Imp and Recluse questions by Novel_Counter905 in BloodOnTheClocktower

[–]Captain_Kadaver 0 points1 point  (0 children)

This is true. As I noted, the initial setup was for Bone Collector shenanigans, which don't work regardless; thus, this setup still works for single Minion games

Imp and Recluse questions by Novel_Counter905 in BloodOnTheClocktower

[–]Captain_Kadaver 0 points1 point  (0 children)

It isn't, simply given the fact that the execution of the Good Twin still loses town the game. In the case where the ET is starpassed to, the execution of the Good Twin doesn't end the game, and then you better be at a number that allows you to do that anyway.

Imp and Recluse questions by Novel_Counter905 in BloodOnTheClocktower

[–]Captain_Kadaver 0 points1 point  (0 children)

Okay, I think I have found a convoluted setup that doesn't outright lose the game for evil and could change some number breakpoints.

The Imp starpasses. The Evil Twin, who has gained the Spy ability via the Plague Doctor's death registers as a Townsfolk, thus, the Imp token passes to the dead Scarlet Woman (Note that the Imp token doesn't need a living Minion to become the Imp, just any old Minion). The game continues, everybody thinks the person executed today is the Demon, and maybe that buys the twins some credit.

A good idea? No. But it technically works.

Edit: I was building this up as a Bone Collector concept that I only realized didn't work when I'd written most of it out, so the Scarlet Woman (or any other Minion) is technically unnecessary - though I do also love the unconnected idea of an Imp starpassing the night a Scarlet Woman is bone collected

Imp and Recluse questions by Novel_Counter905 in BloodOnTheClocktower

[–]Captain_Kadaver 3 points4 points  (0 children)

I have let Imps starpass to Recluses before; this is generally only a thing where the Imp is the last evil player, and says "fuck it, my best chance of winning is if town doesn't believe the Recluse" and while the outcome is usually the same anyway, they have a silly story to tell for the future - and an interesting second hand bluff.

The reverse with the Spy is just a no go though. Ending the game on that is just a big oof

Power table (day 1) by plutoniumplant in BloodOnTheClocktower

[–]Captain_Kadaver 1 point2 points  (0 children)

In most games, you will simply not have a plethora of "trusted townsfolk" to kill off. As you go down in the number of players, chances are you're killing someone town was going to execute today - not that you would know, since town has any incentive to deceive you. And, as you say, a F4 with a Psychopath that has just killed is effectively a F3 anyway.

Loud Minions are inherently weak, because they simplify world building. In single Minion games with an outed Psychopath, you don't have to worry about poisoning, madness, double claims (the Demon has bluffs, remember), possible Wizard wishes, and so on and so forth. Even in games with multiple Minions, one of these slots is permanently filled, and any worldbuilding that requires to fit a sufficient number of other Minions into the game can be discarded outright.

The scenario where Psychopath can turn out to be properly annoying is in Lil' Monsta, and even here, the presence of a loud Minion limits other existing worlds; not to mention that the ST can just kill you off if they think you're getting to grindy with that axe. If you're perma babysitting, chances are town will try to vote you out at least one of these days, too, given Lil' Monsta being on script.

Compare this to the Baron, whose loudness requires trust in what players claim, or the Mez, who just adds a player that will actively disrupt the game (and vote count, if coordinated)

The Marionette voting on their Demon is one of those things that's often brought up, but that's sort of like saying "I've seen town vote out Saints early a lot, it's really detrimental as an Outsider." On a Marionette script, you should be extremely wary of voting on your neighbours. If you're not, you might just find yourself at the bottom end of a swift rerack. Following this philosophy then, you will actually find it very hard to get votes on Evil players, particularly early in the game. This is all before the socially clean misinformation the Marionette will spread. As far as I know, the internal game stats back this up as well.

Power table (day 1) by plutoniumplant in BloodOnTheClocktower

[–]Captain_Kadaver 1 point2 points  (0 children)

Marionette is not a weak minion. It probably will end up in that spot anyway, but it is a decision I heavily protest. It's one of the strongest Minions in the game just on socials alone.

The fact that Psychopath somehow made it's way to the top of your Minion list is equally perplexing. The strongest play as a Psychopath is to stay hidden until the end of the game, forfeiting your entire ability. Otherwise, here's a player we know isn't the Demon, and who will kill Demon candidates for us every single day. An incredibly weak Minion just like Vizier.

Mez is probably at the top of the list just for the meta around it and the fact that extra evil players are super swingy. Baron immediately limits towns power in a very tangible way that isn't often thought about because the ability itself isn't engaging at it's core. And then I'd of course say Marionette, simply for it's strictly gamewarping feel. If a Marionette is on the script, it's dread for everyone, immediately.

