[OLD] Open Setup Discussion and Nominations

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #2500 (ISO) » Wed Jul 30, 2008 6:06 am

Post by Caboose »

Spies and Vigs


1 British Spy (can recruit night 1,4,7,10 etc.)
1 French Spy (can recruit night 2,5,8,11 etc.)
1 Russian Spy (can recruit night 3,6,9,12 etc.)
1 Italian Spy (can recruit night 2,5,8,11 etc.)
1 German Spy (can recruit night 3,6,9,12 etc.)
1 North Cop (can detect, Britain, Russia and Germany)
1 South Cop (Can detect, Italy and France)
2 Pro-Town Roleblocker
5 Vigilantes (can have a nightkill every 5 nights starting night 1/2/3/4/5 - Staggered killing)
7 Townies

This is a cool set-up. May I nominate this?
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Post Post #2501 (ISO) » Wed Jul 30, 2008 6:14 am

Post by BridgesAndBaloons »

Adel wrote:swingy, powerrole heavy madness with bizzare massclaim results:

[...]
1 Miller
What would a miller do? Isn't a gun-collector really the miller in this game?
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Post Post #2502 (ISO) » Wed Jul 30, 2008 6:49 am

Post by M4yhem »

Variations on a theme; I love bad idea but I’m not a fan of sane cops:

Bad Idethy
5 Mafia goons (can’t shoot)
1 Mafia Godfather (Can Day-vig, always innocent)
1 sane cop, 1 insane cop, 1 Naive cop, 1 paranoid cop, 1 manic-depressive cop (paranoid on odd nights, naive on evens)
1 Mafia-aligned rolecop
12 vigilantes

Worse Idea:
5 Mafia Goons
1 Mafia assasin (Can Day-vig)
1 Tracker, 1 watcher, 1 dna cop, 1 gun smith, 1 lie detector, 1 role-blocker
12 vigilantes

Horrible idea
5 day-killing goons
1 Godfather (can't daykill, shows as innocent)
5 Cops
12 Vigilantes

Badder Idea
3 Mafia goons (can't shoot)
3 Mafia Mooks (can shoot)
1 doc, 1 jailer, 1 roleblocker
1 daytime doc, daytime jailer, daytime roleblocker
12 Vigilantes
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Post Post #2503 (ISO) » Wed Jul 30, 2008 6:57 am

Post by hasdgfas »

manic-depressive cop is a very bad idea, because since they receive both guilties and innocents, it looks a LOT like they're sane.
jdodge1019: hasjghsalghsakljghs is from vermont
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jdodge1019: he's not a liberal
jdodge1019: thus he is a cow
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Post Post #2504 (ISO) » Wed Jul 30, 2008 7:01 am

Post by M4yhem »

That's kind of the point.

Do you think it's too hard on the town?
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Post Post #2505 (ISO) » Wed Jul 30, 2008 7:57 am

Post by Max »

Nominated Set-Ups since last Thesp's Post: Here
[i]Trendy and Subversive C9- B[/i] - Suggested By Norinel; Nominated By iamausername & Adel; Players who mentioned they liked it but didn't nominate trojan horse, Mr. Flay wrote:
1 Mafia Goon
1 Mafia Roleblocker
1 Cop or Nurse
1 Doc or Deputy
3 Townies
[i]Chosen (11 players)[/i] - Suggested by Ether nominated by armlx wrote: 2 mafia
vs.
9 vanilla townies (initially)
Day Start

Mafia selects a townie pregame to be the unnightkillable, unendgameable Chosen One. It isn't alerted to its identity, and has to be lynched before the end of the game for the mafia to win. (Town wins as soon as the chosen one is the only town player still alive--that is, even in a 1:2 endgame where it's outnumbered by the mafia. However, the mafia still has a chance at 2:2.)

