[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #107 (isolation #0) » Fri Feb 13, 2009 7:02 am

Post by ac1983fan »

I thought up this set-up, and it seemed pretty neat in my mind:
Skum & scum

1 Goon
1 Serial Killer
4 Townies
1 Cop
1 SK Cop

Each cop has one-shot NK immunity.
Serial Killer is NK immune
Both cops are sane
Cop finds out if the investigated player is anti-town or pro-town (i.e. gets guilty on both Goon and SK)
SK Cop finds out if the investigated player is the SK or not.
If the SK Cop finds the SK, he gets a 100% success rate kamikaze daykill for the SK only, simply by posting
daykill: (sk's username goes here)
in any post. Both the SK and the SK Cop will die. If the SK is lynched, the SK cop becomes a standard sane cop.

Thoughts? It's probably far from perfect...
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Post Post #133 (isolation #1) » Sat Feb 14, 2009 12:24 pm

Post by ac1983fan »

Caboose wrote:
ac1983fan wrote:I thought up this set-up, and it seemed pretty neat in my mind:
Skum & scum

1 Goon
1 Serial Killer
4 Townies
1 Cop
1 SK Cop

Each cop has one-shot NK immunity.
Serial Killer is NK immune
Both cops are sane
Cop finds out if the investigated player is anti-town or pro-town (i.e. gets guilty on both Goon and SK)
SK Cop finds out if the investigated player is the SK or not.
If the SK Cop finds the SK, he gets a 100% success rate kamikaze daykill for the SK only, simply by posting
daykill: (sk's username goes here)
in any post. Both the SK and the SK Cop will die. If the SK is lynched, the SK cop becomes a standard sane cop.

Thoughts? It's probably far from perfect...
This might have some potential, but the goon looks kind of screwed in this game especially since the SK is NK immune and the cop has 1 shot NK immunity. I suggest taking out the cop and adding another goon.

2 Goons
1 SK
4 Townies
1 SK Cop

After typing this out, I realize that this is the "baby too much scum" set-up.

Maybe we could keep the cop:

1 Mafia GF
1 Goon
1 SK
1 Cop
1 FBI Agent (SK Cop)
4 Townies

GF is investigation immune. The SK has one-shot NK immunity.
I actually thought of an alteration to your second set up:
1 Goon
1 Traitor
1 SK
1 Cop
1 FBI Agent (SK Cop)
4 Townies

The goon does not know who the traitor is, the traitor knows who the goon is and cannot be nightkilled by the goon and turns up innocent initially. If the goon dies, the traitor takes over the goon's role and can send in the night kill.

That seems a little bit more balanced to me.
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Post Post #185 (isolation #2) » Tue Feb 17, 2009 4:24 am

Post by ac1983fan »

Max wrote:Empking (Which is who he's an alt of... Presumably)

So after a year on the site he probably knows how to mod a game
Wouldn't it be great if Empking's Alt was somebody else's alt?
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Post Post #251 (isolation #3) » Wed Feb 18, 2009 11:31 am

Post by ac1983fan »

Clever name goes here

2 Scum
1 Recruiting mason
6 Townies

Scum & masons each get a quicktopic, recruiting mason dies if he targets scum, recruiting is not compulsory.
I was considering putting a watcher/night watchman in there, but wasn't sure if it was necessary... thoughts?
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Post Post #285 (isolation #4) » Fri Feb 20, 2009 2:17 am

Post by ac1983fan »

Adel wrote:
<3 JDodge Mafia

2 Mafia Goons
1 Mafia Goon (fnord)
2 Werewolves
1 Werewolf (fnord)
3 Townies (fnord)
2 Compulsive Vigs / Masons (each has a nk)
6 Townies

day start

Each night each fnord can switch the alignments of two other target players. Those players shall be protected from kills for that night. fnords will resolve in the order that they were received.

Only the original members of each scum group are allowed to talk at night with each other, and that ability to communicate does not change if their alignment changes. Ditto for the Masons.

