[CHALLENGE] July Challenge

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #6 (isolation #0) » Wed Jul 10, 2019 2:43 am

Post by Not Known 15 »

Council Infiltration
17 Councillors:
Councillors of the East
Councillors of the South
Councillors of the West
Councillors of the North

3 Infiltrators(of the East, South, West or North)

There is an equal number of Councillors for each direction.
Phases:
(Only at the start of the game)
Infiltration

Twilight 2

Night

Twilight 1

Morning

Noon

Afternoon

City: The city has - apart from the gates to the outside - one gate from each district(North South West East) to an adjacent district as well to the center.
The gates are: Northwest, Southwest, Southeast, Northeast, North, West, South, East.


Setup phase:
Infiltration

The 3 collaborators are selected. Every collaborator picks a direction. Until all members have picked or until time expires the Infiltrators may freely cooperate and talk. Then that mafia chat is closed forever.

Twilight 2
Flips and deaths are announced. Voting phase. All neighborhoods are open(except mafia chat).

Night
Killing phase. All non-infiltrator neighborhoods are closed. The actions of the Head of the Council take effect(Not Night 1, though) if they weren't lynched. Members of the Infiltrators meet in the Center, or, if they can't, according to their neighborhoods. The Head of the Council will have closed off 4 doors. If the center gates of their direction are closed, the infiltrator members talk amongst themselves(e.g. North is closed, 2 North Infiltrators will partipiciate in the North Infiltrators Chat)
The members of the Infiltrators meeting in the Center see all open and closed Center gates, but not their exact strength.
The infiltrators decide(in their chats) on how to proceed. Every mafia outlines their plan on how to use the gates to reach their target(Obviously, the option to kill someone in their own district is always avaliable). If the head of the Council is a member of the Mafia, then they can freely go through all gates, closed or not.
Two or more mafia may also collaborate to circumvent the gate security of the gates; they must also pick who is left behind in an order. The following happens:
-Infiltrator or Infiltrator group does not encounter a closed gate ->kills
-Infiltrator or Infiltrator group encounters a gate with a defender ratio equal to the mafia who are travelling the same route, or higher than the mafia travelling the same route but with insufficient collaborators -> they fail to kill. In this instance,
it will be announced that someone tried to use this gate from the direction they came from

-An infiltrator group encounters a gate while collaborating and there are more mafia than gate defenders->As many members as the security is in strength are left behind(and assist the other members to sneak back in) the others proceed.
The gate will report a breach, but not the direction.

-Mafia encounters a gate with higher security -> In the order the people were to be left behind(the first person to be left behind being the first to die) the infiltrators die for each excess security(e.g. 2 try to breach a 4 defense gate -> both die)

Multiple closed gates may be triggered in order.


Of course, no gates are closed to a member of the Mafia if one of them is the head of the Council, and they can always kill in their own neighborhood...

Twilight 1
:Flips and deaths are announced. Gate reports are released. The protected gates are publicized, including strength. Voting phase. All neighborhoods are open(except Mafia chat).

Morning
: The Councillors meet in their respective Neighborhoods. By secret vote, they select a Head of the Council... or an Emergency Vote(if no previous attempt succeeded). Any member of the Mafia can attempt to kill the rest of the town in their neighborhoods. If there is one mafia and one town remaining, or if there is a majority of Mafia, it succeeds. If there are equal numbers greater than 1, guards will step in and stop the fight. If there is a majority of Town, then the Mafia die. No one who dies during this phase flips.
Noon
: Voting results are announced(including who recieved how much votes). Death(not flips) are announced. In event of a tie, North Councillors have precedence to become the new Head of the Council. Then, the incumbent has precedence. Otherwise, it is decided randomly. If there was a successful(majority) vote for Emergency Vote, then this is a voting phase.
This can only be successfully used once in the game
. The Councillor selects the defense of the city - they pick 4 gates to secure. They may pick gates more than once(to secure the places). All neighborhoods are closed.
Note: If the incumbent is still alive during an emergency vote then they will continue to have access to their powers when an emergency vote is called instead.
Afternoon
: The Councillors meet in their respective Neighborhoods. Any member of the Mafia can attempt to kill the rest of the town in their neighborhoods. If there is one mafia and one town remaining, or if there is a majority of Mafia, it succeeds. If there are equal numbers greater than 1, guards will step in and stop the fight. If there is a majority of Town, then the Mafia die. No one who dies during this phase flips.

