[OLD] Open Setup Discussion and Nominations

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #300 (ISO) » Fri Feb 23, 2007 5:18 am

Post by PookyTheMagicalBear »

hmm

if you made it so the 2 scum get 1 kill per 72 hour period and have to both send in the same target without any out of thread communication to make the kill work, that would be pretty sweet.(Don't give them any pregame talking time either maybe)
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Post Post #301 (ISO) » Fri Feb 23, 2007 5:51 am

Post by Fiasco »

That's a neat idea in itself, but I don't think you'd be able to get it to work in this setup. The invulnerable bad guy would just point at targets in public. (Also, I think kills should be limited to only one after every lynch.)
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Post Post #302 (ISO) » Fri Feb 23, 2007 9:04 pm

Post by ChannelDelibird »

CDB9

2 Mafia
1 Cop/Doctor/Roleblocker (equal chance)
1 [1 of Cop/Doctor/Roleblocker, random]/Townie (equal chance)
3 Townies
Last edited by ChannelDelibird on Sun Jun 03, 2007 5:15 am, edited 1 time in total.
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Post Post #303 (ISO) » Fri Feb 23, 2007 9:49 pm

Post by ChannelDelibird »

Variant Cop Mafia

3 Mafia
1 Serial Killer (unnightkillable?)

1 Doctor
1 Roleblocker
1 Tracker
1 Watcher
1 Thief
3 Vanilla Townies
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Post Post #304 (ISO) » Sat Feb 24, 2007 8:46 am

Post by Norinel »

Zindaras wrote:I like Cult C9. I would, however, add another role, namely an Alarmist (make it have 50% chance of being in or something, like in Pie C9). Uncultable, and basically a Cult Bodyguard in that he can protect a player from being cultivated.
Preventing the cult recruit is very devastating to the cult, though; in terms of mislynches it's the same as two successful doc protects but also keeps the cult numbers down. The only consolation to the cult is that the town doesn't know it happened. I wouldn't make the cult doc also uncultable.
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Post Post #305 (ISO) » Sat Feb 24, 2007 1:08 pm

Post by Simenon »

Because everybody else is doing it:
Simenon c9

4 townies
One doctor or cop
One cop or townie
One mafia recruiter who can recruit a player into the mafia at the start of the game.

Or:

4 Townies
One doctor
One cop
One mafia recruiter
In the second setup, if the mafia recruiter hits a townie, the townie becomes a roleblocker.

If the mafia recruiter hits a
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Post Post #306 (ISO) » Sat Feb 24, 2007 5:40 pm

Post by IH »

Searching wolf mafia

2 mafia
2 lost wolves (can't kill until one dies, or one finds the other)
1 role blocker
1 doctor
8 vanilla townies
Untrod Tripod (7:27:18 PM): you enjoy whoring
xcaykex (7:27:24 PM): yes
xcaykex (7:27:26 PM): i know that
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Post Post #307 (ISO) » Sun Feb 25, 2007 7:06 am

Post by Fiasco »

Inspired by an Elephant Hell post in the MBF flash thread:

Dr. Deth

1 mafia
1 sane doc
1 insane doc (target lives if nightkilled, dies if not nightkilled; changed this from MBF's flash)
1 naive doc (dies if targets mafia (counts as nightkill for insanity/roleblocking purposes))
1 paranoid doc (protects and roleblocks target)
day start; docs don't know their sanity, can't protect themselves, can protect nobody

Anyone want to speculate on balance/playability? I haven't thought about it.

