[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #3075 (ISO) » Wed Apr 20, 2011 9:14 am

Post by wierdalexv »

I haven't balanced it or anything but would anyone find this mechanic interesting?

x Townies
x Mafia Goons
x1 Mafia Cop*
x1 Vigilante
x1 Doctor
I might add other roles too, maybe a roleblocker or something.

Mafia do not know who each other are.
Mafia do not have any out-of-thread communication. Kills rotate. (i.e. N1, Scum #1 gets kill, N2, Scum #2 gets kill, etc.)

*Like a regular cop, gets 'Innocent' or 'Guilty'
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Post Post #3076 (ISO) » Wed Apr 20, 2011 11:54 am

Post by Herodotus »

Mafia may kill each other; that will harm their faction greatly because their best players are most likely to be killed.

You shouldn't include so many PR's. See Stoofer's 4th Law.
Just because a majority of a group of people decide it's okay doesn't mean it's not murder. - Cobblerfone
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Post Post #3077 (ISO) » Wed Apr 20, 2011 12:24 pm

Post by drmyshottyizsik »

Three Way Vanilla

x7 Townies

x2 Mafia A Goons

x2 Mafia B Goons
#freeShotty
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Post Post #3078 (ISO) » Wed Apr 20, 2011 4:10 pm

Post by Crazy »

drmyshottyizsik wrote:Three Way Vanilla

x7 Townies

x2 Mafia A Goons

x2 Mafia B Goons
2:2:9 Is already the standard for mountainous 2 scum-team games, I believe.
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Post Post #3079 (ISO) » Thu Apr 21, 2011 2:27 am

Post by chkflip »

DarthYoshi's 13p Faith Plus One!


3x Mafia Goons

2x Town-aligned Faith Healers

1x Town-aligned Sane Cop

7x Vanilla Townies


Special Mechanic: If both Faith Healers protect the same person in one night, the protection is guaranteed to not work. Y'know, competing religions and whatnot.

Day start.

Just want to repost this because my open is super soon and I want to run this setup. I nominated it but it still needs seconds and so on. So you should so that. xD
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Post Post #3080 (ISO) » Thu Apr 21, 2011 2:42 am

Post by Tasky »

Strength & Stealth (Semi-Open)Mafia Strongman
Mafia Ninja
Mafia (Strongman and Ninja) Backup

Vanilla Townie/Town Tracker/Town Bulletproof (33.3 : 33.3 : 33.3)
Vanilla Townie/Town Watcher/Town Doctor (33.3 : 33.3 : 33.3)
Vanilla Townie/Town Watcher/Town Bulletproof (33.3 : 33.3 : 33.3)
Vanilla Townie/Town Tracker/Town Doctor (33.3 : 33.3 : 33.3)
Vanilla Townie/Town Cop/Town Vigilante (33.3 : 33.3 : 33.3)
5 Vanilla Townies


Town will on average have 3.33 PowerRoles but scum has the Tools to take down most of towns PR.
The interesting part of this setup is that scum has to do a lot of guesswork too, since they need to find out which powerroles are in the game and which tool (strength or stealth) to use.
Maybe one could tweak the VT/Cop/Vig probabilities to 50:25:25.
Another good thing about the setup is that scum can usually fakeclaim with some degree of security if they feel like it.
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Post Post #3081 (ISO) » Thu Apr 21, 2011 2:47 am

Post by Tasky »

chkflip wrote:
DarthYoshi's 13p Faith Plus One!


