[CHALLENGE] February + March Challenge

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[CHALLENGE] February + March Challenge

Post Post #0 (isolation #0) » Tue Feb 11, 2020 1:38 pm

Post by OkaPoka »

February + March Challenge


Since February is a short month and there is declining amount of submissions/votes let's trial run a double the time! Double the challenge!
Goal is to start voting 5 days before the end of March so we can declare a victor by April First!

Anyways here are the guidelines:

Your setup must meet TWO of the following restrictions

  • Less than or equal to 8 players
  • Every single time town chooses to lynch/remove slots from the game, two players must be simultaneously killed/flipped/eliminated
  • Games must be guaranteed to end by the start of Day 4
  • At least a majority of slots' alignments must not be completely random
  • The first majority day choice of town must be completely unique and happen once see: The Coalition


    NO MULTIBALL NO THIRD PARTY THANK YOU



    Spoiler: Notes/Clarification
    Two players being simultaneously eliminated doesn't mean they have to be chosen to be eliminated simultaneously, just the flips happen simultaneously
    Random aspect: You can have alignment be drafted i.e. Alisae vs Pine, or you can have it be done in the way of the Odds. In these cases however, alignments are not completely randomly distributed
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    Post Post #2 (isolation #1) » Tue Feb 11, 2020 5:08 pm

    Post by OkaPoka »

    Thats an interesting setup that is marathonable
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    Post Post #3 (isolation #2) » Tue Feb 11, 2020 5:12 pm

    Post by OkaPoka »

    No supersaint for hammer tho?
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    Post Post #6 (isolation #3) » Wed Feb 12, 2020 8:02 pm

    Post by OkaPoka »

    In post 5, student wrote:what's the design primer/theme that unify these criteria?
    basically things that i like :P

    first two encourages marathon type of games
    third encourages not building an actual marathon game (as in does not drag)
    fourth and fifth are concepts id like to be explored
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    Post Post #8 (isolation #4) » Wed Feb 12, 2020 9:05 pm

    Post by OkaPoka »

    In post 7, TemporalLich wrote:
    Two Buckets
    8 players


    2 Mafiosi

    6 Townies


    Lynching and nightkills are compulsive. Plurality rules apply for lynching and the bucket vote, and voting No Lynch is not allowed.

    On Day 1, instead of a lynch, town must vote to split the town into two "buckets". A vote is counted as the same if it splits the two halves the same way. A valid vote only needs the four townies in the first bucket, the second bucket is implied.

    A valid vote is in the form of VOTE: A, B, C, D

    After the buckets are decided, the moderator confirms how many scum are in each bucket, and then the game goes to Night 1 as normal.

    The Mafia have a PT with daytalk.
    I'm not sure if this setup works. This meets restriction 1 and 5. It might fail 5 due to it being plurality and not majority though.
    It'll work because it fits the "spirit" of the rule i.e. town decides on doing something unique d1

    Although I imagine this setup could be very very townsided
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    Post Post #13 (isolation #5) » Fri Feb 14, 2020 8:47 am

    Post by OkaPoka »

    I'll be impressed if you can make a good open setup that fits all the criteria
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    Post Post #16 (isolation #6) » Sat Feb 15, 2020 8:11 am

    Post by OkaPoka »

    Seems like a marathon setup

    Could even work as a f2f
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    Post Post #18 (isolation #7) » Sat Feb 15, 2020 5:30 pm

    Post by OkaPoka »

    yes

    it seems like a batshit chaos game perfect for marathons
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    Post Post #28 (isolation #8) » Thu Mar 05, 2020 5:09 pm

    Post by OkaPoka »

    Ok this might be my favorite setup for how wacky itll br
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    Post Post #30 (isolation #9) » Thu Mar 05, 2020 5:21 pm

    Post by OkaPoka »

    In post 29, DrDolittle wrote:It's pop's setup all credit goes to her
    wow now that you say its pops setup it garbage :^)

    jkjk

    i think it'll be hilarious if someone ran this with newbs
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    Post Post #31 (isolation #10) » Thu Mar 05, 2020 5:26 pm

