[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #4900 (ISO) » Sun Jul 01, 2012 9:07 am

Post by callforjudgement »

The only reason for the scum not to join is that it takes away their second nightkill, right?

OTOH, the second nightkill is pretty powerful. Interesting choice.
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Post Post #4901 (ISO) » Sun Jul 01, 2012 9:19 am

Post by Hoopla »

I think I would join asap to get Cop Immunity. Double NK's are strong, but less so when there is a risk you'll hit the other scum or the Cop flukes a guilty on you. It might be better for balance if you gave each Goon a 1-shot BP ability that only works while single.
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Post Post #4902 (ISO) » Sun Jul 01, 2012 9:21 am

Post by Staeg »

Losing the BP upon join wouldn't mean anything, anyway.
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Post Post #4903 (ISO) » Sun Jul 01, 2012 9:25 am

Post by Hoopla »

In post 4902, Staeg wrote:Losing the BP upon join wouldn't mean anything, anyway.


True.
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Post Post #4904 (ISO) » Sun Jul 01, 2012 9:26 am

Post by IceGuy »

In post 4900, callforjudgement wrote:The only reason for the scum not to join is that it takes away their second nightkill, right?


Exactly.

Basically, the way I intend this to be played is that first, the two Goons go their separate ways, killing off people quickly with their two kills, and when crosskills and successful investigations become more probable due to less players being around, join for the protection of no cop investigations and possibility to win even when dead.

In post 4901, Hoopla wrote:I think I would join asap to get Cop Immunity. Double NK's are strong, but less so when there is a risk you'll hit the other scum or the Cop flukes a guilty on you. It might be better for balance if you gave each Goon a 1-shot BP ability that only works while single.


As Staeg said, losing the BP is rather irrelevant. The point of the cop is to provide an incentive to join (above the crosskill possibility).

I could imagine replacing the cop with some weaker PR, though (for instance, a Watcher).
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Post Post #4905 (ISO) » Sun Jul 01, 2012 9:46 am

Post by callforjudgement »

Watcher's arguably
stronger
than cop; guessing who's going to die is often easier than guessing who's scum.

Also, multiple scum NKs get more powerful as time goes on.
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Post Post #4906 (ISO) » Sun Jul 01, 2012 9:51 am

Post by gorckat »

What about 1 shot BP and a vig?
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Post Post #4907 (ISO) » Sun Jul 01, 2012 10:12 am

Post by Staeg »

In post 4905, callforjudgement wrote:Also, multiple scum NKs get more powerful as time goes on.

As does the chance of crosskilling.
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Post Post #4908 (ISO) » Sun Jul 01, 2012 10:34 am

Post by IceGuy »

In post 4906, gorckat wrote:What about 1 shot BP and a vig?


Don't like it - too many kills, and it would make it optimal strategy to never join before Night 2.
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Post Post #4909 (ISO) » Sun Jul 01, 2012 8:40 pm

Post by Phillammon »

Sounds a lot like my "Common cause" idea, but looks okay.
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Post Post #4910 (ISO) » Mon Jul 02, 2012 1:33 am

Post by IceGuy »

I just checked your idea - actually, the two setups are completely different except for the fact that two scum can somehow join forces.

It's coincidence, though - I didn't remember your setup.
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Post Post #4911 (ISO) » Mon Jul 02, 2012 2:23 am

Post by Phillammon »

SOrry, my bad.
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Post Post #4912 (ISO) » Tue Jul 03, 2012 2:25 am

Post by animorpherv1 »

I know this is old, but I don't view this subforum much.

@Hoopla: For your 'Experiment Mafia', these would be my choices:

(1)
Odd Night Tracker

(1)
Doctor

(1)
2-shot Jailkeeper

(2)
Roleblocker

(2)
Watcher

(3)
Death Miller


vs. SK with Unlimited Night Kills & Ninja/Strongman


and then for your simplified version:

Town:

(1)Doctor

(1) 1-shot Vig

(2) 2x Masons
(3) Cop


Mafia:

Godfather

Roleblocker


vs. Serial Killer with Odd Night Cop Immunity, (Use 2 black), Even Night Cop Immunity, (Use Blue), (1) 1-shot Kill (Use Blue), 1-shot Daykill (Use 2 blue + pink)
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Post Post #4913 (ISO) » Tue Jul 03, 2012 3:49 am

Post by gorckat »

In post 4899, IceGuy wrote:
Joining Forces


1 Sicilian Mafia Goon

1 Calabrian Mafia Goon

1 Jailkeeper
1 Single Goon Cop
9 Vanilla Townies


At first, the Sicilian and the Calabrian Mafia Goons don't know each other, have separate NKs and SK-like win conditions.

At any point, they can indicate to the mod they'd like to "join". When both of them have indicated their desire to join (and they're alive), they'll become Mafia Goons at the beginning of the next Night. That means they'll get a QT with nighttalk, have a factional NK (instead of their separate ones) and their win condition becomes the usual Mafia one.

