[CHALLENGE] February + March Challenge

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #50 (ISO) » Mon Mar 09, 2020 5:34 pm

Post by Jingle »

I agree. I usually ignore setups that i think are inherently bad.
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Post Post #51 (ISO) » Wed Mar 11, 2020 6:04 am

Post by popsofctown »

Ship it6
Informed Starcrossed Townies

2
Informed Starcrossed Mafia


Each player has a random other player they are Starcrossed with and Tragically Fated to. Each player is informed that "Player A and Player B are Tragically Fated to you or simply not Starcrossed with you, but you do not know which is which."
Starcrosses and Tragic Fates are reciprocal.
Mafia are additionally informed of ALL starcross and tragic fate relationships.

Each day, players vote to ship two other players together. It only take half the votes to ship two players. After one pair is shipped, this process repeats until every player has been shipped.
At the end of each day, events happen based on the characteristics of each pairing:
- Mafia paired with mafia immediately cause town to win the game
- Tragically fated pairs of players perish
- If a Starcrossed pair is fully town, they become an OTP. Their alignments are revealed and they are automatically paired with eachother at the start of each day for the rest of the game.
Mafia wins if the town has not won by the end of day X, where X=4 as of now.
"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 #52 (ISO) » Wed Mar 11, 2020 7:37 am

Post by Jingle »

Is information reciprocal? Like, say I'm informed I'm not Starcrossed with Pops and Oka, are Oka and Pops informed they're not Starcrossed with me? Is it confirmed that tragic fates will be in the information? Is the relationship between the mafias static? Are they always Starcrossed/Tragic?
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Post Post #53 (ISO) » Wed Mar 11, 2020 7:46 am

Post by OkaPoka »

could you generate an example setup i don't think i get it
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Post Post #54 (ISO) » Wed Mar 11, 2020 7:49 am

Post by OkaPoka »

In post 25, TemporalLich wrote:
Marathon Night
7 players


2 Mafia Goons

5 Townies


During Day 1, Town votes for what power roles to generate in addition to the lynch. The power roles will be given to random townies.

Options are:

1
Public Cop
(checks alignment, mod will confirm that player's alignment inthread), 1
Reporter
(checks if the target has acted or not)
1
Day Vigilante
(Publically shoots a player during the day), 1
Backup 1-shot Vigilante
(can act only if the day vigilante is dead, shoots a player during night but only works once)
2
Masons
(They gain a PT with daytalk to talk to each other)

Lynches and nightkills are compulsive.

The Mafia PT has daytalk.
Going for a balanced marathon setup that resembles a traditional game. This might be insane, especially the Masons.
I assume the roles are distributed AFTER the lynch right?

I think Public Cop and Reporter are always the right pick would be the "issue" with this setup.
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Post Post #55 (ISO) » Wed Mar 11, 2020 7:54 am

Post by OkaPoka »

In post 39, Jingle wrote:8p Choose Your Rival

Phase One: Playerlist is randomized. Starting with player 1, each unpaired player picks another unpaired player that is guaranteed not to be their scum buddy. Two scum are chosen with double the chances for the players who chose. Pairs are published.

Phase Two: The first lynch is on a rival pair. Both players flip.

Phase Three: Normal nightphase.

The game progresses normally from there.

Spoiler: Example
1
2
3
4
5
6
7
8

1 recieves a list of 2-8 to choose from and chooses 2. 2, being paired, doesn't get to choose. 3, being next in line, gets to choose between 4-8.

After pairings are determined:

1 and 2
3 and 7
4 and 6
5 and 8

are the rivals. The first scum is determined by a d12 roll on the list of

1,1,2,3,3,7,4,4,6,5,5,8. 1 is rolled. The second scum is determined by a d9 roll on the list of 3,3,7,4,4,6,5,5,8 since neither 1 or 2 can be scum #2.

Day one is a vote to lynch one of:

1 and 2
3 and 7
4 and 6
5 and 8

Day 2 is either 4v1 or 3v2.
I think of all the pairing setups this one works the best conceptually of trying to strike a balance between a weak player as your rival while not being lynchbait.

Although I do wonder if being slotted at player 1 is too strong and there is an elegant way to smooth out the power curve between first and last pick.
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Post Post #56 (ISO) » Wed Mar 11, 2020 7:55 am

Post by TemporalLich »

In post 54, OkaPoka wrote:
In post 25, TemporalLich wrote:
Marathon Night
7 players


2 Mafia Goons

5 Townies


During Day 1, Town votes for what power roles to generate in addition to the lynch. The power roles will be given to random townies.