The game ends when the Infiltrators gain Majority or nothing can stop this from happening... or when they are all dead. The game also ends when the Infiltrators fail to kill three nights and days in a row or nothing except inactivity can stop this from happening(e.g. at twilight 1 only the following remain: 1 Head of the Council(East) vs 1 Infiltrator(South);1 Head of the Council Infiltrator(West) vs 1 Councillor of the North).
Last edited by Not Known 15 on Wed Jul 10, 2019 11:31 pm, edited 3 times in total.
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Post Post #7 (isolation #1) » Wed Jul 10, 2019 3:00 am

Post by Not Known 15 »

(Although my submission fits two of the three criteria I am very well aware that I need to fulfill only one)
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Post Post #12 (isolation #2) » Wed Jul 10, 2019 5:09 am

Post by Not Known 15 »

In post 8, popsofctown wrote:
One Day Ultimate Conspiracy

One neighborhood consisting of 3 VTs

One neighborhood consisting of 1 VT and 2 Mafia

Neighborhood membership is public.
There is no lynch mechanic. Players discuss the game in the neighborhood and game thread, and at any time a player may post selfvote in the game thread. If the player who self voted is a member of a neighborhood that includes mafia, the town wins. If the player who self voted is a member of a neighborhood that does not include mafia, the mafia wins.
I'd say this is not mafia. I don't see why this could be fun either. And it is... not really balanced, too? It has an EV of just 25%...
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Post Post #15 (isolation #3) » Wed Jul 10, 2019 5:25 am

Post by Not Known 15 »

In post 14, Ircher wrote:
Surviving Ropes and Guns

13p setup: 9 Town, 3 Mafia, 1 Neutral Survivor

This game is night start, but there is no kill n0. During night zero, the survivor must choose how many lynches the town gets the following day (think like Double Day). After n0 ends, the town gets to play through that many days. Then, the game enters an equivalent number of nights. At the end of the last night, the neutral survivor (if still alive) gets to choose how many lynches town gets like on night 0. This process continues until the town or mafia have won. If at any point, the survivor is dead, the game goes back to a normal day/night cycle.
Hmmmm...
Day 1 mod announcement:
The survivor has chosen 1000000000000000000000 lynches.
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Post Post #17 (isolation #4) » Wed Jul 10, 2019 5:31 am

Post by Not Known 15 »

In post 16, Ircher wrote:Well the way I see it is that if the survivor believes they can survive the rope easier, they'll choose more lynches, and if they can survive the kill better, they'll choose fewer lynches.

So someone like RadiantCowbells would likely choose 10 lynches.
Whereas I would choose 1 lynch.
Hm. What happens if the Survivor claims?
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Post Post #19 (isolation #5) » Wed Jul 10, 2019 5:37 am

Post by Not Known 15 »

In post 18, Ircher wrote:I'd imagine they'd get automatically shot as this mechanic balances out in town's favor.

Maybe I should set a limit on the number of consecutive lynches. 3 sounds like a good limit.
One other problem I have with this setup that for reasons outside of town's reach this can lead to the Survivor picking 1 lynch, essentially making this a 9:4 Mountainous.
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Post Post #21 (isolation #6) » Wed Jul 10, 2019 12:29 pm

Post by Not Known 15 »

In post 20, TemporalLich wrote:Here's a setup with a power I guess:

Soul Gem Mafia
9 players


2 Mafia Goons

7 Vanilla Townies


In addition to voting for lynches as normal, players can additionally vote to use the 1-shot Soultrap power by posting VOTE: Soultrap. Unvoting Soultrap is possible with UNVOTE: Soultrap, unvoting the player you're voting to lynch is still possible with UNVOTE: .

