[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #7725 (ISO) » Tue Nov 04, 2014 9:35 am

Post by ika »

In post 7723, Mr. Rogers wrote:1)Should the friendly get outed earlier there are still means for the town to get confirmeds

1)Cause of how the setup is open, the moment a mafia is lynched, that guy's neighbor is confirmed town

2)I think this and the fear of outing the friendly may encourage town players to claim late.

Momentum is gonna be important in the game


1) i would argue an early (d2) massclaim is better then late

2) but that same fear would also be used to try to out them day 1.

your main problem does lie withing the "scum lynched other is town", you could just do randomization of neighborhood distribution so its all WIFOM

In post 7724, Bicephalous Bob wrote:
In post 7722, ika wrote:my only problem with that is that friendly neighbor can easily be outed if everyone claims who they are neighbors with

the incentive for everyone to keep their hoods hidden is the best thing about this setup

the friendly neighbor is redundant since he can already confirm himself by claiming

I'd change him to a lonely townie


i was thinking of making it a "named townie"
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Post Post #7726 (ISO) » Tue Nov 04, 2014 10:52 am

Post by BBmolla »

In post 7721, Mr. Rogers wrote:
In post 7602, Mr. Rogers wrote:
Would You Like to be my Neighbor Mafia

1 Town Neighbor with Mafia Neighbor
1 Town Neighbor with Mafia Neighbor
1 Town Neighbor with Town Neighbor
1 Town Neighbor with Town Neighbor
1 Friendly Neighbor

Anyone think this setup has bad balance?

Who are nieghbors with each other?

My only problem is day 1 lylo.
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Post Post #7727 (ISO) » Tue Nov 04, 2014 10:54 am

Post by ika »

7v2 is lylo?
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Post Post #7728 (ISO) » Tue Nov 04, 2014 11:53 pm

Post by BBmolla »

In post 7727, ika wrote:7v2 is lylo?

I misread.
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Post Post #7729 (ISO) » Wed Nov 05, 2014 2:35 pm

Post by PokerFace »

In post 7725, ika wrote:
In post 7723, Mr. Rogers wrote:1)Should the friendly get outed earlier there are still means for the town to get confirmeds

1)Cause of how the setup is open, the moment a mafia is lynched, that guy's neighbor is confirmed town

2)I think this and the fear of outing the friendly may encourage town players to claim late.

Momentum is gonna be important in the game


1) i would argue an early (d2) massclaim is better then late

2) but that same fear would also be used to try to out them day 1.

your main problem does lie withing the "scum lynched other is town"
, you could just do randomization of neighborhood distribution so its all WIFOM

In post 7724, Bicephalous Bob wrote:
In post 7722, ika wrote:my only problem with that is that friendly neighbor can easily be outed if everyone claims who they are neighbors with

the incentive for everyone to keep their hoods hidden is the best thing about this setup

the friendly neighbor is redundant since he can already confirm himself by claiming

I'd change him to a lonely townie


i was thinking of making it a "named townie"

Without that problem the game is mountaineous with neighbors and that would favor the scum. I want that problem there as a momentum factor that could help town

I'm basically making one neighbor only random pairing game (Culdasac) and 1 organized neighbors with additional roles (WYLTBMN). And as one is 9 player and other is 11. The 9 player one definatly needs something more than random pairings to give town a chance
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Post Post #7730 (ISO) » Wed Nov 05, 2014 2:42 pm

Post by ika »

you could always make the lone town a cop/doc or an X-shot variation

i see your problem but theres nto much you can exactly do
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Post Post #7731 (ISO) » Wed Nov 05, 2014 3:06 pm

Post by Bicephalous Bob »

In post 7729, PokerFace wrote:Without that problem the game is mountaineous with neighbors and that would favor the scum.

no, there's one player who confirm himself by claiming and two others who can confirm themselves by getting their partner killed
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Post Post #7732 (ISO) » Thu Nov 06, 2014 4:17 am

Post by PokerFace »

There is that^ too. And as I WANT THOSE, I don't think i have a problem

Gives scum obstacles to overcome, in a setup that would otherwise favor them
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Post Post #7733 (ISO) » Thu Nov 06, 2014 4:58 am

Post by wgeurts »

Thoughts: http://wiki.mafiascum.net/index.php?title=Epidemic

@
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Would you be able to put my final version of elements mafia on a trial run?
We need more larger setups.
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Post Post #7734 (ISO) » Sun Nov 09, 2014 11:27 pm

Post by BBmolla »

Merlin Vengeful 7p


7 Players

2 Mafia Goons

1 Town Merlin
4 Vanilla Townies


  • Nightless
  • When a town player is lynched at an odd number of players (7, 5, 3) the town player gets a vengekill.
  • Merlin is privately informed who is scum at start of the game.
  • Players flip "Town" instead of their role.
  • If scum are all lynched, they must choose one player who they believe is the merlin. If they guess correctly they win.


