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Last edited by Irrelephant11 on Tue Jan 29, 2019 9:46 am, edited 2 times in total.
I'm gonna go messy here and say if the combination role
feels subjectively
like it still functions somewhat like a town neighborizer or mafia traitor, then yes it fills the requirements. If the town neighborizer is combined with, say, a vig role that immediately kills anyone it neighborizes (this is an extreme example but I think you get the idea), then no.
If you're super unsure or it becomes hotly debated whether or not a combination would fit the requirements based on the above metric, it doesn't fit the requirement.
this may or may not cause an argument but that's mafia amirite??
The Mafia do not have a factional night kill. The Mafia Goons know who the Rogue Agent is, but the Rogue Agent does not know who the Mafia Goons are. At the beginning of each Night, the Mafia Goons may decide to "Activate" the Rogue Agent - if they do so, the Rogue Agent becomes a Mafia Goon and the game is Nightless.
EV is 34.35% - might bump it up a little bit with some town power. (It also jumps up to ~37% if the Activation option is removed
and
win condition isn't checked until start of day - this allows for cases like a town lynch at 2:1:4 not quite being a loss because the RA could still shoot Mafia and take it to 1:1:3. Otherwise, it is always better for Mafia to not Activate as far as EV is concerned, but may be necessary if they think the RA is reading the game wrong.)
[edit]I thought of a somewhat amusing scenario where town has a single named role (ignoring powers for the moment): It is obviously in Mafia's best interest to claim this role if they are up for lynch. If the named role doesn't counterclaim, thinking the RA will just kill the fake claimed Goon at night, Mafia could potentially claim Mafia right at the end of day (after the lynch is decided) and direct the RA kill to ensure a town kill. For extra giggles, the named role could
also
try to do this, possibly directing a Goon kill and thereby proving their innocence, or even directing the kill at the RA, at which point the Mafia would have to step in and activate (which means they should probably activate some percentage of the time when the named role directs the kill to a townie, for more WIFOM fun).
2 Mafia Goons
1 Rogue Agent (Mafia Traitor Compulsive-Vigilante Flag Bearer)
8 Vanilla Town
The Mafia do not have a factional night kill. The Mafia Goons know who the Rogue Agent is, but the Rogue Agent does not know who the Mafia Goons are. If the Rogue Agent is lynched, Town wins.
EV is 49.72%, with the Flag Bearer and removing activation. (Mafia should activate immediately after a town lynch D1, to get rid of the FB, if they are allowed to do so.)
More emphasis on a single slot than I would prefer, but still interesting.
I feel like for fairness I should say no, but also the point of this is to generate interesting open setups...
How about: you can post multiple setups, but either:
- I will find a way for the voting process to balance against your increased likelihood of winning, or
- You pick your fav by the 28th to actually be in the running, and the others will just exist in the world (its own prize, am I right?) w/o winning this challenge
Whichever of these makes more sense to me closer to deadline (though of course you can always just choose the second option).
The Rogue Agent is interesting! I do agree it's very focused on one slot, though. Maybe remove the white flag and throw in a town neighborizer
If I ever modded mafia games, I would offer to mod the winning setup, but alas.
If anyone wants to make that offer, though, I would think that person was very cool!!!
In post 10, Irrelephant11 wrote:If I ever modded mafia games, I would offer to mod the winning setup, but alas.
If anyone wants to make that offer, though, I would think that person was very cool!!!
I'll do this
edit: it seems Mr. Penguin has snuck in before me once again
Town 1 shot dream walker (roleblocking traffic analyst)
Town compulsive n0 neighbouriser - the realm of dreams*
6 VTs
Two random players who are not the mafia traitor will be turned into karmic neighbours (separate to the realm of dreams). alignments are not guaranteed. this neighbourhood automatically disbands at the start of day three.
realm of dreams shared ability: the most recently added member of the pt must compulsively chose a new neighbour. Assuming this succeeds their current neighbour will be removed but all discussions will remain. at the end of resolution the hood must have either 1 or 2 members.
