[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #186 (isolation #0) » Tue Feb 17, 2009 5:07 am

Post by The Fonz »

Nominate:


Jew C9 (New C9, but with no pigs. Or docs).

20 Players of whom:

4 scum
NK-immune SK

15 town, of whom:

0-2 trackers
0-1 Vig
0-1 Watcher
0-1 Nightwatchman
0-1 Bodyguard
0-1 Jailkeeper
0-1 Super Saint

7-15 vanilla townies.

NIGHT START.

Note that the 'watcher' in this setup is what most of you would call a weak tracker, and the nightwatchman is what most people (imho, incorrectly) call a watcher.
Last edited by The Fonz on Tue Feb 17, 2009 5:25 am, edited 1 time in total.
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Post Post #189 (isolation #1) » Tue Feb 17, 2009 5:13 am

Post by The Fonz »

They're not wrong. They're the historically-correct, original terms for the roles. Sometime in the last two years, people started calling nightwatchmen 'watchers' and it spread. But 'watcher' sounds so much better than 'weak tracker' so...
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Post Post #190 (isolation #2) » Tue Feb 17, 2009 5:15 am

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When did people start calling that role a reporter, Poker? I've never seen that in a game. If y'all wanted to call them reporter/watcher though, that would be fine by me. Since reporter also sounds better than 'weak tracker.'
Last edited by The Fonz on Tue Feb 17, 2009 5:15 am, edited 1 time in total.
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Post Post #194 (isolation #3) » Tue Feb 17, 2009 5:19 am

Post by The Fonz »

To be honest, you could call them 'dominatrix' and 'kitten' so long as it's clear what the role does, which was the point of the disclaimer at the bottom.

Ed: Anyone care to comment on, y'know, the actual setup?
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Post Post #197 (isolation #4) » Tue Feb 17, 2009 5:33 am

Post by The Fonz »

Not normal.

Oh, and Jew C9 isn't any bigger, or more random, than the original 'New c9' which got passed.
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Post Post #199 (isolation #5) » Tue Feb 17, 2009 5:39 am

Post by The Fonz »

Fair enough. I like it a lot, though i think it's a little too strongly town favouring (the only scum win ever was my best ever performance as scum) and the mods don't seem to randomise properly (town has gotten more power than you'd expect at random in every single game).
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Post Post #201 (isolation #6) » Tue Feb 17, 2009 6:01 am

Post by The Fonz »

PokerFace wrote: Why up to 2 trackers and only 1 max of everything else?

Any mafia power roles?
Because the original setup was 0-2 cops, and i think it's good to have at least one role where you can fakeclaim it and not immediately get counterclaimed if there's a real one. Also, because tracker is probably the most useful of those. I could see 0-2 nightwatchmen too, but the problem there is number of power roles total- the most there can possibly be in a new c9 is seven. There are up to eight there, adding more probably isn't a good idea.

No mafia power- don't need a GF since no cops, don't want the possibility of multiple roleblockers (which can happen with JK/scum RB) and don't need an NK-immune role. The town is somewhat weaker than in New C9 (no possibility of cop + doc, no confirmed masons) so you don't need scum power to balance it.
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Post Post #203 (isolation #7) » Tue Feb 17, 2009 6:05 am

Post by The Fonz »

You might as well have written 'needs to be swingier!' there.
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Post Post #205 (isolation #8) » Tue Feb 17, 2009 6:16 am

Post by The Fonz »

It's precisely the same, but your method produces greater variance (more than twice as likely to yield no power roles at all, though both are tiny probabilities). Mine CANNOT yield more than eight power roles.

