[CHALLENGE] October Challenge

This forum is for discussion of individual Open Setups, including theoretical balance.
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TemporalLich
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Post Post #33 (isolation #0) » Thu Oct 22, 2020 2:32 pm

Post by TemporalLich »

tempted to just submit sliding scale mafia but I should probably put in even an iota of effort
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Post Post #37 (isolation #1) » Fri Oct 23, 2020 4:38 am

Post by TemporalLich »

Highly Metagame Based Setup
3 Mafiosi

10 Townies


Day 1 happens as normal. Night 1 happens as normal, but everyone must compulsively choose one of the four colors:
Red
,
Yellow
,
Green
, or
Blue
.

Colors are split into two categories,
warm
/
cool
and
lime
/
purple
.

Red
is considered to be
warm
and
purple
.

Yellow
is considered to be
warm
and
lime
.

Green
is considered to be
cool
and
lime
.

Blue
is considered to be
cool
and
purple
.

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)
Lime
- Roleblocker
Purple
- Doctor

Common power halves:

Warm
- Kill Checker (a checker that is affected by protective abilities)
Cool
- Mailman
Lime
- Weak Bodyguard
Purple
- Neighbor

Players flip with their powers, but not what is chosen.


A setup not checked for balance or playability, and probably just a meme setup.
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Post Post #41 (isolation #2) » Fri Oct 23, 2020 5:46 pm

Post by TemporalLich »

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.
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Post Post #44 (isolation #3) » Sat Oct 24, 2020 3:21 pm

Post by TemporalLich »

Highly Metagame Based Setup v2
3 Mafiosi

10 Townies


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.

All PTs have daytalk.
With 6 colors now.
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Post Post #46 (isolation #4) » Mon Nov 02, 2020 8:35 am

Post by TemporalLich »

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)
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Post Post #59 (isolation #5) » Tue Nov 10, 2020 6:53 am

Post by TemporalLich »

I missed the vote window :(
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