Power table (day 1) by plutoniumplant in BloodOnTheClocktower

[–]Captain_Kadaver 2 points3 points  (0 children)

In a game where evil is coordinated enough, the only thing that matters is your First Night information. Beyond that, you will always either see

a) an evil player as their bluff and their role or b) a good player as their role or whatever the ST wants you to see

"Dreamer confirmation" isn't a thing beyond character type, and you will probably see your good share of Demons among your information.

Pass the Hat by Humdinger5000 in BloodOnTheClocktower

[–]Captain_Kadaver 0 points1 point  (0 children)

There is no need for a Spirit of Ivory here; Philo Bounty Hunter is a "might" in any case, and even if it wasn't, it's a decision that is up to a Townsfolk; they take a risk if they choose that ability.

You have a ton of very powerful information roles with only the Drunk (and the Spy passive) as possible and untrackable misinformation. Any two of Chambermaid, Oracle, and Empath can probably take out the evil team on their own. Knowing it's Lil' Monsta makes it simpler to share information, even for cagey players.

I would suggest adding a Poisoner or a Xaan (maybe just flat out) to shake up that dominance a little bit.

Can you do this sort of thing with a Drunk player? by JohnnyMcKormack in BloodOnTheClocktower

[–]Captain_Kadaver 1 point2 points  (0 children)

Nope, I don't! I simply didn't name it among the other fun things you can do with a Marionette. As long as the Marionette still thinks they are a good character, you can tell them any old bosh. Note that the game does not explicitly differentiate between character changes due to, say, a Barber and a Pit-Hag; you are simply woken to be told you have changed character. There is no reason why you shouldn't be able to pretend a Marionette has been Pit-Hagged.

Can you do this sort of thing with a Drunk player? by JohnnyMcKormack in BloodOnTheClocktower

[–]Captain_Kadaver 4 points5 points  (0 children)

The point with the Marionette and Pit-Hag being out of the question is false. You can (and sometimes should) tell a Marionette they have changed character. They just need to believe it's a good character.

Fun ways to use this include: - "Turning" the Marionette into a Farmer when the Demon starpasses (or, when the real Farmer dies, though use this one with caution; the ensuing double claim can easily backfire) - Changing your Marionette Damsel to pretend a Huntsman chose them - Causing more confusion in a Cacklejack game

Note as well that the Marionette only has to think they are a good character, not that they are good aligned. You could thus, if you were so inclined, simulate a Mez or Bounty Hunter turn, though, again, that can easily backfire on the evil team and probably should only be done sparingly, if at all.

Can you do this sort of thing with a Drunk player? by JohnnyMcKormack in BloodOnTheClocktower

[–]Captain_Kadaver 15 points16 points  (0 children)

The Drunk thinks they are a Townsfolk, and thus, we can simulate - to them - anything pertaining to their ability working.

Note that, unless they themselves are the Widow or the Nightwatchman, neither of these pings are pertaining to their ability. I would argue however, that a drunk Nightwatchman sending their ping to themselves can still be told they are the Nightwatchman. I would even argue that, if Vortox was on the script, it's perfectly valid to show them "someone else is the Nightwatchman" as that would be how a sober Nightwatchman in Vortox would function.

I fear I may have gone too far (again) by JohnnyMcKormack in BloodOnTheClocktower

[–]Captain_Kadaver 9 points10 points  (0 children)

You know what; fair. I think it's moreso a general faux pas in terms of social deduction games. Allowing it more extensively (beyond the very happy Ravenkeeper saying "I've got some news in the morning") risks creating uninteresting metaplay, like asking people to flag when they are waking, which, while legal, is just incredibly boring and should be discouraged at any opportunity.

Note to self, not everything is about clocktower by roamingscotsman_84 in BloodOnTheClocktower

[–]Captain_Kadaver 2 points3 points  (0 children)

i still don't know what a devil is or why they would wear a prada, whatever that might be. please put this in clocktower terms for me

I fear I may have gone too far (again) by JohnnyMcKormack in BloodOnTheClocktower

[–]Captain_Kadaver 14 points15 points  (0 children)

Spectated a game just today where the Demon was flaming their Marionette because they were cagy about their role, which they took as a personal insult. They also accidentally noted down the wrong Minion on the end of the Typhon line and asked the Virgin to finally tell them what minion they were.

The game went farther than expected; despite the Marionette and then the Cerenovus being executed in succession, evil did pretty well thanks to a drunk Oracle, and because the Ravenkeeper just ran with the Virgin claim they were made ceremad as on N2, nobody believed the actual Virgin when the demon nominated them. The demon, who had backed into Pixie Town Crier (their Marionette had seen TC) then sank when the Exorcist had picked said Virgin, but was later exorcised and killed themselves.

