[OLD] Open Setup Discussion and Nominations

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #1925 (ISO) » Sat Mar 01, 2008 2:30 am

Post by Max »

Third

Two of Four (Cop Doc RB Miller)
Two of Four (Cop Doc RB Townie)
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Post Post #1926 (ISO) » Sat Mar 01, 2008 4:31 am

Post by Thok »

xyzzy wrote:I fear that the town could probably get at least 1 or 2 scum lynches based entirely on who JK'd who. I imagine that this would be very easy to break - just lynching anyone a claimed JK states they JK'd would likely catch scum.
Pretty sure this is a bad stategy, as you don't know if the kill was stopped by a protection or a roleblock. Also, scum could choose to NK, or to fakeclaim Jailkeeper.
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Post Post #1927 (ISO) » Sat Mar 01, 2008 5:57 am

Post by Xylthixlm »

Who Do You Believe?
3 mafia
3 cops
3 millers
3 townies

Night start, no role reveal on death. Millers know they are millers.
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Post Post #1928 (ISO) » Mon Mar 03, 2008 4:01 pm

Post by PookyTheMagicalBear »

mass claim probably owns that setup
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Post Post #1929 (ISO) » Mon Mar 03, 2008 4:32 pm

Post by Xylthixlm »

It would if roles were revealed on death. With roles secret even after death? I'm not sure.
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Post Post #1930 (ISO) » Mon Mar 03, 2008 5:14 pm

Post by PookyTheMagicalBear »

i didnt actually read up to the no reveal part.
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Post Post #1931 (ISO) » Mon Mar 03, 2008 6:16 pm

Post by Thesp »

Speed mechanics don't really fit with Normal, I think. Roles with multiple alignments
definitely
aren't Normal.
ooba wrote:Ooba 8

2 Mafia
1 Cop
1 Night Vig
4 Townies
I do think it's kind of sad that a person must specify a
Night
Vig in an Open Game Setup. :(

No reveal setups are also distinctly non-normal, barring some extremely special circumstance I don't foresee.

Going to be run (first three going in the queue now):

Mini Love
(Open 65)[/b] - 2 Mafia, 1 Treacherous Lover, 3 Lovers, 1 Doc, 5 Townies, Daystart (0/12) - Mod: [/u]
Quack Multiball
(Open 66)[/b] - 2 Mafia, 2 Werewolves, 2 Insane Quacks (kill pro-town players), 6 Doctors (0/12) - Mod: [/u]
Two of Four (a7)
(Open 67)[/b] - 2 Mafia, 3 Townies, 2 distinct of (Cop/Doc/RB/Miller), Daystart (0/7) - Mod: [/u]
Two of Four (b7)
(Open 68)[/b] - 2 Mafia, 3 Townies, 2 distinct of (Cop/Doc/RB/Townie), Daystart (0/7) - Mod: [/u]
Two of Four (a9)
(Open 69)[/b] - 2 Mafia, 3 Townies, 2 distinct of (Cop/Doc/RB/Miller), Daystart (0/9) - Mod: [/u]
Two of Four (b9)
(Open 70)[/b] - 2 Mafia, 3 Townies, 2 distinct of (Cop/Doc/RB/Townie), Daystart (0/9) - Mod: [/u]
Jester Mafia
(Open 71)[/b] - 2 Mafia, 1 Jester, 8 Townies (0/11) - Mod: [/u]
Mountainous Multiball
(Open 72)[/b] - 2 Mafia, 2 Werewolves, 8 Townies (0/12) - Mod: [/u]
Assassin in the Palace
(Open 73)[/b] - 1 Assassin, 1 King, 7 Guards, Nightless* (0/9) - Mod: [/u]
C/9ths
(Open 74)[/b] - 2 Mafia, 10 players each with 1/18ths chance of being Cop, 1/18ths chance of Doc, 8/9ths of Townie (0/12) - Mod: [/u]
Last edited by Thesp on Tue Mar 04, 2008 5:35 am, edited 1 time in total.
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Post Post #1932 (ISO) » Mon Mar 03, 2008 7:09 pm

Post by Oman »

AITP is back on the open list? AWESOME!
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Post Post #1933 (ISO) » Tue Mar 04, 2008 5:25 am

Post by Kelly Chen »

Opens 69 and 70 are meant to be 9-player, is that right?

I got my eye on playing a couple of these.

I do not think C/9ths is a good setup as defined though. The town's incredulity at having 9 cops is not going to come close to balancing the fact that they have them, when it happens.
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Post Post #1934 (ISO) » Tue Mar 04, 2008 5:37 am

Post by Thesp »

Kelly Chen wrote:Opens 69 and 70 are meant to be 9-player, is that right?
Fixed, thanks!