    Post by OkaPoka »

    i think to make it not as annoying for scum

    in setup 2 the outed scum should be told that they are the outed scum

    or at least have 1 scum that is guaranteed not outed
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    Post Post #32 (isolation #11) » Thu Mar 05, 2020 5:30 pm

    Post by OkaPoka »

    although setup is less elegant that way
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    Post Post #34 (isolation #12) » Thu Mar 05, 2020 5:35 pm

    Post by OkaPoka »

    /in
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    Post Post #36 (isolation #13) » Thu Mar 05, 2020 5:47 pm

    Post by OkaPoka »

    hey u killed the cop!
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    Post Post #48 (isolation #14) » Mon Mar 09, 2020 7:16 am

    Post by OkaPoka »

    Ok yeah there are flaws but i think the idea of having two setups and deciding if you are in lylo or not is interesting enough to take inspiration from
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    Post Post #53 (isolation #15) » Wed Mar 11, 2020 7:46 am

    Post by OkaPoka »

    could you generate an example setup i don't think i get it
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    Post Post #54 (isolation #16) » Wed Mar 11, 2020 7:49 am

    Post by OkaPoka »

    In post 25, TemporalLich wrote:
    Marathon Night
    7 players


    2 Mafia Goons

    5 Townies


    During Day 1, Town votes for what power roles to generate in addition to the lynch. The power roles will be given to random townies.

    Options are:

    1
    Public Cop
    (checks alignment, mod will confirm that player's alignment inthread), 1
    Reporter
    (checks if the target has acted or not)
    1
    Day Vigilante
    (Publically shoots a player during the day), 1
    Backup 1-shot Vigilante
    (can act only if the day vigilante is dead, shoots a player during night but only works once)
    2
    Masons
    (They gain a PT with daytalk to talk to each other)

    Lynches and nightkills are compulsive.

    The Mafia PT has daytalk.
    Going for a balanced marathon setup that resembles a traditional game. This might be insane, especially the Masons.
    I assume the roles are distributed AFTER the lynch right?

    I think Public Cop and Reporter are always the right pick would be the "issue" with this setup.
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    Post Post #55 (isolation #17) » Wed Mar 11, 2020 7:54 am

    Post by OkaPoka »

    In post 39, Jingle wrote:8p Choose Your Rival

    Phase One: Playerlist is randomized. Starting with player 1, each unpaired player picks another unpaired player that is guaranteed not to be their scum buddy. Two scum are chosen with double the chances for the players who chose. Pairs are published.

    Phase Two: The first lynch is on a rival pair. Both players flip.

    Phase Three: Normal nightphase.

    The game progresses normally from there.

    Spoiler: Example
    1
    2
    3
    4
    5
    6
    7
    8

    1 recieves a list of 2-8 to choose from and chooses 2. 2, being paired, doesn't get to choose. 3, being next in line, gets to choose between 4-8.

    After pairings are determined:

    1 and 2
    3 and 7
    4 and 6
    5 and 8

    are the rivals. The first scum is determined by a d12 roll on the list of

    1,1,2,3,3,7,4,4,6,5,5,8. 1 is rolled. The second scum is determined by a d9 roll on the list of 3,3,7,4,4,6,5,5,8 since neither 1 or 2 can be scum #2.

    Day one is a vote to lynch one of:

    1 and 2
    3 and 7
    4 and 6
    5 and 8

    Day 2 is either 4v1 or 3v2.
    I think of all the pairing setups this one works the best conceptually of trying to strike a balance between a weak player as your rival while not being lynchbait.

    Although I do wonder if being slotted at player 1 is too strong and there is an elegant way to smooth out the power curve between first and last pick.
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    Post Post #58 (isolation #18) » Wed Mar 11, 2020 7:58 am

    Post by OkaPoka »

    In post 22, Hectic wrote:
    Switch with your name on it
    2 Mafia

    6 Townies


    During Day 1, players must vote to HEAL a player. Night 1 is skipped.
    Once someone has been hammered, the mafia are given kill switches for every player in the game.
    The mafia must gift each switch to a player in the game. For example, they can gift the kill switch that kills player A to player B, and so on.
    Each mafia keeps a kill switch.

