[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #37 (isolation #0) » Fri Jan 23, 2009 6:11 am

Post by Empking »

Bump


1 Ninja + 1 Scum Tracker + 1 Scum Watcher

3 Trackers
3 Watchers
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #52 (isolation #1) » Sat Jan 31, 2009 11:37 pm

Post by Empking »

Shouldn't you edit that into the set up itself?
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #64 (isolation #2) » Wed Feb 04, 2009 6:20 am

Post by Empking »

C'mon we need to nominate set ups.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #66 (isolation #3) » Wed Feb 04, 2009 6:47 am

Post by Empking »

Is there a non +2 version?
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #91 (isolation #4) » Sat Feb 07, 2009 11:46 pm

Post by Empking »

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

2 Mafia
1 Death Miller Cop
1 Bodyguard
5 townies
Nominate and then nominate again.
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Post Post #93 (isolation #5) » Thu Feb 12, 2009 5:52 am

Post by Empking »

Bird C9 - Empking Style

2 Mafia

1 Macho Cop
1 Doc
5 Townies
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #159 (isolation #6) » Mon Feb 16, 2009 6:49 am

Post by Empking »

Adel wrote: ~~~
Nominate Carbon 14

2 Mafia Goons or Werewolves
1 Cop (Only gets guilty on Mafia Goon)
1 Seer (Only gets guilty on Werewolf)
3 Townies
?
Second
- This set-up is the win.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #227 (isolation #7) » Wed Feb 18, 2009 12:23 am

Post by Empking »

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

2 Mafia
1 Death Miller Cop
1 Bodyguard
5 townies
This great set up got lost.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #232 (isolation #8) » Wed Feb 18, 2009 7:40 am

Post by Empking »

Gunsmith


2 Mafia

1 SK (Kills with a spoon.)

2 Cops (only see Mafia)
2 Gunsmiths
1 of Cop or Gunsmith who doesn't carry a gun.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #237 (isolation #9) » Wed Feb 18, 2009 8:00 am

Post by Empking »

Xylthixlm wrote:
Empking wrote:
Gunsmith


2 Mafia

1 SK (Kills with a spoon.)

2 Cops (only see Mafia)
2 Gunsmiths
1 of Cop or Gunsmith who doesn't carry a gun.
The mafia claim cop, and hope they don't get caught by the real cops. Probably devolves to a counterclaim situation.

The SK claims gunsmith and tries to guess who the real gunsmiths are so he doesn't out himself by his role.

Nobody actually scumhunts.
If all mafia claim cop and the SK claims gun smith then they'll just round it and find the scum. I don't think that's what scum would do.

Trojan: If mafia is killed day 1 then the game is basically random and as such very boring. Even if their's two mafia going into night 1 the game doesn't have a high enough Scum:Town ratio to be interesting.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #241 (isolation #10) » Wed Feb 18, 2009 8:07 am

Post by Empking »

shaft.ed wrote:
The Fonz wrote:Hehe. Even less chance for town than standard 2-10 mountainous, since it's a night start.
then 2:11?
So 2:10 only a player isn't allowed to play?
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #290 (isolation #11) » Fri Feb 20, 2009 7:47 am

Post by Empking »

farside22 wrote:I'm thinking for the next round of games to sign up for to do
Carbon 14
again. I found the game well balance and many enjoyed playing (well except those killed early.)
Discussion on the game is welcomed.
Good Posting.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #292 (isolation #12) » Fri Feb 20, 2009 7:54 am

Post by Empking »

2 Scum
1 Cult
6 Townies

is imbalanced towards cult so I can't see this set up being balanced.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #406 (isolation #13) » Tue Feb 24, 2009 3:51 am

Post by Empking »

I think AC9 should have a name relating to the Odds/Even game its obviously based on.(I aslso think its worse that Odds/Evens)

Vengeful without the Vengeful


2 Scum

1 Twilight Vig
2 Townies
Nightless

Twilight Vig PMs the mod during twilight and can kill even if lynched that day.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #443 (isolation #14) » Thu Feb 26, 2009 11:37 pm

Post by Empking »

Newbie with enabler


2 Mafia

1 Doc
1 Cop
1 Cop Enabler
2 Townies
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #444 (isolation #15) » Thu Feb 26, 2009 11:46 pm

Post by Empking »

Do The people who go in the newbie queue like big set ups?


I don't think they do.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #446 (isolation #16) » Fri Feb 27, 2009 4:57 am

Post by Empking »

Crazy wrote:
Empking wrote:
Newbie with enabler


2 Mafia

1 Doc
1 Cop
1 Cop Enabler
2 Townies
Have the cop claim Day 1, massclaim Day 2, and it would be
very
difficult for the scum to ever win.
Scum are allowed to counter claim.
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Post Post #449 (isolation #17) » Fri Feb 27, 2009 5:18 am

Post by Empking »

Newbie with enabler


2 Mafia

1 Doc
1 Cop
1 Cop Enabler - Told he's a townie
2 Townies
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #458 (isolation #18) » Fri Feb 27, 2009 11:45 pm

Post by Empking »

Seraphim wrote: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
It'd be better with three townies.

Arson in Wolf Wood


1 Arsonist
2 Wolves

1 Seer
1 Firefighter
3 Townies
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Post Post #467 (isolation #19) » Sat Feb 28, 2009 11:28 pm

Post by Empking »

NK-Immune Miller Vig


2 Mafia

1 Cop
1 NK-Immune Miller Vig (Loses powers after N1)
1 Fake NK-Immune Miller Vig (Told he's a NK-Immune Miller Vig but isn't.)
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #469 (isolation #20) » Sun Mar 01, 2009 12:12 am

Post by Empking »

Nominate: Lovers Mafa


Why shouldn't the vig shoot?

NK-Immune Miller Vig V.2


2 Mafia

1 Cop
1 NK-Immune Miller Vig (Loses powers after N1)
1 Fake NK-Immune Miller Vig who is also a back-up for the real NK-Immune Miller Vig(Told he's a NK-Immune Miller Vig but isn't.)
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Post Post #471 (isolation #21) » Sun Mar 01, 2009 1:13 am

Post by Empking »

mykonian wrote:
Why shouldn't the vig shoot?
because the in case the mafia is lynched, and he misvig's, the game is over. Situation doesn't change if he doesn't shoot, only that there are 2 more talking about the lynch.
NK-Immune Miller Vig V.2

2 Mafia

1 Cop
1 NK-Immune Miller Vig (Loses powers after N1)
1 Fake NK-Immune Miller Vig who is also a back-up for the real NK-Immune Miller Vig(Told he's a NK-Immune Miller Vig but isn't.)
doesn't change: this is biased towards mafia, and by a lot. town wins 25% of the times with copclaim.

without copclaim. Assuming mafia isn't lynch day 1 (that is hard to do.), then town wins only 1/9 of the times.
What makes you think cop claims the best?

How can it be certain that the mafa won't be lynched day 1 without making it clear that they're scum?
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Post Post #473 (isolation #22) » Sun Mar 01, 2009 2:40 am

Post by Empking »

Can you explain how you get 1/9, I don't get it.
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Post Post #479 (isolation #23) » Sun Mar 01, 2009 3:59 am

Post by Empking »

PokerFace wrote:I think I'll help you out empking

Disgrace to NK-Imune Miller Vigs

2 Mafia Outlaws
1 Cop
5 Vanillas
1 NK Imune Death Miller vig
Second
- Was the Death part on purpose?

Oman 6P

1 Cop
3 Vanillas
1 NK Imune Miller Vig
1 NK Imune Framer SK
(Can Frame and Kill Each night. He Auto wins if only him and vig are alive)
Its not normal due to not having a mafia group. (sad face)

8-Player Lyncher

2 Mafia

1 Lyncher

1 Cop (Maia only)
0-1 Doc
3-4 Townies

If lynchee is NK'd, lyncher (if still alive) becomes town.

Lynchee can be any player other than the lyncher
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Post Post #488 (isolation #24) » Mon Mar 02, 2009 7:51 am

Post by Empking »

TJWAOT: I still think its broken the same way as normal Texas is, it just means that it goes to a three man end game.

Actually, what is town's win percentage if they just attack the person below them? Or the odds of it going into a three man end game?
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #514 (isolation #25) » Fri Mar 06, 2009 10:09 pm

Post by Empking »

ortolan wrote:^^ I like that one, very very simple too

mafia have 0.4 odds of winning, town 0.6 by random lynching

that's not that unbalanced compared to other standard setups is it?
?
No, that's horribly imbalanced.

Nominate: Yos's & Gurgi's 4P


1 SK with RB that can be used in addition to kill
1 Vigilante
2 Townies

Open, day Start, compulsory lynches.
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Post Post #516 (isolation #26) » Sat Mar 07, 2009 12:46 am

Post by Empking »

If town has higher than 50% win chance, that's horribly imbalanced. I'd say if they have 45-50 its imbalanced.

Yeah, I just realized that b
Withdraw Nomination
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #518 (isolation #27) » Sat Mar 07, 2009 12:56 am

Post by Empking »

To answer your first question. Only if there is only two factions.

If town has higher than 50% then they can random play and more likely than not win.

If scum have 60% chance to win then town can do something about it. If town does scum can't.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #523 (isolation #28) » Sat Mar 07, 2009 5:12 am

Post by Empking »

Mith: If perfect scum lose more often than they win, that game is broken.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #525 (isolation #29) » Sat Mar 07, 2009 5:33 am

Post by Empking »

Do you mean I don't know what "broken" means in the context of mafia or just in general.

I use it (and my quick search seems to agree with me) as something (such as a group or role) that if you're not it and you're opponent is you'll lose.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #527 (isolation #30) » Sat Mar 07, 2009 7:48 am

Post by Empking »

shaft.ed wrote:Emp, what mith is saying is a set up is broken when an optimized preset strategy exixst that doesn't involve playing mafia.
Mith is wrong.

