Theoretical Game Setup Discussion

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Theoretical Game Setup Discussion

Post Post #0 (ISO) » Sun Oct 21, 2007 4:39 pm

Post by Thesp »

This thread is for discussing theoretical games that are not intended to be Open Games. I guess you could discuss Open Games as well, but there's a thread for that, if you like. Have fun!
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Post Post #1 (ISO) » Sun Oct 21, 2007 5:42 pm

Post by Adel »

i've been thinking about a setup with an almost bastard mod. where is the line between crafty and bastard?
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Post Post #2 (ISO) » Sun Oct 21, 2007 5:46 pm

Post by ShadowLurker »

1 Unlynchable Redirector Mafia
1 Mafia Lover

1 Un NKable Survivor

1 Unlynchable Lover
1 Jailkeeper
1 Bodyguard
1 Vigilante
5 Townies
:sadtorch Ken Hoang, A.D/Fuzzie, Cameron Ferris, Taj Johnson-George, Annie Duke, Patti Blagojevich, Maria/Tiffany :sadtorch
:torch Tammy/Victor, Dan/Jordan
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Post Post #3 (ISO) » Mon Oct 22, 2007 4:42 am

Post by Primate »

Adel wrote:i've been thinking about a setup with an almost bastard mod. where is the line between crafty and bastard?
I'd say that crafty mods screw with the players whilst bastard mods actively lie to them. Not that either are bad things. Stuff like millers being told they are townies and non-sane cops are both bastard mod tricks, though both ones that can and should be planned for. Crafty is making the mafia GF unightkillable when nothing can actually kill him, making him think there is a town vig or an SK, letting his own expectations mislead him.
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Post Post #4 (ISO) » Mon Oct 22, 2007 4:58 am

Post by Seol »

Was this crafty, or bastard-mod? I consider it crafty, but it's arguable that I was lying to the nonpowered players on death revelation. I don't consider it lying (the cop
was
a cop, but that was flavour not functionality and I didn't specify) but it's pretty borderline.

edit: also, doesn't open discussion of closed setups render them unusable?
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Post Post #5 (ISO) » Mon Oct 22, 2007 5:03 am

Post by Primate »

I'd say that missing out crucial info in the role reveal in an active attempt to mislead players is probly bastard modding. As I say, though, I don't really consider bastard modding an inherently bad thing.
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Post Post #6 (ISO) » Mon Oct 22, 2007 5:10 am

Post by Seol »

Primate wrote:I'd say that missing out crucial info in the role reveal in an active attempt to mislead players is probly bastard modding. As I say, though, I don't really consider bastard modding an inherently bad thing.
The rule of thumb I've always applied is that if the setup allows a reasonable chance of the town uncovering and understanding the true situation, as opposed to the immediately apparent one, it's fair. There's a difference between the fair/unfair divide and the crafty/bastard divide, but for example an insane (reverse) cop is IMO unfair in a mini but fair (albeit still inadvisable) in a 30-man game, due to the latter allowing enough results that there's a decent chance the cop can derive their own sanity.

Personally I think the fair/unfair divide is the important one and anything unfair is unreasonable in the vast majority of contexts.
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Post Post #7 (ISO) » Mon Oct 22, 2007 5:10 am

Post by Thesp »

Seol wrote:edit: also, doesn't open discussion of closed setups render them unusable?
Possibly, though there's no confirmation of their use, and you can still have an open
setup
that's worth discussing, that doesn't fit as an Open Game.
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Post Post #8 (ISO) » Mon Oct 22, 2007 10:30 am

Post by Mispeled »

2 mafia, 5 vigilantes.
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Post Post #9 (ISO) » Mon Oct 22, 2007 10:32 am

Post by Mr. Flay »

Everyone shoots the person below them in the first post N1/N0. One vigilante should live, for a town auto-win.
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Post Post #10 (ISO) » Mon Oct 22, 2007 12:30 pm

Post by MichelSableheart »

Mr. Flay wrote:Everyone shoots the person below them in the first post N1/N0. One vigilante should live, for a town auto-win.
Unless both mafia are listed immediately behind each other, in which case they can shoot the uppermost vig and win.
There is no 'a' in Michel.
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Post Post #11 (ISO) » Mon Oct 22, 2007 9:34 pm

Post by Seol »

Mr. Flay wrote:Everyone shoots the person below them in the first post N1/N0. One vigilante should live, for a town auto-win.
Not if it's closed setup, they won't.
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Post Post #12 (ISO) » Mon Oct 22, 2007 10:34 pm

Post by Oman »

RE: Crafty V. Bastard.

Calvin and Hobbes mafia was an inadvertent mountainous. I would say that this is a crafty setup. However, there was a no claim rule, and limited reveal. I'd say this pushes the bar to the town having little chance to figure it out, leaving the game in
bastard mod
territory.
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Post Post #13 (ISO) » Mon Oct 22, 2007 10:42 pm

Post by Yosarian2 »

Seol wrote:
Mr. Flay wrote:Everyone shoots the person below them in the first post N1/N0. One vigilante should live, for a town auto-win.
Not if it's closed setup, they won't.
Shouldn't matter, actually. 2 mafia 5 vigs, the town should figure out day 1 that they're all vigs; the first person to get wagoned claims vig; someone else counterclaims vig; at which point everyone else says "hey, wait a minute...".
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Post Post #14 (ISO) » Mon Oct 22, 2007 11:49 pm

Post by Seol »

Oman wrote:RE: Crafty V. Bastard.