    If the HEALED player is town, they may ask for a kill switch for any player they desire. This request must be fulfilled.

    From Day 2 onwards, players may activate the switch they were gifted at any time they like.
    Lynches and Nightkills occur as normal.
    In reality I don't see a world where hitting switches is optimal right? Although the option to kill is ~nice~, it's like Dance where hitting switches/suiciding is suboptimal since lynching is an option and its all wifom as I think optimal play is for scum to gift each other switches on each other. (As in goon 1 holds switch to goon 2 and vice versa).

    I guess its extra info but I wonder if there is a modification that could be had to require switches being hit.

    Also does hitting switches reset votes?
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    Post Post #60 (isolation #19) » Wed Mar 11, 2020 8:05 am

    Post by OkaPoka »

    In post 21, Hectic wrote:
    Sacrificial Pacts
    2 Mafia

    6 Town

    • Nightless.
    • Mafia choose 4 pairings pregame. They may pair themselves together, or each with a townie. Pairings are public.
    • At any point during the game, a town person A in a pairing may sacrifice their partner B. If their partner B is mafia, person A lives. Otherwise, person A dies too.
    • Mafia may also choose to sacrifice their partner, but this kills them also.
    • A lynch results in both players in the pairing dying.
    If scum pairs S-S

    They need to be in the top 2 pairings to win.

    lynch order of:
    T-T T-T
    T-T T-T
    T-T S-S
    S-S T-T
    wins

    If they pair S-T they literally cannot win unless scum self sacrifices before a town sacrifices which I think is unhealthy outside of marathon. (Since town sacrificing scum generates an IC and now you just force every pair to sacrifice)

    So the proper way to play is a pseudo white flag but people are in pairings already which makes this very townsided
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    Post Post #62 (isolation #20) » Wed Mar 11, 2020 8:09 am

    Post by OkaPoka »

    In post 59, popsofctown wrote:Mafia leak information about their partnership if they gift switches to eachother, though. Switches are going to be massclaimed.

    Keep in mind that suiciding in Dance is suboptimal (in a way I can't ever overstate)
    before LyLo
    , whereas in LyLo it is equivalent to lynching. Asymptotes exhibit asymptotic behavior. Here switches can swing all the way to being protown in LyLo, a heavily scumread townie holding the switch that kills scum should activate it in f3. That might mean that the mafia NK the heavily scumread townie to avoid that, but that a. implicates the mafia and b. means mafia were forced to shoot USRs and so this setup is already decidedly distinct from mountainous.
    I think your right this setup will be suprisingly interesting as even if there are very clearly ~optimal~ choices for scum, there is always the wifom game to play.

    And you can't just give the switches to lynchbait if you want to deepwolf as what if lynchbait/wildcards just decide to lol switch kill someone

    oh god this setup looks fun and rage inducing
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    Post Post #63 (isolation #21) » Wed Mar 11, 2020 8:12 am

    Post by OkaPoka »

    Two things should be clarified about the switch setup:

    Do switches end the day?

    Do switches reset the vote?

    switch massclaim d2 seems always optimal
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    Post Post #64 (isolation #22) » Wed Mar 11, 2020 8:24 am

    Post by OkaPoka »

    @pops can someone be tragically fated to you and starcrossed to you?
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    Post Post #68 (isolation #23) » Wed Mar 11, 2020 8:53 am

    Post by OkaPoka »

    Good point
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    Post Post #70 (isolation #24) » Wed Mar 11, 2020 8:56 am

    Post by OkaPoka »

    Better point
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    Post Post #71 (isolation #25) » Wed Mar 11, 2020 8:57 am

    Post by OkaPoka »

    It would be a win or draw based on login
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    Post Post #74 (isolation #26) » Wed Mar 11, 2020 9:13 am