I like both versions of Simenon C9, by the way.
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Post Post #308 (ISO) » Sun Feb 25, 2007 8:28 am

Post by Fritzler »

bad

its smarter for then to not protect

even with a no lynch everyone could die at night, givign the scum the win
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Post Post #309 (ISO) » Sun Feb 25, 2007 8:43 am

Post by Fiasco »

Pair Mafia
(5 players)
2 scumbags
3 townbags
no deaths ever
night start
every day people majority-vote for one out of ten possible scum pairs; if it's the real one, town wins, if it's not, it gets crossed off the list
every night the scum must cross one possible scum pair off the list (not the real one)
at the beginning of night 4, scum win

(this should be close to 50-50)
Fritzler wrote:its smarter for then to not protect
Dunno... if they protect they probably get slightly more kills on average, but they also get information. If you didn't allow endgaming, scum vs insane doc or scum vs paranoid doc would both be a draw... hmm.
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Post Post #310 (ISO) » Sun Feb 25, 2007 9:31 am

Post by Zindaras »

Pair Mafia seems interesting.
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Finished: 159 (120 Town, 33 Mafia, 5 Other, 1 Cult, 4 Cultivated)
68 Wins, 71 Losses
Town: 52 Wins, 54 Losses (2 Wins as Cult)
Mafia: 13 Wins, 15 Losses (1 Win as Cult)
Other: 3 Wins, 1 Loss (1 Win as Cult)
Cult: 0 Wins, 1 Loss
Cultivated: 4 Wins, 0 Losses
59 Survived, 31 Lynched, 60 Killed
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Post Post #311 (ISO) » Sun Feb 25, 2007 10:12 am

Post by Fiasco »

The only thing is, how do you tell scum from town? People aren't normally going to vote for a pair including themselves (as they know that's the wrong pair), so whatever pair you vote for as a scum, it's always a "townie" pair. I don't think there will be much information in people's voting behavior. There are going to be individual scum tells, but it'll be hard to link people.
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Post Post #312 (ISO) » Sun Feb 25, 2007 10:20 am

Post by Zindaras »

Oh, I have no doubt that it'd suck if ran this way, probably more annoying than a Mountainous game. But the whole guessing thing seems pretty interesting.
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Finished: 159 (120 Town, 33 Mafia, 5 Other, 1 Cult, 4 Cultivated)
68 Wins, 71 Losses
Town: 52 Wins, 54 Losses (2 Wins as Cult)
Mafia: 13 Wins, 15 Losses (1 Win as Cult)
Other: 3 Wins, 1 Loss (1 Win as Cult)
Cult: 0 Wins, 1 Loss
Cultivated: 4 Wins, 0 Losses
59 Survived, 31 Lynched, 60 Killed
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Post Post #313 (ISO) » Sun Feb 25, 2007 10:23 am

Post by Kelly Chen »

I believe Pair Mafia gives 61% scum wins.

I agree there's a problem with it in that the town never obtains information from partially correct guesses, so the scum only have to prevent one of the ten pairs from being selected. I'm not sure it matters which options the scum eliminate at night.

I do think it is interesting to have a small group of players vote on which mystery prize to select. One of the prizes when opened is a victory for the scum player only (and he knows which prize this is). The other three or so are wins for everybody but the scum.

I think this is more like lyncher, with not so much need to have a scum group.
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Post Post #314 (ISO) » Sun Feb 25, 2007 10:23 am

Post by Fiasco »

Zindaras, any suggestion for fixing it or using the idea in another context?

edit: I guess requiring only two votes for a "lynch" could be interesting, except for the D3 quicklynch.

Kelly: I figured 1/9 + 1/7 + 1/5 for a town win.
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Post Post #315 (ISO) » Sun Feb 25, 2007 10:29 am

Post by Fircoal »

What about the FircoalC9
Bus Driver or bodyguard townie instead of a townie
Insane Cop instead of a townie
vig or roleblocker instead of a townie
Cop or Doc or townie
Cop or Doc or townie
Mafia Doc instead of Mafia.
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I wrote this up last week, but it seems too different from the normal C9 to post it then.

I like the Scum Pair Mafia idea.
Fircoal strikes me more like an awful fake claim that gets you lynched in under 25 posts. - Kelly Chen
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Post Post #316 (ISO) » Sun Feb 25, 2007 10:31 am

Post by Thok »

The obvious modification is to give town some information about how close they were to guessing a correct scum group (for example, this group has 1 scum in it).

Of course, this makes lynching a two townies pair very bad for scum.

Alternatively, you might give town a collective night ability to investigate one pair and see if it contains exactly one scum.

