[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #5900 (ISO) » Wed May 22, 2013 3:37 am

Post by JacobSavage »

Didn't consider that...
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Post Post #5901 (ISO) » Wed May 22, 2013 4:07 am

Post by IceGuy »

In post 5899, LlamaFluff wrote:
In post 5883, IceGuy wrote:
Two Chances


3 Mafia Goons
1 Tracker
1 Watcher
2 JKs

Every night, the scum has to send out one scum player to intimidate a town player. The target of the intimidation or the fact that it failed will be publicly revealed. Intimidation has no other effects. If scum doesn't send in an action, it'll be randomized.

The first town player lynched stays in game as confirmed town.
Day one massclaim. 67%+ town win.
Shit.
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Post Post #5902 (ISO) » Wed May 22, 2013 4:17 am

Post by IceGuy »

Two Chances


3 Mafia Goons
4 Night Clerks

Every night, the scum has to send out one scum player to intimidate a town player. The intimidation has no effects. If scum doesn't send in an action, it'll be randomized. They have no kill.

A Night Clerk can investigate a player and will receive "Yes" if they were either the target or the instigator of an intimidation, and "No" otherwise. They are not able to investigate themselves.

The first town player that gets lynched stays alive as confirmed town. A second mislynch means instawin for scum.
Last edited by IceGuy on Fri May 24, 2013 12:31 am, edited 1 time in total.
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Post Post #5903 (ISO) » Wed May 22, 2013 3:08 pm

Post by LlamaFluff »

Kinda spitballing something

Delayed Mafia


10x Vanilla Town
2x Mafia Goon

Mafia kill is delayed and resolves at the end of the following night instead (scum kill player A night one, player A dies at lynch ).

Basically taking mountainous and removing the D1 scumkill and somewhat nerfing subsequent kills.
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Post Post #5904 (ISO) » Wed May 22, 2013 3:46 pm

Post by Mr. Flay »

One of the Wheel of Time games had a delayed death mechanic for NKs. It was SUPERannoying for scum not being able to shut anybody up immediately, but that was a PR-heavy game.
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Post Post #5905 (ISO) » Thu May 23, 2013 2:09 am

Post by quadz08 »

I like the idea of delayed actions, but I don't think a mountainous setup is the place for it. Mountainous is frustrating enough without adding additional consternation for both sides.
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Post Post #5906 (ISO) » Thu May 23, 2013 2:50 am

Post by LlamaFluff »

In post 5905, quadz08 wrote:I like the idea of delayed actions, but I don't think a mountainous setup is the place for it. Mountainous is frustrating enough without adding additional consternation for both sides.
With roles though you need to make them exceedingly week (or all delayed - that can work too) or scum are going to be in trouble.
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Post Post #5907 (ISO) » Thu May 23, 2013 3:18 am

Post by Cheery Dog »

An example of that would be Micro 17.
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Post Post #5908 (ISO) » Thu May 23, 2013 3:49 am

Post by Siveure DtTrikyp »

I was thinking for the original two chances that scum just claimed JK and you have 2 prs but not much else.
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Post Post #5909 (ISO) » Thu May 23, 2013 4:11 am

Post by quadz08 »

There's also Timeshift Mafia. I actually designed this setup as part of a mish-mash game, and d3f3nd3r liked it enough to run it. All abilities were delayed, but the SK had a 1-shot timeshift that forced all abilities to resolve "correctly" (on the night they were used), a regular kill, and a 1-shot timeshifted kill (where only that kill resolved the night it was used).
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Post Post #5910 (ISO) » Thu May 23, 2013 4:19 am

Post by IceGuy »

In post 5908, Siveure DtTrikyp wrote:I was thinking for the original two chances that scum just claimed JK and you have 2 prs but not much else.
If all scum would claim JK, you'd have three scum and two real JKs, and you have four lynches to hit the three scum out of five people.

Also, I'd be interested in more opinions re: the new suggestion.
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Post Post #5911 (ISO) » Thu May 23, 2013 2:16 pm

Post by LlamaFluff »

In post 5909, quadz08 wrote:There's also Timeshift Mafia. I actually designed this setup as part of a mish-mash game, and d3f3nd3r liked it enough to run it. All abilities were delayed, but the SK had a 1-shot timeshift that forced all abilities to resolve "correctly" (on the night they were used), a regular kill, and a 1-shot timeshifted kill (where only that kill resolved the night it was used).
I guess you can even add some roles to do something like

6x Vanilla Town
1x Macho Cop
1x Doctor

vs

3x Goon

With all actions being delayed by a night. Note 12P intentionally as while first day is 12 alive, D2 starts 11 alive (no kill yet).
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Post Post #5912 (ISO) » Thu May 23, 2013 10:12 pm

Post by SoraAdvent »

In post 5909, quadz08 wrote:There's also Timeshift Mafia. I actually designed this setup as part of a mish-mash game, and d3f3nd3r liked it enough to run it. All abilities were delayed, but the SK had a 1-shot timeshift that forced all abilities to resolve "correctly" (on the night they were used), a regular kill, and a 1-shot timeshifted kill (where only that kill resolved the night it was used).
Took part in that game as scum, and I'm just gonna say that it was both fun(in that we had to strategize) and slightly annoying to have our kills delayed.