    Post by OkaPoka »

    public cop + named townie is still superior to two masons because

    public cop + named townie is potentially three clears by day 2 while masons are potentially two clears by day 2

    day vig + backup is more interesting but i dont see scum shooting the dayvig since moving from even to odds doesn't advantage them too much, better just looking for the backup to kill
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    Post Post #76 (isolation #27) » Wed Mar 11, 2020 9:22 am

    Post by OkaPoka »

    theoretically optimal play is to mass claim

    since power roles are conf town
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    Post Post #89 (isolation #28) » Thu Mar 12, 2020 6:56 am

    Post by OkaPoka »

    i think public cop choice should just be a public cop, no other townies
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    Post Post #97 (isolation #29) » Thu Mar 12, 2020 7:48 am

    Post by OkaPoka »

    can dayvig act more than one time?
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    Post Post #99 (isolation #30) » Thu Mar 12, 2020 9:36 am

    Post by OkaPoka »

    damn ok yeah these are interesting choices
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    Post Post #101 (isolation #31) » Sat Mar 14, 2020 5:59 am

    Post by OkaPoka »

    Lulu instead of blitz tbh
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    Post Post #103 (isolation #32) » Sat Mar 14, 2020 6:13 am

    Post by OkaPoka »

    OHHHH
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    Post Post #105 (isolation #33) » Sat Mar 14, 2020 9:26 am

    Post by OkaPoka »

    In post 104, ceejayvinoya wrote:
    In post 0, OkaPoka wrote: [*] At least a majority of slots' alignments must not be completely random
    What does this mean exactly
    you need some way so that most rolls cannot just be determined by using random.org and list randomizing

    like you can have it so there is no randomness: have players draft players onto their team in some fashion, or maybe alignments are picked as a result of people submitting numbers and taking the lowest two etc.

    or you can have it so there is some weighted odds in alignment distribution, like players can fill in certain slots with 1% of rolling scum and others have 99% of rolling scum. something like that
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    Post Post #121 (isolation #34) » Sun Mar 22, 2020 8:05 pm

    Post by OkaPoka »

    I think removing the doc disincentives using the vig since the game will be pushed to evens after vigging
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    Post Post #122 (isolation #35) » Sun Mar 22, 2020 8:07 pm

    Post by OkaPoka »

    although I suppose thats okay - having choices is a good thing
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    Post Post #125 (isolation #36) » Mon Mar 23, 2020 9:15 pm

    Post by OkaPoka »

    some good playable pairing setups
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    Post Post #127 (isolation #37) » Mon Mar 23, 2020 9:27 pm

    Post by OkaPoka »

    What we have so far:
    Spoiler: Kerset's Cunning Saints
    In post 4, Kerset wrote:Right i meant it to be L-0 L-1 L-2.
    Cunning Saints
    6 SuperSaint L-X

    2 Mafia LoyalSaint

    -Nightless

    -Lynches are compulsive


    In pregame Mafia have to assign a single number from 0 to 2 to each townie. Townie won't be informed, which number did he get.
    Townies, which receive 1 will become: Town SuperSaint L-0
    Townies, which receive 2 will become: Town SuperSaint L-1
    Townies, which receive 3 will become: Town SuperSaint L-2
    Welcome, [player]! You are a
    Town SuperSaint L-X
    .

    -If you get lynched then you will kill your L-X voter. You don't know which voter will it be.
    -You win if all threats to the town are eliminated and at least one town-aligned player is alive.
    Welcome, [player]! You are a
    Mafia LoyalSaint
    .

    -You may discuss the game with your teammate [here].
    -If you get lynched you will kill your partner, if he was either your L-0, L-1 or L-2 voter. If he wasn't any of them then you will kill person, which hammered you.
    -You win when you reach parity with the town

    Spoiler: BBmolla's I love you not
    In post 19, BBmolla wrote:
    I love you not
    8 Players


    2 Mafia

    6 Townies


    Nightless
    Setting up: One Player is randomly chosen to be Mafia. They pick two players. One will be made their Mafia Partner, the other will be their Town Lover.
    The selected Mafia Partner assigns the rest of the players into Lover Pairs, themself included. This will result in both Mafia being paired with a Town Lover.
    Town Lovers are not informed who their Lover partners are.