3x Mafia Goons

2x Town-aligned Faith Healers

1x Town-aligned Sane Cop

7x Vanilla Townies


Special Mechanic: If both Faith Healers protect the same person in one night, the protection is guaranteed to not work. Y'know, competing religions and whatnot.
How about: Cop claims and investigates, one Faith-Healer claims and protects Cop. other Faith healer protects first Faith Healer while staying hidden.
In order to thwart this strategy scum would have to claim Faith Healer immediately, and then kill the cop, but then that scum would be obvious. (basically trading a NK on cop for a scum-lynch)
otherwise they would need to first find and kill the second FH, then kill the first one giving the cop enough time to win the game by investigations

and, there is the issue of both FH protecting each other for two unkillable townies.

probably you should add the rule of FH's being unprotectable (competing religions and whatnot)
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Post Post #3082 (ISO) » Thu Apr 21, 2011 3:21 am

Post by Empking »

FH's only work 50% of the time.
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 #3083 (ISO) » Thu Apr 21, 2011 3:35 am

Post by Tasky »

Empking wrote:FH's only work 50% of the time.
ooh. ok, that clears the issue.
must have missed that part.
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Post Post #3084 (ISO) » Thu Apr 21, 2011 3:37 am

Post by Mist7676 »

chkflip wrote:
DarthYoshi's 13p Faith Plus One!


3x Mafia Goons

2x Town-aligned Faith Healers

1x Town-aligned Sane Cop

7x Vanilla Townies


Special Mechanic: If both Faith Healers protect the same person in one night, the protection is guaranteed to not work. Y'know, competing religions and whatnot.

Day start.

Just want to repost this because my open is super soon and I want to run this setup. I nominated it but it still needs seconds and so on. So you should so that. xD
Second
You Are Worth It
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Post Post #3085 (ISO) » Thu Apr 21, 2011 4:53 am

Post by wierdalexv »

Herodotus wrote:Mafia may kill each other; that will harm their faction greatly because their best players are most likely to be killed.

You shouldn't include so many PR's. See Stoofer's 4th Law.
Yes, I guess they would. It's sort of the point that this is possible, but should there be a Mafia Doc instead of a Mafia Cop to make it less likely?

Good point about the power roles. Should I have one bulletproof instead of the vig and doc? Then it would look like

x?
Vanilla Townies

x2
Mafia Goons

x1
Mafia Doc

x1
Bulletproof townie


or something of that sort.
I'm back, sort of. Not a lot of free time to play, but I'm planning to be modding some mish mash and stuff this winter.

Eragon Mafia, a 17-Player Large Theme, will be coming to the large theme queue soon(ish) if all goes well. If you're interested, PM me to pre-in.
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Post Post #3086 (ISO) » Thu Apr 21, 2011 5:09 am

Post by Herodotus »

Or you could remove all docs, BPT's, RB's, JK's, etc. and make all the goons bulletproof. Then whenever a kill fails, the goon who took the shot knows who one of their partners is.

Some would say the whole idea is "not mafia" because the informed minority has so little information.
Just because a majority of a group of people decide it's okay doesn't mean it's not murder. - Cobblerfone
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Post Post #3087 (ISO) » Thu Apr 21, 2011 3:08 pm

Post by Quilford »

3 Mafia Goons
6 Oracles
You are an
Oracle
. Every night you may PM me the name of one person. If you die, the roles of the people you have named in your PMs to me are publicly revealed.
Night start.

Thoughts?
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Post Post #3088 (ISO) » Thu Apr 21, 2011 3:09 pm

Post by Mist7676 »

Quilford wrote:3 Mafia Goons
6 Oracles
You are an
Oracle
. Every night you may PM me the name of one person. If you die, the roles of the people you have named in your PMs to me are publicly revealed.
Night start.

Thoughts?
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Post Post #3089 (ISO) » Thu Apr 21, 2011 3:15 pm

Post by Faraday »

chkflip wrote:
DarthYoshi's 13p Faith Plus One!


3x Mafia Goons

2x Town-aligned Faith Healers

1x Town-aligned Sane Cop

7x Vanilla Townies


Special Mechanic: If both Faith Healers protect the same person in one night, the protection is guaranteed to not work. Y'know, competing religions and whatnot.

Day start.