Now that I'm thinking, might be better if it's just normal vengeful 7p instead of just 2 goons.
Last edited by BBmolla on Mon Nov 10, 2014 12:08 am, edited 1 time in total.
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Post Post #7735 (ISO) » Sun Nov 09, 2014 11:56 pm

Post by JasonWazza »

I like the Merlin vengeful, but is it 7 or 9 players?
Returning win rate: 4/1, 80%
In the process of creating a game to mod, we will see what it holds.
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Post Post #7736 (ISO) » Mon Nov 10, 2014 12:08 am

Post by BBmolla »

7 sorry
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Post Post #7737 (ISO) » Mon Nov 10, 2014 1:37 am

Post by TierShift »

Hey this is very close to the setup I posted here with the third party that knows all the scum, except here it isn't town's job to find him out, but scum's.

Do you consider merlin postive or negative utility? I'm still on the fencem I think it's pretty easy to find out.
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Post Post #7738 (ISO) » Mon Nov 10, 2014 3:38 am

Post by JasonWazza »

It's both, it's positive in that Town knows who scum is, but it's negative that if they are too obvious then it's a free win for scum.
Returning win rate: 4/1, 80%
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Post Post #7739 (ISO) » Mon Nov 10, 2014 7:33 am

Post by BBmolla »

In post 7737, TierShift wrote:I'm still on the fencem I think it's pretty easy to find out.

It's not, I played a couple rounds of it last night. I think it might be too easy to win as town even if the merlin is straight up never even pushing on actual scum.

Would have to test a bit more.
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Post Post #7740 (ISO) » Sun Nov 16, 2014 12:38 am

Post by PokerFace »

In post 7739, BBmolla wrote:
In post 7737, TierShift wrote:I'm still on the fencem I think it's pretty easy to find out.

It's not, I played a couple rounds of it last night. I think it might be too easy to win as town even if the merlin is straight up never even pushing on actual scum.

Would have to test a bit more.

8-4 nightless is town sided in practice though not in odds
(1/3 of 12 is scum)^

4+1 to 2 nightless might be town sided in practice
(1/3 of 6 is scum)

Not sure how to advise you fix.
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Post Post #7741 (ISO) » Tue Nov 18, 2014 4:13 am

Post by PokerFace »

you could try

2 scum
3 vanilla
1 merlin

and see if that is better balanced
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Post Post #7742 (ISO) » Tue Nov 18, 2014 8:24 am

Post by Siveure DtTrikyp »

How about.

1 scum
1 merlin
2 town

If merlin is lynched town loses. If town is lynched d1 it goes to d2. If scum is lynched either day they must guess who merlin is to win.
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Post Post #7743 (ISO) » Tue Nov 18, 2014 9:55 am

Post by Goblin »

Judge, Jury, and Executioner

Two stage mafia game

4 vanilla town

1 town judge
1 town executioner

1 town suspect

1 mafia goon
1 mafia suspect


Unique Roles

Judge - Approves all night actions and knows criminal identities (not affiliations)
Town Executioner - Town vigilante that can night kill convicted players
Suspect - A type of lynchee except one is innocent and the other is guilty

Two Stages

Suspects take two lynches to kill. The first lynch is known as the conviction, and the second lynch is a plain kill.
The first conviction serves solely to keep the game going upon a D1 correct lynch, and activates the town executioner power.
Lynching someone who isn't a suspect, for whatever reason, would only take one attempt.

Town Win-Con

Eliminate the guilty suspect

Mafia Win-Con

Make sure the innocent suspect is killed OR have more players than town

Generic Intro

The town is in uproar. [Insert Mod Here] was killed in a violent murder. The courts are vigorously trying to resolve justice. A jury of 4 townies are brought together to determine the fate of the two suspects, witnessed both at the scene of the crime by none other then the presiding judge. The forensics show that only one man was responsible for the murder, and may be connected with the mafia. The court must bring justice to the murder, by executing the man responsible. They must act quick. There's word that the mafia are planning to set their man free.
:cop: :cop: :cop:
I think there are 5 scenarios this game can unfold under this set-up. 3 of them involve the judge claiming D1 and the last two do not.
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Post Post #7744 (ISO) » Tue Nov 18, 2014 9:55 am

Post by Goblin »

Fun set-up. I haven't seen anyone run it here.
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Post Post #7745 (ISO) » Tue Nov 18, 2014 10:39 am

Post by Siveure DtTrikyp »

5 scenarios.

I think someone suggested something VERY similar to that and it got shot down pretty fast. Not really mafia.
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Post Post #7746 (ISO) » Tue Nov 18, 2014 10:46 am

Post by Goblin »

It has 1 scum faction, confusion, night roles, and realistic win conditions. I think it fits the general theme of mafia.
Plus this is a proven and common set-up in some places. Are you sure no one has ran it before?
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Post Post #7747 (ISO) » Tue Nov 18, 2014 11:13 am

Post by Bicephalous Bob »

Can the judge stop every nightkill?
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Post Post #7748 (ISO) » Tue Nov 18, 2014 11:14 am

Post by Bicephalous Bob »

Also, what incentive does town have to lynch outside the suspects? It seems like that would only delay the inevitable.
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Post Post #7749 (ISO) » Tue Nov 18, 2014 11:19 am

Post by Bicephalous Bob »

never mind the second question

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