Mith's definition is stupid as any game could be played in a way that's not mafia. So every game is broken. So I was right.
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Post Post #530 (isolation #31) » Sat Mar 07, 2009 7:56 am

Post by Empking »

If Mith is right then the Texas Justice method isn't broken because its random instead of scum hunting, right?
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #532 (isolation #32) » Sat Mar 07, 2009 7:57 am

Post by Empking »

Sera: So every game is broken because there is always an optimum way of winning.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #535 (isolation #33) » Sat Mar 07, 2009 9:58 am

Post by Empking »

Sera: Just because we don't know the strategy (and by "we", I mean you and I, I'm pretty sure Mith knows it) doesn't mean it doesn't exist.

Thok: That's still worse that scum hunting.

I was responding to Sera's definition. Where was "boring and not mafia"?
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #556 (isolation #34) » Sun Mar 15, 2009 7:59 am

Post by Empking »

Second: SSF Nightless


Not normal.
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Post Post #569 (isolation #35) » Wed Mar 18, 2009 5:25 am

Post by Empking »

Korts wrote:Bird 7p?
Second
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Post Post #601 (isolation #36) » Sat Mar 28, 2009 8:52 am

Post by Empking »

Normal 4P


2 Mafia

2 Double Voters
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #605 (isolation #37) » Sun Mar 29, 2009 8:28 am

Post by Empking »

Vote counts only count people voting.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #610 (isolation #38) » Mon Mar 30, 2009 4:32 am

Post by Empking »

Or you could just y'know not have a weird number of votes needed to lynch.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #612 (isolation #39) » Mon Mar 30, 2009 4:45 am

Post by Empking »

shaft.ed wrote:
Empking wrote:Or you could just y'know not have a weird number of votes needed to lynch.
that doesn't fix anything, in fact it makes it far easier for scum.
But the game you're doing is balanced towards town, so balancing it closer to scum is a good thing.
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Post Post #614 (isolation #40) » Mon Mar 30, 2009 5:06 am

Post by Empking »

shaft.ed wrote:
Empking wrote:
shaft.ed wrote:
Empking wrote:Or you could just y'know not have a weird number of votes needed to lynch.
that doesn't fix anything, in fact it makes it far easier for scum.
But the game you're doing is balanced towards town, so balancing it closer to scum is a good thing.
How is a game where a single townie misvote = loss "balanced closer to scum?"
Because if a single townie misvotes then scum can win?
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Post Post #629 (isolation #41) » Thu Apr 09, 2009 8:27 am

Post by Empking »

Elmo wrote:
Angelic

1 angel
2 goons
7-9? townies

The angel is told the alignments of all players, cannot post in thread, and does not exist for all practical purposes; except, each night, the angel selects one townie to protect from a kill. The mafia are told who the angel selected before they submit their kill.

Not really sure about the balance here, but I think it's cute. Odds on the town needs more than 7 townies because vanilla, idk.
Is the fact that if they get a lucky first day, each player can give a name, the angel protects the player ho picked scum and then the killed player's player is cleared a problem.)

(Does that even make sense?)
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Post Post #667 (isolation #42) » Sat Apr 11, 2009 9:34 am

Post by Empking »

Green Modding Guide


Mafia:

1 GF
1 RB

Town:
1 Cop
1 Doc
1 Vig
3 Townies
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #677 (isolation #43) » Fri Apr 17, 2009 5:24 am

Post by Empking »

50%?


2 Lovers Mafia

2 Masons
2 Townies

Night Start
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #680 (isolation #44) » Fri Apr 17, 2009 11:39 pm

Post by Empking »

50%? V.2


2 Mafia Lovers
2 Masons
1 Vengeful Townie
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #683 (isolation #45) » Sat Apr 18, 2009 12:14 am

Post by Empking »

The First Part of your breaking strategy: Scum could also claim scum. That's not a problem with the set up.
The second part: This doesn't increase the town's odds of winning.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #686 (isolation #46) » Sat Apr 18, 2009 12:27 am

Post by Empking »

Korts wrote:
Empking wrote:The First Part of your breaking strategy: Scum could also claim scum. That's not a problem with the set up.
The second part: This doesn't increase the town's odds of winning.
That's true. But masons will have to claim, since lynching a mason = a town loss. And if masons claim, then scum counterclaim, and again, it is down to a single player to actually play.
If masons claiming leads to masons getting lynched then it ruins your reasoning for masons claiming.
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Post Post #688 (isolation #47) » Sat Apr 18, 2009 12:33 am

Post by Empking »

ortolan wrote:I agree with Korts' point- while strictly speaking it does have a 50% expected win percentage for both town and scum, it is just a bad/boring setup regardless.
Its only boring when you try (and fail) to break it.
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Post Post #691 (isolation #48) » Sat Apr 18, 2009 12:54 am

Post by Empking »

ortolan wrote:The setup is really just: one judge with two pairs trying to convince this judge to lynch the other.
Only if you play suboptimally.
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Post Post #693 (isolation #49) » Sat Apr 18, 2009 1:00 am

Post by Empking »

ortolan wrote:only if who plays suboptimally? it is optimal play for the scum to force this situation to begin with.
What game?
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Post Post #695 (isolation #50) » Sat Apr 18, 2009 1:10 am

Post by Empking »

ortolan wrote:I meant your game
If scum do an action that everyone knows is bad for the town, I doubt they won't be lynched.
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Post Post #697 (isolation #51) » Sat Apr 18, 2009 1:19 am

Post by Empking »

Korts wrote:
Empking wrote:
ortolan wrote:I meant your game
If scum do an action that everyone knows is bad for the town, I doubt they won't be lynched.
But it is optimal play for the town for the masons to claim, since accidentally lynching them would be an instant scum win.
No it isn't.

They Claim - 50% random and unincreasable
They don't claim - 50% random and can be increased by good play.

Do you honestly think the first is better?

(Also, your plan (unless I'm mistaken) is to increase the odds of the masons being accidently lynched to stop them from being accidently lynched. Which is just silly.)
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Post Post #701 (isolation #52) » Sat Apr 18, 2009 2:03 am

Post by Empking »

Korts wrote:
Empking wrote:
Korts wrote:
Empking wrote:The First Part of your breaking strategy: Scum could also claim scum. That's not a problem with the set up.
The second part: This doesn't increase the town's odds of winning.
That's true. But masons will have to claim, since lynching a mason = a town loss. And if masons claim, then scum counterclaim, and again, it is down to a single player to actually play.
If masons claiming leads to masons getting lynched then it ruins your reasoning for masons claiming.
Um, masons
not
claiming is what may lead to masons getting lynched, while masons claiming turns the game into a single player's decision. It is a game without any fun.
So mason claiming leads to masons not getting lynched?
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Post Post #704 (isolation #53) » Sat Apr 18, 2009 2:20 am

Post by Empking »

Korts wrote:
Empking wrote:
Korts wrote:
Empking wrote:
Korts wrote:
Empking wrote:The First Part of your breaking strategy: Scum could also claim scum. That's not a problem with the set up.
The second part: This doesn't increase the town's odds of winning.
That's true. But masons will have to claim, since lynching a mason = a town loss. And if masons claim, then scum counterclaim, and again, it is down to a single player to actually play.
If masons claiming leads to masons getting lynched then it ruins your reasoning for masons claiming.
Um, masons
not
claiming is what may lead to masons getting lynched, while masons claiming turns the game into a single player's decision. It is a game without any fun.
So mason claiming leads to masons not getting lynched?
No, masons claiming leads to there being two pairs of masons being claimed, leaving the vengeful townie to decide.
Why do the masons claim?

Adel: Lovers, roll 1d6 then let the 1d6er roll a dice to work out who the next to lynches are. Is Lovers broken?
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Post Post #706 (isolation #54) » Sat Apr 18, 2009 2:32 am

Post by Empking »

Korts wrote:Empking: the masons claim because if they don't, they are lynch candidates--and a mason lynch is an instant loss for town.
They Claim: So they won't be lynched.
When they claim: The odds of one of them getting lynched goes up by 10%.

Am I getting this right?
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Post Post #710 (isolation #55) » Sat Apr 18, 2009 2:37 am

Post by Empking »

Korts wrote:
Empking wrote:
Korts wrote:Empking: the masons claim because if they don't, they are lynch candidates--and a mason lynch is an instant loss for town.
They Claim: So they won't be lynched.
When they claim: The odds of one of them getting lynched goes up by 10%.

Am I getting this right?
No. Neither the real masons nor the claimed masons will be getting lynched, the vengeful townie will.
So the confirmed town is lynched. Why?

And does it increase the town's odds to bertter than 50%?
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Post Post #712 (isolation #56) » Sat Apr 18, 2009 3:00 am

Post by Empking »

Adel wrote:
Empking wrote:
Korts wrote:
Empking wrote:
Korts wrote:Empking: the masons claim because if they don't, they are lynch candidates--and a mason lynch is an instant loss for town.
They Claim: So they won't be lynched.
When they claim: The odds of one of them getting lynched goes up by 10%.

Am I getting this right?
No. Neither the real masons nor the claimed masons will be getting lynched, the vengeful townie will.
So the confirmed town is lynched. Why?

And does it increase the town's odds to bertter than 50%?
or the two masons will vote a scum player, and the two scum will vote for a mason, and the V. townie will hammer.


So the masons claim in order to not get lynched by increasing their odds of getting lynched?
It doesn't make any difference
-- either way the V. has to choose between two identical groups with no informational or motivational difference between them.
Yes, the town is punished for poor play. Why is that bad?
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Post Post #714 (isolation #57) » Sat Apr 18, 2009 3:04 am

Post by Empking »

Korts wrote:
Empking wrote:So the masons claim in order to not get lynched by increasing their odds of getting lynched?
They aren't increasing their odds of getting lynched unless I'm missing something big.
Adel said the VT hammers.

