[CHALLENGE] October Challenge

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[CHALLENGE] October Challenge

Post Post #0 (ISO) » Fri Sep 25, 2020 6:20 am

Post by Something_Smart »

I've been on a PYP X/Y kick recently. So, let's do this PYP X/Y-inspired challenge.

October ChallengeDesign a setup where:
  • All players initially receive a vanilla role PM of their faction (i.e. VT or goon),
    AND

  • There is at least one power role acquired by a player during the course of the game.


The power role acquired may be temporary (as in Baton Pass's bulletproof).
The power role acquisition may happen before the start of Day 1, as long as it happens after some game-relevant actions (as in Pick Your Poison and Pick Your Power X/Y, and Stack the Deck if the traitor were removed).
Players do not have to flip with their acquired power role, but they must be aware of it (so Chosen Mafia would NOT count, but if Chosen Townies were self-aware, then it would).
I'm pretty generous regarding what counts as a "power role"; it can be something negative utility like miller or beloved princess.
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 Post #1 (ISO) » Fri Sep 25, 2020 10:40 am

Post by Ircher »

Won't You Be My Neighbor
9x Vanilla Townie

4x Mafia Goon


This setup is nightless except for a draft that occurs night 1. Mafia do not have a factional kill at all.


During night 1, players participate in a draft. They are to send the moderator a number and a list of up to five other players. Players do not have to send five players; they may send as few as a one name. Players
are
required to send in at least one name. The lists should be ordered. At the end of the night, the moderator will organize the players into a list by the draft numbers were sent. The standard procedure as used in Pick Your Power X/Y is used: the player who sends the lowest number without repeats is at the top of the list whereas players who sent in repeat numbers (or very high numbers) end up at the bottom of the list. Ties are broken by playerlist order. Once the moderator has this list, the moderator follows the following instructions:

1. For the person at the top of the list (let's call this person X), look at the list of names that player sent.
2a. If the name at the top of X's list (who we shall refer to as Y) does not already have two other neighbors, then X and Y become neighbors. Remove Y's name from X's list. Check if X already has a neighbor (who we will call Z). If so, Z also becomes neighbors with Y.
2b. If Y already has two other neighbors OR if Y is already neighbors with X, remove Y's name from X's list and move onto the next entry. Repeat step 2a and 2b until either X's list is empty or you find a player on X's list that does not already have two other neighbors.
3. If X does not currently have two neighbors AND x's list is not empty, put X at the bottom of the drafting list. Otherwise, erase X's name from the drafting list.
4. Move onto the next person on the drafting list. Check if that player has two neighbors already. If so, erase their name from the drafting list and move onto the next player until you find a player without two neighbors. Then, start again from step 1. Repeat this process until everyone has two other neighbors or until the drafting list is empty.

Once the neighbors are selected, neighborhood threads should be created. If a player only has one neighbor, then the thread only includes that pair. If a player has two neighbors, a single thread should be made; that is, all three neighbors are a part of the thread. Daytalk is obviously allowed. Neighborhood memberships are publicly posted at the start of Day 2.

Example 1:

Suppose A sends the mod the names {B, C, D} and the number 1. Suppose B sends the mod the names {A, C, E} and the number 2. Suppose C sends the mod the names {E} and the number 5. Suppose D sends the mod the names {A, E} and the number 3. Suppose E sends the mod the names {B, C, D} and the number 2. Then the drafting list (with the players picks included) looks like this:

1. A (B -> C -> D)
2. D (A -> E)
3. C (E)
4. B (A -> C -> E)
5. E (B -> C -> D)

So A is currently at the top of the list, so we look at their choices B -> C -> D. Is B already neighbors with A? No. Does B already have two neighbors? No. Thus, we go to step 2a above. A and B are now neighbors, and we remove B from A's list. Then with step 3, we check if A's list is empty or if A has two neighbors. Since neither are true, we move A to the bottom of the drafting list. So the drafting list now looks like this (with choices in parenthesis and neigbhors in brackets):

2. D (A -> E)
3. C (E)
4. B (A -> C -> E) [A]
5. E (B -> C -> D)
1. A (C -> D)


Now, D is at the top of the list. Thus, we look at D's choices: A -> E. Is A already neighbors with D? No. Does A already have two neighbors? No. Thus, we once again go to step 2a above and make A and D neighbors. Now, we need to be careful here. A is already neighbors with B. Thus, B also becomes D neighbor. (Not doing this will result in some players actually having more than two neighbors.) This gives D two neighbors, so we remove D from the drafting list. Our drafting list now looks like this (with the "erased" names below the dashed (---) line):

