[MAY CHALLENGE]

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #25 (ISO) » Sat May 11, 2019 11:36 am

Post by popsofctown »

In post 23, Jingle wrote:Actually, just getting rid of the Radar operator is probably enough to make it not broken. It's a group decision in a mini on who plays the micro, basically. (obviously not necessarily a mini and a micro, but w/ever)
But then it's just half vote the town mafia, followed by a half of vote the mafia mafia.
The neighborhood mechanic is necessary for the setup to not be 8 ounces of diet coke mixed with 8 ounces of coke and you've made a pretty colorable argument the neighborhood mechanic can be thwarted.
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #26 (ISO) » Sat May 11, 2019 12:58 pm

Post by Jingle »

In post 24, TemporalLich wrote:I could fix the setup by making both the vote Capture and the Mafia factional Capture a treestumping power, but I'd probably have to make the setup a Large (and force the Lynch to be hammered before the Capture) and I don't see it as a fun setup.
The Jingle Giveth, and the Jingle Taketh Away.

More importantly, you can just make capture straight plurality and resolve it immediately after the lynch. ;)
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Post Post #27 (ISO) » Sat May 11, 2019 2:09 pm

Post by popsofctown »

I can't figure out how the dragon should play.
That seems like a good thing.
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #28 (ISO) » Sat May 11, 2019 2:59 pm

Post by Jingle »

In post 27, popsofctown wrote:I can't figure out how the dragon should play.
That seems like a good thing.
Protown, probably. Town only needs to find dragons if they're not finding scum, so the faster the scum is caught the better the odds of a dragon lynch.

Oh, and to solve the issue of :oopsallclears: make imprisonment invisible (no votesteal) and the capture actually a straight up jailkeep. Public jailkeep is pretty weak for town, but the strength after the first scumlynch is amazing. Dragon is probably scumsided inherently. (Town guesses first, Scum has >>info when guessing). You could probably drop the autowin from Maf too and just have it end up being a double kill if they hit dragon.

Balance turns into 8v2 with a lategame only town PR, a win mechanic for town, and a 3p with a semibenevolent wincon who slightly townsides.
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Post Post #29 (ISO) » Sat May 11, 2019 3:41 pm

Post by TemporalLich »

In post 28, Jingle wrote:
Protown, probably. Town only needs to find dragons if they're not finding scum, so the faster the scum is caught the better the odds of a dragon lynch.

Oh, and to solve the issue of :oopsallclears: make imprisonment invisible (no votesteal) and the capture actually a straight up jailkeep. Public jailkeep is pretty weak for town, but the strength after the first scumlynch is amazing. Dragon is probably scumsided inherently. (Town guesses first, Scum has >>info when guessing). You could probably drop the autowin from Maf too and just have it end up being a double kill if they hit dragon.

Balance turns into 8v2 with a lategame only town PR, a win mechanic for town, and a 3p with a semibenevolent wincon who slightly townsides.
I like those ideas, perhaps if the Mafia captures the Dragon the Dragon exits the game in a loss and the Mafia gets a 1-shot daykill performed via Mafia PT.
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Post Post #30 (ISO) » Sat May 11, 2019 7:51 pm

Post by Jingle »

Dragon exit on imprison IS functionally an extra kill that night. Not sure if the additional daykill is warranted, tbh, although it does put the game back on odds, so... probably not the worst thing for the game?
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Post Post #31 (ISO) » Sun May 12, 2019 8:54 am

Post by popsofctown »

I think NKing or lynching the dragon should result in the capture mechanic dropping out of the game. The scum lose their benefit from the capture mechanic and that seems "fairer", I don't like penalizing the scum that strongly for taking a mislynch because the mislynch is easy and/or NKing the dragon (losing their imprison is already lots of disincentive)
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #32 (ISO) » Sun May 12, 2019 10:53 am

Post by Jingle »

Probably fair, but 2v9 mountainous is boring AF.