1/5 = 20%
1/4 = 25%
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Post Post #716 (isolation #58) » Sat Apr 18, 2009 3:21 am

Post by Empking »

iamausername wrote:
Empking wrote:
It doesn't make any difference
-- either way the V. has to choose between two identical groups with no informational or motivational difference between them.
Yes, the town is punished for poor play. Why is that bad?
There would be no difference between poor play and good play on the townie's part, because the two groups he has to choose between are functionally identical. Nothing he does will possibly increase his odds of choosing correctly above 50%.
They are not functionally identical.

The mafia knows who the town and the mafia are. The masons do not.
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Post Post #718 (isolation #59) » Sat Apr 18, 2009 3:29 am

Post by Empking »

iamausername wrote:The mafia know that one of the other three is the townie, and the other two are masons, but not which is which. The masons know that one of the other three is the townie, and the other two are mafia, but not which is which. What's the difference?
The townie and mason have the same win con, the mafias and townie don't.
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Post Post #731 (isolation #60) » Sun Apr 26, 2009 1:58 am

Post by Empking »

Max wrote:I agree with CES, (see basically communism mafia)

Simple Sanity Issues


3 Mafia (One Role Blocker)

1 Cop (50% Sane, 50% Insane)
8 Town
So Pie only a lot worse for the town?
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Post Post #733 (isolation #61) » Sun Apr 26, 2009 2:47 am

Post by Empking »

Max wrote:Empking, it's basically Strawberry Mafia (Remove the Vanilla that was going to be there but I copied from another set-up)

Which is a simple proven set-up, it just adds a layer of texture and doubt and prevents clearing some roles within 2 days, and prevents everyone being cleared in endgame
So its strawberry but even worse for the town?

(Yeah, its definitely not Pie.)
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Post Post #735 (isolation #62) » Sun Apr 26, 2009 6:21 am

Post by Empking »

If the cop doesn't get three nights worth of investigations he's a lot worse.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #736 (isolation #63) » Sun Apr 26, 2009 7:29 am

Post by Empking »

Cake E9


1 RBer
1 Goon

1 Tracker
1 Watcher
5 Townies

Needlessly Complicated


2 Mafia - RB instead of NK - Wins at 50% or 1 M, 1 T, 1 SK going into the day.

1 SK

1 Cop
3 Townies
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #738 (isolation #64) » Sun Apr 26, 2009 7:35 am

Post by Empking »

dahill1 wrote:
Empking wrote:
Cake E9


1 RBer
1 Goon

1 Tracker
1 Watcher
5 Townies
Tracker claims and town wins
How so?

(Scum can do nothing and get 2:5 which isn't bad.)
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Post Post #740 (isolation #65) » Sun Apr 26, 2009 8:46 am

Post by Empking »

dahill1 wrote:
Empking wrote:
dahill1 wrote:
Empking wrote:
Cake E9


1 RBer
1 Goon

1 Tracker
1 Watcher
5 Townies
Tracker claims and town wins
How so?

(Scum can do nothing and get 2:5 which isn't bad.)
Tracker claims and the watcher watches him that night. That means that the mafia can't kill or block the tracker without outing themselves. See?
I'm still not seeing what's so bad about that.
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Post Post #744 (isolation #66) » Mon Apr 27, 2009 4:24 am

Post by Empking »

dahill1 wrote:
Empking wrote:I'm still not seeing what's so bad about that.
...
Town have a confirmed power-role that can lead the town and can't die until the watcher does.
Town leaders (unless they're Glork or something) aren't good for the town.

Plus Tracker claim then NL gives town 33%(?) if scum kill the tracker.

Myk: You're wrong as scum won't kill the Tracker/Cop in either case.

Charter: It can't be better than a cop.
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Post Post #746 (isolation #67) » Mon Apr 27, 2009 5:44 am

Post by Empking »

dahill1 wrote:You're caught up too much in percentages and stats.

A confirmed town power-role IS good for the town and even more so that scum can't even touch him without sacrificing themselves.
And if they do sacrifise themselves (presuming a no lynch day one) they'll almost surely win.
In this setup, tracker is basically the same as the cop since he only gets results on scum and the watcher.
Apart from since the Tracker has neutralized the watcher one of them can be a godfather.
And he'll know he has the watcher once it shows that the person has visited him.
True.
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Post Post #748 (isolation #68) » Mon Apr 27, 2009 6:59 am

Post by Empking »

dahill1 wrote:How in the hell do they win if they kill themselves? And there's a GF??

Can someone else please explain this to him
I never said kill themselves, I said "sacrifice"

No there's not a GF but in this set up a mafia that doesn't take actions is as good as a GF.
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Post Post #751 (isolation #69) » Mon Apr 27, 2009 8:11 am

Post by Empking »

dahill1 wrote:
Empking wrote:
dahill1 wrote:How in the hell do they win if they kill themselves? And there's a GF??

Can someone else please explain this to him
I never said kill themselves, I said "sacrifice"
Well if they attack the tracker they are as good as dead.
And end up with a 2/3 chance of winning.
Empking wrote:No there's not a GF but in this set up a mafia that doesn't take actions is as good as a GF.
lol yeah but then THE MAFIA CAN'T KILL


If they want GF-ess for both but if they just want it for one they just don't have to role block.

Charter: How powerful is a tracker compared to a doc?
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Post Post #752 (isolation #70) » Mon Apr 27, 2009 8:12 am

Post by Empking »

Cake E9 V.2


1 Goon
1 RB

1 Reporter
1 Watcher
5 Townies
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #758 (isolation #71) » Thu Apr 30, 2009 8:23 am

Post by Empking »

Cult F11


2 Mafia

50% 1 Cult

1 Vig
1 RB if neither/both Cult + Cop
50% 1 Cop
3-6 Vanilla Townies
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #760 (isolation #72) » Thu Apr 30, 2009 8:28 am

Post by Empking »

Wall-E wrote:
orangepenguin wrote:Secret Word:
A word is chosen by the mod. If any players say it any time during the game, they will be modkilled at the end of the day, to ensure the word isn't given away.
-Only way to kill mafia is by lynches.
-Mafia know word, the rest of town do not. They are still modkilled if they say it.
Large set-up, lots of players. No nights?
OH FFFFF YES
NOMINATED
OR WHATEVER WE DO TO MAKE THINGS HAPPEN
Is it normal? If it is:
Second
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Post Post #772 (isolation #73) » Fri May 01, 2009 8:55 am

Post by Empking »

mykonian wrote:actually, after previous game, it seems that polygamist can be a bit more favored for town.
Really?

With more players it seems like there would be more room to neither defend or bus your entire scum team.
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Post Post #773 (isolation #74) » Sat May 02, 2009 12:22 am

Post by Empking »

Cult Texas Mafia


1 NK-Immune Cult Leader

11 Vigs

Vigs lose power when culted.
Last edited by Empking on Sat May 02, 2009 12:35 am, edited 1 time in total.
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Post Post #776 (isolation #75) » Mon May 04, 2009 12:06 am

Post by Empking »

Pie X4 +2


1 Busdriver
1 Goon

1 Cop
1 Doc
5 Townies
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #783 (isolation #76) » Mon May 04, 2009 5:03 am

Post by Empking »

Elephant Hell wrote:
1-shot C9

2 Mafiosi

1 from: 1-shot Cop (Sane), Townie (50% chance of each)
1 from: 1-shot Doc (Sane), Townie (50% chance of each)
3 Townies

Daystart.
So its worse for the town than normal scum-favored C9?

Nominate: Original 1-Shot C9 (that isn't really C9)
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Post Post #791 (isolation #77) » Tue May 05, 2009 3:31 am

Post by Empking »

charter wrote:Pretty sure guaranteeing the one shots makes this very difficult for scum to win if cop claims immediately day one.
Do town lnch day onev in your mind?
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Post Post #805 (isolation #78) » Thu May 07, 2009 5:02 am

Post by Empking »

BridgesAndBaloons wrote:
Guilty OR alive

COP HEADSTART
2 mafia
5 Townies
1 Cop- sanity confirmed

And there's a 50/50 chance of the following options:
an un-nightkillable Survivor (scum can win with the Survivor alive, town cannot).
OR
an additional townie that's a miller (they are not told) and one member of the mafia is investigation-immune.


Now here's an interesting scenario: if there's a survivor, scum do not want to lynch the survivor, and yet town
does
. Then this adds WIFOM as to whether there's a survivor or not. At the same time,
if
there's a survivor, scum has to try to find
who
it is, so that they don't waste their night kill, and so that they don't lynch them.

Questions and problems:

1) Should mafia be told WHO the survivor is?
2) Should I change it so that town can win with the survivor? I didn't want to do this, because then survivor could easily claim, and then the cop will know hir results are reliable.
3) Can you think of a better name?
Just make him a NK-able traitor who doesn't count towards victory condition for scum.
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Post Post #807 (isolation #79) » Thu May 07, 2009 5:21 am

Post by Empking »

gorckat wrote:
Empking wrote:
BridgesAndBaloons wrote:
Guilty OR alive

COP HEADSTART
2 mafia
5 Townies
1 Cop- sanity confirmed

And there's a 50/50 chance of the following options:
an un-nightkillable Survivor (scum can win with the Survivor alive, town cannot).
OR
an additional townie that's a miller (they are not told) and one member of the mafia is investigation-immune.


Now here's an interesting scenario: if there's a survivor, scum do not want to lynch the survivor, and yet town
does
. Then this adds WIFOM as to whether there's a survivor or not. At the same time,
if
there's a survivor, scum has to try to find
who
it is, so that they don't waste their night kill, and so that they don't lynch them.