3. C (E)
4. B (A -> C -> E) [A, D]
5. E (B -> C -> D)
1. A (C -> D) [B, D]
---
2. D (E) [A, B]

C only gave one preference: E. E is not currently neighbors with C, and E does not currently have two neighbors. Thus, C and E become neighbors. The drafting list now looks like this (again, below the dashed line are "erased" names):

4. B (A -> C -> E) [A, D]
5. E (B -> C -> D) [C]
1. A (C -> D) [B, D]
3. C [E]
---
2. D (E) [A, B]

B is now at the top of the list. Notice that B already has two neighbors. We can therefore remove them from the drafting list. The drafting list now looks like this (with erased names below the dashed line):

5. E (B -> C -> D) [C]
1. A (C -> D) [B, D]
3. C [E, B]
---
2. D (E) [A, B]
4. B (A -> C -> E) [A, D]

E is now at the top of the list. E's first preference is B, but B already has two neighbors: A and C. Thus, we remove B's name from E's list. Next, we look at C but note that C is already neighbors with E. Once again, we remove C from E's list. Notice that D also has two neighbors. Thus, E's list is empty, so we remove E from the drafting list. Here's the new list:

1. A (C -> D) [B, D]
3. C [E, B]
---
2. D (E) [A, B]
4. B (A -> C -> E) [A, D]
5. E [C]

Since A has two partners, we can erase their name. Since C also has two neighbors, we can erase their name from the drafting list as well. The drafting list then becomes empty, so we are done. The neighborhoods become as follows:

A, B, D are in a neighborhood.
C and E are in a neighborhood.


The basic idea is that you are drafting your neighbors, 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.
Last edited by Ircher on Fri Sep 25, 2020 2:17 pm, edited 1 time in total.
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Post Post #2 (ISO) » Fri Sep 25, 2020 1:03 pm

Post by Not Known 15 »

In post 1, Ircher wrote:
Won't You Be My Neighbor
9x Vanilla Townie

4x Mafia Goon


This setup is nightless except for a draft that occurs night 1.

During night 1, players participate in a draft. They are to send the moderator a number and a list of up to five other players. Players do not have to send five players; they may send as few as a one name. Players
are
required to send in at least one name. The lists should be ordered. At the end of the night, the moderator will organize the players into a list by the draft numbers were sent. The standard procedure as used in Pick Your Power X/Y is used: the player who sends the lowest number without repeats is at the top of the list whereas players who sent in repeat numbers (or very high numbers) end up at the bottom of the list. Ties are broken by playerlist order. Once the moderator has this list, the moderator follows the following instructions:

1. For the person at the top of the list (let's call this person X), look at the list of names that player sent.
2a. If the name at the top of X's list (who we shall refer to as Y) does not already have two other neighbors, then X and Y become neighbors. Remove Y's name from X's list. Check if X already has a neighbor (who we will call Z). If so, Z also becomes neighbors with Y.
2b. If Y already has two other neighbors OR if Y is already neighbors with X, remove Y's name from X's list and move onto the next entry. Repeat step 2a and 2b until either X's list is empty or you find a player on X's list that does not already have two other neighbors.
3. If X does not currently have two neighbors AND x's list is not empty, put X at the bottom of the drafting list. Otherwise, erase X's name from the drafting list.
4. Move onto the next person on the drafting list. Check if that player has two neighbors already. If so, erase their name from the drafting list and move onto the next player until you find a player without two neighbors. Then, start again from step 1. Repeat this process until everyone has two other neighbors or until the drafting list is empty.

Once the neighbors are selected, neighborhood threads should be created. If a player only has one neighbor, then the thread only includes that pair. If a player has two neighbors, a single thread should be made; that is, all three neighbors are a part of the thread. Daytalk is obviously allowed. Neighborhood memberships are publicly posted at the start of Day 2.