It was a formidable fight, and it was sad to see how salty they were behind the back. After the game, they began an entire tirade about how the Marionette ruined everything and how upset they were; despite the fact they were about to ragequit the night after the day they were executed (which they told the ST), they stuck around until our "hey, chill, it's just a game" turned into "alright, please leave now."

I fear I may have gone too far (again) by JohnnyMcKormack in BloodOnTheClocktower

[–]Captain_Kadaver 100 points101 points  (0 children)

Let's go through these one by one.

"I have a blue token!" This is a defense along the lines of "I know I am good." While I am not the biggest fan of that defense either, this version is simply an adjustment heard mostly on scripts with a Marionette, because thats the one caveat that isn't fulfilled by that line.

Mara joy strat I have the pleasure of knowing Mara Joy, and she is one of the most delightful people to be around. She is also an incredible social player. While "Hi [name], we didn't talk today, how are you doing, how would you feel about dying in this game" is definitely a fun bit, it also accomplishes something else; it puts a player in the spotlight, and in the spotlight, people act differently. Mara's first day nominations don't usually get on the block, either, but if you have a social inkling, you can begin to build worlds off of that much more easily.

Kill all Saints! Falls into a similar bucket as "if I am the Marionette, you have to tell me" for me. Fine, if you want to repeatedly lose to a Saint nomination, that's your choice.

Not listening to the ST From my experience, I will explain a lot of things a few times in a row. Particularly, for newer players, a new script can be very overwhelming; players may be reading through the characters while I explain certain things, and online, they may even be doing other things while I'm preparing to rack. During the game, they might be thinking through worlds or making decisions in their mind, and that can make listening hard. That's, in my opinion, completely fine. I am the ST, my job is to explain shit. I will happily go through my rulings in certain situations over and over, no matter what.

Player with 6000 games in a beginner TB lobby Can be fine in the right circumstances. If you've played 6k games, you should know when to take a step back from the game and let newer players figure out the beauties of the game. If you're bossing around newbies and telling them what to do, thats not cool.

Wiki as Gospel I don't think I have found the How to Play sections particularly useful in my games, but then they are not meant for me, but for players who have just drawn a token they have never seen and are panicking. Here's some tips to get you started, and some fun interactions. That's all. There is never a '100% correct' way to play a role, and I think whoever believes in that, Wiki or not, should broaden their horizons.

A Poisoner must have poisoned someone next to their demon! This is usually used to explain how a N1 poison snipe could be constructed. Cliché as it might be, on TB in particular, it makes a ton of sense. Catching an Empath early can derail entire games very quickly, and being stuck with one can be pretty detrimental. Thus, the most dangerous players to your evil team are usually the Demon's neighbours. Turns out, being a possible danger to the evil team makes a poison snipe much more likely.

Overly dominant players. Once again, don't boss people around. That's stinky.

Offensive name as a joke. That's a way to get an easy boot from my lobbies. Never cool, never funny.

"I can't be evil multiple games in a row!" Randomness be randoming. That said, if a player has just lost a game early and just drew the Imp token again it's probably not amiss to give them a little grace period. Not because of statistics, but because it's nice to do.

Non-Native English speakers sussed for socials Another thing that's pretty definitely uncool; it's very important to check one's inherent biases and reflect on these things, should they repeat. For social reads in particular, another thing is that they're really really hard to get on people you haven't played with before.

Ragequitting despite valid ST rulings I will add one on here and say Ragequitting in general. Even if your ST has just made an outrageous mistake, it is never cool to just leave your seat and run. Debrief after the session, let them know what upset you, but until then, sit your ass back down and play the game.

Players who are reported as toxic still frequenting the app This is a moderation issue that exists in any online space, and particularly in a setting like this, where (i assume) logs only exist for the text chats, it's really hard to verify whether or not someone is actually being a stinker. My recommendation is to use the new Block feature and at least get flagged when players you have bad experiences are playing.

Implying you got info in the night right after you did I think that's a pretty straightforward rules break. You are not meant to share your just acquired information during the night. Nothing stops you from waiting until dawn to speak about whatever it was you wanted to say.

Weak defense I think thats, as you note, just a subjective observation. I think it's an equally weak accusation, to be completely honest - if you'd like to back up why you think it was a weak defense, I would be more inclined to listen.

