Hmm that would be possible. I guess people might try to game it to avoid getting loverized, but I would say nothing eventful happens in that case. I will note that at least one lover set will be made since everyone is expected to send in at least one name.
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I feel bad that these tend to be long enough I'm not gonna want to read them until voting, but then I'll be like "this is ranked at the bottom because of small easily fixable breaking strat"
"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?"
"I hope one day I can openly play as wolfy as Pooky and get zero pressure for it grumble grumble."
-MariaR
"I can't even look at the game anymore.
That evil teddy bear has got everyone twirling by his thumb.
It's like witnessing an slow but unavoidable train crash you can't stop."
Voting is not till the end of the month, but it happens in thread.
"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?"
"I hope one day I can openly play as wolfy as Pooky and get zero pressure for it grumble grumble."
-MariaR
"I can't even look at the game anymore.
That evil teddy bear has got everyone twirling by his thumb.
It's like witnessing an slow but unavoidable train crash you can't stop."
A thought popped into my head. I'm sure this is broken 10 ways to Sunday, but I had a stroke of inspiration and wanted to get it out there. I only put a little bit of thought into this, I will refine if people like it. I wanted to use a non-standard mechanic and that's why I chose arsonists. It's 10:3 Mountainous but with the townies knowing they are Primed they become a day dependent IC. Maybe I need to add a 4th arsonist to combat that? I dunno.
It reminds of marked for death somewhat. Is the changing of their role public? I’d suggest making it only known to the player themselves if so, as it being public has two issues I see. The first is the fact scum can’t really fakeclaim it. The other is it disallows plays where scum set a large number of town to die on the same night, as it being public creates a massive townblock while private confirmation makes it so it’s more likely to be doubted.
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
In post 36, Gamma Emerald wrote:It reminds of marked for death somewhat. Is the changing of their role public? I’d suggest making it only known to the player themselves if so, as it being public has two issues I see. The first is the fact scum can’t really fakeclaim it. The other is it disallows plays where scum set a large number of town to die on the same night, as it being public creates a massive townblock while private confirmation makes it so it’s more likely to be doubted.
Only the townie is alerted the day off (they don't know days in advance they will be NKed). And only one player is primed for each night, and I guess mafia could choose not to prime someone but i don't know why they would but I'd make that an option nonetheless.
A setup not checked for balance or playability, and probably just a meme setup.
I have a feeling that this setup would generally degenerate to mountainous 10-3 or worse as town can't really coordinate a solid plan. If town does coordinate a plan (e.g.: everyone except this one trusted player choose this color), mafia have enough people to easily subvert the plan (at least when none of them are executed day 1.) So I'd imagine town's best strategy is to choose their color randomly, but with a weighted distribution. (Town doesn't want to pick a uniform distribution because then it'll average out to around three people picking each color.) Once more, town can't really coordinate the weighting distribution. Mafia's strategy here is probably much easier: have each mafia choose a different color. It maximizes the chances they snag a PR and/or deny town a PR. I don't really see a scenario where this setup comes close to balanced; even if town snags a PR or two, that's still far short of the typical power level in closed 10-3 normals. Granted, this setup is semi-open in a way, but I still imagine it balancing more like a closed setup than an open setup.
Last edited by Ircher on Sat Oct 24, 2020 2:25 am, edited 1 time in total.
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Voting is not till the end of the month, but it happens in thread.
looks scumsided imo
scum can gurantee getting both vigs and the PGO ability.
hm
maybe it's balanced
I forgot about the whole thing where scum vigs are super strong
There are lots of effects that could disrupt the kill and a lot of investigation
it's pretty antifun that mailman has to just choose no action because the setup has a PGO so it is bad play to send mail to your friends
"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 39, Ircher wrote:I have a feeling that this setup would generally degenerate to mountainous 10-3 or worse as town can't really coordinate a solid plan. If town does coordinate a plan (e.g.: everyone except this one trusted player choose this color), mafia have enough people to easily subvert the plan (at least when none of them are executed day 1.) So I'd imagine town's best strategy is to choose their color randomly, but with a weighted distribution. (Town doesn't want to pick a uniform distribution because then it'll average out to around four people picking each color.) Once more, town can't really coordinate the weighting distribution. Mafia's strategy here is probably much easier: have each mafia choose a different color. It maximizes the chances they snag a PR and/or deny town a PR. I don't really see a scenario where this setup comes close to balanced; even if town snags a PR or two, that's still far short of the typical power level in closed 10-3 normals. Granted, this setup is semi-open in a way, but I still imagine it balancing more like a closed setup than an open setup.
I can't really fix that problem without resorting to using a Mafia Traitor, which is not allowed by the challenge rules.
Yeah, I was aiming for the typical 13 player Normal game level of balance.