A majority vote on Soultrap resets the votecount, and replaces the lynch that day with a Soultrap vote. Soultrapping a player causes them to die, except they can still communicate in private topics and
must
add 2 other players, alive or dead, to their soul gem PT during twilight or daybreak.

Dead players may communicate in soul gem PTs.

The Mafia have a factional kill unless the Soultrap power was used during the Day of the current cycle. If the Soultrap power is used, the Mafia instead have a factional Soultrap the Night of the current cycle.

You may communicate in all PTs at any time.
EV of Mountainous 7:2 is roughly 30% for town. That's a steep hill to climb.
Plus, using Soultrap Day 1 is almost always the correct option I believe.
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Post Post #62 (isolation #7) » Thu Jul 11, 2019 10:08 am

Post by Not Known 15 »

I'd like to get more feedback about my setup.
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Post Post #68 (isolation #8) » Fri Jul 12, 2019 5:03 am

Post by Not Known 15 »

In post 67, Cinnamon wrote:
Group Investigation
13 Players
(not entirely sure what playercount this would work best at)

10 Vanilla Town

3 Mafia Goons


This is a mountainous game with one twist. Each night, if there is a lynch, all players that voted for the lynch are put into a neighborhood and all players that did not vote for the lynch are put into a separate neighborhood.

Each player then submits a name (privately by PM) of a player they wish to investigate, and may choose themselves.

If all players in a neighborhood chose the same player, the alignment of that player is revealed in that neighborhood at the start of the day. If town, that player is protected from night kills both that night and the following night. All neighborhoods are only for that night and are locked upon the start of the day.

This effect lasts until there is only one mafia goon left, at which point the game returns to regular mountainous.

Thought it would be fun to do one of these, let me know how it looks. Not positive this ratio is best for balance.
The optimal way is this one:
The town looks for who is the most scummy.
Then the town decides who should be lynched.
Then the town decides who should lynch that player with their votes.
Then the less towny players lynch the least towny player.
Then the neighborhoods decide a town. That town must be picked by all town(obv.).
If scum is revealed the scum is NOT lynched until LYLO(forcing mafia to nightkill itself).
If town is revealed then that town decides all lynches, partipiciants in lynches, and reveal targets.
Plus, this setup is extremely dependant on every single town being active every single night.
That way described above doesn't look that interesting either.
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Post Post #69 (isolation #9) » Fri Jul 12, 2019 6:18 am

Post by Not Known 15 »

Council Infiltration version 2
17 Councillors:
Councillors of the East
Councillors of the South
Councillors of the West
Councillors of the North

3 Infiltrators(of the East, South, West or North)

There is an equal number of Councillors + Infiltrators for each direction.
Phases:
Infiltration
->
Twilight 2
->
Night
->
Twilight 1
->
Morning
->
Noon
->
Afternoon
->
Twilight 2
->...

City: The city has - apart from the gates to the outside - one gate from each district(North South West East) to an adjacent district as well to the center.
The gates are: Northwest, Southwest, Southeast, Northeast, North, West, South, East.

At the start of the game, the infiltrators get a Infiltrator role pm and then decide their district. Multiple Infiltrators in the same district get a District Infiltrator PT. Then the rest is randomized.