I'd rather give scum additional power as a counterbalance.
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Post Post #33 (ISO) » Mon May 13, 2019 9:51 am

Post by Not Known 15 »

Wolves
10 Vanilla Townies

3 Werewolf Goons

1 Evil Townie

Every day, the Town selects an executioner, and a Guard.(they cannot select someone for both)
Guards are only guards for one night.
The votes for Executioner are public, and plurality-based. The votes for Guard are private, and majority-based(no majority no guard)
The executioner selects the lynch target, and a second guard(privately).
If the lynch target and the executioner are both werewolves, the lynch fails.
Each night, the werewolves attack. The Evil Townie turns into a Werewolf when attacked at night instead of dying. However, Town will be informed about the identity of the former Evil Townie next day... unless the Evil Townie was a Guard.
The Guard will defend themselves if they are visited, resulting in the death of both the Guard and the Werewolf, unless they are the Evil Townie, who gets recruited into the Werewolves without being outed. If this happens to the Guard selected by the executioner, then they cannot be replaced.
If two guards are Werewolves(Evil Townie doesn't count) the Werewolves win.
The Evil Townie wins with the Werewolves.
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Post Post #34 (ISO) » Mon May 13, 2019 11:37 am

Post by Jingle »

So...

Recruitable traitor, Kingmaker, and rotating PGOs? Seems really scumsided. Also, there should never be a case when the executioner chooses a lynch on a werewolf, so that rule is superfluous. You could probably drop a goon and be closer to balanced, tbh.
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Post Post #35 (ISO) » Mon May 13, 2019 11:42 am

Post by TemporalLich »

Dragon Capturer v3
11 players


1 Dragon

2 Mafia Goons

8 Vanilla Townies


In addition to voting for lynches, the Town must also vote to Capture (jailkeep) a player. Capturing is by plurality vote and is decided when the lynch is decided.

A Capture vote can either use bold e.g.
CAPTURE: TemporalLich
or hurt tags e.g. HURT: TemporalLich

You can't vote to lynch and Capture the same player.

In addition to the factional nightkill, the Mafia may attempt a factional Capture. The mafia may multitask.

If the Mafia Captures the Dragon with the factional Capture, the Dragon exits the game in a loss and the Mafia gets a 1-shot daykill to be used in the Mafia PT.

The Dragon instantly loses if Captured. The Dragon wins if the game ends before this happens or the Dragon dies.

Mafia win when they outnumber Town or equal Town.

Town win when the Mafia are dead or the Dragon is Captured by the Capture vote.

Mafia may privately communicate at any time.
Last edited by TemporalLich on Mon May 13, 2019 4:13 pm, edited 1 time in total.
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Post Post #36 (ISO) » Mon May 13, 2019 1:06 pm

Post by Jingle »

I really really really wanna break that. But I don't see a way to. :(

NK15, CFJ ATTACK!



(I feel like I should clarify that I don't try to break setups because I don't like them, but because I think the only way to make a good game is to start with a mediocre game and then break/fix that game repeatedly until it's better. In fact, I'm more likely to try to break a game I like than one that just isn't interesting to me.)
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Post Post #37 (ISO) » Mon May 13, 2019 1:13 pm

Post by RadiantCowbells »

the dragon never wins that
2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.
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Post Post #38 (ISO) » Mon May 13, 2019 1:25 pm

Post by popsofctown »

It's ok for third parties to have a low win %. Being third party is so fun people often don't care anyway.
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #39 (ISO) » Mon May 13, 2019 1:40 pm

Post by Jingle »

You could bump up the Dragon win % by dropping multitasking from the scum.
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Post Post #40 (ISO) » Mon May 13, 2019 1:45 pm

Post by RadiantCowbells »

In post 38, popsofctown wrote:It's ok for third parties to have a low win %. Being third party is so fun people often don't care anyway.
no u
2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.
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Post Post #41 (ISO) » Mon May 13, 2019 1:46 pm

