[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #38 (isolation #0) » Sun Jan 25, 2009 9:57 am

Post by Caboose »

Seraphim wrote:
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.
Nominate
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Post Post #60 (isolation #1) » Mon Feb 02, 2009 10:18 am

Post by Caboose »

JDodge wrote:
Don't Cut the Red Wire!


1 Serial Killer
1 Mafioso
1 Bomb (when targeted for kill, takes killer with him)
1 (ONE-SHOT) Bulletproof Townie
1 Townie

Day Start
Lynches Compulsory
Nightkills Compulsory

It creates an interesting dilemma if the townie is lynched.
So what happens here:
Townie Lynched D1
Bulletproof Killed N1
Mafioso Lynched D2

Who wins?

Also, is the SK nightkill immune?

It looks like it would be better for the town NOT to massclaim.
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Post Post #63 (isolation #2) » Wed Feb 04, 2009 5:40 am

Post by Caboose »

Vengeful Mafia Revamped (this set-up was in last year's discussion thread)

2 Mafia (no NK)
1 Serial Killer
4 Vengeful Townies (only have a vengeful kill D1)

Mafia wins ties w/ SK.
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Post Post #68 (isolation #3) » Wed Feb 04, 2009 8:25 am

Post by Caboose »

Seraphim wrote:
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.
^ I still nominate this set-up.
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Post Post #69 (isolation #4) » Wed Feb 04, 2009 11:26 am

Post by Caboose »

I would like to run this set-up again, originally run by Pooky

Masons and Mafia

4 Mafia
4 Masons
4 Townies

Nightless
At any point during the day, a member of the Mafia can send in a target for a kill. If the target is a mason, the mason dies. If the target is a townie, the mafia attacker dies.
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Post Post #74 (isolation #5) » Wed Feb 04, 2009 11:47 am

Post by Caboose »

shaft.ed wrote:
Caboose wrote:I would like to run this set-up again, originally run by Pooky

Masons and Mafia

4 Mafia
4 Masons
4 Townies

Nightless
At any point during the day, a member of the Mafia can send in a target for a kill. If the target is a mason, the mason dies. If the target is a townie, the mafia attacker dies.
do scum and masons both get out of thread discussion?
Yes, pregame.
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Post Post #78 (isolation #6) » Wed Feb 04, 2009 1:31 pm

Post by Caboose »

shaft.ed wrote:
Caboose wrote:
shaft.ed wrote:
Caboose wrote:I would like to run this set-up again, originally run by Pooky

Masons and Mafia

4 Mafia
4 Masons
4 Townies

Nightless
At any point during the day, a member of the Mafia can send in a target for a kill. If the target is a mason, the mason dies. If the target is a townie, the mafia attacker dies.
do scum and masons both get out of thread discussion?
Yes, pregame.
so no one talks during the game? Seems weird to bother with Masons then.

I think this'd be more fun if both factions could day talk. Sizes may need to be adjusted however.
I'm open to suggestions.
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Post Post #82 (isolation #7) » Wed Feb 04, 2009 2:52 pm

Post by Caboose »

dahill1 wrote:wasn't there an SK last time too?
iirc he had 1 daykill every 2 weeks and always an additional "risky kill" in which he could guess if his victim was mason, mafia, or townie and he lost the kill if he got it wrong
Link please.
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Post Post #84 (isolation #8) » Wed Feb 04, 2009 3:45 pm

Post by Caboose »

The SK added a pretty cool dimension to the game, but 19 players is a bit big and will probably clog up the queue.

Masons and Mafia

1 Mafia Godfather (kill immune, but can't perform kills)
3 Mafia Goons
4 Masons
4 Townies
1 Serial Killer (kill immune)

Both scum and masons can talk anytime. Mafia Goons can daykill, but if their target is anything other than a mason, they will die and the attack will fail. SK can also daykill as many people as he wants, one at a time. If he hits the GF or a townie, the attack will fail and he loses his ability to kill for the rest of the day.
SK wins ties w/ Godfather
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Post Post #86 (isolation #9) » Thu Feb 05, 2009 9:14 am

Post by Caboose »

Caboose wrote:
The SK added a pretty cool dimension to the game, but 19 players is a bit big and will probably clog up the queue.