Example 1:

Suppose A sends the mod the names {B, C, D} and the number 1. Suppose B sends the mod the names {A, C, E} and the number 2. Suppose C sends the mod the names {E} and the number 5. Suppose D sends the mod the names {A, E} and the number 3. Suppose E sends the mod the names {B, C, D} and the number 2. Then the drafting list (with the players picks included) looks like this:

1. A (B -> C -> D)
2. D (A -> E)
3. C (E)
4. B (A -> C -> E)
5. E (B -> C -> D)

So A is currently at the top of the list, so we look at their choices B -> C -> D. Is B already neighbors with A? No. Does B already have two neighbors? No. Thus, we go to step 2a above. A and B are now neighbors, and we remove B from A's list. Then with step 3, we check if A's list is empty or if A has two neighbors. Since neither are true, we move A to the bottom of the drafting list. So the drafting list now looks like this (with choices in parenthesis and neigbhors in brackets):

2. D (A -> E)
3. C (E)
4. B (A -> C -> E) [A]
5. E (B -> C -> D)
1. A (C -> D)


Now, D is at the top of the list. Thus, we look at D's choices: A -> E. Is A already neighbors with D? No. Does A already have two neighbors? No. Thus, we once again go to step 2a above and make A and D neighbors. Now, we need to be careful here. A is already neighbors with B. Thus, B also becomes D neighbor. (Not doing this will result in some players actually having more than two neighbors.) This gives D two neighbors, so we remove D from the drafting list. Our drafting list now looks like this (with the "erased" names below the dashed (---) line):

3. C (E)
4. B (A -> C -> E) [A, D]
5. E (B -> C -> D)
1. A (C -> D) [B, D]
---
2. D (E) [A, B]

C only gave one preference: E. E is not currently neighbors with C, and E does not currently have two neighbors. Thus, C and E become neighbors. The drafting list now looks like this (again, below the dashed line are "erased" names):

4. B (A -> C -> E) [A, D]
5. E (B -> C -> D) [C]
1. A (C -> D) [B, D]
3. C [E]
---
2. D (E) [A, B]

B is now at the top of the list. Notice that B already has two neighbors. We can therefore remove them from the drafting list. The drafting list now looks like this (with erased names below the dashed line):

5. E (B -> C -> D) [C]
1. A (C -> D) [B, D]
3. C [E, B]
---
2. D (E) [A, B]
4. B (A -> C -> E) [A, D]

E is now at the top of the list. E's first preference is B, but B already has two neighbors: A and C. Thus, we remove B's name from E's list. Next, we look at C but note that C is already neighbors with E. Once again, we remove C from E's list. Notice that D also has two neighbors. Thus, E's list is empty, so we remove E from the drafting list. Here's the new list:

1. A (C -> D) [B, D]
3. C [E, B]
---
2. D (E) [A, B]
4. B (A -> C -> E) [A, D]
5. E [C]

Since A has two partners, we can erase their name. Since C also has two neighbors, we can erase their name from the drafting list as well. The drafting list then becomes empty, so we are done. The neighborhoods become as follows:

A, B, D are in a neighborhood.
C and E are in a neighborhood.


The basic idea is that you are drafting your neighbors, 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.
9v4?
And only neighbors?
10v3 mountainous is scumsided.
Neighbors aren't townsided.
Er... where did you get that balancing from?
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Post Post #3 (ISO) » Fri Sep 25, 2020 1:54 pm

Post by Not Known 15 »

Darkness10 Vanilla Townies
3 Mafia Goons
During Day 1, (and possibly Day 3 and/or Day 4) the players decide someone to be the Light Bearer instead of executing people.
Day 2, Day 4 and Day 5 are Underground Days, and Night 1, Night 3 and Night 4 are Underground Nights. Twilight 1 and 3, as well as Morning 2,4 and 5 are short phases.
If the next day is an Underground day and the Light Bearer is dead, a new one is selected instead of an execution
In Twilight 1 and 3, the Light Bearer publicly selects a cop/tracker; a Night 1 Cop on Twilight 1 and a Night 3+4 tracker+ on Twilight 3. This cannot be the same person.
During the Underground Nights, the following applies:
1.The Light Bearer and the cop/tracker active that night can target whoever they want(the Night 1 cop only on Night 1).
2.Vanilla roles and roles that are not a cop or tracker+ that night can only target the Light Bearer.
During Morning phases the following applies:
1.If the Light Bearer is dead, the last appointed Power Role becomes provisional Light Bearer.
2.The Light Bearer selects 6 other people. Only these can vote in the next Underground Day. The others have to stay in the shadows, having only their voice(if there are 7 or less people alive everyone can vote, and this is skipped).

Day 7:Double Day - two executions in a row.

