This challenge is about striking a magic special balance between nightless and a setup with night. Wouldn't it be great if you could also treasure and cherish an obvtown player with good reads, even if the mafia were still permitted to remove some other players?
Setup requirements:
There must be a factional nightkill or poisoning primarily controlled by the mafia
It must be possible for town to ensure any arbitrarily selected town player survives (or at least brings voice, treestumping will be allowed as a solution) to the end of the game when town isn't mislynching.
This warrants some explanation:
A 9p with a doctor an endless backups for the doctor would not count, because if the arbitrary player is itself the doctor, the arbitrary player doesn't reach endgame.
A 5:2 with a 1-shot BP doctor would qualify, if town lynches scum day one, the arbitrary town player can either be protected, or is the doctor himself.
The fact that it's possible the arbitrary player is the doctor, and the doctor gets shot twice does not disqualify the setup, because if town does not mislynch day 2, the game ends before the arbitrary player is removed.
Baton Pass could qualify because town could collectively pick any player to get the nightkill immunity.
Two mafia and seven town bodyguards would qualify because it is always possible to keep a certain player alive.
You should get the picture by now.
It needs to be impossible to mechanically confirm the guaranteed-voice player, unless they are mechanically confirmed by being poisoned like in Marked For Death or tree stumped somehow.
Speaking of tree stumped, it will be allowed for the arbitrary player to have their voice only in some type of beyond-the-grave neighborhood.
Temporarily removing a player from the game but specifically bringing them back just in time for the end will also be allowed, if that's what you're into.
You cannot use a Flag mechanic to help you reach the condition. Flag mechanics are actually pretty cool in general and I'd normally say yes but this challenge is already pretty broad so I have to narrow somehow.
"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?"
"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?"
That's the new official meaning for the acronym now because it's more wholesome but it was the social media meme
Spoiler: language
RadiantCowbells Only Wants One Thing And It's Fucking Disgusting
I've wanted to do something like this as a challenge for like 3 months I think it's a fun challenge parameter. Pure nightless itself is very good/interesting/needs to be used more but shades of grey between removing players whenever you want and needing to deal with certain players in dayplay no matter what is really interesting to me and is part of what I find exciting about Undertale Semiopen.
"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?"
Well, I'll actually put together a setup but I have an idea
Let's say town can, once in the game, vote for a guy to become bullet + lynchproof until day of lylo. This ends the day with no lynch but gives scum two NKs
In post 5, RadiantCowbells wrote:Oh I considered that immediately but I was like why would that be and I noticed Alive In Final Day so I tried to make that work
The "disgusting" thing you want is to be alive in the final day, I think you get sadface sometimes about being nightkilled so that you don't get to participate in endgame sometimes. You might not be the only one with those sadfaces but you're the only one I can think of advocating the design principle in open setup discussions.
Definitely don't interpret it as having anything to do with the original tweet
before
it was photoshopped that's bad :X. I imagined the the tweet with your avatar and 9 white flag setups under it
"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?"
"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?"
So D1 is just a vanilla day, cool beans, very nice. At the end of D1 mafia has to make an ordered list of N people (N is a number I will determine later). Every night they have to nightkill from that list, in that order.
If someone on their list dies they either 1) get removed from the list or 2) mafia loses a kill, too bad so sad. I don't know which one I want to go with yet. Probably 1) would be more predictable and less frustrating. When their list is over they have free reign over who to kill, yay.
Once in the game, mafia can remove someone from their list. Also once in the game, town can vote for someone to be made lynchproof and bulletproof until lylo, but this comes at the cost with ending day with no lynch AND giving mafia two nightkills.
Idk if I want town's mechanic to confirm the target's alignment or whatnot. I'd want to make some incentive to actually USE the ability instead of town just ignoring it, grumble grumble.
Wanted to do a basic Frostbreathing Mafia setup but that's against the challenge rules as players never
stay
dead from the factional kill in that setup (frostbreath only leaves you dead for a cycle and is flipless, basic Frostbreathing Mafia breaks the first rule by failing to give the Mafia a method to kill.).
Yes, this almost breaks the "protected IC" rule, but it falls through the exception.
Balance is probably screwy. It's 1 am. I'll think about it more later.
This fits the letter of the challenge but maybe not the spirit, because the arbitrary townie to be protected must be known in pregame, before town has been allowed to communicate at all. Will rework if pops doesn't think this should count.
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!
The challenge has the more generic spirit that maybe you figure out someone is obvtown in Day1's dayplay and build a winning strategy off of that
And also the "RC only wants one thing and it's fucking disgusting" spirit where RC wants to play his next game and have a way to always know he'll have an impact in LyLo
S_S your solution hits the second spirit enough that it's fine.
"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?"
In post 6, chennisden wrote:Well, I'll actually put together a setup but I have an idea
Let's say town can, once in the game, vote for a guy to become bullet + lynchproof until day of lylo. This ends the day with no lynch but gives scum two NKs
I'm not that good at balancing Larges, so I'm not confident on the numbers with this (although as a multiball, it's likely to be fairly self-balancing). The semiprotection mechanic means that most of the strongest players (both town and scum) are likely to survive to later in the game; having a lot of private communication makes coordination easier. Scum seeing all night actions helps to produce the information imbalance that Mafia needs (and is often missing in multiball); it also encourages town to discuss actions more openly if they wish to do so, on the basis that scum will see their action anyway. Oddly, it may be a townsided mechanic (my experience in multiball is that giving scum more information often benefits town by making it easier for scum to find each other; it also makes scumhunting easier).
Have other games run masonries that are only guaranteed to not belong to a specific faction? I'm not sure that'd be fun.
"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?"
The mechanic comes from the Open setup Masons and Monks (which I think has been dropped due to being far too scumsided). It's a lot less broken than six confirmable townies would be, whilst presenting some amount of information.
I think you should call it Psycho Pass cause it's like the town is predicting crimes
"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?"