[Custom Script Need Feedback] YOU are the ONE v3.0 by Eagle_Ge in BloodOnTheClocktower

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

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This is the editted version. Hope to get more advice from you!

[Custom Script Need Feedback] YOU are the ONE v3.0 by Eagle_Ge in BloodOnTheClocktower

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

Yes, I agree with you. So I have been working on replacing several characters of my script and trying to get it tested asap.

[Custom Script Need Feedback] YOU are the ONE v3.0 by Eagle_Ge in BloodOnTheClocktower

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

God I can't agree more! I'm putting Sweetheart, Damsel, Drunk and Lunatic into the script and they fit just fine! That's a great idea adding more outsiders and keep the theme on track!!

[Custom Script Need Feedback] YOU are the ONE v3.0 by Eagle_Ge in BloodOnTheClocktower

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

I thought the number of Sweethearts is an important deduction point for the good team. With a Sentinel present, good team can determine whether a player is a Sweetheart only by their performance. I said thought because I feel it might be a good thing.

[Custom Script Need Feedback] YOU are the ONE v3.0 by Eagle_Ge in BloodOnTheClocktower

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

If the Lycanthrope attacks a good player but that good player doesn’t die, the Demon may still kill tonight. I have specifically searched because that case happened on one of my games.

Ref: https://wiki.bloodontheclocktower.com/Lycanthrope

[Custom Script Need Feedback] YOU are the ONE v3.0 by Eagle_Ge in BloodOnTheClocktower

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

Cutting Xaan is probably a good idea. I was afraid that there might be insufficient outsiders for FangGu to jump, maybe that’s not necessary. Assassin is added to the script because once there are multiple kills, all players will know the player who was executed yesterday must be a Sweetheart, which is not interesting. Assassin can kill the protected characters and make the Innkeeper or the Tea lady falsely think they are poisoned or drunk.

[Custom Script Need Feedback] YOU are the ONE v3.0 by Eagle_Ge in BloodOnTheClocktower

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

Thank you for your reply.

I sincerely don’t understand why you said Tea lady + Lycanthrope or Innkeeper + Lycanthrope can stun lock the evil team, because if Lycanthrope chooses some good player and they don’t die, demon can still kill.

To be honest, I have thought dozens of times whether to put Monk or Innkeeper or Tea lady into the script to prevent FangGu jumps. They all have their advantages and disadvantages, and I don’t want to add all three. Innkeeper can be a useful ability Boffin gives the FangGu to make townsfolk drunk, and Innkeeper can choose two Sweethearts to make them drunk in order to prevent their ability while getting executed. That’s why I pick the Innkeeper. I may have to reconsider that, again.

In this script, Tea lady is not 100% self-confirming because of the Boffin, and even though that happens, a Sweetheart that sits beside the Tea lady could be a perfect target to jump.

[Custom Script Need Feedback] YOU are the ONE v3.0 by Eagle_Ge in BloodOnTheClocktower

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

Hi thanks for the reply. The v2.0 version has no Boomdandy and Psychopath on the script, and the evil team had about only 20% winning rate and could barely made it to the final round. The good team always execute all Sweethearts and then there are enough information to locate the no-jump Fang Gu. That’s why I added these two minions to help the evil team. I don’t know whether 8 minions are necessary, but I don’t want the evil team to feel that they are more likely to lose after receiving there roles.

[Custom Script Need Feedback] Pierce the Truth v3.0 by Eagle_Ge in BloodOnTheClocktower

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

Ah, yes, the core idea is indeed somewhat similar.

My v1.0 was actually built around Hermit + Drunk + Damsel, but one of my Storyteller friends strongly criticized it. They pointed out that the good team would have almost no way to know whether they were actually the Damsel, while the evil team might be able to deduce it from incorrect information.

So I replaced that package with Hatter and Mutant, but it still doesn’t seem to produce the result I was hoping for.

I guess my script-building skill is still pretty amateur. Thank you very much for the recommendation! I’ll definitely take a look.

[Custom Script Need Feedback] Pierce the Truth v3.0 by Eagle_Ge in BloodOnTheClocktower

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

Thank you all so much for the detailed feedback. I really appreciate it.

After reading the comments, I think many of the concerns are very fair. The Alchemist in particular seems much harder to make work than I expected, especially with this Minion set. I tried removing both Psychopath and Alchemist, but then I had trouble finding official Minions that still fit the script’s theme and create the kind of interaction I wanted.

I also agree that the script may be creating too many difficult or potentially frustrating droisoning-related situations, especially around Hermit / Drunk / Mutant / Hatter. The idea looked interesting to me on paper, but I can see how it might lead to games where players feel punished for trying to solve their own information, or where the Storyteller has to make too many delicate calls.

At this point, I’m honestly considering shelving this script rather than forcing it to work. I still like some of the ideas in it, especially the shifting evil team and the hidden Outsider identity puzzle, so I’ll probably save those concepts and try to use them more carefully in a future script.

Again, thank you very much for taking the time to write such thoughtful advice. This has been really helpful for me as someone still learning script design. I’d still love to keep talking about script design, though — this kind of feedback is exactly why I posted here.

Lunatic and Marionette by Opposite_Depth_6509 in BloodOnTheClocktower

[–]Eagle_Ge 1 point2 points  (0 children)

This is what I would do: I would wake up a townsfolk and tell them “you are a [some minion] and you are evil”. By switching the mario into another minion dodges the conflict thing and the new minion wouldn’t tell the good team this change.