Questions and problems:

1) Should mafia be told WHO the survivor is?
2) Should I change it so that town can win with the survivor? I didn't want to do this, because then survivor could easily claim, and then the cop will know hir results are reliable.
3) Can you think of a better name?
Just make him a NK-able traitor who doesn't count towards victory condition for scum.
1) No- then you basically have three mafia in a 7 person game.
8
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Post Post #832 (isolation #80) » Sat May 16, 2009 7:02 am

Post by Empking »

Normal Not Normal Dethy


2 Scum
4 Day Cops (Naive, Paranoid, Insane, Sane)

Nightless
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #836 (isolation #81) » Sat May 16, 2009 8:24 am

Post by Empking »

Crazy wrote:
BridgesAndBaloons wrote:
Elephant Hell wrote:
Cowardly Mafia

2 Bulletproof Mafiosi
1 Compulsive Vigilante
9 Townies
Daystart

Whilst the Vigilante is alive, the Mafia can't kill but can roleblock (the ability is shared like a regular nightkill). When the Vigilante dies they can kill again but can't block (not that they'd want to). In other words the Vig functions as a public Cop of sorts whilst alive (but people can be 'framed' by the blocking) and the game is a regular 2v10 once the Vig dies. Not sure if this situation is normal though.
At first I didn't see the bulletproof and was going to go on a rant about how broken this was.

I like this setup; however, I think this will happen day 1.

Vig claims
1)if not-counterclaimed, then have him be alive as a confirmed townie the whole game and never lynch him. Then it becomes a game of 10:2 nightless with a confirmed townie.
2)if counterclaimed, lynch both people and the game becomes a 1:9 or a 1:7 game.

Can this be prevented?
What if the scum had the abilities to kill and roleblock from the start?
Yeah, its a good set up with that idea.
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Post Post #855 (isolation #82) » Fri May 29, 2009 11:40 pm

Post by Empking »

BridgesAndBaloons wrote:
Elephant Hell wrote:
Cowardly Mafia v4

2 Bulletproof Mafiosi
1 Compulsive Vigilante
9 Townies

The Mafiosi have a shared Bus Drive ability rather than a nightkill, but gain a nightkill ability on the night after the Compulsive Vigilante dies.
I nominated this, I want someone to second this.
Second


Nominate: Ort's DR
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Post Post #862 (isolation #83) » Sat May 30, 2009 9:59 pm

Post by Empking »

Nominate: CM5
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #898 (isolation #84) » Wed Jul 15, 2009 7:16 am

Post by Empking »

Reaction which is Delayed


3 Mafia (win scorched Earth)

9 Townies

Each night the mafia can either plant a bomb or sacrifice a member to blow up th bombs.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #900 (isolation #85) » Wed Jul 15, 2009 8:43 am

Post by Empking »

BridgesAndBaloons wrote:
Empking wrote: 3 Mafia (win scorched Earth)

9 Townies

Each night the mafia can either plant a bomb or sacrifice a member to blow up th bombs.
BridgesAndBaloons wrote:
No, this makes it much harder for mafia to win
and
impossible to win in a 1mafia 2townie scenario. (town just nolynches each turn).

It's more balanced as it was before.
How is it impossible to win in 1 mafia 2 townies?
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Post Post #960 (isolation #86) » Sun Sep 20, 2009 7:35 am

Post by Empking »

Cult Basic


1 Cult

1 Recruitment Immune Townie
5 Townies
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Post Post #972 (isolation #87) » Fri Oct 09, 2009 11:30 pm

Post by Empking »

1 Ninja
1 Goon

1 Watcher
1 Tracker
3 Townies
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Post Post #974 (isolation #88) » Sat Oct 10, 2009 2:29 am

Post by Empking »

Mr. Flay wrote:Ninjas can't be Tracked or Watched, I assume?
Yeah.
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Post Post #976 (isolation #89) » Sat Oct 10, 2009 6:21 am

Post by Empking »

Yes.
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Post Post #1966 (isolation #90) » Mon Oct 25, 2010 1:45 am

Post by Empking »

7 players is best players


1 Mafia Framer
1 Mafia Goon

1 Cop
1 Tracker
3 Townies

OR

2 Mafia Goons

1 Cop
4 Townies
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Post Post #1970 (isolation #91) » Tue Oct 26, 2010 7:06 am

Post by Empking »

7p Garlic


2 Mimes

1 SK

1 FBI Agent
1 Doctor
2 Vanilla Townies
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Post Post #2009 (isolation #92) » Wed Oct 27, 2010 11:06 pm

Post by Empking »

drmyshottyizsik wrote:no that won't work because if the person recruited gets clensed then it's a town auto win, all he has to do is claim that he was recruited
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Post Post #2035 (isolation #93) » Sat Nov 06, 2010 11:51 pm

Post by Empking »

Are You Brave Enough?


50%

Mafia Goon
Mafia Goon

Doctor
Vanilla Townie
Vanilla Townie
Vanilla Townie
Vanilla Townie

50%

Mafia Roleblocker
Mafia Goon

Doctor
Lover
Lover
Vanilla Townie
Vanilla Townie

(Doctor keeps lovers from committing suicide)
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Post Post #2048 (isolation #94) » Sat Nov 20, 2010 1:37 am

Post by Empking »

2 Mafia

1 Cop
1 Paranoid (1/3) or Naive (2/3) Cop
3 VTs
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Post Post #2049 (isolation #95) » Sat Nov 20, 2010 2:01 am

Post by Empking »

I have just created the greatest game ever* (Honestly)

Two Sane Voices


Nightless

2 Mafia Lovers

4 Townie Terrorists (Can't kill if killed first, just to clarify)

* Other than Carbon and T&S
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Post Post #2063 (isolation #96) » Thu Nov 25, 2010 11:10 am

Post by Empking »

Kelly Chen wrote:Hi guys,

Any interesting developments in the last year or so?
With regards to open set ups I don't think there's been a single new one in the last year.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #2064 (isolation #97) » Thu Nov 25, 2010 11:14 am

Post by Empking »

Actually, there are the twelve player games with a couple of roles. No new micro games though :( (http://mafiascum.net/forum/viewtopic.php?f=51&t=15402 & http://mafiascum.net/forum/viewtopic.php?f=51&t=15533)
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Post Post #2080 (isolation #98) » Thu Dec 02, 2010 5:14 am

Post by Empking »

TheButtonmen wrote:Update: After consulting the ruinous powers of scumchat the scums kill is now odd night. This means that scum team is no longer able to instantly dogpile on the second a townie puts down their vote, now scum needs to still keep themselves concealed for D3.

Roles:
2 Goons with odd night kill
4 Vanilla Townies

Special rules:
If a vanilla townie would be lynched D1 instead a No Lynch occurs.
I think I'm missing sonmething here.
D1: Townie X is lynched but survives.
N1: Townie X is NK'd.
D2: Townie Y is quick lynched.
Town can no longer lynch scum. Scum wins.

Where am I going wrong?
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Post Post #2085 (isolation #99) » Thu Dec 02, 2010 6:54 am

Post by Empking »

Empking's No Lynching Town


2 Mafia
5 VTs

If town would lynch a VT they No Lynch instead
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Post Post #2087 (isolation #100) » Thu Dec 02, 2010 8:20 am

Post by Empking »

gandalf5166 wrote:You forgot the D1 there :D
I did no such thing.
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Post Post #2104 (isolation #101) » Sun Dec 05, 2010 12:13 am

Post by Empking »

Nominate: At least one of the retalitory mountainious games
- I have to say that I find the 64.6% chance the best.

Carbon - 15


2 Mafia OR 2 Werewolves

5 Vanilla Townies

The players are split into three groups: Two Masons, Two Monks and Three Un-Afilliated. Masons are guaranteed no mafia, Monks are guaranteed no werewolves.
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Post Post #2109 (isolation #102) » Sun Dec 12, 2010 11:23 am

Post by Empking »

2 Goons

1 PGO
1 Jailkeeper
3 Townies
I'll
nominate
this.
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Post Post #2111 (isolation #103) » Sun Dec 12, 2010 11:41 am

Post by Empking »

Lateralus22 wrote:
Empking wrote:
2 Goons

1 PGO
1 Jailkeeper
3 Townies
I'll
nominate
this.
Awsome, but, why Goon over RB and what do you think of the PGO being unknown? I just realized that the PGO could claim day 1 and would be pretty much a confirmed townie.
The RB being used is bad play making the role just an annoyance to the set up.

If the PGO being confirmed is a big problem for you:

Empking's 7p Trap


2 Goons (Goons are told which set up is in play.)

1 Jailkeeper OR PGO
1 Jailkeeper
3 Townies
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Post Post #2116 (isolation #104) » Tue Dec 21, 2010 3:27 am

Post by Empking »

Empking's Superior Newbie


2/5 chance of

1 Roleblocker
1 Goon

1 Cop
1 Doc
5 Vanilla Townies

1/5 of either of the following:

2 Goons

1 Cop
6 Townies

OR

2 Goons

1 Doc
6 Townies

OR

1 Roleblocker
1 Goon

7 Townies

7P Confirmations Ahoy


2 Goons

1 Cop
1 Barber
3 Townies
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Post Post #2118 (isolation #105) » Tue Dec 21, 2010 6:46 am

Post by Empking »

gandalf5166 wrote:What's a barber do?
Nothing. Its a VT with a unique name.
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Post Post #2121 (isolation #106) » Fri Jan 07, 2011 6:30 am

Post by Empking »

2:1:4


2 Werewolves

1 Un-NKable SK

1 Seer
3 Townies
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Post Post #2123 (isolation #107) » Fri Jan 07, 2011 6:39 am

Post by Empking »

Powerrox93 wrote:
Empking wrote:
2:1:4


2 Werewolves

1 Un-NKable SK

1 Seer
3 Townies
IDK about this.
Misslynch D1 and town NK by both Werewolf and SK and werewolves has won D2. Need more town roles.
What if Werewolves only win if they're the only faction rather than by endgaming? That way they would have to lynch the SK.
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Post Post #2125 (isolation #108) » Fri Jan 07, 2011 7:21 am

Post by Empking »

Powerrox93 wrote:
Empking wrote:
Powerrox93 wrote:
Empking wrote:
2:1:4


2 Werewolves

1 Un-NKable SK

1 Seer
3 Townies
IDK about this.
Misslynch D1 and town NK by both Werewolf and SK and werewolves has won D2. Need more town roles.
What if Werewolves only win if they're the only faction rather than by endgaming? That way they would have to lynch the SK.
Werewolfs would still control 50% of the votes if there is a mislynch D1 and just NK on town players. If either a townie/SK votes a non-werewolf, they could just wagon that vote and still win that game.
2 Wolves; 1 SK ; 1 Townie
Townie lynched: 2 Wolves, 1 SK
1 Werewolf: 1 SK
No Lynch: 1 Werewolf; 1 SK
1 SK

Serial Killer wins.