    Spoiler: Hectic's Switch with your name on it
    In post 22, Hectic wrote:
    Switch with your name on it
    2 Mafia

    6 Townies


    During Day 1, players must vote to HEAL a player. Night 1 is skipped.
    Once someone has been hammered, the mafia are given kill switches for every player in the game.
    The mafia must gift each switch to a player in the game. For example, they can gift the kill switch that kills player A to player B, and so on.
    Each mafia keeps a kill switch.

    If the HEALED player is town, they may ask for a kill switch for any player they desire. This request must be fulfilled.

    From Day 2 onwards, players may activate the switch they were gifted at any time they like.
    Lynches and Nightkills occur as normal.

    Spoiler: DrDolittle's Babbling Bjerg Redux
    In post 27, DrDolittle wrote:
    Babbling Bjerg Redux.


    Setup 1
    2 Mafia Goons

    6 Vanilla Townies


    At any time, players may also vote for
    Bar the Doors
    instead of lynching or no-lynching. If they
    Bar the Doors
    , and the game is in Lylo, town wins immediately. Otherwise, town loses immediately.


    Setup 2
    3 Mafia Goons

    1 Babbling Bjerg

    4 Vanilla Townie


    Babbling Bjerg is informed that setup 2 is the setup being used and of the identity of one random mafia player.

    At any time, players may also vote for
    Bar the Doors
    instead of lynching or no-lynching. If they
    Bar the Doors
    , and the game is in Lylo, town wins immediately. Otherwise, town loses immediately.

    Spoiler: Jingle's 8p Choose Your Rival
    8p Choose Your Rival

    Phase One: Playerlist is randomized. Starting with player 1, each unpaired player picks another unpaired player that is guaranteed not to be their scum buddy. Two scum are chosen with double the chances for the players who chose. Pairs are published.

    Phase Two: The first lynch is on a rival pair. Both players flip.

    Phase Three: Normal nightphase.

    The game progresses normally from there.

    Spoiler: Temporal Lich's Marathon Night v2
    In post 95, TemporalLich wrote:
    Marathon Night v2
    7 players


    2 Mafia

    5 Townies


    After Town/Mafia Role PMs are distributed but before Day 1, the thread is unlocked and a compulsive plurality vote decides what power roles to generate during a "role phase". The power roles will be given to random townies. After power roles are distributed (those who get power roles will get new role PMs), Day 1 begins as normal.

    Role Phase Options are:

    1
    Public Cop
    (checks alignment, mod will confirm that player's alignment inthread), 1
    Mafia Rolestopper
    (given to Mafia instead of a townie, renders target immune to all abilities)
    1
    Day Vigilante
    (Publically shoots a player during the day), 1
    Backup 1-shot Vigilante
    (can act only if the day vigilante is dead, shoots a player during night but only works once)
    2
    Masons
    (They gain a PT with daytalk to talk to each other)

    Lynches and nightkills are compulsive.

    The Mafia PT has daytalk.

    Spoiler: ceejayvinoya's ascension without meds
    Ascension without meds
    1 Mafia Rolestopper
    1 Mafia Goon

    6 Vanilla Townies


    At day 1, everyone votes for the player they want to reach "Ascended" status. If mafia is chosen, mafia automatically wins. Otherwise, the day ends and the Ascended townie becomes a deathproof JOAT (1-shot cop, 1-shot vig) the next day and the game proceeds as normal.
    [/quote]

    Spoiler: Gobbledygook's Flash Mob
    In post 124, gobbledygook wrote:Flash Mob
    6 town vs 2 mafia
    3 town ladies
    1 mafia lady
    3 town gentlemen
    1 mafia gentlemen

    3 day proposal phase, gentlemen propose to ladies
    7 day Dance phase

    If both mafia are paired together, a Tango starts. The mafia choose a pair to kill. Town gets 1 lynch.
    If both mafia are not paired together, a Flamenco starts. The mafia choose one town player to kill, treestumping their partner. If an all town pair is lynched mafia win. All other lynches are town win.