The Tracker+ can use their power twice, on the same person. If they do, their second visit acts like a cop.
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Post Post #4 (ISO) » Fri Sep 25, 2020 2:16 pm

Post by Ircher »

In post 2, Not Known 15 wrote:9v4?
And only neighbors?
10v3 mountainous is scumsided.
Neighbors aren't townsided.
Er... where did you get that balancing from?
It's a nightless setup, so generally, you want the number of scum to be a bit higher. I should clarify though that mafia don't have a night kill Night 1; night 1 exists simply to facilate the draft.

By the Nightless Expectation Rule, a nightless setup with no power roles is balanced (by EV standards) if scum make up a quarter of the number of players. I've made it 4 scum though because in practice, town performs better in nightless setups.
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Post Post #5 (ISO) » Fri Sep 25, 2020 3:23 pm

Post by Isis »

Can the player be informed they received the power role but be uncertain the exact nature of the power role they've received?
"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 #6 (ISO) » Fri Sep 25, 2020 3:32 pm

Post by Something_Smart »

In post 5, Isis wrote:Can the player be informed they received the power role but be uncertain the exact nature of the power role they've received?
Yeah, I guess that's fine.
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 Post #7 (ISO) » Sat Sep 26, 2020 11:25 am

Post by Not Known 15 »

In post 4, Ircher wrote:
In post 2, Not Known 15 wrote:9v4?
And only neighbors?
10v3 mountainous is scumsided.
Neighbors aren't townsided.
Er... where did you get that balancing from?
It's a nightless setup, so generally, you want the number of scum to be a bit higher. I should clarify though that mafia don't have a night kill Night 1; night 1 exists simply to facilate the draft.

By the Nightless Expectation Rule, a nightless setup with no power roles is balanced (by EV standards) if scum make up a quarter of the number of players. I've made it 4 scum though because in practice, town performs better in nightless setups.
Sorry, missed that Nightless bit.
But 9v4 Nightless could drag out for a long time. I don't like big nightless setups. Especially not setups like these. All that's happening here is the execution and talking about that execution. No mafia elimination powers(Nightkill). No active power roles. No events, except that neighbor event at the beginning. Only neighbors. Not even nightkills.
And that all for a maximum of
eleven days
. Doesn't look fun to me. There should be at least something other than neighbor powers to spice things up. Even Mountainous has nightkills and the suspense of who will survive nights. Here? If you call setups with a nightkill and no power roles/only non-alignment determining neighbors mountainous/mountainous-like, then Nightless mafia with moutainous characteristics could be called monotonous.
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Post Post #8 (ISO) » Sat Sep 26, 2020 5:19 pm

Post by Kanna »

i think this qualifies?

The Council Has Spoken
7 Vanilla Townies

2 Mafia Goons


Every day, players vote with heal tags for 3 people to become The Council. These 3 people are made elimination-proof for the day and put into a PT the following night. Should there be no council decided before an elimination is hammered, there will be no council.

During the night, council members vote for one person to
track
and one person to
protect
in their PT. These function as tracker and doctor actions, however the group collectively performs them. Same person targeting is allowed.

When day starts, council members receive the results of the investigation.

The setup becomes vanilla on Day 4.

Town win when both mafia are eliminated. Mafia win when they achieve parity.
Last edited by Kanna on Fri Oct 02, 2020 8:17 am, edited 3 times in total.
spirited away thanks for the good memories

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Post Post #9 (ISO) » Sat Sep 26, 2020 6:19 pm

Post by Something_Smart »

Yeah that's fine, a shared PR is still a PR.
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 Post #10 (ISO) » Sat Sep 26, 2020 11:07 pm

Post by Isis »

Fae of Wishes
11 Townies

3 Mafia

During day 1, players may first/second/nth a motion to invite a player from outside the game to become a faerie. The moderator will contact users who are "6thed" and confirm up to three acceptances in the thread. Faeries win with the town.
Night 1, there is no factional nightkill and a random
Townie
becomes
Favoured by the Fae
. The following things are true about you if you are
Favoured by the Fae
for as long as you are
Favoured by the Fae
:
  • You are eliminationproof
  • You have daytalk and nighttalk in the Fae PT, where all three faeries also have daytalk and nighttalk
  • You have a night action that will cause you to no longer be
    Favoured by the Fae
    and will cause your target to become
    Favoured by the Fae
    . It will fail if the target is mafia or is being visited by mafia.
The mafia are multiacting and have a factional roleblock. Faeries have no activity requirement and won't be replaced.
Last edited by Isis on Tue Sep 29, 2020 6:54 am, edited 1 time 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 #11 (ISO) » Sat Sep 26, 2020 11:11 pm

Post by Isis »

In post 7, Not Known 15 wrote:
In post 4, Ircher wrote:
In post 2, Not Known 15 wrote:9v4?
And only neighbors?
10v3 mountainous is scumsided.
Neighbors aren't townsided.
Er... where did you get that balancing from?
It's a nightless setup, so generally, you want the number of scum to be a bit higher. I should clarify though that mafia don't have a night kill Night 1; night 1 exists simply to facilate the draft.