This discussion has made me think though so.

2:1:4 II


2 Werewolves

1 One-Shot Un-NKable SK

1 Seer
3 Townies
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Post Post #2158 (isolation #109) » Sun Jan 16, 2011 9:12 am

Post by Empking »

drmyshottyizsik wrote:
Selfish Psychopaths
- Functions as a normal SK, but can be cured. They can only claim that they are Restless Spirits.
Yeah but seriously this set up is neither intersting and nor is it going to get run or even intended to get run. Stop talking about it.
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Post Post #2175 (isolation #110) » Mon Jan 17, 2011 11:18 am

Post by Empking »

Scum 9p


2 Mafia (No Kill)
2 Werewolves

2 Seers
3 Townies
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Post Post #2177 (isolation #111) » Tue Jan 18, 2011 12:54 am

Post by Empking »

Andrius wrote:Why two seers?
1. So that if a mafiaso claims Seer they won't be counterclaimed (unless there is a dead seer already)
2. To weaken the wolves.
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Post Post #2179 (isolation #112) » Thu Jan 20, 2011 9:44 am

Post by Empking »

Andrius wrote:Makes alot of sense, Emp.
I mean, they could eat the wolves alive N1, but I get the point.

It feels odd without a RB, but yeah. :/
Andy, want to nominate it? :D
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Post Post #2182 (isolation #113) » Thu Jan 20, 2011 9:58 am

Post by Empking »

Herodotus wrote:Who wins in the following:

1Maf : 1Ww

1Maf : 1T
I'd give the Mafia a "win if you make up 50% of the town" and the other two a "win if only your faction remains" so the Mafia would win both of those.
And have you calculated win probabilities?
[/quote]

No because I honestly have no idea how you'd go about doing it. Like how do the Mafia affect the chance of lynching a wolf?

Edit: I'd also be inclined to give the mafia the win if day begins with 1 Mafia:1 Wolf: 1 Townie or 2 Mafia: 2 Wolves: 1 Townie
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Post Post #2184 (isolation #114) » Thu Jan 20, 2011 10:38 am

Post by Empking »

Herodotus wrote:Mafia winning 1:1 and 2:2 is fair.

As far as EV is concerned, it looks hard for the town to win. If the werewolves only kill town, the town can only win if the lynches are:
1. All scumlynches, in any order
2. Both werewolves on the first two days, then no more than one mislynch
3. A werewolf, then a mafia, then a werewolf, then a town, then a mafia
The town is quite powerful when it comes to taking out werewolves due to the two seers and (the way I see it) the mafia can work as a mini-mason group in order to reduce the wolves numbers (since its in their best interest to also scumhunt.)
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Post Post #2185 (isolation #115) » Thu Jan 20, 2011 10:48 am

Post by Empking »

Empking's Five Player


2 Mafia (Even- Night Kill)

1 One-Shot Publishing Cop (the cop's target has their alignment revealed in the end of night post.)
2 Vanilla Townies

(I calculate the town's chance of winning as 7/18)
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Post Post #2187 (isolation #116) » Thu Jan 20, 2011 11:16 am

Post by Empking »

Herodotus wrote:
Empking wrote:
Empking's Five Player


2 Mafia (Even- Night Kill)

1 One-Shot Publishing Cop (the cop's target has their alignment revealed in the end of night post.)
2 Vanilla Townies

(I calculate the town's chance of winning as 7/18)
Are both the target's name and alignment revealed?
Oh yeah, I wrote that wrong. The answer to your question is yes.
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Post Post #2189 (isolation #117) » Fri Jan 21, 2011 4:05 am

Post by Empking »

Crazy wrote:
Empking wrote:
Herodotus wrote:
Empking wrote:
Empking's Five Player


2 Mafia (Even- Night Kill)

1 One-Shot Publishing Cop (the cop's target has their alignment revealed in the end of night post.)
2 Vanilla Townies

(I calculate the town's chance of winning as 7/18)
Are both the target's name and alignment revealed?
Oh yeah, I wrote that wrong. The answer to your question is yes.
Have the cop claim Day 1, and investigate a pre-determined target on Night 1. Scum can't counter-claim the cop, because any fake-claim would be refuted once the results show the following day.
I'm pretty sure its in the cop's best interest to stay hidden in order to avoid being night killed in order to turn 3p LyoL into a 50% shot.
Perhaps only the alignment of the cop's target should be revealed? Then scum could still counter-claim if necessary. I still think it would be best for the cop to claim Day 1 and then No Lynch, though, since that would mean that the cop at least gets his investigation in before he dies. A mislynch is going to mean a scum win whenever it happens, so it's not like a No Lynch on Day 1 "wastes" a lynch or anything.
Yeah, I presumed that the town would No Lynch Day One after a bit of discussion (its five players so you could probably get a feel of all the players pretty quickly even eithout the threat of an lynch.)
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Post Post #2191 (isolation #118) » Fri Jan 21, 2011 7:59 am

Post by Empking »

Does anybody have any problems with the set up? I feel that it's guaranteed two days of good talking and is 2.? days long so that's good. Its also not too dependent on luck or good play by the cop (though its better to have good play by the cop so it doesn't go too far the other way.) I know I'm biased but I'm really attached to this set up and think it works very well.

I really want to see this nominated so if there's anything anybody would reccomend me doing then I'm all ears.
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Post Post #2192 (isolation #119) » Fri Jan 21, 2011 11:40 am

Post by Empking »

Empking's Superior Vengeful


Nightless

1 Godfather (Town wins if he's lynched day 1)
1 Goon

3 Townies

If a townie is lynched Day 1 then they survive until the end of Day 2.

Town Win Rate: 2/5

Empking's Innocent


Nightless

1 Vengeful Mafia
1 Goon

1 Innocent Child
3 Townies

Win Rate: 2/5

Empking's Pseudo-Open


Nightless

1 Vengeful Mafia
1 Goon

1 Townie
1 Citizen
1 Villager
1 Villager/Townie/Citizen

Win Rate: 197/540

Empking's Smith


2 Mafia

1 Doc OR Gunsmith
1 Gunsmith OR Bladesmith
3 Townies

Empking's Protection


1 Mafia Hitman
1 Mafia Ninja

1 Watcher
1 Doc
3 Townies

Empking's Suicide


2 Mafia Lovers

4 Suicide Bombers
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Post Post #2196 (isolation #120) » Fri Jan 21, 2011 2:17 pm

Post by Empking »

gandalf5166 wrote:I've seen them used as the equivalent of gunsmiths for SKs and docs instead of mafia and cops. I guess that in Emp's setup, mafia have both? Or one has each?
Mafia do not have Knives in Empking's Smith. Essentially its a doc detector.
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Post Post #2198 (isolation #121) » Fri Jan 21, 2011 2:21 pm

Post by Empking »

gandalf5166 wrote:So gunsmiths would have guns I assume?
Yes.
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Post Post #2199 (isolation #122) » Mon Jan 24, 2011 5:32 am

Post by Empking »

Empking's Impotent


2 Mafia Goons

1 Compulsive Vig
1 Compulsive Blank Vig
1 Compulsive Roleblocker
2 Vanilla Townies

Empking's Death Miller[/b]

2 Mafia Goons

1 Death Miller One-Shot Cop
1 Cop
3 Townies
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #2202 (isolation #123) » Mon Jan 24, 2011 9:44 am

Post by Empking »

It'd only be a punishment if it was better of the town to lynch town than scum and it clearly isn't. Its not a punishment its a built in part of set up.

Also 2 Vengeful Goons + 5 Townies (Nightless) is the same as Empking's No Lynching Town. ENLT clearly doesn't punish the town. Also, the two of us must have completely different definitions of "broken".

Preview: Its a swingy clearly and it strikes me as possibly unfair to one group if they draw a Smith and the other draws a Doc. Working on the same principles though you could get this:

Empking's Smith v.3


2 Mafia Goons

1 Serial Killer + Roleblocker

1 Gunsmith OR Bladesmith
1 Gunsmith OR Doc
4 Townies
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Post Post #2204 (isolation #124) » Tue Jan 25, 2011 3:24 am

Post by Empking »

Antihero wrote:My definition of a broken role is a role that makes the game less fair or enjoyable.

