[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #3625 (ISO) » Fri Aug 05, 2011 5:32 am

Post by Max »

Nikanor wrote:
Max wrote:What if the mafia have a one-shot unredirectable kill to counter that strategy?

So kind of like a one-shot tailor. That wouldn't be bad. As soon as the DRed claims, he's dead without hope.
Max wrote:And the DR would have to be VERY lucky to claim and redirect scum successfully.

Such is swinginess.


If somebody has the skill to make such a play successfully. I think they deserve to win.
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Post Post #3626 (ISO) » Fri Aug 05, 2011 5:34 am

Post by Nikanor »

Mafia's a team game, though. One townie shouldn't be able to pull a win by himself.
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Post Post #3627 (ISO) » Fri Aug 05, 2011 5:36 am

Post by Magister Ludi »

I think the traitor role is very interesting. I put it not quite as powerful as a mafia member. Usually I think more about setups, but here was one off the top of my head.

*Hide and Seek*

13 Players

2 Goons
1 Rolecop
3 Day Talking Neighbors
2 Lovers
1 Roleblocker
1 Jailkeeper
3 Day talking Neighbors

(2 Traitors to be assigned roles)

Now, the extra twist comes in that the traitors are randomly assigned to the pool of not mafia goons. It's rather swingy, if the traitors hit on the power roles, but I think it could be interesting.
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Post Post #3628 (ISO) » Fri Aug 05, 2011 5:40 am

Post by Max »

Nikanor wrote:Mafia's a team game, though. One townie shouldn't be able to pull a win by himself.


Any game with a vig has the same problem.
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Post Post #3629 (ISO) » Fri Aug 05, 2011 7:07 am

Post by Tragedy »

Reverse Execution Mafia
2 Traitors
CDB and the others for an awesome Reverse Mafia idea!

6 Vanilla Townies
1 Elite Bodyguard


2 Mafia One-Shot Role Cops


Notes

During the Day, everyone votes who shall be the Executioner. The executioner will choose whom to kill for the Day phase.
There isn't a Night Execution, since it will be a regular night.
Traitors win when Mafias gain meets their Win Condition by outnumbering the number of Non-Traitors while at least 1 Mafia Member is alive.
Elite Bodyguard protects and kills the first person who attempts to kill their target during the Night.

I blame you for this.
For I have been awaiting for another heart pounding segment of
Dokidoki Precure!


[10/15/2013 - 00:13] -
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Post Post #3630 (ISO) » Fri Aug 05, 2011 7:17 am

Post by Nikanor »

Ludi wrote:*Hide and Seek*

13 Players

2 Goons
1 Rolecop
3 Day Talking Neighbors
2 Lovers
1 Roleblocker
1 Jailkeeper
3 Day talking Neighbors

(2 Traitors to be assigned roles)

Now, the extra twist comes in that the traitors are randomly assigned to the pool of not mafia goons. It's rather swingy, if the traitors hit on the power roles, but I think it could be interesting.

You're right that it's too swingy as-is. If you're going to be doing a semi-smalltown game, you should make all of the smalltown roles different with about the same power. Start by taking out the neighbors and lovers, obviously.
Other than that I like the idea and think that you should work on it a bit more.
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Post Post #3631 (ISO) » Fri Aug 05, 2011 7:31 am

Post by Nikanor »

Tragedy wrote:2 Traitors
6 Vanilla Townies
1 Elite Bodyguard

2 Mafia One-Shot Role Cops

How is the town supposed to win?
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Post Post #3632 (ISO) » Fri Aug 05, 2011 7:41 am

Post by Tragedy »

Nikanor wrote:
Tragedy wrote:2 Traitors
6 Vanilla Townies
1 Elite Bodyguard

2 Mafia One-Shot Role Cops

How is the town supposed to win?


Lynch the Scum.
It takes logic out of it (Sort of).
It's sort of Obligatory for Executioner to be chosen.
But during the Night, Elite Bodyguard can come defend someone, but although It's not easy to do so...
...Maybe I need to add a Town PR.
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Post Post #3633 (ISO) » Fri Aug 05, 2011 7:50 am

Post by Nikanor »

The problem is that town will lose if they don't lynch scum before n2. Replacing a traitor with a townie might fix this a bit, but I'm too lazy to actually do the math atm.
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Post Post #3634 (ISO) » Fri Aug 05, 2011 8:00 am

Post by Tragedy »

Reverse Execution Mafia
1 Traitor
CDB and the others for an awesome Reverse Mafia idea!

