[OLD] Open Setup Discussion and Nominations

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #3150 (ISO) » Sun Dec 14, 2008 6:15 am

Post by BlakAdder »

Uranium sounds pretty cool, but maybe include another townie or two.
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Town: 1-2-1
Mafia: 1-2-0
Third-party: 1-0-0
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Post Post #3151 (ISO) » Sun Dec 14, 2008 6:50 am

Post by Elephant Hell »

It was based off of the Carbon-14 open setup which was also 7-player but I suppose the effect of Doctors will be much more limited than Cops in that small setup. Maybe 5 Townies with a Day Start?
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Post Post #3152 (ISO) » Sun Dec 14, 2008 7:04 am

Post by iLord »

iTraitor


1 Mafia Daykiller
2 Mafia Traitor Masons
1 Supersaint
5 Townies

Nightless

---------------------------------------------

Some interesting notes:

- Town can't afford to lynch claimed Supersaint on Day 1.
- Traitor Masons will have to win through mislynches after Mafia dies.
- Two mislynches loses the game for the town.
- Traitors have to avoid being nightkilled by the Mafia.

Comments?
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Post Post #3153 (ISO) » Sun Dec 14, 2008 8:10 am

Post by BlakAdder »

@Elephant: That looks better.
Nominate Updated Uranium-238
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Town: 1-2-1
Mafia: 1-2-0
Third-party: 1-0-0
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Post Post #3154 (ISO) » Sun Dec 14, 2008 12:56 pm

Post by Caboose »

iLord wrote:
iTraitor


1 Mafia Daykiller
2 Mafia Traitor Masons
1 Supersaint
5 Townies

Nightless

---------------------------------------------

Some interesting notes:

- Town can't afford to lynch claimed Supersaint on Day 1.
- Traitor Masons will have to win through mislynches after Mafia dies.
- Two mislynches loses the game for the town.
- Traitors have to avoid being nightkilled by the Mafia.

Comments?
Nominate iTraitor

and pre /in for it, it looks cool.


Vengeful Mafia Revamped
[and edited from last time]
Daystart

2 Mafia (no NK)
1 Serial Killer
4 Vengeful Townies (only have vengeful kill D1)
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Post Post #3155 (ISO) » Sun Dec 14, 2008 2:25 pm

Post by Hoopla »

Caboose wrote:
Vengeful Mafia Revamped
[and edited from last time]
Daystart

2 Mafia (no NK)
1 Serial Killer
4 Vengeful Townies (only have vengeful kill D1)
I'm not much into the smaller games, but this looks pretty good. It feels balanced - the vengeful kill makes it seem a bit swingy, but overall looks fine.

If a townie is lycnhed D1, it's a 50% chance they'll kill another townie, which would screw over the town and make it difficult to win. Overall that scenario isn't that likely though, and would still provide an interesting game between scum and the SK.

Would it be a tied game if there were 1 scum and 1 townie remaining?
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Post Post #3156 (ISO) » Sun Dec 14, 2008 2:43 pm

Post by Caboose »

Hoopla wrote:
Caboose wrote:
Vengeful Mafia Revamped
[and edited from last time]
Daystart

2 Mafia (no NK)
1 Serial Killer
4 Vengeful Townies (only have vengeful kill D1)
I'm not much into the smaller games, but this looks pretty good. It feels balanced - the vengeful kill makes it seem a bit swingy, but overall looks fine.

If a townie is lycnhed D1, it's a 50% chance they'll kill another townie, which would screw over the town and make it difficult to win. Overall that scenario isn't that likely though, and would still provide an interesting game between scum and the SK.

Would it be a tied game if there were 1 scum and 1 townie remaining?
If there were 1 scum and 1 town remaining scum wins.
Mafia wins any ties with the SK as well.
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Post Post #3157 (ISO) » Sun Dec 14, 2008 2:56 pm

Post by Hoopla »

Caboose wrote:
Hoopla wrote: I'm not much into the smaller games, but this looks pretty good. It feels balanced - the vengeful kill makes it seem a bit swingy, but overall looks fine.

If a townie is lycnhed D1, it's a 50% chance they'll kill another townie, which would screw over the town and make it difficult to win. Overall that scenario isn't that likely though, and would still provide an interesting game between scum and the SK.