Options are:

1
Public Cop
(checks alignment, mod will confirm that player's alignment inthread), 1
Reporter
(checks if the target has acted or not)
1
Day Vigilante
(Publically shoots a player during the day), 1
Backup 1-shot Vigilante
(can act only if the day vigilante is dead, shoots a player during night but only works once)
2
Masons
(They gain a PT with daytalk to talk to each other)

Lynches and nightkills are compulsive.

The Mafia PT has daytalk.
Going for a balanced marathon setup that resembles a traditional game. This might be insane, especially the Masons.
I assume the roles are distributed AFTER the lynch right?

I think Public Cop and Reporter are always the right pick would be the "issue" with this setup.
I balanced this under the assumption roles are assigned
before
the lynch.

If Public Cop is too OP I'm going to use a Miller instead of a Reporter.
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Post Post #57 (ISO) » Wed Mar 11, 2020 7:56 am

Post by popsofctown »

Thinking about this this is probably too much pairing information, and it should be sufficient for 1 member of a tragic pairing to know it's a bad idea.
"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 #58 (ISO) » Wed Mar 11, 2020 7:58 am

Post by OkaPoka »

In post 22, Hectic wrote:
Switch with your name on it
2 Mafia

6 Townies


During Day 1, players must vote to HEAL a player. Night 1 is skipped.
Once someone has been hammered, the mafia are given kill switches for every player in the game.
The mafia must gift each switch to a player in the game. For example, they can gift the kill switch that kills player A to player B, and so on.
Each mafia keeps a kill switch.

If the HEALED player is town, they may ask for a kill switch for any player they desire. This request must be fulfilled.

From Day 2 onwards, players may activate the switch they were gifted at any time they like.
Lynches and Nightkills occur as normal.
In reality I don't see a world where hitting switches is optimal right? Although the option to kill is ~nice~, it's like Dance where hitting switches/suiciding is suboptimal since lynching is an option and its all wifom as I think optimal play is for scum to gift each other switches on each other. (As in goon 1 holds switch to goon 2 and vice versa).

I guess its extra info but I wonder if there is a modification that could be had to require switches being hit.

Also does hitting switches reset votes?
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Post Post #59 (ISO) » Wed Mar 11, 2020 8:05 am

Post by popsofctown »

Mafia leak information about their partnership if they gift switches to eachother, though. Switches are going to be massclaimed.

Keep in mind that suiciding in Dance is suboptimal (in a way I can't ever overstate)
before LyLo
, whereas in LyLo it is equivalent to lynching. Asymptotes exhibit asymptotic behavior. Here switches can swing all the way to being protown in LyLo, a heavily scumread townie holding the switch that kills scum should activate it in f3. That might mean that the mafia NK the heavily scumread townie to avoid that, but that a. implicates the mafia and b. means mafia were forced to shoot USRs and so this setup is already decidedly distinct from mountainous.
"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 #60 (ISO) » Wed Mar 11, 2020 8:05 am

Post by OkaPoka »

In post 21, Hectic wrote:
Sacrificial Pacts
2 Mafia

6 Town

  • Nightless.
  • Mafia choose 4 pairings pregame. They may pair themselves together, or each with a townie. Pairings are public.
  • At any point during the game, a town person A in a pairing may sacrifice their partner B. If their partner B is mafia, person A lives. Otherwise, person A dies too.
  • Mafia may also choose to sacrifice their partner, but this kills them also.
  • A lynch results in both players in the pairing dying.
If scum pairs S-S

They need to be in the top 2 pairings to win.

lynch order of:
T-T T-T
T-T T-T
T-T S-S
S-S T-T
wins

If they pair S-T they literally cannot win unless scum self sacrifices before a town sacrifices which I think is unhealthy outside of marathon. (Since town sacrificing scum generates an IC and now you just force every pair to sacrifice)

So the proper way to play is a pseudo white flag but people are in pairings already which makes this very townsided
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Post Post #61 (ISO) » Wed Mar 11, 2020 8:08 am

Post by popsofctown »

Balance aside I think Sac Pacts just doesn't look very compelling
"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 #62 (ISO) » Wed Mar 11, 2020 8:09 am

Post by OkaPoka »

In post 59, popsofctown wrote:Mafia leak information about their partnership if they gift switches to eachother, though. Switches are going to be massclaimed.