The game now really starts for everyone in Twilight 2 of Day 1, the (normally) second voting phase of the day.
After the lynch the game descends into Night. The Infiltrators meet at the Center PT, if their gate isn't blocked. The Center PT is the regular Infiltrator PT and informs the mafia about all closed and open center gates. Every Infiltrator selects a player to kill, and a path to take through the gates. If any gate in that path is closed, then 1 infiltrator is left behind for every point of gate strength(if two or more Infiltrators take the same path; in this case, the infiltrator(s) left behind also count for the way back). If there is excess gate strength left, one Infiltrator dies for every point of gate strength in excess. In Night 1, the gates are open.
The new day begins with Twilight 1, the first voting phase of the day. The blocked gates report if there was suspicious activity around them(not including center gates blocking access to the Center PT), gate distribution reports are released and the nightkilled players flip.
The next phase is Morning. People now vote for the Head of the Council(HoC) or an emergency vote, via secret ballot(PM). Infiltrators that are part of a neighborhood may start an attack. If they outnumber town, all town die. If town outnumbers them, they die. If it's a 1v1 the priority for deaths is normal town>scum>Head of the Council. All other ties cause everyone in that neighborhood to die. These dead people do NOT flip.
The next phase is Noon. The results of the ballot are released:
-Majority for emergency vote: The main thread is unlocked and there is an additional vote. This can only happen once in the entire game.
-Majority for a HoC: The person is elected.
-Tie:Tied Councillors of the North are elected. If there is still a tie, a tied incumbent is elected. If there is still a tie, a tied person is selected randomly.

The next phase is Afternoon. Again, Infiltrators can attack in their neighborhoods in the same way as in the morning. The Head of the Council selects 4 of the gates to reinforce and close. They may select a gate more than once, but must select at least one center gate. The Head of the Council can freely pass through these gates at night, and every infiltrator who travels with them(including the initial movement to the Center PT) may pass through, too.

The game ends when the Infiltrators gain Majority or nothing can stop this from happening... or when they are all dead. The game also ends when the Infiltrators fail to kill three nights and days in a row or nothing except inactivity can stop this from happening(e.g. at twilight 1 only the following remain: 1 Head of the Council(East) vs 1 Infiltrator(South);1 Head of the Council Infiltrator(West) vs 1 Councillor of the North).
PhaseInfiltration Phase PTCenter PTDistrict Infiltrator PTDistrict PT's(Neighborhoods)Main Thread
InfiltrationOpenNonexistantNonexistantNonexistantClosed
Twilight 2ClosedClosedOpenOpenOpen
NightClosedSelective accessSelective accessClosedClosed
Twilight 1ClosedAccess revokedOpenOpenOpen
MorningClosedClosedOpenOpenClosed
Noon(EV)ClosedClosedClosedClosedOpen
AfternoonClosedClosedOpenOpenClosed

Can't be shortened further. Can someone now please give feedback?
Last edited by Not Known 15 on Fri Jul 12, 2019 7:33 am, edited 3 times in total.
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Post Post #71 (isolation #10) » Fri Jul 12, 2019 6:34 am

Post by Not Known 15 »

In post 70, popsofctown wrote:People who don't show up to do their night actions are always a problem.
That's true, but it is one-dimensional, in this case. Only town is punished for it(and one person is enough). Mafia isn't(unless they all fail to submit a kill).

Leashed mechanics are always something you should antipiciate(I do that for my secret ballot mechanic above, too).
And if that means that the game is not fun anymore because the leash taints the entire game, then the mechanic is not suited for an open setup.
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Post Post #73 (isolation #11) » Fri Jul 12, 2019 7:33 am

Post by Not Known 15 »

In post 72, popsofctown wrote:District membership is permanent? So if all three infiltrators chose south district as a questionable strategy they will always make a south gate "report suspicious activity" every night for the rest of the game?

Are the gates to the outside just flavor? That seems like it could help shorten things.