Would it be a tied game if there were 1 scum and 1 townie remaining?
If there were 1 scum and 1 town remaining scum wins.
Mafia wins any ties with the SK as well.
Isn't the assumption that mafia has to eliminate the town, and vice versa? Giving mafia the win when numbers are square is sensible so the games don't have to be played out unnecessarily. Removing the mafia kill seems to invalidate this assumption though. Why should the mafia outrank the town in this case when they're powerless too?
/fussy
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Post Post #3158 (ISO) » Sun Dec 14, 2008 3:48 pm

Post by Natirasha »

I think wins should kinda go like this.

SK>Mafia>Town
Natirasha is just a vestige, it's Contessa now.
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Post Post #3159 (ISO) » Sun Dec 14, 2008 5:13 pm

Post by BlakAdder »

Here's another one. Tell me what you think.
Bloody Mafia wrote: Mafia:
-Mafia Poisoner
-2 Terrorists (can sacrifice self during the day to gain a daykill)
-Goon
Town:
-Overeager Vig
-2 Paranoid Gun Owners
-3 Vengeful Townies
-Bomb
-Actor (can only vote if they hammer)
-10 Townies
Third Party:
-SK
Any good?
Game Record (W-L-T)
Town: 1-2-1
Mafia: 1-2-0
Third-party: 1-0-0
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Post Post #3160 (ISO) » Sun Dec 14, 2008 5:39 pm

Post by Caboose »

Natirasha wrote:I think wins should kinda go like this.

SK>Mafia>Town
But the SK has an NK, the mafia doesn't.
Hoopla wrote:Isn't the assumption that mafia has to eliminate the town, and vice versa? Giving mafia the win when numbers are square is sensible so the games don't have to be played out unnecessarily. Removing the mafia kill seems to invalidate this assumption though. Why should the mafia outrank the town in this case when they're powerless too?
/fussy
There are plenty of games where the mafia doesn't have an NK and still wins when they have the same number as the town (Polygamist, Too much Scum, Vengeful).
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Post Post #3161 (ISO) » Mon Dec 15, 2008 4:20 am

Post by Kublai Khan »

mith wrote:
Setup List


To be revamped - 11/03/07
Is there an overall list somewhere with all the open game setups?
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Post Post #3162 (ISO) » Tue Dec 16, 2008 6:22 am

Post by Empking »

2 Random Roles

2 Mafia
5 townies
1 of (townie, Cop, Married cop and Macho Cop)
1 of (Townie, doctor, unlicensed doctor, miller doctor)
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3163 (ISO) » Tue Dec 16, 2008 2:12 pm

Post by iLord »

I dunno if this had been done before.

iGuard


2 Mafia
5 Bodyguards
1 Doctor

Daystart

Notes: If Doctor claims, bodyguards have to decide whether or not to bodyguard him - if too many bodyguard him, then the Mafia could score multiple kills - if no one, then the doctor is killed.

If the Doctor doesn't claim, then the bodyguards would want to bodyguard the better players (unless they believe no one alive's better than them). Not only do good players get to stay alive, there's a similar dilemna as above.

Comments?
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Post Post #3164 (ISO) » Tue Dec 16, 2008 2:16 pm

Post by shaft.ed »

iLord wrote:I dunno if this had been done before.

iGuard


2 Mafia
5 Bodyguards
1 Doctor

Daystart

Notes: If Doctor claims, bodyguards have to decide whether or not to bodyguard him - if too many bodyguard him, then the Mafia could score multiple kills - if no one, then the doctor is killed.

If the Doctor doesn't claim, then the bodyguards would want to bodyguard the better players (unless they believe no one alive's better than them). Not only do good players get to stay alive, there's a similar dilemna as above.

Comments?
Town can best protect the Doctor by circle protecting, though I don't think it's game breaking, it (or some similar mechanism) would likely be used to prevent the town from having multiple Bodyguards die in any given night cycle.