The Single Goon Cop gets a "guilty" on both Goons, but only up until including the Night they joined; after that, they always get "innocent".


What about swapping a townie for a Traitor Cop who wins with any living Goon?

ADD: Perhaps a late-game vig would balance the late game immunity the Goons get? Something like a N3+ vig who loses his kill once a Goon is dead?
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Post Post #4914 (ISO) » Tue Jul 03, 2012 4:18 am

Post by IceGuy »

In post 4913, gorckat wrote:
What about swapping a townie for a Traitor Cop who wins with any living Goon?

ADD: Perhaps a late-game vig would balance the late game immunity the Goons get? Something like a N3+ vig who loses his kill once a Goon is dead?


Those additions would go against the spirit of the setup. The point of the setup is letting the Goons decide whether and when the tradeoff "double kill vs. single kill + cop immunity + no crosskills + joint wincon" is worth it.
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Post Post #4915 (ISO) » Tue Jul 03, 2012 5:06 am

Post by gorckat »

Gotcha. I had a feeling I was veering off into what "I thought was cool".
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Post Post #4916 (ISO) » Thu Jul 05, 2012 8:36 am

Post by BK201 »

Donner Party.

I'm hosting this game soon under its exact mafiascum details, but I am thinking of making it 13 player instead of 12. I would add 1 VT. Would this favor town too strongly? or would it be good for balance?
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Post Post #4917 (ISO) » Thu Jul 05, 2012 8:38 am

Post by GreyICE »

It wouldn't change the game much at all, might actually push it a little more scum sided (night kills less likely to hit scum). It's hard to tell with any setup where the night kills outnumber the lynch so badly.
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Post Post #4918 (ISO) » Thu Jul 05, 2012 8:45 am

Post by BK201 »

I'm hosting this off-site. Would it be crazy if I added 2 VTs?
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Post Post #4919 (ISO) » Thu Jul 05, 2012 9:22 am

Post by Hoopla »

I think if you were to alter it, one more VT wouldn't change the gameplay too much - it might even be an improvement, as town has a slightly higher chance of getting an additional day, which makes lynching scum and earning flips more meaningful.
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Post Post #4920 (ISO) » Thu Jul 05, 2012 9:29 am

Post by Tierce »

A side note from someone who just ran a Donner Party game: Make sure you have a motivated playerlist before hosting it. If the town doesn't get things right from the very beginning, the no-reveal is very demotivating and frustrating (well--it's Donner Party, should be par for the course, but you want your players to have fun ;)). The setup can be radically swingy depending on very few action/lynch choices.
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Post Post #4921 (ISO) » Thu Jul 05, 2012 9:35 am

Post by BK201 »

I just announced to them that I'm changing it to 13 player, +1 VT.

At Poxnora(a game) in the off-topic section we are pretty awesome. We're a small, but enthusiastic group. I put the sign-up thread up about an hour ago and already have 11/13 players. I hope the swingy-ness isn't gamebreaking, but I'll let you guys no how it goes.

Thx :D
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Post Post #4922 (ISO) » Fri Jul 06, 2012 4:55 pm

Post by BK201 »

Is Tit for Tat a good set-up? The history on the wiki of it has 6 or 7 games played and only 1 town win. What might be wrong with it, if anything?
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Post Post #4923 (ISO) » Sat Jul 07, 2012 11:51 am

Post by BridgesAndBaloons »

Bringing this one back from a few years ago to talk about. With some slight modifications and a name change

S or M

2 mafia
5 Townies
1 Cop- sanity confirmed

And there's a 50/50 chance of the following options:
an un-nightkillable Survivor (Survivor can win with scum and survivor can win with town).
OR
an additional townie that's a miller (they are not told) and one member of the mafia is investigation-immune.


This set up is designed to create a balanced setup using a survivor. In addition, there are a lot of cool gambits and possible ramifications of the night actions. (survivor claiming or not, the survivor can figure out who the mafia are and then work with them to win, cop results can be guaranteed to be correct if and only if the survivor dies... in that sense the town might want to lynch the survivor, the mafia can find out who the survivor is by night killing).

There's a few modifications I'm considering
1) Cop headstart vs not headstart
2) Survivor has a 1-shot role-blocking power (after the cop is dead or other modification), or some sort of power.
3) Mafia has a role blocking ability or 1-shot rolebocking, perhaps if there is no survivor.

The title refers to there being a
S
urvivor or a
M
iller, in is supposed to be a pun on S&M

this is semi-open, not fully-open, I guess.
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Post Post #4924 (ISO) » Sat Jul 07, 2012 12:05 pm

Post by IceGuy »

Wouldn't play due to survivor and hidden miller. A question: does the II goon get told he is II?

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