A mafia/lyncher hybrid, basically.
Crush
- nominated by Max
Crush Nightless
- Nominated by Max
[i]Gun Show Mafia[/i] - Invented by Adel; Nominated by Korts wrote:
50% Chance of setup being:
1 Godfather (can kill with a gun, immune to cop investigation)
1 Mafia Goon (can kill with a gun)
1 Mac the Knife (mafia, can kill with his knife)
1 SK (can kill with a gun or a knife, immune to cop investigation, immune to NK)
1 Gun Collector
1 Cop (confirmed sane, has a gun, investigates mafia)
1 Gunsmith (also has a gun and doesn't use it)
1 Miller
4 Townies

day start

50% Chance of setup being:
1 Godfather (mafia A, can kill with a gun, immune to cop investigation)
1 Mafia Goon (mafia A, can kill with a gun)
1 Mac the Knife (mafia A, can kill with his knife)
1 Godfather (mafia B, can kill with a gun, immune to cop investigation)
1 Mafia Goon (mafia B, can kill with a gun)
1 Mac the Knife (mafia B, can kill with his knife)
2 Gunsmiths (has a gun, doesn't use it)
4 Townies

day start
Vengeful
- Nominated By Korts
[i]Spies and Vigs[/i] - V1 by Caboose, V2 by Max - Nominated by Both wrote:
I wonder how we can define the double agents victory conditions:
Double Agent wrote:Cool, now you need to live a double life, as a double agent your victory condition has changed again. To win you need to kill both bosses and survive to endgame to avoid the opponents grasp
However if they become triple agents this is easier:
Triple Agent wrote:You have become a collectors item, as a triple agent your victory condition has stayed the same, kill any 2 of your bosses and survive to engame
Quadruple Agent wrote:You are now the ultimate traitor. Kill 2 of your bosses and survive to engame for victory
Pentuple Agent wrote:Survive to engame for the win.
EXAMPLE ROLE PMS:
X Spy wrote:==Insert Greeting Of Country Of Spy== (e.g. Bonjour for French Spy)
You have been thrown into this town of backstabbings. Starting on Night (1/2/3) and every 3 nights thereafter you can recruit a member or instead, if you have a reasonable belief they they are Working For More than just your spy agency you can choose to kill a member of your squad, if you are right no repercussions occur, if wrong the penalty is an uprising in your own squad and your death.
I know I have changed the rules slightly but it means they have to believe they are right to make that choice.
X recruit wrote:==Insert Greeting Of Recruiting Of Countries==

You have been recruited by your good head spy X.
Your Colleagues Are Y (if no colleagues delete Line)
Listen to his commands carefully as he will lead you to victory if you are the only spy centre remaining and no people oppose your plans for domination.
Double and Triple Spies (See Above)

The number of vigs is 5, what I didn't point out is they are only meant to kill once every 5 nights. N1,N6,N11 etc. Not every night and the second player kills N2,N7,N12 etc. And there are 5 kills over 5 nights unless a vig dies then ther are less.

IF ANYONE IS RECRUITED THEY LOSE ALL POWERS

I think he means more like this:

Spies Cannot Kill

1 British Spy (can recruit night 1,4,7,10 etc.)
1 French Spy (can recruit night 2,5,8,11 etc.)
1 Russian Spy (can recruit night 3,6,9,12 etc.)
1 Italian Spy (can recruit night 2,5,8,11 etc.)
1 German Spy (can recruit night 3,6,9,12 etc.)
1 North Cop (can detect, Britain, Russia and Germany)
1 South Cop (Can detect, Italy and France)
2 Pro-Town Roleblocker
5 Vigilantes (can have a nightkill every 5 nights starting night 1/2/3/4/5 - Staggered killing)
7 Townies

If 2 sets of spies recruit the same person the said spy becomes a "double agent" and if a Head Spy selects, instead of a recruit, they can flush out double agents, these double agents die.

If the Head Spy dies the Spy agency disbands, double agents retain their objective, and all single agents return vanilla. The Cops can only find the leaders, and cannot be recruited themselves
Youragaimee C9
- Nominated by Max

That's it. Hope this helps you thesp.

Max
Last edited by Max on Fri Aug 01, 2008 1:19 am, edited 3 times in total.
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Post Post #2506 (ISO) » Wed Jul 30, 2008 9:03 am

Post by hasdgfas »

M4yhem wrote:That's kind of the point.