By the Nightless Expectation Rule, a nightless setup with no power roles is balanced (by EV standards) if scum make up a quarter of the number of players. I've made it 4 scum though because in practice, town performs better in nightless setups.
Sorry, missed that Nightless bit.
But 9v4 Nightless could drag out for a long time. I don't like big nightless setups. Especially not setups like these. All that's happening here is the execution and talking about that execution. No mafia elimination powers(Nightkill). No active power roles. No events, except that neighbor event at the beginning. Only neighbors. Not even nightkills.
And that all for a maximum of
eleven days
. Doesn't look fun to me. There should be at least something other than neighbor powers to spice things up. Even Mountainous has nightkills and the suspense of who will survive nights. Here? If you call setups with a nightkill and no power roles/only non-alignment determining neighbors mountainous/mountainous-like, then Nightless mafia with moutainous characteristics could be called monotonous.
I think there's currently a sizable portion of the site that looks for setups like Nightless Vanilla and a sizable portion of the site that avoids setups like Nightless Vanilla.
"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 #12 (ISO) » Tue Sep 29, 2020 6:55 am

Post by Isis »

I removed the post restriction from mine because I realized if anyone has real time interactions they PoE themselves to the scum's rolefishing

Wish there was a way to make it work even quasi workably but I think I have to give up

It wasn't integral
"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 #13 (ISO) » Tue Sep 29, 2020 7:07 am

Post by Not Known 15 »

In post 11, Isis wrote:
In post 7, Not Known 15 wrote:
In post 4, Ircher wrote:
In post 2, Not Known 15 wrote:9v4?
And only neighbors?
10v3 mountainous is scumsided.
Neighbors aren't townsided.
Er... where did you get that balancing from?
It's a nightless setup, so generally, you want the number of scum to be a bit higher. I should clarify though that mafia don't have a night kill Night 1; night 1 exists simply to facilate the draft.

By the Nightless Expectation Rule, a nightless setup with no power roles is balanced (by EV standards) if scum make up a quarter of the number of players. I've made it 4 scum though because in practice, town performs better in nightless setups.
Sorry, missed that Nightless bit.
But 9v4 Nightless could drag out for a long time. I don't like big nightless setups. Especially not setups like these. All that's happening here is the execution and talking about that execution. No mafia elimination powers(Nightkill). No active power roles. No events, except that neighbor event at the beginning. Only neighbors. Not even nightkills.
And that all for a maximum of
eleven days
. Doesn't look fun to me. There should be at least something other than neighbor powers to spice things up. Even Mountainous has nightkills and the suspense of who will survive nights. Here? If you call setups with a nightkill and no power roles/only non-alignment determining neighbors mountainous/mountainous-like, then Nightless mafia with moutainous characteristics could be called monotonous.
I think there's currently a sizable portion of the site that looks for setups like Nightless Vanilla and a sizable portion of the site that avoids setups like Nightless Vanilla.
I actually doubt that there's a sizable portion of the site that looks for setups like long Nightless Vanilla. Mountainous? Probably. Small Nightless Vanilla? Maybe. Setups with few, weak power roles? Sure. Nightless with some general events? Likely. But Monotonous(big Nightless Vanilla)? No, I don't think so. It excessively values townreading over scumreading(that's bad because people bad at scum become townread and you can't get rid of them, excessively punishing your team for bad scum players in
any
team).
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Post Post #14 (ISO) » Wed Sep 30, 2020 9:40 pm

Post by ceejayvinoya »

Pick Your Player13 Players
3 Mafia Goons

10 Vanilla Townies


Each player starts out with two power points.

During the day, each player may anonymously send points to another player. The players may acquire temporary power roles for the night depending on the number of points they had at the end of the day.