Keep in mind that suiciding in Dance is suboptimal (in a way I can't ever overstate)
before LyLo
, whereas in LyLo it is equivalent to lynching. Asymptotes exhibit asymptotic behavior. Here switches can swing all the way to being protown in LyLo, a heavily scumread townie holding the switch that kills scum should activate it in f3. That might mean that the mafia NK the heavily scumread townie to avoid that, but that a. implicates the mafia and b. means mafia were forced to shoot USRs and so this setup is already decidedly distinct from mountainous.
I think your right this setup will be suprisingly interesting as even if there are very clearly ~optimal~ choices for scum, there is always the wifom game to play.

And you can't just give the switches to lynchbait if you want to deepwolf as what if lynchbait/wildcards just decide to lol switch kill someone

oh god this setup looks fun and rage inducing
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Post Post #63 (ISO) » Wed Mar 11, 2020 8:12 am

Post by OkaPoka »

Two things should be clarified about the switch setup:

Do switches end the day?

Do switches reset the vote?

switch massclaim d2 seems always optimal
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Post Post #64 (ISO) » Wed Mar 11, 2020 8:24 am

Post by OkaPoka »

@pops can someone be tragically fated to you and starcrossed to you?
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Post Post #65 (ISO) » Wed Mar 11, 2020 8:37 am

Post by Jingle »

If switches are day ending LYLO happens 2 days sooner. (Scum can just mash buttons at daystart.)

If switches aren't day ending, leashing activation and using buttons exclusively for as long as possible is optimal, although yolo shooting is still likely from town, tbh.
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Post Post #66 (ISO) » Wed Mar 11, 2020 8:40 am

Post by popsofctown »

In post 64, OkaPoka wrote:@pops can someone be tragically fated to you and starcrossed to you?
I am planning some revisions anyway.
But no
"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 #67 (ISO) » Wed Mar 11, 2020 8:47 am

Post by Jingle »

In post 60, OkaPoka wrote:If they pair S-T they literally cannot win unless scum self sacrifices before a town sacrifices which I think is unhealthy outside of marathon. (Since town sacrificing scum generates an IC and now you just force every pair to sacrifice)
?

S-T
S-T

Remaining would be a scumwin.

It's probably not optimal, but it is theoretically winnable.
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Post Post #68 (ISO) » Wed Mar 11, 2020 8:53 am

Post by OkaPoka »

Good point
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Post Post #69 (ISO) » Wed Mar 11, 2020 8:55 am

Post by popsofctown »

That's not a scum win because either T could sacrifice. Because scum control 50% of the votes, a townie would always sacrifice. Then that player becomes conftown, and the other townie also selfsacrifices.
Hectic didn't specify a parity win condition.
"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 #70 (ISO) » Wed Mar 11, 2020 8:56 am

Post by OkaPoka »

Better point
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Post Post #71 (ISO) » Wed Mar 11, 2020 8:57 am

Post by OkaPoka »

It would be a win or draw based on login
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Post Post #72 (ISO) » Wed Mar 11, 2020 8:59 am

Post by TemporalLich »

Marathon Night v1.1
7 players


2 Mafia Goons

5 Townies


After Town/Mafia Role PMs are distributed but before Day 1, the thread is unlocked and a compulsive plurality vote decides what power roles to generate during a "role phase". The power roles will be given to random townies. After power roles are distributed (those who get power roles will get new role PMs), Day 1 begins as normal.

Role Phase Options are:

1
Public Cop
(checks alignment, mod will confirm that player's alignment inthread), 1
Named Townie
(no special abilities)
1
Day Vigilante
(Publically shoots a player during the day), 1
Backup 1-shot Vigilante
(can act only if the day vigilante is dead, shoots a player during night but only works once)
2
Masons
(They gain a PT with daytalk to talk to each other)

Lynches and nightkills are compulsive.

The Mafia PT has daytalk.
version 1.1 with the Public Cop setup weakened a little, I still think this should be fine during a marathon.

Hopefully the roles being assigned before D1 lynch is clear as a day phase here, a minor balance puts the role assignment vote into a new phase entirely.
Last edited by TemporalLich on Wed Mar 11, 2020 9:02 am, edited 2 times in total.
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Post Post #73 (ISO) » Wed Mar 11, 2020 8:59 am

Post by popsofctown »

Ah yes, scum do have a log-in draw. Snazzy. That is not the One Thing making or breaking whether I view that as a playable setup
"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 #74 (ISO) » Wed Mar 11, 2020 9:13 am

Post by OkaPoka »

public cop + named townie is still superior to two masons because

public cop + named townie is potentially three clears by day 2 while masons are potentially two clears by day 2

day vig + backup is more interesting but i dont see scum shooting the dayvig since moving from even to odds doesn't advantage them too much, better just looking for the backup to kill

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