7 Vanilla Townies
1 Elite Bodyguard
1 Roleblocker


2 Mafia One-Shot Role Cops


Notes

During the Day, everyone votes who shall be the Executioner. The executioner will choose whom to kill for the Day phase.
There isn't a Night Execution, since it will be a regular night.
Traitors win when Mafias gain meets their Win Condition by outnumbering the number of Non-Traitors while at least 1 Mafia Member is alive.
Elite Bodyguard protects and kills the first person who attempts to kill their target during the Night.



Fixed and added a Roleblocker, Making it sort of like 9-3.
I blame you for this.
For I have been awaiting for another heart pounding segment of
Dokidoki Precure!


[10/15/2013 - 00:13] -
Tragedy
~
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Post Post #3635 (ISO) » Fri Aug 05, 2011 9:37 am

Post by drmyshottyizsik »

I Got Your Back Mafia

1 Shot Doctor
1 Shot Jail Keeper
1 Shot Blacksmith
1 Universal Back Up
6 VTs


1 Mafia 1 Shot Night Roll Cop
1 Mafia 1 Shot Day Roll Cop
1 Mafia Universal Back Up


UB do take effect at lynches now.
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Post Post #3636 (ISO) » Fri Aug 05, 2011 12:55 pm

Post by BBmolla »

Gunmakers and Funtakers

13 Players
Mafia:
1 Mafia Goon
1 Mafia Day Bomb(If shot during day, dies, but also kills whoever shot them.)
1 Mafia Roleblocker

Town:
1 Day-Doc(Chooses someone at night to protect during the day)
1 Night-Doc(Normal Doc)
2 Gunmakers(Gives a gun to another player each night. The player is told they recieved the gun and may use it during the day to daykill someone.)
6 VTs

?
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Post Post #3637 (ISO) » Fri Aug 05, 2011 1:22 pm

Post by theplague42 »

BBmolla wrote:
Gunmakers and Funtakers

13 Players
Mafia:
1 Mafia Goon
1 Mafia Day Bomb(If shot during day, dies, but also kills whoever shot them.)
1 Mafia Roleblocker

Town:
1 Day-Doc(Chooses someone at night to protect during the day)
1 Night-Doc(Normal Doc)
2 Gunmakers(Gives a gun to another player each night. The player is told they recieved the gun and may use it during the day to daykill someone.)
6 VTs

?

I really like this concept. Should the roleblocker be able to block daykills, too? Would be an interesting addition. Might make it unbalanced toward the mafia, though. Would people be allowed to stack/bank guns? Or does an unused gun disappear at the end of the day?
Part of the problem.
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Post Post #3638 (ISO) » Fri Aug 05, 2011 1:38 pm

Post by Empking »

Shotty: What is a Blacksmith.
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 #3639 (ISO) » Fri Aug 05, 2011 1:42 pm

Post by BBmolla »

theplague42 wrote:
BBmolla wrote:
Gunmakers and Funtakers

13 Players
Mafia:
1 Mafia Goon
1 Mafia Day Bomb(If shot during day, dies, but also kills whoever shot them.)
1 Mafia Roleblocker

Town:
1 Day-Doc(Chooses someone at night to protect during the day)
1 Night-Doc(Normal Doc)
2 Gunmakers(Gives a gun to another player each night. The player is told they recieved the gun and may use it during the day to daykill someone.)
6 VTs

?

I really like this concept. Should the roleblocker be able to block daykills, too? Would be an interesting addition. Might make it unbalanced toward the mafia, though. Would people be allowed to stack/bank guns? Or does an unused gun disappear at the end of the day?

Hm.
I feel that if guns disappeared it would influence people to shoot more, so I feel like people should keep guns they get.
No stacking guns though. One gun would be it.

Ideally, this is probably how it would play out.

13 players D1
10 players D2
7 players D3
4 players D4

Of course, things could happen, like gunmakers being roleblocked and such.

Due to the above ending with 4, I could either possibly remove a VT to make it:
12 players D1
9 players D2
6 players D3
3 players D4

I think Roleblocker can block any action originally performed at night, aka, Day Doc, Night Doc, and Gunmakers. People may not be stopped from shooting though.
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Post Post #3640 (ISO) » Fri Aug 05, 2011 1:44 pm

Post by drmyshottyizsik »

Empking wrote:Shotty: What is a Blacksmith.

Maybe it's gun smith, idk I know there's a role with a similar name. It's someone who can detect someone who has a weapon.
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Post Post #3641 (ISO) » Fri Aug 05, 2011 2:36 pm

Post by Tragedy »

drmyshottyizsik wrote:
Empking wrote:Shotty: What is a Blacksmith.