3 or less - Vanilla Townie/Mafia Goon
4 - Town Doctor/Mafia Rolecop
5 - Town Tracker/Mafia Roleblocker
6 - Vanilla Townie/Mafia Goon
7 or more - Town Cop/Godfather

When a player dies, the points they have are also removed from the game.
Last edited by ceejayvinoya on Sat Oct 10, 2020 10:04 pm, edited 2 times in total.
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Post Post #15 (ISO) » Thu Oct 01, 2020 6:52 am

Post by PookyTheMagicalBear »

Flagbearer Nightless
6 Vanilla Townies

3 Mafia Goons


During the Pre-Game, the Mafia select 1 Flagbearer for the Mafia and 1 Flagbearer for the Town - the Town Flagbearer is informed of their status as the Flagbearer for the Town.

If the Mafia Flagbearer is executed - the town wins.
If the Town Flagbearer is executed - the mafia wins.

The Mafia also win if they establish parity with the town
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Post Post #16 (ISO) » Thu Oct 01, 2020 6:55 am

Post by PookyTheMagicalBear »

In post 10, Isis wrote:
Fae of Wishes
11 Townies

3 Mafia

During day 1, players may first/second/nth a motion to invite a player from outside the game to become a faerie. The moderator will contact users who are "6thed" and confirm up to three acceptances in the thread. Faeries win with the town.
Night 1, there is no factional nightkill and a random
Townie
becomes
Favoured by the Fae
. The following things are true about you if you are
Favoured by the Fae
for as long as you are
Favoured by the Fae
:
  • You are eliminationproof
  • You have daytalk and nighttalk in the Fae PT, where all three faeries also have daytalk and nighttalk
  • You have a night action that will cause you to no longer be
    Favoured by the Fae
    and will cause your target to become
    Favoured by the Fae
    . It will fail if the target is mafia or is being visited by mafia.
The mafia are multiacting and have a factional roleblock. Faeries have no activity requirement and won't be replaced.
I love this concept
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It's like witnessing an slow but unavoidable train crash you can't stop."

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Post Post #17 (ISO) » Thu Oct 01, 2020 8:45 am

Post by Mizzytastic »

This is only half an idea, if I don't get around to finishing it I understand it's not a valid submission. I'm also ok if someone likes it and wants to finish it off

CHANGING FATE
10 Vanilla Townies

3 Mafia Goons


The wisened soothsayer cries "The mafia have come to our town, our fate is sealed.."


At pre-game each player is dealt face up one card from the Major Arcana of the Tarot, including
The Hanged Man
and
Death
. There is also a currently empty pile on the floor, for cards lost due to an fortunate case of death.

During the day players vote to swap cards i.e. VOTE: Hanged Man -> PLAYERX would cause PLAYERX's card to go back the other way if the vote passes. Day continues until either 3 swaps are passed or the deadline is reached, at which point the player with The Hanged Man dies, dropping it on the floor.

During the night town players may use the abilities associated with their cards (this is the bit I've not sorted yet). Each Mafia player may either swap a card or use the Inverted ability of their card. If only one Mafia remains they can do both. At the end of the Night, the player with the Death card dies, dropping it on the floor.

Win conditions are as normal.


Beyond The Hanged Man and Death, some ideas I've had for cards are.
The Fool
could make you a Jester -> You win if you die instead of your base alignment's win con if the Jester was the last card you held before The Hanged Man or Death kills you.
The Lovers
could be a 1-shot cupid? or maybe a lovers relationship with the previous person to hold it
The Sun and The Moon
feel like they might be action-investigative in flavour
The Heirophant and High Priestess
feel like they might be protective?
The Tower
could be a roleblock or some other form of misfortune

I'm imagining the balance point is a few of the cards with one-shots attatched to the card (some with town abilities, some with mafia, some with both - weighted in towns favour a bit), a few vanilla cards and maybe one weird effect like I've suggested for the Fool or the Lovers, maybe something like

CARDSHanged Man -> Elim
Death -> Mafia Night Kill
3* 1-shot town/vanilla maf
2* vanilla town/1-shot maf
1* 1-shot town/1-shot maf
4* vanilla
1* weird alignment effect/multideath trigger/"fun"
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Post Post #18 (ISO) » Thu Oct 01, 2020 4:18 pm

Post by Jake The Wolfie »

Tricks and Treats
8 Vanilla Towns

3 Mafia Goons


During N0, all players must choose to become either a
Modified Fruit Seller
or a
Visitor
.
All items gained from the
Modified Fruit Seller
are used at night.

