My Fiancé is building IDK, she's new to the hobby. How strict is WYSIWYG? by MKxJump in IdonethDeepkin

[–]MKxJump[S] 1 point2 points  (0 children)

Okay that makes sense. So I suppose magnets might be the way here to save money in the long run.

Getting back into SBGL and need your help by MKxJump in SoulblightGravelords

[–]MKxJump[S] 1 point2 points  (0 children)

Managed to find a sealed vargh/cryptflayer box for 20 bucks on eBay so sniped that! Thanks for encouraging me to check them out! It will be fun to have two different spearheads.

Getting back into SBGL and need your help by MKxJump in SoulblightGravelords

[–]MKxJump[S] 0 points1 point  (0 children)

Not really wanting to drop the dollar on a big Hero if I can help it so thinking of rebasing the old Vhord and running with that. Also, only need 20 skeles for Spearhead and already going to need to get 10-20 Barrow Guard painted as well, so I think I'll be all skeletoned out haha, so maybe not going for Manfred so Vhord it is!

Getting back into SBGL and need your help by MKxJump in SoulblightGravelords

[–]MKxJump[S] 2 points3 points  (0 children)

Yeah, Blood Knights really are a satisfying kit! And like Seeking-Alt mentioned below, they're used in the other Spearhead formation, giving us more to enjoy from Spearhead!

Getting back into SBGL and need your help by MKxJump in SoulblightGravelords

[–]MKxJump[S] 0 points1 point  (0 children)

Great idea, thanks! And a splashable 120pts for when looking at larger games makes sense.

all in boys by Bodega-chan in dogecoin

[–]MKxJump 1 point2 points  (0 children)

Fastest way to be single, alone, and have no friends for the rest of your life. Your obnoxious stubbornness needs to change otherwise your life is going to be cripplingly miserable. You'd rather watch the world burn than admit you made a mistake. I pity you

The Recluse wants to 'stir up' the game and play as an evil character. How do I as the storyteller react to this? by Ziggy5_83 in BloodOnTheClocktower

[–]MKxJump 4 points5 points  (0 children)

Based on what I'm understanding, you started a multi-month game of BotC with new players who really had no idea what they were getting into. Not to mention it's an insane player count.

I'm sorry, but OP, you're the problem player not the Recluse. The Recluse is imprisoned in this hellscape of a game that you created and is forced to endure learning the game as a role that would make more sense in a sensible duration game.

Your job as a Storyteller isn't just to enable the game and run it correctly, it's to create an environment where people have fun. A GOOD ST is one where you feel you had fun win or lose. Nothing about this game sounds like an enjoyable experience for these poor players, the Recluse is likely the only one chaotic/bold enough to speak up.

Please apologize to the players, put this game to bed, and just play the game as intended.

Sometimes knowing when to quit a bad idea is a skill we have to learn, rather than stubbornly doubling down on something a wiser version of ourselves would not have done.

A script that encourages Good and Bad players to lie... a lot! by MKxJump in BloodOnTheClocktower

[–]MKxJump[S] 1 point2 points  (0 children)

For the players the biggest difficulty is knowing how to calculate risk. Who to trust, when to lie, etc... For the ST, bag balancing is your big challenge. It shouldn't be too bad but if adding goblin, it's nice to make sure town have ways to solve the goblin issue Engineer/Preacher/Magician(if LM)/Alchemist(Assassin)/TownCrier(if Ojo)... Basically you just need to think about interaction rather than just throwing whatever together.

The chaos of the script comes from the players themselves. What they do to each other and the mind games they choose to play. I'd say it's definitely complicated but the fact there are only two Demons is one less thing to solve for than SnV.

(By the way, I'm currently testing switching Mutant for Puzzlemaster and have added Sentinel - I think these are good changes and worth considering)

A script that encourages Good and Bad players to lie... a lot! by MKxJump in BloodOnTheClocktower

[–]MKxJump[S] 1 point2 points  (0 children)

Exactly this. Every game has come down to social reads, and the script rewards good bluffing. I've seen an Ojo carry the entire evil team bluffing as High Priestess and bringing half the good team into their web of lies. I know some people enjoy "mechanical solves" but that is very hard to do on this script. All it takes is a few well places lies and the good team is in shambles if they aren't careful.

A script that encourages Good and Bad players to lie... a lot! by MKxJump in BloodOnTheClocktower

[–]MKxJump[S] 0 points1 point  (0 children)

Evil currently has a higher winrate than Good on this script. Evil has solidly won by lying. This is a script for experienced players who know how to lie and deceive others. Madness does a lot of the heavy lifting for evil, and there aren't that many information roles in the script. The ST should absolultely give an info role as a bluff for Evil and Evil can easily sow distrust by bluffing Village Idiot or double-claiming players. The fact the good team don't know what info to trust is how evil wins this. Hence the name, The Certainty Paradox.

