #5913 (isolation #9) » Sun Jun 02, 2013 7:24 am

Post by Oversoul »

Need some help with a setup I've been thinking about recently, tell me if it is any good or not. Inspired by Zor's TM2012 game, my love of neighborhoods, and the possibility of Private Topics.

Chatterbox


13p
3 Mafia
10 Town
Daystart, 72 hour nights

Neighborhoods are randomly assigned between players so that there are 6 pairs of neighborhoods. The
odd one out
receives a random 1-shot ability of {Tracker, Jailkeeper, Spy}. Spy gains access to read a QT of his choice, active or not. Spy does not gain access to the mafia chat. Mafia-town pairings are possible, as are Mafia-Mafia pairings.
Paired neighborhoods only have day talk.

At night, all players are randomized into 2 bigger neighborhoods. (N1, there will be 2, 6 player neighborhoods, because of 12 players, 2, 5 player neighborhoods because of 10 players). These neighborhoods last only for the night. If there is an uneven amount of players, one neighborhood will have the extra player.

After night, if available, the oldest
odd one out
joins a neighborhood with the player who no longer has a neighbor, forming a new neighborhood. If available, a new
odd one out
is created and receives a random ability from the list.

odd one out does not replace the original role. The original odd one out does not receive a different role PM other than the fact that they have no neighborhood, and have a power.

I want to sprinkle some PRs among the town and the mafia, but I can't think of how to do that other than random.org and I don't know which PRs should be made available. I was hoping something like... 2 of 5, etc. Please help.

I do not want vigilante, third parties, or any alignment cop variants.
I stray away from those as a mod anyway.
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Post Post #5917 (isolation #10) » Sun Jun 09, 2013 5:51 am

Post by Oversoul »

In post 5914, LlamaFluff wrote:Can you give an example of how the setup would work better?
I'll do this tonight. :)
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Post Post #6401 (isolation #11) » Mon Oct 21, 2013 3:28 pm

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Llama, how does the Junkie work? A roleblocker or vanillizer?
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Post Post #6665 (isolation #12) » Mon Dec 30, 2013 4:29 am

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Coroner is useless in 9p.
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Post Post #6679 (isolation #13) » Wed Jan 01, 2014 1:54 pm

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Definitely as much as a Double day I would say, even if it is delayed.
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Post Post #7123 (isolation #14) » Thu Aug 21, 2014 8:12 am

Post by Oversoul »

Do the mafia get to kill?
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Post Post #8091 (isolation #15) » Fri May 08, 2015 9:18 am

Post by Oversoul »

Kansas City
9 Vanilla Townies
1 Cop

3 Mafia Goons


Special mechanic
: Cop gets an investigation result on a random Vanilla Townie prior to the game starting.
Night-talk only.
Last edited by Oversoul on Fri May 08, 2015 9:48 am, edited 2 times in total.
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Post Post #8109 (isolation #16) » Sun May 10, 2015 4:39 pm

Post by Oversoul »

In post 8094, BBmolla wrote:
In post 8091, Oversoul wrote:
Kansas City
9 Vanilla Townies
1 Cop

3 Mafia Goons


Special mechanic
: Cop gets an investigation result on a random Vanilla Townie prior to the game starting.
Night-talk only.

Let Mafia select who the Cop gets the result on. Have them select two players so that if one is the cop the other one is confirmed town instead.

That'd be my advice, less randomness. A game with a confirmed town zMuffin is very different from a game with a confirmed town new player who doesn't know what they're doing.


I don't know if this solves the problem. If you allow the Mafia to choose, they can track who is town reading those two players and make better assumptions on who is the cop.

I think the margin of error is low for the Mafia, but I don't think it is ridiculously town-sided. Mafia win more games on average anyway.
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Post Post #8202 (isolation #17) » Fri May 22, 2015 5:41 pm

Post by Oversoul »

Both of the goons get to shoot?

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