Calvin and Hobbes mafia was an inadvertent mountainous. I would say that this is a crafty setup. However, there was a no claim rule, and limited reveal. I'd say this pushes the bar to the town having little chance to figure it out, leaving the game in
bastard mod
territory.
Well, one thing about something being a bastard setup is that if you don't guess what the setup is, it has to hurt you some way. How does not realising the game is mountainous hurt you?
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Post Post #15 (ISO) » Tue Oct 23, 2007 2:09 am

Post by Kelly Chen »

Arguably it hurts the scum, all things being equal. Scum have more options when they know there are no power roles to be mindful of.
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Post Post #16 (ISO) » Tue Oct 23, 2007 2:46 am

Post by Oman »

Agreed, kelly.

So on that point a standard mountainous is 2:10 would you accept inadvertent being 3:9 (I think they're both night starts).
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Post Post #17 (ISO) » Tue Oct 23, 2007 2:53 am

Post by Seol »

Well, my point being that you shouldn't be making assumptions like that about the setup - there's no implied contract there are power roles in a game not advertised as being mountainous. It'd be interesting to have more closed mountainous games or even games where the town have nothing but drawback roles being run, but the metagame supports the assumptions that the town will have at least one investigative role, at least one protective role, and no duplicated roles as overwhelmingly safe assumptions in minis.
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Post Post #18 (ISO) » Tue Oct 23, 2007 2:59 am

Post by Oman »

I agree seol, fight the system.
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Post Post #19 (ISO) » Tue Oct 23, 2007 3:15 am

Post by Mr. Flay »

Seol wrote:It'd be interesting to have more closed mountainous games or even games where the town have nothing but drawback roles being run, but the metagame supports the assumptions that the town will have at least one investigative role, at least one protective role, and no duplicated roles as overwhelmingly safe assumptions in minis.
And the metagame gets worse if only
certain
mods are bucking the system...
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Post Post #20 (ISO) » Tue Oct 23, 2007 3:44 am

Post by Seol »

Mr. Flay wrote:
Seol wrote:It'd be interesting to have more closed mountainous games or even games where the town have nothing but drawback roles being run, but the metagame supports the assumptions that the town will have at least one investigative role, at least one protective role, and no duplicated roles as overwhelmingly safe assumptions in minis.
And the metagame gets worse if only
certain
mods are bucking the system...
Do you think those
should
be safe assumptions?

I quite agree however that if the intention is to decrease the predictability of setups, then if only a subset of mods act it doesn't address the issue on a global basis. That doesn't mean that subset of mods are acting inappropriately in running a greater variance of setups, especially if they have a reputation for doing so, as long as they can run them well. For them to run setups which are predictable in their variance (eg running lots of stealth vanilla setups) is possibly counterproductive though.

Trouble is, nonstandard setups are harder to do right than standard setups (obviously, the standard setups are proven) and thus run a greater risk of being broken. So there's two sides to the story there.
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Post Post #21 (ISO) » Tue Oct 23, 2007 4:15 am

Post by Mr. Flay »

I think you misunderstand me. I
am
one of the mods who doesn't subscribe to the "at least one investigative role, at least one protective role, and no duplicated roles" model - but once that gets out, players begin to metagame you as moderator, and some of the advantage (in cancelling assumptions) gets taken away...
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Post Post #22 (ISO) » Tue Oct 23, 2007 4:23 am

Post by Seol »

Mr. Flay wrote:I think you misunderstand me. I
am
one of the mods who doesn't subscribe to the "at least one investigative role, at least one protective role, and no duplicated roles" model - but once that gets out, players begin to metagame you as moderator, and some of the advantage (in cancelling assumptions) gets taken away...
Well, I'm one too - but yes, if you're looking to
punish
people for assumptions, then you're undermined. If you're trying to make people open-minded about the setup, it works well. The latter is the objective - the former is only desirable as a step towards achieving the latter in future.

The trick then is keeping the games fresh and unpredictable and not just running, say, three copless games in a row.
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Until one man hangs by his neck, by half this curs'd town's will[/i]
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Post Post #23 (ISO) » Tue Oct 23, 2007 4:44 am

Post by Oman »

Mr. Flay wrote:I think you misunderstand me. I
am
one of the mods who doesn't subscribe to the "at least one investigative role, at least one protective role, and no duplicated roles" model - but once that gets out, players begin to metagame you as moderator, and some of the advantage (in cancelling assumptions) gets taken away...
But Flay, when you mod enough different setups without a common throughline, surely your metagame will become "Unpredictable". Like Seol said, the trick is to run different setups without running three of the same different setups in a row.
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Post Post #24 (ISO) » Tue Oct 23, 2007 4:53 am

Post by Mr. Flay »

Yes, but that doesn't help the "minis have become predictable". It just becomes "minis modded by someone other than Seol, Flay, or X are predictable". And I don't really mod Mini Normals anyway, so it's kind of moot...

I don't
know
what the answer is. But the crippling assumption that you will have a sane cop and an effective protective role in a mini game should go, IMO. I guess the only way to do that is to discuss the possibility for other balance mechanisms for the game (which is what we're doing), so that newer mods are aware that there's another way.
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