[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #36 (isolation #0) » Sun Jan 18, 2009 5:23 am

Post by Seraphim »

Follow the Cop...or Not


1 Compulsive Doctor
1 Cop
1 Tracker
1 Mafia Roleblocker
2 Mafia Goons
5 Townies

Mod Note: The cop's sanity is determined by whether or not the doctor is protecting him. If he's not being protected, his investigation is sane. If he is being protected, his investigation turns up paranoid.

The number of normal townies is this game is variable, but I think the basic concept can work.
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Post Post #254 (isolation #1) » Wed Feb 18, 2009 2:51 pm

Post by Seraphim »

Punish The Deserving


3 Mafia
8 Town
1 SK Punisher

Mod Notes: This SK can kill any player at night who was prodded during the previous day due to inactivity. This must be true lurking as opposed to announced V/LA absences. The SK wins if everyone is dead or if no one is replaced during the game due to inactivity.

This could use some tweaking, definitely, but I think the basic concept could work. Maybe some other town roles in there...
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Post Post #256 (isolation #2) » Wed Feb 18, 2009 3:11 pm

Post by Seraphim »

So you think the SK should just have a normal SK win condition and that the game is balanced this way?
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Post Post #332 (isolation #3) » Sat Feb 21, 2009 3:14 pm

Post by Seraphim »

No One Suspects the Spanish Inquisition!

2 Mafia Godfathers
1 Mafia Goon
1 Tracker
1 Cop
1 Miller
7 Vanilla
Day Start

Mod Notes: I was considering making the miller a death miller, but that might be a little too much. I thought it was a little stacked against the town so I added the day start and the odd number of players.
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Post Post #338 (isolation #4) » Sat Feb 21, 2009 3:31 pm

Post by Seraphim »

Also, what about my set-up makes it unplayable?

The entire idea revolves around having two Godfathers. Add a cop in order to investigate the GFs, throw in a normal Mafia goon so he has something to investigate, throw in a Miller to screw the Cop up further, and throw in a Tracker for town balance so they have a good investigation role.
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Post Post #442 (isolation #5) » Thu Feb 26, 2009 11:21 am

Post by Seraphim »

CP9 of Death Metal


1 Death Miller Cop
1 Doctor
2 Mafia Goons
5 Villagers

Once again, another variation of a standard set-up where Follow-the-Cop is highly discouraged. Let the cop WIFOM ensue! If cop claims as cop, the Mafia can counter-claim. If Mafia claims as cop, cop can counter-claim thus endangering both of them no matter the situation. Should provide for some interesting fun.
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Post Post #452 (isolation #6) » Fri Feb 27, 2009 1:05 pm

Post by Seraphim »

Not eliminated but certainly they need to be outnumbered and the town can't have anymore one-shot kills. Also, any feedback on my set-up on the previous page?
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Post Post #454 (isolation #7) » Fri Feb 27, 2009 1:39 pm

Post by Seraphim »

Oh. Hmmm. Guess I got my set-ups confused.

I realize that Death Miller is not a popular role but it's a way(an extreme way) of discouraging follow-the cop.

F11 of Death Metal


1 Death Miller Cop
1 Doctor
2 Mafia Goons
5 Villagers
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Post Post #459 (isolation #8) » Sat Feb 28, 2009 10:07 am

Post by Seraphim »

On second thought, I think 3 townies would be better. It gives less room for falseclaims but also gives the cop less targets to investigate.

So, I'll put both set-ups here for further evaluation.

C9 of Death Metal


1 Death Miller Cop
1 Doctor
2 Mafia Goons
3 Villagers

F11 of Death Metal


1 Death Miller Cop
1 Doctor
2 Mafia Goons
5 Villagers
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Post Post #461 (isolation #9) » Sat Feb 28, 2009 2:41 pm

Post by Seraphim »

I don't want to change the meta, I just like messing up standard set-ups and creating new ones.
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Post Post #505 (isolation #10) » Fri Mar 06, 2009 12:10 pm

Post by Seraphim »

Polygamist Mafia


4 Mafia Lover Goons
8 Lovers

Mod Notes: Nightless
The Mafia are all lovers together; if one dies, they all die.
The rest of the town is paired up as lovers.