A thought popped into my head. I'm sure this is broken 10 ways to Sunday, but I had a stroke of inspiration and wanted to get it out there. I only put a little bit of thought into this, I will refine if people like it. I wanted to use a non-standard mechanic and that's why I chose arsonists. It's 10:3 Mountainous but with the townies knowing they are Primed they become a day dependent IC. Maybe I need to add a 4th arsonist to combat that? I dunno.
I don't think you need a fourth arsonist to combat that, and in fact I'd be pretty worried it's scumsided as written.
"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 41, TemporalLich wrote:I can't really fix that problem without resorting to using a Mafia Traitor, which is not allowed by the challenge rules.
How about adding another color or two and changing the mechanic accordingly. It will give town a better chance of getting enough PRs to balance out the setup.
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A Tracker/Doctor for example will flip as such, but what power was chosen will not be in the flip. (It will not be public info that said Tracker/Doctor chose to act as a Tracker)
The basic idea is that you are drafting your lovers, but the rules have to be specific enough to give everyone a chance at their pick while rewarding those people who are better at the drafting mind game.
--Changes:
--*Instead of neighbors, it is now lover pairs.
--*Still nightless.
--*Number of scum increased to 5.
--- Not sure if this is worse or better than the previous version. It definitely will finish faster than the last version, which helps keep the game from continuing on forever. It also makes it where the lover drafting stage is more important. At the same time, the balance is a lot trickier to determine now.
Each town has 100 coins. Each mafia has 150 coins.
During N0, players may place bids on the following list of 26 1-shot abilities:
• Night Vigilante
• Day Vigilante
• Paranoid Gun Owner
• Rolestopper
• Bodyguard
• Jailkeeper
• Doctor
• Tracker
• Watcher
• Follower
• Voyeur
• Cop
• Gunsmith (checks for ability to kill and unused abilities in player's possession. If player is holding a Doctor, result will be negative)
• Fruit Vendor
• Neighbouriser
• Mailman
• Modposter
• Commuter
• Bulletproof (not passive, needs to be activated on the night)
• Hider
• Gladiator
• Framer
• Redirector
• Roleblocker
• Strongman (May be used with a vigilante or factional kill)
• Multitask Enabler (Using it allows the user to use as many abilities/kills they'd like that night)
For example: Tony the Townie places 50 on Gunsmith, 25 on Framer, 24 on Hider, and 1 on Fruit Vendor. Meanwhile, Mary the Mafioso places 101 on Day Vigilante, 21 on Strongman, 16 on Follower, and 12 on Framer.
Bids are all placed simultaneously and anonymously during N0. In the event of ties, the winner will be randomised. Players are informed of their winnings start of day 1.
The game has night phases. No one is multitasking. Mafia has daychat (including N0), and wins when achieving parity or majority. Town wins when all mafia are dead.
Unsure if this is balanced or breakable. Please roast me.
During Night 0 the Mafia Aronists can prime targets for each night, up to night 10. A Vanilla Townie is not told this, but they will be killed on the night the Arsonists set them to go off. If they are eliminated before they are primed, then the night they are set to be killed will have no kill.
A vanilla townie turns into a Primed Townie the day before they will be nightkilled. The player is notified.
Day 1 happens as normal. Night 1 happens as normal, but everyone must compulsively choose one of the six colors:
Red
,
Yellow
,
Green
,
Blue
,
White
, or
Black
.
Colors are split into two categories,
warm
/
cool
/
neutral
and
bright
/
dark
.
Red
is considered to be
warm
and
dark
.
Yellow
is considered to be
warm
and
bright
.
Green
is considered to be
cool
and
bright
.
Blue
is considered to be
cool
and
dark
.
White
is considered to be
neutral
and
bright
.
Black
is considered to be
neutral
and
dark
.
If only one person chooses a color, they will be given a rare power based on the color categories.
If exactly two people choose a color, they will be given a common power based on the color categories.
If three or more people choose a color, they will stay vanilla.
An example power is Tracker/Doctor, awarded to the one player picking
Red
. A Tracker/Doctor can choose to act as a Tracker or Doctor, but once that is chosen it will be locked in, a Tracker/Doctor that has acted as a Tracker can only act as a Tracker.
Rare power halves:
Warm
- Tracker
Cool
- Role Cop (sees both powers and what is chosen)
Neutral
- Neapolitan
Bright
- Roleblocker
Dark
- Doctor
Common power halves:
Warm
- Kill Checker (a checker that is affected by protective abilities)
Cool
- Mailman
Neutral
- Voyeur
Bright
- Weak Bodyguard
Dark
- Neighbor (may choose to be added to the Neighbor PT at any time as their power)
Players flip with their powers, but not what is chosen.
Ircher > TemporalLich > Kanna > ceejayvinoya > Isis > Jake the Wolfie = Hectic > Not Known 15 > PookyTheMagicalBear > T-Bone
If I have time, I will comment more extensively, but I will note that T-Bone's setup is the lowest because as far as I can tell, it doesn't really meet the challenge's requirements.
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