    Spoiler: popsofctown's The Best Patch
    In post 117, popsofctown wrote:
    The Best Patch
    1 Mafia Support - Blitzcrank
    1 Mafia Carry - Vengeful Godfather Kog'maw

    1 Town Support - Rakan
    1 Town Carry - Xayah
    2 Town Support
    2 Town Carry

    No standard lynch or nightkill.
    Kog'maw can lynch himself by posting the letter "e" anytime. Blitzcrank can recommend this, and cause it to happen by proxy, by posting the letter "b" at any time.
    Whenever Kog'maw kills Rakan or Xayah with his vengekill, mafia wins no matter what anything else says.
    During Day 1 and 2, carries propose to supports to pair. A pairing becomes valid if the carry posts
    Propose: Playername
    , any uninvolved player makes any kind of post, and the support's first next post is
    Accept: Playername
    . When the third mutually accepted pairing of a day occurs, the day instantly ends. In end-of-day, if Kog'maw is paired with Blitzcrank, town wins; if Rakan is paired with Xayah, town wins; and if neither of those things happened pairings reset.
    For day three, if the town still hasn't won, instead supports become deathproof and town has one single lynch before scum win by default.

    Version 2.0, deliberately chatroom or marathon-only and activity based.

    Spoiler: Ircher's SS3 Draft
    In post 20, Ircher wrote:
    SS3 Draft

    At the beginning of the game, players participate in a draft to determine if they are town or scum. The moderator determines the specifics of the draft, but something like that used in Pick Your Power would be appropriate. Once the sole mafioso is decided, mod rands the supersaint among the two town roles. The game then functions as a normal game of SS3. Draft numbers are hidden for obvious reasons.

    Spoiler: Not Known 15's Jail V2
    In post 131, Not Known 15 wrote:
    Jail V26 Vanilla Townies
    2 Mafia Goons
    There is a jail.
    Jailed people may continue to talk but not vote, kill, or be killed, except by lynch.
    Town may either jail or lynch, or both. Day ends when a lynch and No Jail, a lynch and jail, or NoLynch and Jail are locked in by majority. Plurality applies at the end of the day, with votes to NoLynch being ignored if there is a No Jail result. Mafia can - and must the first time(town chooses lynch) - nightkill if town chooses Lynch.
    At the end of a day, if there are exactly 2 town and 1 Mafia alive and free(not jailed): Both townies select someone(either themselves or someone else) to jail a target. If both townies select the member of the Mafia to jail and the same person to perform the jail and the Mafia selected the other person to kill(if there was a lynch the previous day), town wins. Otherwise, Mafia wins.
    Win condition:Mafia wins at the end of Night 3 if one of them is neither dead nor jailed(town can jail at night 3 in some circumstances, and still win...), or if they gain parity amongst players able to vote.
    Town wins if both mafia are dead, or jailed.



    lmk if i missed anything/which setup you want to submit as your final one/any changes/how to fix this weird indentation formatting thing with pops and cj's setup
    Last edited by OkaPoka on Tue Mar 31, 2020 1:05 pm, edited 7 times in total.
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    Post Post #128 (isolation #38) » Mon Mar 23, 2020 9:29 pm

    Post by OkaPoka »

    In post 126, ceejayvinoya wrote:Your guidelines heavily encourage pairing setups
    that is a very good point lol
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    Post Post #129 (isolation #39) » Mon Mar 23, 2020 9:33 pm

    Post by OkaPoka »

    @everyone

    try and finalize your submissions and setups by the 26th so we can start voting on the 27th and close voting by April 1st
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    Post Post #133 (isolation #40) » Tue Mar 24, 2020 10:38 am

    Post by OkaPoka »

    changed to conform to above three posts
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    Post Post #138 (isolation #41) » Thu Mar 26, 2020 1:52 pm