I like the idea of an open game with a bunch of smiths, but it seems like mafia would be at a disadvantage if 2 gunsmiths were chosen.
If two gunsmiths are chosen then they have to be wary about claiming because there's a chance of a faslse guilty.
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Post Post #2241 (isolation #125) » Sat Jan 29, 2011 11:46 pm

Post by Empking »

drmyshottyizsik wrote:
Shotty's Simple 6P Nightless


4 Townies

1 Godfather
1 Goon
If the godfather's power only kicks in Day 1 then this is balanced but in that case this set up is essentially a more dull and bigger vengeful. Providing that the GF is just Day 1 then this isn't a bad set up.
Shotty's Restless 5P


4 Restless Townies
1 Goon
Not Mafia
Shotty's Restless 7P


1 Restless Cop
4 Restless townies

2 Goons
I'm not sure of the balance but I doubt Restless is that powerful of a role to make up for the classical power of this set up.
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Post Post #2243 (isolation #126) » Sun Jan 30, 2011 4:46 am

Post by Empking »

Herodotus wrote:
Empking wrote:
drmyshottyizsik wrote:
Shotty's Simple 6P Nightless


4 Townies

1 Godfather
1 Goon
If the godfather's power only kicks in Day 1 then this is balanced but in that case this set up is essentially a more dull and bigger vengeful. Providing that the GF is just Day 1 then this isn't a bad set up.
It's not vengeful. A closer analogy would be Lovers mafia, which is what the setup would be if the goon was also a GF.
No Vengeful is the best analogy. Its vengeful but the second lynch is given by an extra townie rather than a vengeful.
If the GF applies every day, the town's EV is still less than 50%.
Yes but its too close to 50% (for the average numberv of days).
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Post Post #2244 (isolation #127) » Sun Jan 30, 2011 5:09 am

Post by Empking »

Empking's Brothel Mafia


2 Mafia Lovers

4 Roleblockers
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Post Post #2246 (isolation #128) » Sun Jan 30, 2011 6:36 am

Post by Empking »

Amrun wrote:^^ How would 2 mafia lovers work?
They're two Mafia Goons that die whenever the other also does so.
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Post Post #2248 (isolation #129) » Sun Jan 30, 2011 7:41 am

Post by Empking »

It'd probably be simpler to give the scum an (additional) night kill in the event of a No Lynch.
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Post Post #2259 (isolation #130) » Tue Feb 01, 2011 7:06 am

Post by Empking »

drmyshottyizsik wrote:how is it unblalanced?
Is that a serious question?

(Actually, thinking about it I don't actually think there's a single balanced set up among those choices.)
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Post Post #2261 (isolation #131) » Tue Feb 01, 2011 7:19 am

Post by Empking »

Everyone of those set ups is scum favoured. Other than the first one (which is unbalanced due to the introduction of the Roleblocker) none of those games should have three scum.
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Post Post #2264 (isolation #132) » Tue Feb 01, 2011 8:27 am

Post by Empking »

Empking's Jester


2 Mafia

1 Jester

1 Vig
1 Doc
3 Townies
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #2276 (isolation #133) » Fri Feb 04, 2011 12:13 am

Post by Empking »

Ythan wrote:Do they explicitly end/not end the game in that setup?
If you're talking about mine. They'd end the game.
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Post Post #2279 (isolation #134) » Fri Feb 04, 2011 10:49 am

Post by Empking »

Crazy wrote:
Empking wrote:
Empking's Jester


2 Mafia

1 Jester

1 Vig
1 Doc
3 Townies
Ooh, what if the Jester kills himself Night 2 if he hasn't been lynched by then? If you do that and add an extra townie to make 9 players, then the town will never lose their majority, unless if, of course, they actually lose the game to the mafia.

Of course, in this situation, lynches would have to be mandatory, at least on the first 2 days.
Brilliant

Empking's Jester


2 Mafia

1 Jester (Wins if the town no lynches while he's still alive. Dies night 2 if not already dead.)

1 Vig
1 Doc
4 Townies
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Post Post #2347 (isolation #135) » Fri Feb 11, 2011 12:19 pm

Post by Empking »

The Neighbours claim day 1 and are the lynch for the first couple of days? (Until a goon is lynched.)
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Post Post #2349 (isolation #136) » Fri Feb 11, 2011 12:26 pm

Post by Empking »

drmyshottyizsik wrote:That would be dumb because by the time you lynch all three you have two mafia left and only 6 Town. That's a huge difference and the town is in a worse spot than the were to start with. Plus now you have no neighbors.
If scum suck so badly they had to kill all three neighbours then I'd argue that 2:6 is an enviable position for them.
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Post Post #2355 (isolation #137) » Fri Feb 11, 2011 8:52 pm

Post by Empking »

If you manage to lynch the scum neihbour that you get three confirmed townies. That's not good.
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Post Post #2371 (isolation #138) » Sat Feb 19, 2011 7:18 am

Post by Empking »

Homage to Adel and Guardian


2 Mafia

2-4 Vigs
0-2 Townies
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Post Post #2373 (isolation #139) » Sat Feb 19, 2011 2:09 pm

Post by Empking »

drmyshottyizsik wrote:^^Mini texas justice?
Perhaps.
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Post Post #2375 (isolation #140) » Mon Feb 21, 2011 6:32 am

Post by Empking »

Empking's Newbie


2 Mafia

1 Cop OR Insane Cop
1 Doctor
3 Townies
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Post Post #2377 (isolation #141) » Mon Feb 21, 2011 7:05 am

Post by Empking »

I'm also not fond of having an insane cop in a newbie game; that would give newbies the impression that it's a standard role, when it really isn't.
Not an actual newbie set up.
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Post Post #2379 (isolation #142) » Tue Feb 22, 2011 4:37 am

Post by Empking »

What's a PBO? What's a Fisherman?
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Post Post #2381 (isolation #143) » Tue Feb 22, 2011 5:08 am

Post by Empking »

Almost certainly broken by mass claim.
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Post Post #2383 (isolation #144) » Tue Feb 22, 2011 5:21 am

Post by Empking »

Personally I'd change the Fisherman into VTs and strip the scum of their power roles.
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Post Post #2386 (isolation #145) » Tue Feb 22, 2011 5:40 am

Post by Empking »

chkflip wrote:How does stripping the mafia make mass claim any less effective?
It doesn't it just needs to happen if you get rid of the Fisherman for balance.

In a good open game (excluding certain varients (if it doesn't apply then its obvious) scum should be ablev to just claim VT.

In your original game if scum just claim VT then they will almost certainly lose (if they're going to win then SK will shoot for scum.)

In my proposed version the town has a much harder time due to the increased numbers of VTs.

Looking at your game further the PGO/PBO should probably change roles. They don't really work in open set ups.
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Post Post #2486 (isolation #146) » Fri Mar 04, 2011 3:19 pm

Post by Empking »

drmyshottyizsik wrote:Shotty's Double Doc
2 Goons

2 Cops
3 Townies

Docs can't protect each other.
It loooks pretty strongly scum favoured to me.
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Post Post #2616 (isolation #147) » Sun Mar 13, 2011 12:22 am

Post by Empking »

8p Lovers


3 Mafia Lovers

5 Townies

Nightless
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Post Post #2621 (isolation #148) » Sun Mar 13, 2011 10:00 am

Post by Empking »

Crazy wrote:
Empking wrote:
8p Lovers


3 Mafia Lovers

5 Townies

Nightless
Chance of scum win:

5/8 * 4/7
20/56 = 35.7%

:X

Way too town-favored, I think.
6p Nightless has a 12/30 chance of victory. I think scum has good odds at winning that game.
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Post Post #2720 (isolation #149) » Sun Mar 20, 2011 6:54 am

Post by Empking »

Crazy wrote:
Ultimate WIFOM


2 Mafia Goons
1 Innocent Child (Mod-confirmed town at the start of the game)
1 Watcher
3 Townies
Nominate
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Post Post #2728 (isolation #150) » Sun Mar 20, 2011 10:24 am

Post by Empking »

ConfidAnon wrote:
Question Everything


I'm not sure how balanced this is, but I like the central idea behind it. If anyone's got any suggestions, let me know.

Base setup is 3 Mafia, 10 Town.

There'll be four non-vanilla roles in the game:

1 Killing role (50% chance of that being a Town Vigilante, 50% chance of that being a Third-Party Serial Killer)
1 Watcher (50% chance of being Town, 50% chance of being Mafia)
1 Tracker (50% chance of being Town, 50% chance of being Mafia)
1 Roleblocker (50% chance of being Town, 50% chance of being Mafia)

Serial Killer, if present, is night-kill immune.

Obviously the gimmick is that you can't trust any of the roles, because there is an equal likelihood of them being either alignment.

Thoughts?
Excluding the killing role I'm not so sure people would "Question Everything" as much as "ignore claims when it comes to lynching people."

Preview Edit: Ha, I atually like the central roles being picked because they're pretty weak meaning there isn't a huge seperation between all the different possible set ups.
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Post Post #2730 (isolation #151) » Sun Mar 20, 2011 10:30 am

Post by Empking »

theplague42 wrote:Would more powerful/invaluable roles make people be more questioning?
Probably, I'd be inclined to making the probabilities 3/4 & 1/4 instead though.
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Post Post #2737 (isolation #152) » Sun Mar 20, 2011 12:54 pm

Post by Empking »

drmyshottyizsik wrote:
Who to Protect Mafia


2 Doctors
1 Iatrophobic Townie(If protected he kills the doctor)
2 Macho Townies
3 Vanilla Townies



1 RoleBlocker
1 Goon
Town has (at least) three lynches. The IT and MTs should claim which leads you with either three confirmed townies or a guaranteed scum lynch (with one confirmed townie.). I'm pretty sure that it's broken in favour of the town.
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Post Post #2743 (isolation #153) » Sun Mar 20, 2011 2:58 pm

Post by Empking »

Herodotus wrote:
theplague42 wrote:Empking, you stole my idea! And Tragedy is completely right. Not because it would really help mafia all that much, but a 3:9:1 with no town PRs would be a bitch to win.