Do you think it's too hard on the town?
I really just dislike the setup in general. It seems breakable.
jdodge1019: hasjghsalghsakljghs is from vermont
jdodge1019: vermont is made of liberal freaks and cows
jdodge1019: he's not a liberal
jdodge1019: thus he is a cow
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Post Post #2507 (ISO) » Thu Jul 31, 2008 5:16 am

Post by Max »

hasdgfas any comments on other set-ups I've checked the Open Queue and the final game is nearly filled so Thesp will come set-up hunting soon.
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Post Post #2508 (ISO) » Thu Jul 31, 2008 7:25 am

Post by Inquisitor JL »

Just out of interest, is there somewhere that collects all the Open Set Ups together. Just reading through 101 pages, especially were some is discussing if a set up is suitable not, seems a bit much.
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Post Post #2509 (ISO) » Thu Jul 31, 2008 8:54 am

Post by hasdgfas »

Trendy and Subversive c9 would be interesting to try out, I think.
Chosen makes me wince, as lynchers and the like are really sucky roles. Plus, I don't understand why mafia loses at 2:1.
Gunshow would be good.
Spies and vigs I don't understand.
I don't think anything bad ideaish should be run.
that's just my thoughts, however, and others are welcome to disagree.
jdodge1019: hasjghsalghsakljghs is from vermont
jdodge1019: vermont is made of liberal freaks and cows
jdodge1019: he's not a liberal
jdodge1019: thus he is a cow
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Post Post #2510 (ISO) » Thu Jul 31, 2008 3:27 pm

Post by xyzzy »

SMOLtown

2 scum
5 townies

Each round, one player is voted "out", but that player doesn't die and they keep their vote. After six rounds of this, whoever hasn't been voted out wins along with their team. No reveal, daytalk, nightless.
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Post Post #2511 (ISO) » Thu Jul 31, 2008 3:38 pm

Post by Adel »

BridgesAndBaloons wrote:
[i]Gun Show Mafia[/i] - Invented by Adel; Nominated by Korts wrote:
50% Chance of setup being:
1 Godfather (can kill with a gun, immune to cop investigation)
1 Mafia Goon (can kill with a gun)
1 Mac the Knife (mafia, can kill with his knife)
1 SK (can kill with a gun or a knife, immune to cop investigation, immune to NK)
1 Gun Collector
1 Cop (confirmed sane, has a gun, investigates mafia)
1 Gunsmith (also has a gun and doesn't use it)
1 Miller
4 Townies

day start

50% Chance of setup being:
1 Godfather (mafia A, can kill with a gun, immune to cop investigation)
1 Mafia Goon (mafia A, can kill with a gun)
1 Mac the Knife (mafia A, can kill with his knife)
1 Godfather (mafia B, can kill with a gun, immune to cop investigation)
1 Mafia Goon (mafia B, can kill with a gun)
1 Mac the Knife (mafia B, can kill with his knife)
2 Gunsmiths (has a gun, doesn't use it)
4 Townies

day start
What would a miller do? Isn't a gun-collector really the miller in this game?
The Cop, Gun Collector, SK, and the Miller would be the only ones to know which setup it is. The Gun Collector gives a false positive to the gunsmith, and the miller gives a false positive to the Cop. In the second setup the Gunsmiths give false positive to each other. Both setups are exporations of how to include two nerfed investigative roles in a 12 player game.
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Post Post #2512 (ISO) » Fri Aug 01, 2008 8:33 pm

Post by yellowbounder »

Two Bullets a Night Mafia


3 Mafia, makes two NK per night
14 Townies (only one lynch per day)
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Post Post #2513 (ISO) » Sat Aug 02, 2008 9:26 pm

Post by Tomato »

yellowbounder wrote:
Two Bullets a Night Mafia


3 Mafia, makes two NK per night
14 Townies (only one lynch per day)
Town almost never wins 2:10 vanilla. 3:14 seems pretty hard for town to win, even without mafia killing twice a night.
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Post Post #2514 (ISO) » Sun Aug 03, 2008 4:23 am

Post by Trojan Horse »

Indeed. If it were "Two Lynches a Day Mafia" (with the same 3:14 breakdown) instead, perhaps the town would have a reasonable chance.
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Post Post #2515 (ISO) » Sun Aug 03, 2008 4:31 am

Post by somestrangeflea »

Double Day Mafia (13:3 Vanilla) is currently running.