Masons and Mafia

1 Mafia Godfather (kill immune, but can't perform kills)
3 Mafia Goons
4 Masons
4 Townies
1 Serial Killer (kill immune)

Both scum and masons can talk anytime. Mafia Goons can daykill, but if their target is anything other than a mason, they will die and the attack will fail. SK can also daykill as many people as he wants, one at a time. If he hits the GF or a townie, the attack will fail and he loses his ability to kill for the rest of the day.
SK wins ties w/ Godfather
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Post Post #132 (isolation #10) » Sat Feb 14, 2009 11:21 am

Post by Caboose »

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.
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Post Post #137 (isolation #11) » Sun Feb 15, 2009 5:22 am

Post by Caboose »

Question about Quack Multiball: If a quack targets Doctor A and Doctor B also targets Doctor A, will doctor A die?
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Post Post #140 (isolation #12) » Sun Feb 15, 2009 8:57 am

Post by Caboose »

shaft.ed wrote:
Max wrote:
shaft.ed wrote:
Nominate Twofold Mafia

2 Mafia A
2 Mafia B
1 A Cop
1 B Cop
1
CPR
Doc
5 Townies
It adds a layer of wifom, which is always necessary when there are cops and docs
that's too much kiling. Basically the game will come down to whether or not the mafia were crosskilled and have very little to do with day time play.
Two things I absolutely can't stand in mafia set-ups:
1. Town winning off of mafia crosskills.
2. Follow-the-cop

Make the mafia members immune to being killed by each other and maybe turn the CPR doc into a vig or a quack and add in a doc?
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Post Post #167 (isolation #13) » Mon Feb 16, 2009 9:24 am

Post by Caboose »

I'm reluctant to nominate this.
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Post Post #174 (isolation #14) » Mon Feb 16, 2009 5:03 pm

Post by Caboose »

hohum wrote:
somestrangeflea wrote:
JDodge wrote:
Don't Cut The Blue Wire

2 Townies
1 SK
1 Mafiate
1 Bomb
1 One-Shot Bulletproof
Nightkills compulsory

This one should fix pretty much all of the issues of Red Wire while maintaining the basic concept, and in fact improve the basic concept greatly.
TOO SOON.
Nominate
Antinominate


I don't like how the town can win off of the mafiate and the SK killing each other. That doesn't really take any skill on the town's part.
Anything to solve that?
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Post Post #302 (isolation #15) » Fri Feb 20, 2009 11:32 am

Post by Caboose »

What the point of having the masons if they can't talk?
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Post Post #325 (isolation #16) » Sat Feb 21, 2009 1:20 pm

Post by Caboose »

Xylthixlm wrote:Doc with no power roles to protect just keeps mafia from killing all the good scumhunters.
That's the point.

I thought "swingy" was what Kort thought it was.
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Post Post #327 (isolation #17) » Sat Feb 21, 2009 1:26 pm

Post by Caboose »

Get rid of the executioner.
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Post Post #329 (isolation #18) » Sat Feb 21, 2009 2:39 pm

Post by Caboose »

I don't like roles that screw with the day. Also, this set-up is going to lead to a follow-the-cop game and the miller claiming first post.

Moo Mafia:
3 vanilla townies
2 millers
1 cop
1 doctor
1 hider
1 mafia executioner
1 mafia roleblocker
1 mafia goon
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Post Post #487 (isolation #19) » Mon Mar 02, 2009 7:46 am

Post by Caboose »



1 Seer
3 Mafia (no NK)
2 Werewolves (has an NK)
6 Townies

^I found this in the wiki. I would /in for this if we ran it.
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Post Post #500 (isolation #20) » Thu Mar 05, 2009 1:16 pm

Post by Caboose »

Second: Jungle Republic

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