How do the gates become closed?
Question 1+2:District membership is permanent, but only closed gates(oops, edited) are supposed to report suspicious activity - which does not include failed attempts to access the Center PT(I did not forget that).
Question 3:Yes, flavor, but they are only mentioned in a single sentence so... no big effect on length.
Question 4:The Head of the Council closes the gates in the afternoon(and can bypass those along with anyone they bring with them at night, if they are an infiltrator).
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Post Post #75 (isolation #12) » Sat Jul 13, 2019 8:53 am

Post by Not Known 15 »

In post 55, Ircher wrote:
The Four Seasons

9x Vanilla Townie
1x Town 1-Shot Seasonal Sensor
3x Mafia Goon

During a special pregame/Dawn phase (after everyone has received alignment; mafia can chat during this phase), players privately choose one of the four seasons: winter, spring, summer, or autumn. Players that do not pick in a timely manner are automatically assigned to Winter.

Once the Dawn phase ends, players become neighbors with players that chose the same season as them. Who is in what neighborhood is not publicly revealed. The game then continues like a normal game.

Once per game, the Seasonal Sensor can choose a season. They will learn how many scum-aligned players (both living and dead) are in that season's neighborhood.
This is swingy.
Sensor dies Night 1-> no more town power, except distribution.
Sensor looks at a 7-town Neighborhood N1 -> GG
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Post Post #80 (isolation #13) » Sat Jul 13, 2019 10:49 am

Post by Not Known 15 »

In post 79, Ircher wrote:
The Four Seasons
v2.0.0.0
8x Vanilla Townie
1x Town Season Cop
1x Town Season Doctor
3x Mafia Goon

During a special pregame/Dawn phase (after everyone has received alignment; mafia can chat during this phase), players privately choose one of the four seasons: winter, spring, summer, or autumn. Players that do not pick in a timely manner are automatically assigned to Winter.

Once the Dawn phase ends, players become neighbors with players that chose the same season as them. Who is in what neighborhood is not publicly revealed. The game then continues like a normal game.

Each night, the Season Cop may investigate a player to learn which seasonal neighborhood that player is in.

Each night, the Season Doctor must choose a season and a player. If the targeted player is located in the provided seasonal neighborhood, the targeted player is protected from a single kill.
D1 Neighborhood massclaim. There is no good reason for town to keep silent about their neighborhoods.
There is no reason for Mafia to fakeclaim their neighborhood. The Season Cop is a named townie. Thus, they immediately claim Day 1 to give town a potentially protected confirmed town. Is this really better?
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Post Post #102 (isolation #14) » Wed Jul 17, 2019 11:18 pm

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In post 101, popsofctown wrote:You only get one confirmed innocent off the hypoclaims I think. Which is not too many for scum to NK later so inconsequential. But I think people prefer when they don't have to bother hypoclaiming during L-1
Everyone investigates in a chain, except BP is ignored(2-3-4-5-6-7-8-9-10-2). Vig targets are not claimed, and based on scumreads.
Night 1:
1 is Bulletproof and town 2 is Mafia. 4 is Mafia. 3,5,6,7,8,9,10 are town.
Now Mafia has two options:
-kill 10 or 3 and get vengekilled ASAP.
Result:
7vs 1!
-kill someone else. In this case the following can happen:

5 is killed. They invest 6. Then they vig 9. 9 invests 10, then vigs 7. 7 invests 8 and vigs 3. 3 invests 4 and vigs 4.
Result: Of 8 town 4 are dead, as is one mafia.
4 town
1 mafia.
Of these, 6, 10, and 8 are conftown.
Game over!
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Post Post #116 (isolation #15) » Sat Jul 27, 2019 8:18 am

Post by Not Known 15 »

Council Infiltration version 3
17 Councillors:
Councillors of the East
Councillors of the South
Councillors of the West
Councillors of the North

3 Infiltrators(of the East, South, West or North)

There is an equal number of Councillors + Infiltrators for each direction.
Phases:
Infiltration
->
Twilight 2
->
Night
->
Twilight 1
->
Morning
->
Noon
->
Afternoon
->
Twilight 2
->...