Ed: hehe, simulpost. Also, since these roles are not perfect substitutes, the more likelihood of loads of the same increases the swing factor, since multiple watchers, for instance, are more useful than multiple bodyguards.
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Post Post #228 (isolation #9) » Wed Feb 18, 2009 3:24 am

Post by The Fonz »

Empking wrote:
shaft.ed wrote:
Who's the Cop? C9

2 Mafia
1 Death Miller Cop
1 Bodyguard
5 townies
This great set up got lost.
Haha, nice one. :lol:
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Post Post #231 (isolation #10) » Wed Feb 18, 2009 6:55 am

Post by The Fonz »

They're not normal...?
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Post Post #235 (isolation #11) » Wed Feb 18, 2009 7:58 am

Post by The Fonz »

Hehe. Even less chance for town than standard 2-10 mountainous, since it's a night start.
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Post Post #247 (isolation #12) » Wed Feb 18, 2009 9:31 am

Post by The Fonz »

shaft.ed wrote:Been thinking about the Two of Four concept. Basically the Miller hurts scum because it makes a confirmed innocent towards end game if not countered. Thus forcing scum into a 50/50 situation at massclaim.
And? The miller isn't there to hurt the town. The other roles are equally confirmable, and more useful. Heck, the idea is that town gets two non-townie roles. The point of the miller is to mitigate follow-the-cop. I like that setup, and not just because i invented it. That said, your setup's pretty cool.

How about:

SS9

Two scum
Five townies
One supersaint
One of cop, doc, roleblocker, chosen at random.

JK9

Jailkeeper
Tracker
Five townies
Two scum

Eye C9

Watcher
Tracker
Five townies
Two scum



Preview Edit: ITT Sens shows his lack of a sens of humour.
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Post Post #252 (isolation #13) » Wed Feb 18, 2009 11:33 am

Post by The Fonz »

shaft.ed wrote:
Nominate JK9


I think Eye C9 is too harsh on scum
Eye C9 has two roles that have basically half the chance of a cop of catching scum, and can't confirm innocents, though they have the advantage over a cop of not both being able to die in one night. So I can't see how it's harder for scum, than, say, California.
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Post Post #828 (isolation #14) » Sat May 16, 2009 12:49 am

Post by The Fonz »

D(dethy)9

2 scum
four townies
3 cops, each of whom have equal chance of being sane, insane, naive, or paranoid, and whose probabilities are independent.
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Post Post #911 (isolation #15) » Sun Aug 02, 2009 8:48 am

Post by The Fonz »

Yeah. Saulus and Judas are opposites. They're also non-normal roles. I would suggest that that game swings on how quickly the doc dies. It either becomes follow the cop, or the scum quickly kill the cop, which makes it really easy for them to win. I'm just not sure it would be fun.
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Post Post #1355 (isolation #16) » Sat Mar 20, 2010 9:21 am

Post by The Fonz »

OK, bear in mind this is very much a thought experiment, and contributions on the number of townies and scum needed to balance it would be welcome.
However:


Deth-Miller Mafia


13p:

One Sane Cop
One Insane Cop
One Naive Cop
One Paranoid Cop

Cops do not know their sanity.

Four Townies
Two Millers (know they are millers)

One scum day rolecop (gets told sanities of any cop they investigate)
Two scum goons

Daystart
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Post Post #1452 (isolation #17) » Sat Jul 10, 2010 8:59 am

Post by The Fonz »

How about:
The More You Know Mafia


Cop
Doc
Vig

Six Townies

Mafia Cop Enabler (Corrupt Chief of Police)
Mafia Doc Enabler (Corrupt Hospital Administrator)
Mafia Vig Enabler (Corrupt Gun Shop Owner)

The town power roles no longer function once the linked scum dies.
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Post Post #1466 (isolation #18) » Mon Jul 12, 2010 11:58 pm

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Alduskkel wrote:I wonder at what point it would be correct play for the Scum to NK one of their own.
Interesting point. That setup is just a jumping-off point for discussion atm, since i'm wondering if it's massclaim-susceptible at the moment. The optimal act given MC there, i think, is for the cop enabler to CC cop. Which then, depending on whether the cop or enabler gets lynched, either leaves 2:8 (possibly plus a vigkill), with a confirmed townie and a vig who can shoot once more (assume scum shoot the doc) or 2:7 with dead doc and cop, and a vig who can shoot once more (since if the real cop is lynched, the vig assuredly shoots the enabler). Or does it even pay for town to keep both alive in that scenario?
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Post Post #1489 (isolation #19) » Mon Jul 19, 2010 4:28 am

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Socrates wrote:If the cop claims, the doc enabler should counterclaim him (or possibly get the drop on him by claiming first), that way if the counter fails, then the doc is disabled and the scum are free to kill the cop. two power roles dealt with for the price of 1 scum in even the worst case scenario (and even better if the scum is believed) seems like an even trade.