Modified Fruit Seller


During the day, you may choose one of the following items to sell to any visitors the next night. They will be notified about what they receive as well as it's effects.

Candy
- During the next night, your action cannot be blocked. Alternatively, you may take another action.
Magician's Cloak
- Roleblock a target player.
Nothing
- Instead of a visitor receiving an item, you learn who visits you this night.
Toy Med Kit
- Heal a target player.
Witches' Brew
- Poisons a target player, unless they have already been poisoned, in which case this heals their poison.
Wooden Pipe
- Determine the alignment of a target player. If you are Mafia, instead determine their role and any items they have.


Visitor


Each night, you may choose to visit a target player.


The Fruit Seller is akin to a Fruit Vendor, however the difference is that a Fruit Seller requires someone to visit them, instead of them visiting someone. The "modified" in this instance makes it more like an Inventor, as it gives away useful abilities.

A few other ideas I had were:
Players being able to periodically change whether they became a MFS or a Visitor.
More/Limited Selection of Items.
False Items (To the Visitor, not the MFS.)
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Post Post #19 (ISO) » Mon Oct 05, 2020 4:16 pm

Post by Gamma Emerald »

I think I want to create a setup where powers are randed at the end of N1, meaning everyone who gets a power has a chance to use it but the game is still daystart
<Embrace The Void>


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Post Post #20 (ISO) » Sat Oct 10, 2020 5:56 am

Post by Hectic »

Bazaar
10 Vanilla Townies

3 Mafia Goons


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.
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Post Post #21 (ISO) » Sat Oct 10, 2020 6:10 am

Post by Hectic »

In post 14, ceejayvinoya wrote:
Pick Your Player
  • 13 Players
    3 Mafia Goons

    10 Vanilla Townies

  • Each player starts out with two power points.
  • During the day, each player may anonymously send points to another player.
  • The players may acquire temporary power roles for the night depending on the number of points they had at the end of the day.
  • 3 or less - Vanilla Townie/Mafia Goon
  • 4 - Town Doctor/Mafia Rolecop
  • 5 - Town Tracker/Mafia Roleblocker
  • 6 - Vanilla Townie/Mafia Goon
  • 7 or more - Town Cop/Godfather
  • When a player dies, the points they have are also removed from the game.
Are players informed of their point totals at all times? You want to avoid things like last minute sniping a player who is thought to be on 5 up to 6 right before a hammer. Or I guess that could be a feature which prevents town from collaborating too much on points, since they can be sabotaged by scum.
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Post Post #22 (ISO) » Sat Oct 10, 2020 1:51 pm

Post by Ircher »

Won't You Be My Lover
9x Vanilla Townie

4x Mafia Goon


This setup is nightless except for a draft that occurs night 1. Mafia do not have a factional kill at all.


During night 1, players participate in a draft. They are to send the moderator a number and a list of up to five other players. Players do not have to send five players; they may send as few as a one name. Players
are
required to send in at least one name. The lists should be ordered. At the end of the night, the moderator will organize the players into a list by the draft numbers were sent. The standard procedure as used in Pick Your Power X/Y is used: the player who sends the lowest number without repeats is at the top of the list whereas players who sent in repeat numbers (or very high numbers) end up at the bottom of the list. Ties are broken by playerlist order. Once the moderator has this list, the moderator follows the following instructions:

1. For the person at the top of the list (let's call this person X), look at the list of names that player sent.
2a. If the name at the top of X's list (who we shall refer to as Y) does not already have two other lovers, then X and Y become lovers. Remove Y's name from X's list. Check if X already has a lover (who we will call Z). If so, Z also becomes lovers with Y.
2b. If Y already has two other lovers OR if Y is already lovers with X, remove Y's name from X's list and move onto the next entry. Repeat step 2a and 2b until either X's list is empty or you find a player on X's list that does not already have two other lovers.
3. If X does not currently have two lovers AND x's list is not empty, put X at the bottom of the drafting list. Otherwise, erase X's name from the drafting list.
4. Move onto the next person on the drafting list. Check if that player has two lovers already. If so, erase their name from the drafting list and move onto the next player until you find a player without two lovers. Then, start again from step 1. Repeat this process until everyone has two other lovers or until the drafting list is empty.

Once the lovers are selected, lover threads should be created. If a player only has one lover, then the thread only includes that pair. If a player has two lovers, a single thread should be made; that is, all three lovers are a part of the thread. Daytalk is obviously allowed. The lover pairings are publicly posted at the start of Day 2.