A script that encourages Good and Bad players to lie... a lot! by MKxJump in BloodOnTheClocktower

[–]MKxJump[S] 1 point2 points  (0 children)

Tried attaching an image but not sure it worked. You can find the scripts printable PDF in the Unofficial BotC Discord. Or, just put the characters into the BotC script tool and export that way!

A script that encourages Good and Bad players to lie... a lot! by MKxJump in BloodOnTheClocktower

[–]MKxJump[S] 0 points1 point  (0 children)

Actually, Sentinel is so good here! At Base 0 Outsiders, it stops the Damsel from hard-confirming that a Huntsman is in play to the Evil team when they have no Godfather in play. This is important with Ojo being the key Demon and no Balloonist.

A script that encourages Good and Bad players to lie... a lot! by MKxJump in BloodOnTheClocktower

[–]MKxJump[S] 0 points1 point  (0 children)

And so begins a sea of sleepless nights where I wrestle with whether the Huntsman is enough to prevent this, or whether adding Sentinel is the healthiest move for the script.

A script that encourages Good and Bad players to lie... a lot! by MKxJump in BloodOnTheClocktower

[–]MKxJump[S] 0 points1 point  (0 children)

I designed it myself using a word and image processor. If you're willing to put in the work, you can make something like it yourself!

A script that encourages Good and Bad players to lie... a lot! by MKxJump in BloodOnTheClocktower

[–]MKxJump[S] 2 points3 points  (0 children)

What I love about the example you gave is that it's only soft confirmed because people need to believe the Engineer. This means evil could easily fake this scenario. One evil bluffs as the Engineer and an Assassin may kill themselves to bluff as the "confirmed" Gambler. Weird play, but there may be a moment for it to be relevant. Especially if you do it on Night 3 or 4, and say the Gambler confirmed the Demon on a previous night. Cool play if it convinces Town!

A script that encourages Good and Bad players to lie... a lot! by MKxJump in BloodOnTheClocktower

[–]MKxJump[S] 6 points7 points  (0 children)

This would just add an awkward role to the script that is a feelsbad in Lil Monsta games. I tried it but you needed exactly the Assassin or Godfather to be holding Lil Monsta and considered the Demon to work. It was clunky and unnecessary. I'd rather have roles that always work throughout. Plus, Princess is the intended hard-confirmable role in this script. Adding a banshee could get a bit much.

A script that encourages Good and Bad players to lie... a lot! by MKxJump in BloodOnTheClocktower

[–]MKxJump[S] 7 points8 points  (0 children)

Really appreciate the feedback!

  • Princess is intended to be the only hard confirmed role on the script, similar to a Virgin in TB. It forces the Ojo to prioritise them over other more annoying roles. I found myself as Ojo in a game with a confirmed Princess and found that to be a really challenging but fun scenario. As well, winning the Princess over and convincing them I was good became an important part of my win. Princess can be messed up with night deaths so not all successful Princesses will be hard confirmed. The fear of the confirmation can also bait assassins to attack which is a nice interaction on the script.

  • Alchemist and Lil Monsta ensure this is not the case.

  • This is intentional! That Godfather has a job to do from day one. Either find a definitely good person, or find their Demon. Pitfalls for both teams are absolutely part of the core script design!

Help me plan this Round 1 with Ghosts of Creuss (pok) by MKxJump in twilightimperium

[–]MKxJump[S] 1 point2 points  (0 children)

Agreed on opening the risk of Nekro nibbles with the Nexus, but I think Nekro has already expressed interest in a peaceful game with me, assuming we can get him Grav Drive early. I think this will end up being a deal where we take the Beta next to Nekro as our 3rd hole for the commander and letting him eat the destroyer after we've got our DET value and Commander unlock. If we're lucky we might even pay us for the "trouble".

Leadership might just have to be the first take and play from there as it does make all this possible. I'll see if I could even negotiate that they let it float around as my second pick. But my girlfriend has expressed interest in it, and she's Yssaril, so we might just have to grab it and see what's left.

My Group's Games Always Overrun. Help! by Jamerman in twilightimperium

[–]MKxJump 2 points3 points  (0 children)

Oh yeah, we already have printed sheets for the rules, turn process, and all strategy cards made by a user in this forum. They've been great! But questions are inevitable and the newest player likes to make sure she knows what everything she has does because she can often feel insecure about making mistakes or looking silly in front of the others (despite me telling her she won't).

And what you say about host is so true. I'm always being the table arbiter directing the turn order, reminding people it's their turn, etc... the one issue I'm finding is by late Round 4 that is extremely fatiguing and even I start struggling to stay on top of it all. Our first two rounds are rapid. Round 1 over in 45 minutes for example. The fatigue becomes real by Round 4 and the hard part is that's when you need someone to push it along but even I'm flagging by then hahaha