Maybe it's gun smith, idk I know there's a role with a similar name. It's someone who can detect someone who has a weapon.

It
is
Gunsmith.
People rename it different, anyways (Especially since Gunsmith is the named used on EpicMafia). >_>
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For I have been awaiting for another heart pounding segment of
Dokidoki Precure!


[10/15/2013 - 00:13] -
Tragedy
~
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Post Post #3642 (ISO) » Fri Aug 05, 2011 9:10 pm

Post by Maruchan »

drmyshottyizsik wrote:
Shadowmod wrote:
drmyshottyizsik wrote:[...]
No they do not.

Also, yes UB's come into effect if the shot has been used.


So the PRs can just perform their one shots, possibly confirm quite a good amount of townies in the process and all scum achieves by killing them off (which would require at least four or five nights!) is that unlimited backups come into play... Of course town would go cop and blacksmith claim first, I goess. So the backups becoe investigative and with doctor and JK still alive and saving their shots scum could not even kill those... Seriously, way too much confirmation power for town.

Forgot to say this. UB don't take effect for lynches.

also, if all PRs used up their roles, then claimed, maf would be more inclined to kill a NON-CLAIMED, because they could A: hit a backup, B: the current claimed are now useless
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Post Post #3643 (ISO) » Fri Aug 05, 2011 9:11 pm

Post by drmyshottyizsik »

Maruchan wrote:
drmyshottyizsik wrote:
Shadowmod wrote:
drmyshottyizsik wrote:[...]
No they do not.

Also, yes UB's come into effect if the shot has been used.


So the PRs can just perform their one shots, possibly confirm quite a good amount of townies in the process and all scum achieves by killing them off (which would require at least four or five nights!) is that unlimited backups come into play... Of course town would go cop and blacksmith claim first, I goess. So the backups becoe investigative and with doctor and JK still alive and saving their shots scum could not even kill those... Seriously, way too much confirmation power for town.

Forgot to say this. UB don't take effect for lynches.

also, if all PRs used up their roles, then claimed, maf would be more inclined to kill a NON-CLAIMED, because they could A: hit a backup, B: the current claimed are now useless

exactly.
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Post Post #3644 (ISO) » Fri Aug 05, 2011 9:11 pm

Post by drmyshottyizsik »

Or they would kill them, because they are confirmed town.
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Post Post #3645 (ISO) » Fri Aug 05, 2011 9:12 pm

Post by Maruchan »

Max wrote:You see. Initially I thought that 1 DR might be too heavy without the one shot because scum could easily get screwed over.

Also, the chance of a false negative with the role played properly would be much lower.

Scum -> Townie looking players
DR -> Scummie looking players.

Though it might encourage some interesting night kills.

If the DR was not a one-shot would you feel the mini-size would be appropriate?

if the DR chose the non-killing scum and a townie, you'd get false innos, which if I am thinking correctly, you just completely screwed up any positive statistics this role can do. no "innocent" from him is viable ,so his only viability is on the what, 20 some odd percent chance he chooses the night-killing mafia.
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Post Post #3646 (ISO) » Fri Aug 05, 2011 9:20 pm

Post by Maruchan »

Also I like the guy's setup involving the two gunsmiths. I would love to play that any time.
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Post Post #3647 (ISO) » Sat Aug 06, 2011 3:20 am

Post by Quilford »

(It's Not All) Doom and Gloom



1
SK Arsonist
(can Douse one person per night, can choose to kill all Doused players only at night, cannot do both in the same night)

1
SK Doomer
(can Doom two people per night, cannot doom the same person twice, cannot Doom the same two people on successive nights, if someone is Doomed twice they die)

y
Innocent Children
(can PM the mod to be confirmed as innocent in thread at any time, if more than 1 they cannot both be confirmed as innocent on the same day)

x
Vanilla Townies



Instant nights (actions must be submitted before someone is lynched)
If a townie is ever Doomed and Doused, they become unkillable except via lynch
Townies are not informed if they are Doomed or Doused



Thoughts? What should x and y be? Should Serial Killers be able to be Doomed or Doused?
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Post Post #3648 (ISO) » Sat Aug 06, 2011 11:24 am

Post by Empking »

y should equal 0 and x should equal 4 or 5 :P

Source Code


Nightless

1 Kingpin (Scum lose if he's lynched.)
1 Goon

4 Townies

The game only lasts for three days. Town do not die when lynched.
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 #3649 (ISO) » Sat Aug 06, 2011 11:31 am

Post by Quilford »

Empking wrote:y should equal 0 and x should equal 4 or 5 :P

Seriously?

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