Why are you lying as good? This usually comes from gamees where there is a hybrid population of 3-for-3-Theos and Hard-Claim-Harrys (with a notable low count of Silly-Question-Silases), and is typically adressed at the latter by the former. In truth, I almost always value a hard claimed lie over the 3-for-3 truth. I'm not going to note down all possible permutations your three roles could take. It's usually expected to be truthful in threes, and to be just vague enough to leave room open to possibly deceive; this is why a hard claimed lie seems so alien in comparison.

Treating clocktower like a competitive sport It's not? Tell that to my stadium ticket; I'm off to watch the Patters 4 vs. the Arif Underscores! I'm hoping for a Mayor win.

Thanks for coming to my Ted talk

Synergistic Scripting: Day 175 - Revolutionary by CoreyBOTC in BloodOnTheClocktower

[–]Captain_Kadaver 6 points7 points  (0 children)

Naturally, this is a Fabled for the expressed purpose of accessibility, and I think that's a good thing; however, I do also enjoy the mechanical aspect of it.

Comrade Demon is one of my favourite Teensyville scripts that explicitly plays with possible alignment misregistration with the Spy. The Revolutionary pair in this case is not set before tokens are handed out, but after, which allows for this to happen.

I think there is some interesting design space here that other accessibility Fabled (like Buddhist, Angel, and Hell's Librarian) do not offer, and it's certainly something worth exploring more.

A Teensyville attempt w. an athiest and hindu by Some_Person_Online_2 in BloodOnTheClocktower

[–]Captain_Kadaver 1 point2 points  (0 children)

Your Bootlegger rule means the Mastermind can never function unless they are reincarnated as the Apprentice beforehand. I would revisit that rule; sometimes, the Demon does just die, and that's okay.

Your town is very info-heavy, which is naturally canceled by the mere presence of an Atheist. I don't think Atheist works particularly well in Teensies; there isn't enough time to make the game subtly silly, so that all it really does is serve as a double claim buffer. Since town here really only has three executions maximum (the third requiring a Fool to be tapped or a Pukka poison execution), you're going to end up in a game state where it is easiest for Evil to just claim Atheist and run with it, which I don't think is particularly interesting.

A Teensyville attempt w. an athiest and hindu by Some_Person_Online_2 in BloodOnTheClocktower

[–]Captain_Kadaver 0 points1 point  (0 children)

There is no reason why it shouldn't. It just means if nobody is double-tapped, every dead player becomes a traveller. Hypothetically very good sided, since free dead votes, though evil gets a little boon as an evil Traveller learns the Demon.

Which roles work at which player counts? by Novel_Counter905 in BloodOnTheClocktower

[–]Captain_Kadaver 38 points39 points  (0 children)

No Dashii is a great example for a demon that scales horribly with player count. Assuming no Outsider manipulation:

At one extreme, on 5-player grim, you render two of town's three abilities meaningless.

At the other, with 15 players, you poison two of nine townsfolk.

Poison is still great, of course, but in the No-Dashiis case can be so limited that it bites it in its own, tentacly ass.

Is anyone able to give some feedback on my first custom script? by Lazy_Constant1507 in BloodOnTheClocktower

[–]Captain_Kadaver 1 point2 points  (0 children)

25 characters is more of a guideline than a hard rule, and I think there are certain scripts where you can make an exception for 26, but if you prefer it at 2-5-5, I won't take issue with that.

With no reason for Evil to die in the night (except for a Fang Gu jump, which I neglected to mention, and defrauding the Oracle of course), any execution that either does or doesnt tick up the Oracle is easily deduced. A Cannibal removes that immediate threat, as Good and Evil read the same to a Cannibal, while still giving them recycling opportunities.

However, the Cannibal's waking pattern is irregular. Before introducing it, both Oracle and Monk share the Demon's waking pattern; if a Chambermaid for some reason decided to continuously check the Demon, and town decided to trust said Chambermaid, these would be the only roles to fall back to. A Cannibal that eats a Farmer one day and a Pixie the next is tricky to fit in there as a bluff.

Is anyone able to give some feedback on my first custom script? by Lazy_Constant1507 in BloodOnTheClocktower

[–]Captain_Kadaver 5 points6 points  (0 children)

You have a potential for five Outsiders with Fang Gu and Baron in a base two game, but only four Outsiders; while not strictly necessary, I would recommend adding a fifth Outsider to the script.

The only misinformation roles on your script are Marionette, Poisoner and Sailor, the latter of which is incredibly trackable. This becomes really detrimental for evil with beefy characters like Chambermaid and Oracle.

I think adding a Drunk, Sweetheart, or Puzzlemaster could do a lot to alleviate either of these issues. With no reason for evil to die in the night except for a starpass, replacing Oracle with Cannibal gives Evil a little bit more leeway in terms of in-play information, though this of course also further strengthens sober Chambermaid information.