I hope that game gets chosen, because I would love to play it.
I had the same thought when I ruminated on this, actually. Leaves 10-2 with the vig, and a doc which can't do anything but is a confirmed innocent if not counterclaimed (and 1-1 for a role which can't do anything isn't worth it). Which is balanced. And since the cop can almost certainly do better than this by waiting, then it's probably not broken.

As for wanting to give the vig an extra kill, well, I think this weights it too much towards town. (Plus, 13p doesn't actually do this- in 9-3, presuming the doc doesn't save, the vig can kill once without costing a lynch. In 13p, the vig can't kill at all without costing a lynch, but once he's done it, the second kill is free). I prefer it at 12. Although the 'pick your poison' element with the vig in 13p is intriguing.

Also suggest:

Good Cop, Mad Cop


Two cops
Three goons
seven townies

Cop sanity is calculated thus: 50% sane, 16.5% naive, 16.5% paranoid, 16.5% insane. (To randomise this easily, generate a random number from 1-12, 1-6 sane, 7-8 naive, etc).

So each cop has 50% chance of being straightforward, basically 2/3 chance to be useful, plus they're specific named roles (confirmed if not countered). However, there's no chance of protection, and each cop needs to take the time to work out their sanity.

Ed: Perhaps 40-20-20-20 is more balanced? Probability of at least one sane cop goes down from 75% to 64%.
Last edited by The Fonz on Mon Jul 19, 2010 7:26 am, edited 1 time in total.
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Post Post #1572 (isolation #20) » Sun Aug 01, 2010 8:30 am

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zoraster wrote:
Cop Enabler claims cop to start? or vig enabler does so. busses his teammate the cop enabler. actually seems pretty interesting for fake claims. almost incentivizes them.
We've discussed this a few pages back... seems like the best player for the scum to claim cop with is the doc enabler. Then, if the cop counterclaims, doc enabler is lynched, cop is shot, and you're left with 2-8, with vig and what is effectively an Earl. Or use the doc enabler to cc if the actual cop claims .(In fact, best town tactic if doc enabler claims cop is probably to claim the role and the investigation FIRST THING ON DAY TWO. I don't really see a downside to this for town, unless the delay in counterclaim makes the cop not believed- then again, i suppose if this was the accepted practice, scum could hold off and cc a cop on day two as well).

Flay: Swingy? I would have thought the opposite. The fact that if town has a fair bit of power is balanced by the notion that if it lynches correctly, it loses its power roles, which makes it auto-correct against the side winning. If the cop hits either the cop or doc enabler, it has no prospect of getting any more investigations in afterward.
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Post Post #1615 (isolation #21) » Wed Aug 04, 2010 5:04 am

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Mr. Flay wrote:Sorry, I meant swingy in that if you play it several times, the way the roles interact/survive is going to vastly change the balance each time. Which is the case for C9/F11/any number of other setups too, just it's not necessarily obvious in this one. I would think that it's actually swingier from the Mafia's side - if they hit the Cop N1, they're in extremely good position.
Isn't that true of ANY 12p setup with a cop?
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Post Post #1619 (isolation #22) » Sat Aug 07, 2010 4:07 am

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Nobody Special wrote: Along the lines of the Ninja Mafia setup, could C9++ be doubled and run as a Large?
No. Doubling the number of town and scum gives town longer to work out connections etc, and also doubling the already pretty large number of power roles... it would massively skew the game in favour of town.
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Post Post #1663 (isolation #23) » Tue Aug 17, 2010 6:50 am