I would say weight the killing role towards town, and the RB towards mafia. Any takers?
I would say have a random one of the four be anti-town (either SK or a mafia PR) instead.
That's a remarkebly different game because once one scum PR is killed the rest are confirmed (or the inverse) (and power roles can't bus one another.).
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Post Post #2818 (isolation #154) » Wed Mar 30, 2011 9:34 am

Post by Empking »

9p Cop Maker


2 Mafia Goons

2 Cop Makers (Turn other players into Cops (doesn't work on Cop Makers))
5 Vanilla Townies
Last edited by Empking on Wed Mar 30, 2011 9:39 am, edited 1 time in total.
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Post Post #2823 (isolation #155) » Wed Mar 30, 2011 9:45 am

Post by Empking »

I'm not sure how balanced it is but its important to note that there will be no investigations N1. If they lynch a townie D1 then its unlikely that more than one Cop will be recuited N1 (For each Cop recruitor they have 3/7 people that simply can't be (essentially) recruited and then you add in the other player's night actions.) I'm more worried about it being too scum favoured.
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Post Post #2825 (isolation #156) » Wed Mar 30, 2011 9:56 am

Post by Empking »

Tragedy wrote:A 'Cop Maker' is like a Weak Doctor now. Except it makes people to becoming Cops.
And it doesn't protect people. (To be honest I agree than making it a Weak Cop Maker causes the set up to be too swingy.)
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Post Post #2832 (isolation #157) » Wed Mar 30, 2011 8:57 pm

Post by Empking »

Herodotus wrote:@Empking:
As it is, the cop-makee can confirm a claimed cop-maker based on the action.
I'm not so sure because scum could just get a lucky guess.
Also, goons could be told when they are targeted by a cop maker, so they aren't caught on that basis if they claim VT. You could reward them for being targeted with a rolecop.
Yeah I was planning on having them told. I feel that making the a Rolecop would bea not very useful added complication to the set up.
Will VT cop-makees flip as VT's or as cops?
I was thinking Cops.
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Post Post #2842 (isolation #158) » Thu Mar 31, 2011 8:24 am

Post by Empking »

Hoopla wrote:
GreyICE wrote:At 2:5 it works much better because it's very friggin dangerous to
create 3 confirmed town in a 2:5 setup
. You'd commit suicide essentially. If you get a town lynch day 1, then choose 3 town day 2, you literally have a 2/3 chance of hitting scum on day 3 if you assume this to be true. With one dead scum, the other follows pretty fast.

However at 8:3, it's highly optimal to use it like a night kill early on. I think that it'll degenerate into mostly that, especially if the town realizes it's most likely killing a townie, and gets apathetic on even days.

If you do run it, shorten even days to 1 week.
Again, there are no confirmed townies in either game. I don't know why you keep trying to use that as a point.
If the game is scum favoured if scum aren't allowed to choose there own (and thus their picks are confirmed town) then its even more scum favoured if they can.
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Post Post #2862 (isolation #159) » Thu Mar 31, 2011 11:18 pm

Post by Empking »

GreyICE wrote: Also ironically if they lynch mafia day 1 they need one town lynch.
Town wins (I presume) once all the scum have been eliminated.
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Post Post #2864 (isolation #160) » Fri Apr 01, 2011 3:17 am

Post by Empking »

GreyICE wrote:
Empking wrote:
GreyICE wrote: Also ironically if they lynch mafia day 1 they need one town lynch.
Town wins (I presume) once all the scum have been eliminated.
Jesters are scum
Not that I've seen the term used (I agree with your last paragraph BTW and I was worried it wouldn't be mafia before.)
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Post Post #2876 (isolation #161) » Sat Apr 02, 2011 5:15 am

Post by Empking »

gandalf5166 wrote:Actually Crazy, I think that's probably too HIGH of a mafia win rate >.>

Really? I know that I consider the town's win con is in the right place and the same is true for the jester.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #2878 (isolation #162) » Sat Apr 02, 2011 5:42 am

Post by Empking »

gandalf5166 wrote:
Empking wrote:
gandalf5166 wrote:Actually Crazy, I think that's probably too HIGH of a mafia win rate >.>

Really? I know that I consider the town's win con is in the right place and the same is true for the jester.
Isn't it usually standard practice for mafia to have a lower WR than town, since mafia have an inherent advantage?
No. Not at all.
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Post Post #2890 (isolation #163) » Sat Apr 02, 2011 9:59 am

Post by Empking »

LlamaFluff wrote:Ah, well. I still think Jester games should not be allowed in the open database, or for any game for that matter without explicit warning from the mod that there may be a jester in the game so people who dont want to play with one know to avoid the game.

Let say that day one in scum says "im the jester" in his first post. The jester counter claims. Boom setup broken. Town now has a 50-50 chance of winning the game and a 50-50 chance of losing the game. Zero skill involved from here on.
Er...no. You lynch a random non-jester claimant twice and then you lynch the scum.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #2928 (isolation #164) » Sun Apr 03, 2011 2:37 am

Post by Empking »

Empking's Operation


2 Mafia Doctors (Don't get a kill)

3 Doctors
3 Townies

If an even number of "Doctors" target the same player then that player dies.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #2933 (isolation #165) » Sun Apr 03, 2011 7:02 am

Post by Empking »

drmyshottyizsik wrote:
drmyshottyizsik wrote:0 is an even number...
But is it a "number of "Doctors""?

Empking's Operation


2 Mafia Doctors (While both of them are alive they can't kill. An individual Doc has to choose between killing and protecting.)

2 Docs
2 Townies
2 VTs OR Docs (Each one is randomly decided independantly before the game.)
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #2936 (isolation #166) » Sun Apr 03, 2011 7:15 am

Post by Empking »

gandalf5166 wrote:So is self-protecting allowed?
No.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #2946 (isolation #167) » Mon Apr 04, 2011 11:27 am

Post by Empking »

Amrun wrote:chkflip, pretty sure your set-up is too swingy for a lot of people on this site to like it. Personally, I don't mind that, but it annoys most people here.
Plus Mass Claim
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Post Post #2962 (isolation #168) » Tue Apr 05, 2011 7:55 am

Post by Empking »

Add a couple more townies for balance.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #2964 (isolation #169) » Tue Apr 05, 2011 8:13 am

Post by Empking »

DarthYoshi wrote:@Emp: So, 13-player setup w/ 7 VTs?
Yeah.
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Post Post #3008 (isolation #170) » Sat Apr 09, 2011 9:56 pm

Post by Empking »

Is there any reason to call the rola an FBI Agent?
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3023 (isolation #171) » Fri Apr 15, 2011 9:24 am

Post by Empking »

I was planning on running this as my Mini Theme but I changed my mind. So here:

Elect-A-Cop


2 Mafia Goons

1 Gun Owner
6 Townies

Rather than lynching people the town instead elects a Cop.

XXX and YYY are the Mafia Goons. During the night you are able to talk to each other and as a group are able to perform one kill a night. You win when the town is no more or nothing can prevent the same.
You are the City's Only Hope. They scuttle around like ants voting for Cops while they allow the Mafia to go about their business. You refuse to allow this to stand. You have a one-shot NK protection along with a once-per-night kill. Unfortunately as the City's Only Hope is were to be killed the town would automatically lose. You win if the Mafia is destroyed.

You are a Vanilla Townie. Your only ability is to vote for Cops. Good Luck. You win if the mafia is destroyed.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3025 (isolation #172) » Fri Apr 15, 2011 11:23 am

Post by Empking »

Hoppster wrote:Gun Owner = City's Only Hope?

Presumably the cop is elected each day?
Yes and Yes.
Why can't Mafia just NK the cop each night?
If a Mafiasio is picked or if it simply wouldn't be the best kill.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3027 (isolation #173) » Fri Apr 15, 2011 12:28 pm

Post by Empking »

bvoigt wrote:If there's no kill, won't the mafia know they targeted the Last Hope?
Yeah. Its just to guarantee the town having a chance to win.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3029 (isolation #174) » Fri Apr 15, 2011 1:35 pm

Post by Empking »

gandalf5166 wrote:Yeah, it's basically forcing LyLo as soon as it happens. I like it. Very much. I don't know if it's balanced at all. If the TOH dies AND the last mafia dies on the same night, who wins?
Town.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3082 (isolation #175) » Thu Apr 21, 2011 3:21 am

Post by Empking »

FH's only work 50% of the time.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3096 (isolation #176) » Sat Apr 23, 2011 12:04 am

Post by Empking »

Olinea wrote:
animorpherv1 wrote:Also, Dethy Revisited:

1 Mafia Roleblocker
1 Sane Cop
1 Insane Cop
1 Paranoid Cop
1 Naive Cop
Is this supposed to help skewed Mafia or Town win rates? Because being Roleblocked = confirmed as Town.
Scum can WIFOM that.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3099 (isolation #177) » Sat Apr 23, 2011 1:10 pm

Post by Empking »

Personally the fun of Dethy (as town) is purely the logic and I don't think they should water down the logic in that.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3102 (isolation #178) » Sat Apr 23, 2011 3:44 pm

Post by Empking »

Quilford wrote:3 Silencers, ? Vengeful Townies
Day Start
You are a
Silencer
. You may send me the name of one person to be silenced. The following day, that person will not be allowed to do anything except vote. You do not know who the other two silencers are and you do not get a kill at night. You win when silencers equal or outnumber the town.
You are a
Vengeful Townie
. If you are lynched, you may PM me the name of one person to be shot. That person will die immediately. In all other regards, you are a normal townie. You do not perform any night action; unless you are lynched you have only your voice and your vote.
Thoughts?
? should be 7 (Say I) - I don't think its a very fun game.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3104 (isolation #179) » Sun Apr 24, 2011 4:53 am

Post by Empking »

Just so I didn't waste the last couple of hours.