Both of these versions shorten the game obviously.
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Post Post #317 (ISO) » Sun Feb 25, 2007 10:32 am

Post by Glork »

I may want to conduct some trial runs of this game (with variants, possibly) in ScumChat. It sounds interesting.
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Post Post #318 (ISO) » Sun Feb 25, 2007 10:32 am

Post by Zindaras »

Fiasco wrote:Zindaras, any suggestion for fixing it or using the idea in another context?

edit: I guess requiring only two votes for a "lynch" could be interesting, except for the D3 quicklynch.

Kelly: I figured 1/9 + 1/7 + 1/5 for a town win.
The idea could be randomly used in a Mafia as a win condition, maybe in a Self Aligned player. Now, I'm completely unsure about the balance of this, but let's say the Town gets 4 chances. 12 players.

Day One, the Town picks 5 people. The Mod tells them how many of those players are scum.
Day Two, the Town picks 4 people, again, mod tells them how many are scum.
Day Three, Town picks 3 people.
Day Four, Town picks 2, and this one
has
to be correct.

I think I'd make it something like that. Maybe change the numbers around a bit, think about adding a couple of roles.
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Finished: 159 (120 Town, 33 Mafia, 5 Other, 1 Cult, 4 Cultivated)
68 Wins, 71 Losses
Town: 52 Wins, 54 Losses (2 Wins as Cult)
Mafia: 13 Wins, 15 Losses (1 Win as Cult)
Other: 3 Wins, 1 Loss (1 Win as Cult)
Cult: 0 Wins, 1 Loss
Cultivated: 4 Wins, 0 Losses
59 Survived, 31 Lynched, 60 Killed
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Post Post #319 (ISO) » Sun Feb 25, 2007 10:41 am

Post by Cogito Ergo Sum »

Fiasco wrote:Kelly: I figured 1/9 + 1/7 + 1/5 for a town win.
Then you're counting correct guesses rather than town wins. The correct math for the scum win is 8/9*6/7*4/5, the odds of the town guessing wrongly, 0.61, 61%, and the correct math for a town win is then simply 100 - 61 = 39%, the odds of at least getting one guess right and thus the odds of a town win.
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Post Post #320 (ISO) » Sun Feb 25, 2007 10:44 am

Post by Fiasco »

D'oh. You're right, of course, CES and KC.

Zyndi, I like the idea of role-guessing as a neutral win condition in general. How would you let town pick 5 people? Just take the 5 most voted?
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Post Post #321 (ISO) » Sun Feb 25, 2007 10:47 am

Post by Zindaras »

Probably. Maybe appoint one single player as "King", like in the Kingmaker games.
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Finished: 159 (120 Town, 33 Mafia, 5 Other, 1 Cult, 4 Cultivated)
68 Wins, 71 Losses
Town: 52 Wins, 54 Losses (2 Wins as Cult)
Mafia: 13 Wins, 15 Losses (1 Win as Cult)
Other: 3 Wins, 1 Loss (1 Win as Cult)
Cult: 0 Wins, 1 Loss
Cultivated: 4 Wins, 0 Losses
59 Survived, 31 Lynched, 60 Killed
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Post Post #322 (ISO) » Sun Feb 25, 2007 11:08 am

Post by Fiasco »

I think there'd still be the problem that scum wouldn't really mind being on the list of 5. Unless all three of them were on the list.
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Post Post #323 (ISO) » Sun Feb 25, 2007 11:12 am

Post by Zindaras »

I'm thinking 2 scum in that setup.
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Finished: 159 (120 Town, 33 Mafia, 5 Other, 1 Cult, 4 Cultivated)
68 Wins, 71 Losses
Town: 52 Wins, 54 Losses (2 Wins as Cult)
Mafia: 13 Wins, 15 Losses (1 Win as Cult)
Other: 3 Wins, 1 Loss (1 Win as Cult)
Cult: 0 Wins, 1 Loss
Cultivated: 4 Wins, 0 Losses
59 Survived, 31 Lynched, 60 Killed
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Post Post #324 (ISO) » Sun Feb 25, 2007 11:13 am

Post by Fiasco »

I guess then the scum are best off having one scum on-list and one scum off-list?
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