Example 1:

Suppose A sends the mod the names {B, C, D} and the number 1. Suppose B sends the mod the names {A, C, E} and the number 2. Suppose C sends the mod the names {E} and the number 5. Suppose D sends the mod the names {A, E} and the number 3. Suppose E sends the mod the names {B, C, D} and the number 2. Then the drafting list (with the players picks included) looks like this:

1. A (B -> C -> D)
2. D (A -> E)
3. C (E)
4. B (A -> C -> E)
5. E (B -> C -> D)

So A is currently at the top of the list, so we look at their choices B -> C -> D. Is B already lovers with A? No. Does B already have two lovers? No. Thus, we go to step 2a above. A and B are now lovers, and we remove B from A's list. Then with step 3, we check if A's list is empty or if A has two lovers. Since neither are true, we move A to the bottom of the drafting list. So the drafting list now looks like this (with choices in parenthesis and neigbhors in brackets):

2. D (A -> E)
3. C (E)
4. B (A -> C -> E) [A]
5. E (B -> C -> D)
1. A (C -> D)


Now, D is at the top of the list. Thus, we look at D's choices: A -> E. Is A already lovers with D? No. Does A already have two lovers? No. Thus, we once again go to step 2a above and make A and D lovers. Now, we need to be careful here. A is already lovers with B. Thus, B also becomes D lover. (Not doing this will result in some players actually having more than two lovers.) This gives D two lovers, so we remove D from the drafting list. Our drafting list now looks like this (with the "erased" names below the dashed (---) line):

3. C (E)
4. B (A -> C -> E) [A, D]
5. E (B -> C -> D)
1. A (C -> D) [B, D]
---
2. D (E) [A, B]

C only gave one preference: E. E is not currently lovers with C, and E does not currently have two lovers. Thus, C and E become lovers. The drafting list now looks like this (again, below the dashed line are "erased" names):

4. B (A -> C -> E) [A, D]
5. E (B -> C -> D) [C]
1. A (C -> D) [B, D]
3. C [E]
---
2. D (E) [A, B]

B is now at the top of the list. Notice that B already has two lovers. We can therefore remove them from the drafting list. The drafting list now looks like this (with erased names below the dashed line):

5. E (B -> C -> D) [C]
1. A (C -> D) [B, D]
3. C [E, B]
---
2. D (E) [A, B]
4. B (A -> C -> E) [A, D]

E is now at the top of the list. E's first preference is B, but B already has two lovers: A and C. Thus, we remove B's name from E's list. Next, we look at C but note that C is already lovers with E. Once again, we remove C from E's list. Notice that D also has two lovers. Thus, E's list is empty, so we remove E from the drafting list. Here's the new list:

1. A (C -> D) [B, D]
3. C [E, B]
---
2. D (E) [A, B]
4. B (A -> C -> E) [A, D]
5. E [C]

Since A has two partners, we can erase their name. Since C also has two lovers, we can erase their name from the drafting list as well. The drafting list then becomes empty, so we are done. The lover pariings become as follows:

A, B, D are lovers.
C and E are lovers.


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.
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Post Post #23 (ISO) » Sat Oct 10, 2020 9:58 pm

Post by ceejayvinoya »

In post 21, Hectic wrote:
In post 14, ceejayvinoya wrote:
Pick Your Player
  • 13 Players
    3 Mafia Goons

    10 Vanilla Townies

  • Each player starts out with two power points.
  • During the day, each player may anonymously send points to another player.
  • The players may acquire temporary power roles for the night depending on the number of points they had at the end of the day.
  • 3 or less - Vanilla Townie/Mafia Goon
  • 4 - Town Doctor/Mafia Rolecop
  • 5 - Town Tracker/Mafia Roleblocker
  • 6 - Vanilla Townie/Mafia Goon
  • 7 or more - Town Cop/Godfather
  • When a player dies, the points they have are also removed from the game.
Are players informed of their point totals at all times? You want to avoid things like last minute sniping a player who is thought to be on 5 up to 6 right before a hammer. Or I guess that could be a feature which prevents town from collaborating too much on points, since they can be sabotaged by scum.
players are informed of their own points only
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Post Post #24 (ISO) » Sun Oct 11, 2020 5:53 am

Post by Jake The Wolfie »

@Ircher Is it possible for a player to have no lovers?

If the answer to that question is yes, what happens to them?
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