I think giving scum a one-shot non-delayed kill would be great.
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Post Post #5913 (ISO) » 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 #5914 (ISO) » Fri Jun 07, 2013 3:49 pm

Post by LlamaFluff »

Can you give an example of how the setup would work better?

Throwing this out there though:

Liability Insurance


1x Town Leader
9x Vanilla Town
1x Mafia Leader
2x Mafia Goon

Pre-Game town leader and mafia leader selects two players each they do
not
want to receive the following roles:

Cop
Vigilante

Once all the names are collected, the two roles are given out to two of the players still eligible for the roles.

Its basically a game giving scum and town a little bit of sway over who is going to get the role, letting them do things like keep the cop out of strong town player hands, or vig out of a player they don't trust. Same time scum can avoid those roles going to certain players.

Only two roles because town leader, while not publicized, is basically an innocent child.
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Post Post #5915 (ISO) » Fri Jun 07, 2013 3:51 pm

Post by ferretlover »

Is it possible for the Mafia to get Cop/Vig?

lol
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Post Post #5916 (ISO) » Sun Jun 09, 2013 5:47 am

Post by JasonWazza »

In post 5915, ferretlover wrote:Is it possible for the Mafia to get Cop/Vig?
This because if they do that could quickly cause problems. (Also somewhat of an egopost :shifty:)
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Post Post #5917 (ISO) » 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 #5918 (ISO) » Sun Jun 09, 2013 7:11 am

Post by borkjerfkin »

In post 5914, LlamaFluff wrote:Its basically a game giving scum and town a little bit of sway over who is going to get the role, letting them do things like keep the cop out of strong town player hands, or vig out of a player they don't trust. Same time scum can avoid those roles going to certain players.
unintended side effect is that a scum fakeclaim could be immediately shut down due to town leader unknowingly blackballing scum from cop/vig, which i don't think you wanted
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Post Post #5919 (ISO) » Sun Jun 09, 2013 7:14 am

Post by JasonWazza »

Maybe inform the scum that they were picked not to become a PR (though that runs different risks)
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Post Post #5920 (ISO) » Sun Jun 09, 2013 12:59 pm

Post by LlamaFluff »

In post 5918, borkjerfkin wrote:
In post 5914, LlamaFluff wrote:Its basically a game giving scum and town a little bit of sway over who is going to get the role, letting them do things like keep the cop out of strong town player hands, or vig out of a player they don't trust. Same time scum can avoid those roles going to certain players.
unintended side effect is that a scum fakeclaim could be immediately shut down due to town leader unknowingly blackballing scum from cop/vig, which i don't think you wanted
Its actually far from the worst thing that can happen (as it catches the town who is essentially an IC).

What probably could (should) be done is give Mafia Leader investigative immunity.

The setup quickly turns into

Cop
Vig
IC (not public)
7x VT

vs

GF
2x Goon

That's probably going to be mild town sided but not by a massive amount.

Also scum (and leaders) cant draw PRs. Only the VT slots can get upgrades.
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Post Post #5921 (ISO) » Sun Jun 09, 2013 1:09 pm

Post by BBmolla »

Cold Stone
1 Vanilla Cop
1 Cop
3 VTs

1 Goon
1 Godfather

?

Similar to Carbon 14, but both cops are useful. Just differently useful. Vanilla Cop is more powerful obviously. Maybe make Godfather variate with a Goon?

Edit:
Cold Stone V2
1 Vanilla Cop
1 Cop
3 VTs

1 Goon
1 Godfather OR Goon
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Post Post #5922 (ISO) » Sun Jun 09, 2013 1:41 pm

Post by ferretlover »

What the fuck is a Vanilla Cop?
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Post Post #5923 (ISO) » Sun Jun 09, 2013 3:53 pm

Post by Leafsnail »

Checks if the player is vanilla or not, I think.
In post 5920, LlamaFluff wrote: The setup quickly turns into

Cop
Vig
IC (not public)
7x VT

vs

GF
2x Goon
It's not really an IC, it's more like a named townie since scum can contest the claim.
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Post Post #5924 (ISO) » Sun Jun 09, 2013 11:58 pm

Post by Cheery Dog »

Vanilla Cop shows vanilla on goon and non-vanilla on Cop/godfather?
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