Post by The Fonz »

Rock, Paper, Scissors Mafia


One Rock (Lyncher targeting Paper)
One Paper (Lyncher targeting Rock)
One Scissors (Lyncher targeting Paper)

Two mafia goons

6 vanilla townies

Doc

Vig

Daystart. If a lyncher is lynched, the lyncher targeting him wins, the lyncher targeted by him loses, and all three are out of the game. If a lyncher is nightkilled, he loses, the lyncher targeting him becomes a townie, and the lyncher targeted by him stays a lyncher (because his target is still alive).

Lyncher win conditions are independent of town and scum ones.
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Post Post #1668 (isolation #24) » Tue Aug 17, 2010 7:30 am

Post by The Fonz »

Hi, I'm the very obvious Doc + Cop problem.
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Post Post #1670 (isolation #25) » Tue Aug 17, 2010 7:44 am

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Doesn't matter. Cop claims with different results. (Btw you should at least guarantee the non-sane one is paranoid or naive- insane is a very powerful role once it realises it's insane).
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Post Post #1688 (isolation #26) » Mon Aug 23, 2010 9:40 am

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bv310 wrote:I like it. Helps reduce "bandwagon analysis", which seems to be infecting every game I'm in.
You mean 'the best way of finding scum?'
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Post Post #1776 (isolation #27) » Mon Sep 13, 2010 10:41 am

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Well, I've played 6:3:3 (though with odd lynching mechanics) and
that's
really hard for scum. Think about it, to win flawlessly you have to lynch players that aren't on your team six times in a row (the game in question, Yos, ABR and I won with five lynches and a modkill, but still). 8:2:2 is the
same in terms of
actually requires more mislynches to win, but they've got even less influence on the lynch, and even less margin for error with regard to losing team-mates. Plus of course they can't kill off the obvtowns and good scumhunters like normal.

To balance multigroup nightless, basically town needs to barely have a majority (5:2:2 could work, I think). Think about it, with 8:2:2, it's balanced
with
a nightkill. Take away the scum's primary weapon, and they're screwed.
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Post Post #1832 (isolation #28) » Fri Sep 24, 2010 2:34 am

Post by The Fonz »

Nobody Special wrote:I just can't wrap my brain around having a Pacifist GF in a closed setup. That seems rather bastardly.
The big problem is that it makes 'no lynch to investigate' the optimal play for town.
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Post Post #1958 (isolation #29) » Wed Oct 13, 2010 11:48 am

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gandalf5166 wrote:The tracker seems a bit much. There are no town night actions, so he's only a TINY bit less powerful than a cop. One question though: can the roleblocker both roleblock and kill the same night?
You are, of course, kidding?
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Post Post #2322 (isolation #30) » Tue Feb 08, 2011 6:55 am

Post by The Fonz »

Nominate 8:4 Vanilla Nightless
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Post Post #2625 (isolation #31) » Sun Mar 13, 2011 10:15 am

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Tragedy wrote:
Lover's Mayhem


2 Mafias


8 Town Lovers


Silly Mafias can't be lovers, as a Nightless game.
Mwahehehe. This would most likely favor Mafias if they can lover-death-dodge, while Town are the silly mafia catchers.

Everyone claims their partners instantly. Town gets three lynches to hit the scummiest-looking pair. That's actually town-balanced. Once one scum goes down, so does the other, immediately. Although it might not be SO town-friendly as to be unfun...
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Post Post #4897 (isolation #32) » Wed Jun 20, 2012 9:34 am

Post by The Fonz »

Something I'd be quite interested in seeing...

Nightless Multiball


7 Vanilla Townies
3 Mafia Goons
3 Werewolves

No nights, so no kills. 8-4 is the single group standard, I'd imagine this would be a good test of scumhunting, and likely to self-balance as it only requires one mislynch for town to lose majority, but a scumteam needs a minimum of six non-members dead to clinch victory.

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