Just want to repost this because my open is super soon and I want to run this setup. I nominated it but it still needs seconds and so on. So you should so that. xD
I think hero's fix where there's one effective/one ineffective is probably better than both having 50% chances.
are you thinking of me when you're with somebody else?
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Post Post #3090 (ISO) » Thu Apr 21, 2011 3:42 pm

Post by Herodotus »

Quilford wrote:Thoughts?
Looks familiar.
And quite broken; the town should win most games just based on the investigations. Try simulating it using random actions (and a No Lynch on Day 1 unless the first person killed had investigated mafia.)
Just because a majority of a group of people decide it's okay doesn't mean it's not murder. - Cobblerfone
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Post Post #3091 (ISO) » Thu Apr 21, 2011 4:15 pm

Post by animorpherv1 »

Third Faith Plus One IF Faith Healers are unprotectable
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Post Post #3092 (ISO) » Fri Apr 22, 2011 5:03 pm

Post by DarthYoshi »

Animorpherv--in all versions, the FH's would not be allowed to self-protect, so the best case scenario for them cross-protecting each other would be in v. 1.1 and 1.2, where each protection still has a 50% chance of failure (is this what you were thinking of?).

In 1.3 and 1.4 (the versions w/ the fix Herodotus suggested), there is a 100% ineffective FH, so the FH's cannot effectively cross-protect.
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Post Post #3093 (ISO) » Fri Apr 22, 2011 5:17 pm

Post by animorpherv1 »

DarthYoshi wrote:Animorpherv--in all versions, the FH's would not be allowed to self-protect, so the best case scenario for them cross-protecting each other would be in v. 1.1 and 1.2, where each protection still has a 50% chance of failure (is this what you were thinking of?).

In 1.3 and 1.4 (the versions w/ the fix Herodotus suggested), there is a 100% ineffective FH, so the FH's cannot effectively cross-protect.

methinks if a FH protects another FH, the %chance of it working should be lowered to 0%. Otherwise, if the FH protects another FH, and random.org continually lets it go, the mafia aren't gonna be able to kill the FH.
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Post Post #3094 (ISO) » Fri Apr 22, 2011 7:37 pm

Post by animorpherv1 »

Also, Dethy Revisited:

1 Mafia Roleblocker
1 Sane Cop
1 Insane Cop
1 Paranoid Cop
1 Naive Cop
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Post Post #3095 (ISO) » Fri Apr 22, 2011 8:49 pm

Post by Olinea »

animorpherv1 wrote:Also, Dethy Revisited:

1 Mafia Roleblocker
1 Sane Cop
1 Insane Cop
1 Paranoid Cop
1 Naive Cop
Is this supposed to help skewed Mafia or Town win rates? Because being Roleblocked = confirmed as Town.
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Post Post #3096 (ISO) » Sat Apr 23, 2011 12:04 am

Post by Empking »

Olinea wrote:
animorpherv1 wrote:Also, Dethy Revisited:

1 Mafia Roleblocker
1 Sane Cop
1 Insane Cop
1 Paranoid Cop
1 Naive Cop
Is this supposed to help skewed Mafia or Town win rates? Because being Roleblocked = confirmed as Town.
Scum can WIFOM that.
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 #3097 (ISO) » Sat Apr 23, 2011 4:56 am

Post by drmyshottyizsik »

Empking wrote:
Olinea wrote:
animorpherv1 wrote:Also, Dethy Revisited:

1 Mafia Roleblocker
1 Sane Cop
1 Insane Cop
1 Paranoid Cop
1 Naive Cop
Is this supposed to help skewed Mafia or Town win rates? Because being Roleblocked = confirmed as Town.
Scum can WIFOM that.
Like crazy
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Post Post #3098 (ISO) » Sat Apr 23, 2011 12:55 pm

Post by animorpherv1 »

Also,
Partner Dethy


players

2 mafia, 6 Cops. Each Cop has a partner, which may or may not be a mafia member. Mafia can be partners with another mafia. Sanities are still unknown, and mafia still have a QT to themselves if they aren't partner

The Sanities are normal Sane, Insane, Naive, Paranoid

For example:

Sane - Cop & Mafia
Insane - Cop & Cop
Paranoid - Cop & Mafia
Naive - Cop & Cop
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Post Post #3099 (ISO) » Sat Apr 23, 2011 1:10 pm

Post by Empking »

Personally the fun of Dethy (as town) is purely the logic and I don't think they should water down the logic in that.
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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