Saw this on the wiki. Looks interesting.
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Post Post #507 (isolation #11) » Fri Mar 06, 2009 1:18 pm

Post by Seraphim »

Yes, they would.

It's not as simple as it would appear. The game ends on Day 2, no matter what. Two mislynches = scum win and one correct lynch = scum win. So, unless no lynch is voted for at some point(which is stupid, because it's nightless), the game ends at day 2.

I looked at the previous game played of this and saw that it ended in a town win on day 2. But it was a long couple of days. I think with good scum, it could be a very interesting game.
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Post Post #508 (isolation #12) » Fri Mar 06, 2009 1:18 pm

Post by Seraphim »

Question: If this set-up runs, should the scum be able to daytalk?
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Post Post #511 (isolation #13) » Fri Mar 06, 2009 1:25 pm

Post by Seraphim »

Wow. Talk about a bastard mod's paradise.
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Post Post #513 (isolation #14) » Fri Mar 06, 2009 1:57 pm

Post by Seraphim »

Alright then.

Polygamist Mafia

4 Mafia Lover Goons
8 Town Lovers

Mod Notes:
Nightless
All four goons are lovers, so they die together.
Each town lover is paired with another town lover. Each pair dies together.
All lover teams can daytalk outside of the thread.
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Post Post #531 (isolation #15) » Sat Mar 07, 2009 7:56 am

Post by Seraphim »

Anything that's broken means that there's an optimal way to win and that using any other method of play is stupid and lowers the chance of winning. For example, Follow-the-Cop. Cop claims immediately. Doc protects him every night. Town gets free investigations until they find scum.
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Post Post #533 (isolation #16) » Sat Mar 07, 2009 8:04 am

Post by Seraphim »

Not true. Take the newbie game for example: there are four possible set-ups. The town doesn't know which set-up is in play. The scum, the doctor, or the cop only know that there are two possible set-ups from which to go from.

So, if the Cop gets a guilty, should the Cop claim immediately even when there's two scum left? If the sacrifice of the cop worth the dead scum? Should the scum counterclaim? It depends on who is playing what the optimal strategy is. A broken game is a game where one side can use a breaking strategy to end the game for their side. The game isn't fun because there's no way for the other side to win due to the breaking strategy.
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Post Post #584 (isolation #17) » Sat Mar 21, 2009 3:08 pm

Post by Seraphim »

Guardian wrote:
Guardian wrote:
One Shot


3 Mafia
1 One-Shot Cop (may submit "no action" to preserve ability for later nights)
7 Townies

Day start, mandatory lynches and NKs.
Nominate


This seems balanced. Requires a good town though.
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Post Post #623 (isolation #18) » Sat Apr 04, 2009 3:06 am

Post by Seraphim »

Cruciare wrote:
Witchhunt
(Details Undecided)

Some Goons
Some Sane Cops
Some Not-Sane Cops
A Governor
Some Townies
And some random Millers mixed in amongst the Town-aligned.

Possibly with some kind of partial No-Reveal.
This is kinda complicated for an open set-up...and vague.
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Post Post #927 (isolation #19) » Tue Aug 11, 2009 9:53 am

Post by Seraphim »

LlamaFluff wrote:10 Vanilla Town
2 Goons

Night Start

Goons do not know the other goon

Each night goons submit a list of all other players in their order of prefrence for night kills. Top spot gets X points (where X+1 is all living players), all the way down to last who get one. Points are added by the mod and the highest ranked town player gets killed.

As the game goes on the goons might be able to infer who the other one is a bit, and start playing like a team, just might be an interesting concept.
I like this. Just make sure that the scum PM is posted publicly so that the scum don't try and confirm each other.

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