Post by RadiantCowbells »

the only good part about being 3p is trying to claim guilties on the serial killer
2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.
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Post Post #42 (ISO) » Mon May 13, 2019 1:48 pm

Post by Jingle »

As is, Dragon has an ~23% chance of winning in the first cycle (D1 Lynch 1/11 N1 NK 1/7) and an ~24% chance of losing in the first cycle, assuming scum isn't captured D1. The second cycle gets complicated, based on whether there are scum lynches, whether scum kills prior captures, whether town lynches prior captures. Dragon has a really low chance of winning via survival unless town hits autowin early though (scumlynch then scum capture).
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Post Post #43 (ISO) » Mon May 13, 2019 1:50 pm

Post by Jingle »

Actually, assuming you take town autowin on D1 as a dragonwin, that's a 25% win percent for the dragon on D1, which is perfectly acceptable for a Jester-like role.

Although RC never wins as dragon because he 100% wants to be the D1 capture as either scum or town. :P
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Post Post #44 (ISO) » Mon May 13, 2019 2:13 pm

Post by popsofctown »

(Desubmitted)
Reversi Mafia


X White-face-up Reversi tiles.
Y Black-face-up Reversi tiles. 7/2 or 10/3.
Nightless. All scum have constant daytalk.
A reversi tile consists of an initial player, and a tag-team alternate player. The "white" player is town and the "black" player is scum.
On days not divisible by three, the town votes for a tile to flip that wasn't flipped yesterday. When the tile is flipped, that player is set aside from the game and the "reverse side" player is brought into the game. A tile that has been flipped once may later be flipped again.
On days divisible by three, the town selects a tile to lock into place. That tile cannot be flipped again. Its alignment is revealed and it becomes a nonvoting tree-stump (or just a dead player, up to mod).
Both day decisions are compulsive.
The town wins when all unlocked tiles are town.
Last edited by popsofctown on Wed May 15, 2019 6:12 am, edited 5 times in total.
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #45 (ISO) » Mon May 13, 2019 2:14 pm

Post by popsofctown »

Jingle pls smash
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #46 (ISO) » Mon May 13, 2019 2:26 pm

Post by Jingle »

Broken by no flip.

If you just never flip a tile, you run 0 risk of an increase in scum players.
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Post Post #47 (ISO) » Mon May 13, 2019 2:30 pm

Post by popsofctown »

In post 46, Jingle wrote:Broken by no flip.

If you just never flip a tile, you run 0 risk of an increase in scum players.
I realized that now.

And then if you give ties to scum, the town just have to flip a tile, lock it, see that the new result is town, then no-flip.

I edited it to a different probably still broken setup now.

EDIT: The new one is still terrible. I give up completely.
Last edited by popsofctown on Mon May 13, 2019 2:39 pm, edited 2 times in total.
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #48 (ISO) » Mon May 13, 2019 2:32 pm

Post by RadiantCowbells »

oh shit i just realized that dragon can bait the nk or lynch
2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.
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Post Post #49 (ISO) » Mon May 13, 2019 2:46 pm

Post by Jingle »

In post 47, popsofctown wrote:
In post 46, Jingle wrote:Broken by no flip.

If you just never flip a tile, you run 0 risk of an increase in scum players.
I realized that now.

And then if you give ties to scum, the town just have to flip a tile, lock it, see that the new result is town, then no-flip.

I edited it to a different probably still broken setup now.

EDIT: The new one is still terrible. I give up completely.
Changes to make it viable if potentially boring AF.

All players, regardless of side, can vote. Locked scum loses their vote, locked town does not.

1 random pair is white on both sides.

Scum may choose to flip a piece each night, cannot flip a piece flipped during the previous dayphase.

Wincon is have majority of your color locked in.

Each day is either flip or lock, not a specific one of the two.
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