[phpBB Debug] PHP Warning: in file [ROOT]/ext/alfredoramos/seometadata/event/listener.php on line 114: Undefined array key 11802032 [phpBB Debug] PHP Warning: in file [ROOT]/ext/alfredoramos/seometadata/event/listener.php on line 114: Trying to access array offset on value of type null [CHALLENGE] May Challenge - Mafiascum.net
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
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Post #3 (isolation #1) » Sat May 09, 2020 7:25 am
Postby Something_Smart »
Okay so I guess it's pretty broad lol. That's not even a role interaction :X
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
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Post #31 (isolation #2) » Sun May 24, 2020 4:30 pm
Postby Something_Smart »
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
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Post #35 (isolation #3) » Wed May 27, 2020 7:03 pm
Postby Something_Smart »
Hmm yes you are right about the EV. I don't hate cfj's suggestion though it does cheapen the interesting decisions of the first phase if 44% of the players get moved from the place they chose.
I was trying to think of ways to allow the minigames to work with uneven scum amounts, and I don't think it really does work, but possibly something special could happen if two scum end up in the same group, like maybe all the groups just dissolve and the game becomes nightless or something.
Alternatively I could just change the minigames to make them all scumsided so it balances out.
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
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Post #37 (isolation #4) » Wed May 27, 2020 8:04 pm
Postby Something_Smart »
It hasn't been modified since I posted it.
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
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Post #67 (isolation #5) » Sat May 30, 2020 4:01 am
Postby Something_Smart »
In post 46, mith wrote:S_S: Maybe just one swap, and scum lose if they are all in the same location (or rather, all town are at two locations).
I like this one. Seems sufficiently unlikely that it won't affect EV hugely.
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
Still refining the idea but thought I'd post it here. Partial credit to Popsofctown ^_^
Changelog
:
After a discussion with BBMolla, added Percival. Also added the condition that Mafia cannot NK in their Merlin pool on N1.
Removed Percival after further thought, to prevent Massclaim from being too beneficial from town (considering Merlins are N1 unkillable)
Spoiler: Isis - Solve This Game
In post 13, Isis wrote:
I keep going back and forth about the number, here's my most recent effort at making this winnable for scum.
I thought about adding an escape mechanic then realized just adding more scum opens up those kinds of plays due to the game's structure.
I found a halfway point between Lovers being too harsh and nonlovers being too soft.
Spoiler: callforjudgement - Wizards Versus Warlocks
In post 21, callforjudgement wrote:The Wizards' Circle is preparing its most powerful spell yet, the Grand Ritual. Some of them are a little forgetful or untrustworthy, but lots of redundancy has been built in to try to make sure that it's cast without a hitch.
Their rivals, the Warlocks, would love to humiliate them by disrupting the spell. Not only are they planning to intervene by attacking with spells of their own, they have another line attack: they bribed a few WIzards to screw up the ritual from inside the Circle.
OK, so this is blatantly a Theme game, but it's fully open so I think it's valid for this thread (especially as it was heavily inspired by the challenge restrictions).
I particularly like the Warlocks (the non-player slots), which solve several problems that a lot of games using these sorts of mechanics have; they basically serve as a mechanism for the scum to do things that are blatantly scummy without needing some separate mechanism for doing things secretly/privately, and also serve as a way to make mana generation / action economy more balanced between the scum and town.
Out of the eight restrictions in the OP, all eight of them either a) are conformed to by this setup, or else b) aren't directly present in the setup but were used as a source of ideas that inspired something within it.
I haven't tried to balance this yet, and would love some help with the balancing; this setup is so out there that I don't have anything much to compare it to. I'm fairly happy with the basic mechanics, though.
Spoiler: mith - Delayed Flag Bearer Vengescum 13p
In post 25, mith wrote:A simple tweak since I don't need to hit a specific player count:
In post 59, Kanna wrote:
I don’t think the numbers work well, but it’s the thought that counts
I’m also really liking the setups this month!
edit: thanks for the feedback!
edit edit: i've realised that parity/outnumber at 6:2 makes it too easy. town only need to make 2 correct pairs and then they win. but if it's outnumber, i don't think it makes sense in a T T S S scenario(?) i've changed it back since 7:2 gives a reverse lylo of T T S which seems fairer even if EV is worse.
Spoiler: Something_Smart - Guardians of the Fortress v2
Last edited by Something_Smart on Mon Jun 08, 2020 6:07 am, edited 6 times in total.
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
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Post #111 (isolation #7) » Sun Jun 07, 2020 4:20 pm
Postby Something_Smart »
Updated
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
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Post #113 (isolation #8) » Mon Jun 08, 2020 4:45 am
Postby Something_Smart »
Fixed
Also just realized I wrote pops instead of Isis lol
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
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Post #115 (isolation #9) » Mon Jun 08, 2020 5:00 am
Postby Something_Smart »
Votes:
Something_Smart - Guardians of the Fortress v2
Kanna - Trust Fall
callforjudgement - Wizards Versus Warlocks
BBmolla - We Need A Fourth
Hectic - Death Curse
Albert B. Rampage - Power Brokers
Auro - Chromavalon
TemporalLich - Glimmer of Hope
ceejayvinoya - Unnamed Semi-Open
mith - Delayed Flag Bearer Vengescum 13p
gobbledygook - The Most Toxic Game on the Internet
Isis - Solve This Game
Kerset - Sacrifice Our Leader
Last edited by Something_Smart on Mon Jun 08, 2020 6:07 am, edited 2 times in total.
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
In post 117, Auro wrote:Voting seems difficult, I like a lot of the setups on different merits. Perhaps I'll just go with "I'm most likely to /in for this setup if I noticed it in the queue". Also, I wish there was a "worst setup" challenge.
Yeah that's pretty much what I went with as well.
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!