    Post by OkaPoka »

    voting is open, edited to include nk15's change

    going to ask hectic which setup to use tho
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    Post Post #140 (isolation #42) » Thu Mar 26, 2020 4:19 pm

    Post by OkaPoka »

    Kerset - A very intuitive setup that can really lead to high content gameplay, and its pseudo mountainous which is a plus in my books.
    TemporalLich - I like this setup. Good mix of relatively balanced setups that should lead to interesting discussion, could work as both marathon and normal game. Balance seems decent as well.
    Gobbledy - I like this take on a dance game, an incentive not to lolpair actually exists, interesting modification to typical dance games. Actual clear incentive for mafia to pair together too which makes the chess maneuvering theoretically interesting. like 66% wr vs 33% wr.
    pops - I have mixed feelings about this setup. On one hand its looks like a setup with lots of town and scum agency, could lead to thought provoking stylistic gameplay etc. On the other hand, I think the amount of agency scum has, I feel like it might lead to some lol!wins where they just yolo win and its like... ok I guess. IDK this one I think it has to be playtested before I can give ~actual~ good judgement.
    Hectic Switch - I think this could work as a pretty decent marathon game, and switch killing sounds pretty interesting to at least try.
    ceejay - I think this is also a decent setup, although I prefer the choice of power role type in TL's setup over choosing who to ascend. I do agree with Ircher, d1 feels too swingy even for a small game. I could imagine it gets annoying where you just ascend the statistically best player and concede if they roll scum, since its d1 and people would be less invested in winning.
    NK15 - I think there are layers of complexity to this setup that I'm not wrapping my head around that requires some amount of playtesting. Its neat that I can't really think of optimal play right now, although I do suspect its something along the lines of jail the most townie until d3.
    BBmolla - Okay, I like the theoretical concept of picking your scum partner, but secret lovers seems idk, annoying to play with.
    Ircher - This should just be standard SS3. I don't like SS3 but this is a marginal improvement over normal SS3.
    Hectic Sac Pacs - I had some issues with this setup that make this feel very townsided in practice. I don't think the choose pairings pregame is enough power for scum to balance it in practice.
    Jingle - Idk, the idea of this setup of choosing someone you are essentially always against isn't that exciting. A bunch of 1v1s d1 sounds masochistic.
    DDL - Conceptually interesting of having two variable setups with variable scum, but in its current form its not playable I think.
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    Post Post #141 (isolation #43) » Thu Mar 26, 2020 4:19 pm

    Post by OkaPoka »

    Kerset > TL > Gobbledy > Pops > Hectic Switch > CJ > NK15 > BBmolla > Ircher > Hectic Sac > Jingle > DDL
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    Post Post #148 (isolation #44) » Wed Apr 01, 2020 5:06 pm

    Post by OkaPoka »

    u should vote nsg!
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    Post Post #154 (isolation #45) » Fri Apr 03, 2020 2:58 pm

    Post by OkaPoka »

    oh god lmao
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    Post Post #160 (isolation #46) » Fri Apr 03, 2020 3:38 pm

    Post by OkaPoka »

    what if we ask mith to cast the winning vote
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    Post Post #162 (isolation #47) » Fri Apr 03, 2020 3:47 pm

    Post by OkaPoka »

    pm'd

    this would be more interesting
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    Post Post #165 (isolation #48) » Sat Apr 04, 2020 1:18 pm

    Post by OkaPoka »

    our lord and savior has spoken

    kerset wins!
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    Post Post #168 (isolation #49) » Sat Apr 04, 2020 4:08 pm

    Post by OkaPoka »

    In post 167, popsofctown wrote:The "game ends quick" requirement overlapped the playercount restriction
    in hindsight i probably should've caught this
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    Post Post #169 (isolation #50) » Sat Apr 04, 2020 4:09 pm

    Post by OkaPoka »

    but also im kinda happy with how this turned out because any of the top 4 setups (to me) are playable and i think good setups

    then again i designed the criteria after things i like in setups soooooooooooooooooooooooooooooooooooooo

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