City: The city has - apart from the gates to the outside - one gate from each district(North South West East) to an adjacent district as well to the center.
The gates are: Northwest, Southwest, Southeast, Northeast, North, West, South, East.

At the start of the game, the infiltrators get a Infiltrator role pm and then decide their district. Multiple Infiltrators in the same district get a District Infiltrator PT. Then the rest is randomized.

The game now really starts for everyone in Twilight 2 of Day 1, the (normally) second voting phase of the day.
After the lynch the game descends into Night. The Infiltrators meet at the Center PT, if their gate isn't blocked. The Center PT is the regular Infiltrator PT and informs the mafia about all closed and open center gates. Every Infiltrator selects a player to kill, and a path to take through the gates. If any gate in that path is closed, then 1 infiltrator is left behind for every point of gate strength(if two or more Infiltrators take the same path; in this case, the infiltrator(s) left behind also count for the way back). If there is excess gate strength left, one Infiltrator dies for every point of gate strength in excess. In Night 1, the gates are open.
The new day begins with Twilight 1, the first voting phase of the day. The blocked gates report if there was suspicious activity around them(not including center gates blocking access to the Center PT), gate distribution reports are released and the nightkilled players flip.
The next phase is Morning. People now vote for the Head of the Council(HoC) or an emergency vote, via secret ballot(PM). Infiltrators that are part of a neighborhood may start an attack. If they outnumber town, all town die. If town outnumbers them, they die. If it's a 1v1 the priority for deaths is normal town>scum>Head of the Council. All other ties cause everyone in that neighborhood to die. These dead people do NOT flip.
The next phase is Noon. The results of the ballot are released:
-Majority for emergency vote: The main thread is unlocked and there is an additional vote. This can only happen once in the entire game.
-Majority for a HoC: The person is elected.
-Tie:Tied Councillors of the North are elected. If there is still a tie, a tied incumbent is elected. If there is still a tie, a tied person is selected randomly.

The next phase is Afternoon. Again, Infiltrators can attack in their neighborhoods in the same way as in the morning. The Head of the Council selects 3 or 4 gates to reinforce and close. If they selected 4 different gates, then only 3 can be selected the next day(in total!). They may select a gate more than once, but must select at least one center gate. The Head of the Council can freely pass through these gates at night, and every infiltrator who travels with them(including the initial movement to the Center PT) may pass through, too.

The game ends when the Infiltrators gain Majority or nothing can stop this from happening... or when they are all dead. The game also ends when the Infiltrators fail to kill three nights and days in a row or nothing except inactivity can stop this from happening(e.g. at twilight 1 only the following remain: 1 Head of the Council(East) vs 1 Infiltrator(South);1 Head of the Council Infiltrator(West) vs 1 Councillor of the North).
PhaseInfiltration Phase PTCenter PTDistrict Infiltrator PTDistrict PT's(Neighborhoods)Main Thread
InfiltrationOpenNonexistantNonexistantNonexistantClosed
Twilight 2ClosedClosedOpenOpenOpen
NightClosedSelective accessSelective accessClosedClosed
Twilight 1ClosedAccess revokedOpenOpenOpen
MorningClosedClosedOpenOpenClosed
Noon(EV)ClosedClosedClosedClosedOpen
AfternoonClosedClosedOpenOpenClosed

I made a balance change to prevent continuous lockdowns of the city in two halves, which would have been a breaking strategy.
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Post Post #156 (isolation #16) » Sun Aug 11, 2019 8:10 am

Post by Not Known 15 »

Cinnamon is the winner, but has not posted for more than 2 weeks, and their last post was an /out - post.
It's fair to say that they might not even come back for an extended period of time.
popsofctown and mith are in shared second/third place and it would be acceptable if they/one of them created the next setup requirements - or someone they choose instead if they have no time.
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Post Post #160 (isolation #17) » Mon Aug 12, 2019 7:39 am

Post by Not Known 15 »

mith has posted the next thread
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