I could see a Double Night Mafia, but I am definitely against it being a vanilla game...
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Post Post #2516 (ISO) » Mon Aug 04, 2008 3:04 pm

Post by Thesp »

Max wrote:useful setup stuff
I think I love you. <3

Ether wrote:2 mafia
vs.
9 vanilla townies (initially)
Day Start

Mafia selects a townie pregame to be the unnightkillable, unendgameable Chosen One. It isn't alerted to its identity, and has to be lynched before the end of the game for the mafia to win. (Town wins as soon as the chosen one is the only town player still alive--that is, even in a 1:2 endgame where it's outnumbered by the mafia. However, the mafia still has a chance at 2:2.)

A mafia/lyncher hybrid, basically.
I really like this one. I think it teeters too far on the non-Normal side of things, but I'd like to see it run - let me know if ever you run it.

Spies and Vigs is so very, very not Normal! =P Recruiting will almost certainly mean the game won't fit Open Game qualifications.
somestrangeflea wrote:I could see a Double Night Mafia, but I am definitely against it being a vanilla game...
I would be intrigued to see this work.

I really like what Gun Show Mafia is trying to do, and I'd like to see it work somehow. I'm trying to imagine how it can be simple enough to work as an Open Game.
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Post Post #2517 (ISO) » Mon Aug 04, 2008 4:28 pm

Post by PookyTheMagicalBear »

SMOLtown

2 scum
5 townies

Each round, one player is voted "out", but that player doesn't die and they keep their vote. After six rounds of this, whoever hasn't been voted out wins along with their team. No reveal, daytalk, nightless.

If town just randomly picked one person not to be "out" and "outed" everyone else, they'd win like 5/7 of the time(seems kinda high)
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Post Post #2518 (ISO) » Tue Aug 05, 2008 10:20 am

Post by skitzer »

I like that setup, except I'd make sure the ratio is correct.
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Post Post #2519 (ISO) » Tue Aug 05, 2008 10:57 am

Post by Shy Guy »

PookyTheMagicalBear wrote:SMOLtown

2 scum
5 townies

Each round, one player is voted "out", but that player doesn't die and they keep their vote. After six rounds of this, whoever hasn't been voted out wins along with their team. No reveal, daytalk, nightless.

If town just randomly picked one person not to be "out" and "outed" everyone else, they'd win like 5/7 of the time(seems kinda high)
2 mafia, 2 mafia, 3 town... uninformed MAJORITY... Hmmmmm?
I won't say much.
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Post Post #2520 (ISO) » Tue Aug 05, 2008 11:07 am

Post by shaft.ed »

What if the scum can negate ~two of the townies prior to the game starting ?

So 2 scum 5 townies.

Pre-game scum select Townie A and B as being innefective. Thus as long as they are voted out after townies C, D and E they still win. Still 3 out of 7 odds. But you could make it Semi-Open saying scum can select 2 or 3 townies to negate. Thus some games will have 40% town win odds and some 60% averaging to 50%.
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Post Post #2521 (ISO) » Tue Aug 05, 2008 11:07 am

Post by shaft.ed »

Or just play with 6 players.
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Post Post #2522 (ISO) » Wed Aug 06, 2008 12:51 am

Post by Tomato »

12-Player Newbie Setup


Mafia Goon
Mafia Goon
Mafia Goon OR Serial Killer

Townie OR Cop
Townie OR Doc
Townie OR Vig
Townie OR Roleblocker
Townie x5

50% on each case of OR. In the case of 9x Townie, the Goon/SK becomes another Townie (making 2:10 mountainous).

This is the first draft. Thoughts?
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Post Post #2523 (ISO) » Wed Aug 06, 2008 3:30 am

Post by Crazy »

I know nothing of balance, but 12 players is too many for a newbie game.
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Post Post #2524 (ISO) » Wed Aug 06, 2008 4:25 am

Post by Tomato »

Titled so mainly for MTGS, actually.
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