*need to think of a way this isn't scumsided by 30% chance of hitting scum n0
2 Mafia Goons (No Factional Kill)
1 Rogue Agent (Mafia Traitor Compulsive-Vigilante)
1 Town Neighborizer
7 Vanilla Town
I am far too lazy to figure out the EV for this. Even if it's just a Named Townie, it's a nightmare. But it's probably not too bad balance-wise.
the thing about a town neighborizer in an open setup is that you
know
that it's town
which i think could be pretty powerful. it essentially becomes both a neighborizer and a friendly neighbor
Yeah, this wasn't a serious suggestion. It's particularly strong in this setup since the Rogue Agent is the only one that can take it out (and ICs in Nightless are way OP). Making it Weak might be interesting. (Or Weak only to Mafia Goons, but the Rogue Agent could be recruited, so that neighbors aren't totally confirmed.) It would throw off the parity though, so you'd need other tweaks.
Or make it:
1-2 Mafia Goons
0-1 Mafia Compulsive Neighborizer
1 Rogue Agent (Mafia Traitor Compulsive-Vigilante)
0-1 Town Compulsive Neighborizer
7-8 Vanilla Town
Pre-Game, the Mafia must determine the alignment of the Neighborizer.
[edit]You'd have to add some restriction about neighborizing the Rogue Agent though. I could see Mafia just taking the Neighborizer and recruiting the Rogue Agent that way. Maybe just "If a Mafia Neighborizer recruits the Rogue Agent, the Rogue Agent becomes a Mafia Goon and loses the ability to kill."
FWIW, I'm not particularly a fan of the Neighborizer role in the first place. Only using it here because of the challenge. I think the Rogue Agent Flag Bearer version of this setup is way better.[/edit]
Hi guys! the worst kinda suggested that I do this.
Here you go...
Balance is... Lol.
%%%
Spoiler: Setup
1x Town Weak Friend-Seeker (Alternating Neighbouriser/Masonizer) - When Masonizes, if hits Scum Traitor, converts to town and masonizes instead of dying. When Neighbourising, dies either way if targets Scum. Same chat either way.
1x Town Escort (Bodyguard + Hooker)
1x Town Empath (Follower + Voyeur)
1x Town Obvious Victim (Lightning Rod + Virgin)
1x Town Prejudiced Color Sheriff - Gets Red, Yellow, or Green for alignment, but doesn't know what each one means. Meaning randomizes at the beginning of each Day, then the Sheriff chooses a color. They must kill the player if the player is of that color.
1x Town Angel of Death (Non-Consecutive Night Doctor + Delayed Rodder) - Docs, then the following night that player becomes a lightning rod.
1x Town Obsessive-Compulsifier - Makes a player so they must take an action each night for the rest of the game, and must target the same target until that target is dead.
1x Town Idolator - Removes a player from any chats they are in until the end of the next day phase. That player cannot be protected or roleblocked.
Upon the death of the Mafia Bomb, everyone not in the Neighborhood is killed. After this point, the game becomes nightless.
The ability to recruit to the neighborhood is always passed on to the most recent recruit.
If everyone in the neighborhood has died, the game continues on as Vanilla.
I feel like there's the start of a good idea in here, but it might need some tweaking on the exact numbers. I also feel like the EV could probably actually be calculated for this? No clue how to do it, though.
Spoiler: Original fully nightless version that I don't like as much
Panic Room
11 players:
1 Mafia "Bomb" (Compulsive Multi-Vengeful)
3 Mafia Goons
1 Town "Recruiter" (Day Neighborizer)
6 Vanilla Townies
Nightless.
Upon the death of the Mafia Bomb, everyone not in the Neighborhood is killed.
The ability to recruit to the neighborhood is always passed on to the most recent recruit.
In post 8, Irrelephant11 wrote:I feel like for fairness I should say no, but also the point of this is to generate interesting open setups...
How about: you can post multiple setups, but either:
- I will find a way for the voting process to balance against your increased likelihood of winning, or
- You pick your fav by the 28th to actually be in the running, and the others will just exist in the world (its own prize, am I right?) w/o winning this challenge
Why?
I mean, if the point of the challenge is to create fun setups, why not let people submit multiple setups? The 'prize' is bragging rights for having created the best setup, and that's still valid if you submit one setup or 50.
Speaking of setups, raw as hell but:
2 Mafia Goon
1 Mafia Neighborizer/Poisoner
1 Weak Neighborizer
7 VT
Poisoner poisons everyone he neighborizes, they die at the beginning of the next night.
Probably needs EV tweaks, but I like the complexity strategy wise.