I'm intrigued to see what comes of C/9ths - I know there's that ever-so-slight possibility that all town roles are cops, but it's unlikeliness makes it more appreciable. (And if it did genuinely happen, the game would be mercifully brief, at the least!)
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Post Post #1935 (ISO) » Tue Mar 04, 2008 6:45 am

Post by Max »

why don't we edit set up so all cops after the first (if any) have an equal chance of being sane, insane, naive, paranoid.
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Post Post #1936 (ISO) » Tue Mar 04, 2008 7:12 am

Post by Kelly Chen »

I could see taking one of the ninths from the "townie" slice and splitting it between useless cop (naive/paranoid) and quack. That leaves the average number of useful roles the same, and makes a scum power role claim a little more plausible.
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Post Post #1937 (ISO) » Tue Mar 04, 2008 8:51 am

Post by Max »

So C/9ths Mark II

2 mafia
10 townies, 1/18th cop, 1/36th naive cop, 1/36th paranoid com, 1/18th doc, 1/18th quack, 7/9ths town.

What about that?
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Post Post #1938 (ISO) » Tue Mar 04, 2008 12:15 pm

Post by shaft.ed »

Why is it set up as 2/10 again?
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Post Post #1939 (ISO) » Tue Mar 04, 2008 1:34 pm

Post by Kelly Chen »

I guess the opinion is that 2:10 is biased in favor of scum, so give the town half a cop and half a doc or so. I personally think 2:10 is biased in favor of those not playing.

I guess I'd say it would probably be better minus two townies, and probabilities refigured accordingly.
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Post Post #1940 (ISO) » Wed Mar 05, 2008 7:12 am

Post by mith »

Not at all sure of the balance on this one (or even if it would be any fun), but...

Kingmaker in the Palace


1 Assassin
1 Kingmaker
X Guards

Each night, the Kingmaker chooses a King. All the Guards are then told who the King is. During day, discussion continues until the King sends "Execute: Player" by PM to the Mod. If the Assassin is chosen for execution, he gets a vengeful kill, and he wins if he kills the King-for-a-Day.
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Post Post #1941 (ISO) » Wed Mar 05, 2008 8:33 am

Post by Xylthixlm »

What happens if the Kingmaker chooses the Assassin to be King?
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Post Post #1942 (ISO) » Wed Mar 05, 2008 9:36 am

Post by Max »

He wins cos he'll commit suicide
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Post Post #1943 (ISO) » Wed Mar 05, 2008 10:50 am

Post by TheSweatpantsNinja »

What if the kingmaker dies?
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Post Post #1944 (ISO) » Wed Mar 05, 2008 11:18 am

Post by mith »

What happens if the Kingmaker chooses the Assassin to be King?
The Assassin becomes King for the day, gets rid of a Guard for free, and the game continues.

If the Kingmaker dies, a random Guard becomes the Kingmaker (like in the usual Kingmaker setup).
Last edited by mith on Wed Mar 05, 2008 11:21 am, edited 1 time in total.
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Post Post #1945 (ISO) » Wed Mar 05, 2008 11:21 am

Post by shaft.ed »

mith wrote:Not at all sure of the balance on this one (or even if it would be any fun), but...

Kingmaker in the Palace


1 Assassin
1 Kingmaker
X Guards

Each night, the Kingmaker chooses a King. All the Guards are then told who the King is. During day, discussion continues until the King sends "Execute: Player" by PM to the Mod. If the Assassin is chosen for execution, he gets a vengeful kill, and he wins if he kills the King-for-a-Day.
It seems as though whoever even suggests the King should be killed is clearly the assassin since they're the only one out of the loop.
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Post Post #1946 (ISO) » Wed Mar 05, 2008 11:32 am

Post by xyzzy »

Second: KITP
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Post Post #1947 (ISO) » Wed Mar 05, 2008 4:16 pm

Post by Phate »

Shaft.ed, what's your point? If they vote him based on that, it will be obvious that the player he suggested was the king, and he'll win.
I will fuck up your name and gender. Deal with it.

PM me to replace into Infection Mafia, a semi-open Mini Theme.
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Post Post #1948 (ISO) » Thu Mar 06, 2008 3:09 am

Post by mith »

Actually, I see what his point is. In the usual AitP setup, the town would have to vote for him and do so without giving away why they're going it. In KitP, however, the King kills privately, so day could be over before the Assassin has any chance to get a read on who the Guards are protecting.

(There's still some strategy to it, though, since the Guards will be distancing from the King to some degree, and the Assassin would gain some information if he were killed immediately after suggesting the King as scum.)

Hm. Perhaps a fixed time for day? Or a mininum time? (The problem with that, though, is that it might be a valid strategy for the town to just not say anything until the minimum had passed.) Or the town has to vote to end day, at which point the king chooses who to execute?

(Btw, I'm not necessarily suggesting this be run as an Open. It's a pretty strange variant. I may try it as a Mini Theme sometime though, if the bugs can be worked out.)
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Post Post #1949 (ISO) » Thu Mar 06, 2008 4:22 am

Post by PookyTheMagicalBear »

i'm not sure what people would discuss.

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