Interesting idea though.
Nominate iGuard
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Post Post #3165 (ISO) » Tue Dec 16, 2008 2:43 pm

Post by iLord »

shaft.ed wrote:Town can best protect the Doctor by circle protecting, though I don't think it's game breaking, it (or some similar mechanism) would likely be used to prevent the town from having multiple Bodyguards die in any given night cycle.
Ah yes - I mistakenly put play skill over player numbers.
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Post Post #3166 (ISO) » Wed Dec 17, 2008 11:51 am

Post by BlakAdder »

After looking at iTraitor again, I think I like it.
Is there some kind of one-kill-per-day limit on the Daykiller, though?
Game Record (W-L-T)
Town: 1-2-1
Mafia: 1-2-0
Third-party: 1-0-0
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Post Post #3167 (ISO) » Wed Dec 17, 2008 11:53 am

Post by farside22 »

You know I would start looking at these games if people signed up for the ones they said they liked. :(
Sarcasm is just a way of saying how stupid you think someone is but in a more polite way.
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Post Post #3168 (ISO) » Wed Dec 17, 2008 11:55 am

Post by iLord »

BlakAdder wrote:After looking at iTraitor again, I think I like it.
Is there some kind of one-kill-per-day limit on the Daykiller, though?
Yeah, I forgot to mention 1-Daykill per day.
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Post Post #3169 (ISO) » Wed Dec 17, 2008 2:18 pm

Post by Caboose »

farside wrote:You know I would start looking at these games if people signed up for the ones they said they liked.
Caboose wrote:
Vengeful Mafia Revamped
[and edited from last time]
Daystart

2 Mafia (no NK)
1 Serial Killer
4 Vengeful Townies (only have vengeful kill D1)
^I would like to mod this one when my turn comes to mod
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Post Post #3170 (ISO) » Wed Dec 17, 2008 3:18 pm

Post by iLord »

caboose wrote:^I would like to mod this one when my turn comes to mod
I think farside means playing in the games.
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Post Post #3171 (ISO) » Wed Dec 17, 2008 4:30 pm

Post by Lord Gurgi »

shaft.ed wrote:
iLord wrote:I dunno if this had been done before.

iGuard


2 Mafia
5 Bodyguards
1 Doctor

Daystart

Notes: If Doctor claims, bodyguards have to decide whether or not to bodyguard him - if too many bodyguard him, then the Mafia could score multiple kills - if no one, then the doctor is killed.

If the Doctor doesn't claim, then the bodyguards would want to bodyguard the better players (unless they believe no one alive's better than them). Not only do good players get to stay alive, there's a similar dilemna as above.

Comments?
Town can best protect the Doctor by circle protecting, though I don't think it's game breaking, it (or some similar mechanism) would likely be used to prevent the town from having multiple Bodyguards die in any given night cycle.

Interesting idea though.
Nominate iGuard
Then scum can shoot themselves to cause WIFOM. The person that the bodyguard guarded is not necessarily town.
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Post Post #3172 (ISO) » Wed Dec 17, 2008 4:43 pm

Post by farside22 »

iLord wrote:
caboose wrote:^I would like to mod this one when my turn comes to mod
I think farside means playing in the games.
iLord is correct.
Sarcasm is just a way of saying how stupid you think someone is but in a more polite way.
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Post Post #3173 (ISO) » Thu Dec 18, 2008 6:17 am

Post by BlakAdder »

I would, farside, but I'm almost in too many games as it is, and I'm next to mod. :sadface:
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Town: 1-2-1
Mafia: 1-2-0
Third-party: 1-0-0
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Post Post #3174 (ISO) » Thu Dec 18, 2008 6:34 am

Post by shaft.ed »

Lord Gurgi wrote:
shaft.ed wrote:
iLord wrote:I dunno if this had been done before.

iGuard


2 Mafia
5 Bodyguards
1 Doctor

Daystart

Notes: If Doctor claims, bodyguards have to decide whether or not to bodyguard him - if too many bodyguard him, then the Mafia could score multiple kills - if no one, then the doctor is killed.

If the Doctor doesn't claim, then the bodyguards would want to bodyguard the better players (unless they believe no one alive's better than them). Not only do good players get to stay alive, there's a similar dilemna as above.

Comments?
Town can best protect the Doctor by circle protecting, though I don't think it's game breaking, it (or some similar mechanism) would likely be used to prevent the town from having multiple Bodyguards die in any given night cycle.

Interesting idea though.
Nominate iGuard
Then scum can shoot themselves to cause WIFOM. The person that the bodyguard guarded is not necessarily town.
True, I was just pointing out that the possibility of multiple Bodyguards dying via protecting the same target is almost nil. Though anygame where you can get scum to self target has built in awesomeness in my book.

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