For scum night kills, the first PM the mod receives is the kill that shall go through.

fnord'd players will be informed (if their alignment changed) by PM at the beginning of the new day.

Too swingy? Too random?
Oh dear god, that's worse than several cult. I don't think many people would want to play in a game where there aligment could be changed at any moment to any of the other alignments in the game. The Scum could end up being completely different that original. I don't really think that this game has the spirit of mafia in it.
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Post Post #298 (isolation #5) » Fri Feb 20, 2009 8:13 am

Post by ac1983fan »

PokerFace wrote:
ac1983fan wrote:
Clever name goes here

2 Scum
1 Recruiting mason
6 Townies

Scum & masons each get a quicktopic, recruiting mason dies if he targets scum, recruiting is not compulsory.
I was considering putting a watcher/night watchman in there, but wasn't sure if it was necessary... thoughts?
This looks pretty cool on principle

Is it balanced and has it been
seconded
yet?
Well, actually I took thok's idea into consideration and thought up the following revision:
Clever Name Mafia

2 Scum
1 Recruiting Mason
6 townies

Mafia can nighttalk, Masons
cannot
nighttalk, however, all masons are informed when a new mason joins the group. Daystart.

I don't think it should be actually nominated yet, unless other people think it's is well-balanced.
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Post Post #300 (isolation #6) » Fri Feb 20, 2009 11:13 am

Post by ac1983fan »

mykonian wrote:
PokerFace wrote:
ac1983fan wrote:
Clever name goes here

2 Scum
1 Recruiting mason
6 Townies

Scum & masons each get a quicktopic, recruiting mason dies if he targets scum, recruiting is not compulsory.
I was considering putting a watcher/night watchman in there, but wasn't sure if it was necessary... thoughts?
This looks pretty cool on principle

Is it balanced and has it been
seconded
yet?
I've played something like this before, and it is hard enough with only one scum. I think town will lose quite often by misrecruiting.
Well you could do this:
2 Scum
1 Recruiting Mason
1 Backup Recruiting Mason
5 Townies

The backup becomes the recruiting mason once the original recruiting mason dies, but doesn't learn who was in the original mason group. He/she starts a new mason group, which can include members of the old mason group. This would effectively be the same as putting a deputy in a game with a cop. Mafia can nighttalk, Masons
cannot
nighttalk, however, all masons are informed when a new mason joins the group. Daystart.

That seems a little more balanced... another way could be:
1 Scum
1 Recruiting Mason
1 Traitor
6 Townies

The traitor could be recruited into the mason group. This would effectively be the same as putting a miller in a game with a cop. Mafia can nighttalk, Masons
cannot
nighttalk, however, all masons are informed when a new mason joins the group. Daystart.
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Post Post #418 (isolation #7) » Tue Feb 24, 2009 1:24 pm

Post by ac1983fan »

dahill1 wrote:
Prof. Guppy wrote:
I don't think Guppy understands how the Open queue works, though.
That can be remedied easily.
I know, I know, bureaucracy keeps the bad element from exacting their will when they probably shouldn't. Still, I've got characters, plot, and setting all ready and rearing to go. What should I do?
Sign up for the mini theme or large theme queue
Yeah, that.
The open queue's not really designed for the kind of game you're proposing. It's designed for ordinary setups that usual have one or two semi-unique things in them. Also, open game mods usually don't get to choose which game they mod. The best thing to do is what dahill said.
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Post Post #510 (isolation #8) » Fri Mar 06, 2009 1:23 pm

Post by ac1983fan »

Insanity Runs amok

2 Mafia Goons
1 Insane Cop (Paranoid)
1 Insane Cop (Naïve)
1 Insane Cop (Random)
1 Insane Cop (Standard Insane)
1 Insane Cop (Sane but thinks he's insane)
1 Psychiatrist

The psychiatrist turns insane cops sane as a night choice. The Insane cops don't know what type of insanity they have. The psychiatrist gets a N0 head start (no killing or investigating N0). The psychiatrist also dies if (s)he targets a mafia.
It's kind of like dethy, but with a twist and more players.
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