2 Mafia

1 Serial Killer

4 Townies

EV =~ 3/8
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3105 (isolation #180) » Sun Apr 24, 2011 5:58 am

Post by Empking »

Less-Night Mafia


2 Mafia

2 Monopolistic Docs (Docs that roleblock other Docs if they target them.)
4 Townies

OR

3 Mafia

3 Monopolistic Docs
6 Townies
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3109 (isolation #181) » Sun Apr 24, 2011 6:22 am

Post by Empking »

Mr. Flay wrote:What happens if the Monopolistic Docs target each other?
Nobody is protected.

Tragedy: Was that swinginess directed to the first (2:1:4) or Less-Night? Less-Night wasn't meant to be all that swingy.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3116 (isolation #182) » Mon Apr 25, 2011 5:24 am

Post by Empking »

ortolan wrote:
Empking wrote:2 Monopolistic Docs (Docs that roleblock other Docs if they target them.)
Heyyyyyyy, I know where you got that idea from :)
I honestly don't. Mind enlightening me? (I presumed it was Draft but that wasn't right.)
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Post Post #3159 (isolation #183) » Fri Apr 29, 2011 4:48 am

Post by Empking »

I like it and I think it goes back to what the Open Queue is all about.

Empking's Military Mafia


4 Townies
1 Roleblocker
2 Mafia Goons

All players have a 1-shot night kill, and all players have a 1-shot bulletproof. The same mafia goon cannot use his one-shot kill and factional kill at the same time. Likewise, the roleblocker can't block and kill at the same time.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3161 (isolation #184) » Fri Apr 29, 2011 4:53 am

Post by Empking »

Meransiel wrote:Isn't that number of roles...too small?


No its just right.
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Post Post #3163 (isolation #185) » Fri Apr 29, 2011 9:31 pm

Post by Empking »

Herodotus wrote:
Empking wrote:I like it and I think it goes back to what the Open Queue is all about.

Empking's Military Mafia


4 Townies
1 Roleblocker
2 Mafia Goons

All players have a 1-shot night kill, and all players have a 1-shot bulletproof. The same mafia goon cannot use his one-shot kill and factional kill at the same time. Likewise, the roleblocker can't block and kill at the same time.

The mafia will win very quickly. Probably on Day 1.


Do you mean night one? And I'm not too sure (and if thery do it means that town made a concentrated effort to kill two townies. They deserve to lose.)
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Post Post #3166 (isolation #186) » Sat Apr 30, 2011 2:12 am

Post by Empking »

cjdrum wrote:Bloody hell this thread is full of "Nah that idea fails". Does
anybody
help with making the setup better, or is everything instant-yes/instant-no-get-rid-of-it?


I've just improved Meransiel's game. Also why don't you comment productively?

(I think we have to remember that a large porportion of set ups put out in this thread both suck and lack a decent hook. I think it shows good spirit that we're willing to just say the sucky set ups suck.)
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Post Post #3168 (isolation #187) » Sat Apr 30, 2011 2:21 am

Post by Empking »

Empking's Guide to Making an Open Set Up

1. Steal somebody else's idea
2. Make a cosmetic change
3. Add your name to it.


1. Work out a hook
2. Evaluate the hook. Is it good? If yes go to three.
3. Work out the bare minimum of roles needed to fulfill your hook.
4. Work out the bare minimum of scum needed (two or more).
5. Make your set up only using those bare minimums.


On another note:
Thinking about it.

Empking's Military Mafia V.2


2 Mafia

1 Roleblocker
5 Townies

All players have a 1-shot night kill, and all players have a 1-shot bulletproof. The same mafia goon cannot use his one-shot kill and factional kill at the same time. Likewise, the roleblocker can't block and kill at the same time.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3172 (isolation #188) » Sat Apr 30, 2011 2:38 am

Post by Empking »

Meransiel wrote:
cjdrum wrote:
Empking wrote:Also why don't you comment productively?

Because I don't know the slightest thing about balance or improvement in those sorts of areas, maybe?


OMGUS

Idea:

New Blood Mafia


2 Mafia Apprentices
2 Cops
6 Townies

Mafia Apprentices are treated as Town if investigated until they kill somebody.


Drop a townie (to move it to the superior nine players) and I'll nominate it.
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Post Post #3174 (isolation #189) » Sat Apr 30, 2011 2:40 am

Post by Empking »

Nominate: New Blood Mafia -1 Townie
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Post Post #3175 (isolation #190) » Sat Apr 30, 2011 3:30 pm

Post by Empking »

Psyciactrist Mafia


Mafia Group (1 Kill Between Them.):
1 Psychopath (Doesn’t know Serial Killer.)
1 Serial Killer (Knows Psychopath)

Psychopath can contact SK through a QuickTopic but the SK can not post in it.

Town:
2 Townies
1 Psychiatrist

No 50% rule.

If the SK dies then town automatically wins.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3177 (isolation #191) » Sat Apr 30, 2011 9:56 pm

Post by Empking »

Meransiel wrote:The Psychopath will die night 1, no save.


Why?

(JUst so its clear the SK/Psychpath are one group with thesamre win con.)
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3181 (isolation #192) » Sun May 01, 2011 6:29 am

Post by Empking »

gandalf5166 wrote:Now, the psychiatrist would convert them to town? Would their buddy know?


Yes.

No.

Meransiel: What do you see as the events that lead up with the two killing each other?

I am glad I posted it here because I have seen a crucial flaw. The Serial Killer should have ultimate say on who is killed.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3183 (isolation #193) » Sun May 01, 2011 6:37 am

Post by Empking »

Meransiel wrote:If Psycho is converted, he can't post in Quicktopic anymore. SK will see this and kill him instantly.


Why?

This is unbalanced.


Define "unbalanced"? (If you're saying that the Serial Killer only has a small chance of winning then that's absurd.)
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Post Post #3185 (isolation #194) » Sun May 01, 2011 6:52 am

Post by Empking »

gandalf5166 wrote:So what happens if the SK is converted?


Oh the Serial Killer can't be converted, just the Psychopath.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #3187 (isolation #195) » Sun May 01, 2011 7:04 am

Post by Empking »

Meransiel wrote:It would suck to be a psychopath in that setting.

Even if psychopath doesn't know him, if the SK kills according to the psycho's advice, the psycho can somehow guess who the SK is.

You mean...scumhunt?


Basically, in this setting, psychopath optimal play is find out who the SK is as fast and possible, and get himself converted to townie. SK optimal play is get rid of psychopath, who is a clear liability.


If a VT was lynched Day 1 then EV wise if the SK targetted anyone but the Psychpath then the SK has a has an 8/9 chance of winning. If he targets the psychopath then he has a 1/2 chance of winning. The first looks better to me.
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Post Post #3193 (isolation #196) » Mon May 02, 2011 1:57 am

Post by Empking »

Nikanor wrote:
Empking wrote:
Psyciactrist Mafia


Mafia Group (1 Kill Between Them.):
1 Psychopath (Doesn’t know Serial Killer.)
1 Serial Killer (Knows Psychopath)

Psychopath can contact SK through a QuickTopic but the SK can not post in it.

Town:
2 Townies
1 Psychiatrist

No 50% rule.

If the SK dies then town automatically wins.

Psychopath+Psychiatrist claim and are cleared. SK can't counter-claim or he loses. It's brought down to 2 townies + SK with two days. Town has an 83% chance of winning.


If Psychpoath claims then his odds of winning goes from aroung 58% to a third. Why does the Psychpath claim again?
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Post Post #3196 (isolation #197) » Mon May 02, 2011 5:03 am

Post by Empking »

Nikanor wrote:
Quilford wrote:2 yuppies (selects one person at night, if mafia that person gets a gun, if town/jester a vest - the yuppie is not notified)
1 jester
3 vanilla town, each with a gun
2 mafia goons, each with a vest

Night start.
No reveal.

If you have a vest and you are shot, you (are/aren't) notified via PM
Only kills are announced in thread

UM OKAY THIS IS PROBABLY HORRIFICALLY IMBALANCED

People with guns can shoot, I imagine. How are you going to make it so that a yuppie doesn't know if he can shoot? Just make them send in a kill every night?
Town can lose n0, so yeah it's imbalanced.


It also has a jester in as an afterthought. Which is lame.
Do mafia have a normal kill?
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Post Post #3199 (isolation #198) » Mon May 02, 2011 5:18 am

Post by Empking »

Nikanor wrote:Semi-Open setup idea:
1 Watcher, worth 3 points
1 Tracker, worth 2 points
3 Reporters, worth 1 point each

3 Mafia
10 Town

Three points of power roles are assigned to the mafia.
Five points of power roles are assigned to the town.

Possible weakness: If a mafia watcher flips, all other power roles are confirmed town. Not sure how to work around this yet.


FTFY

1. What is the "3" doing in from "Reporters"?
2. How do you generate the set up?
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Post Post #3201 (isolation #199) » Mon May 02, 2011 5:57 am

Post by Empking »

Nikanor wrote:
Empking wrote:
Nikanor wrote:Semi-Open setup idea:
1 Watcher, worth 3 points
1 Tracker, worth 2 points
3 Reporters, worth 1 point each

3 Mafia
10 Town

Three points of power roles are assigned to the mafia.
Five points of power roles are assigned to the town.

Possible weakness: If a mafia watcher flips, all other power roles are confirmed town. Not sure how to work around this yet.


FTFY

1. What is the "3" doing in from "Reporters"?
2. How do you generate the set up?

1. Two reporters doesn't work because then I'd have to give only two points to the mafia, and then mafia wouldn't be able to get a watcher.
2. Roll 1d6. If a 1 or 2 is rolled, the mafia gets the watcher. If a 3, 4, or 5 is rolled, the mafia gets a tracker and a reporter. If a 6 is rolled, the mafia gets all three reporters. There's probably a better way to do this but this is the first method that comes to mind.


OK. I get the set up now. I think the town is too weak.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi

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