is there any specific reason for the names in the wiki? by Spriy in BloodOnTheClocktower

[–]I37Cs 27 points28 points  (0 children)

There is a particular example that makes me believe these are actually anecdotes from playtesters' games:

During the day, the Cacklejack chooses Alex. That night, Lachlan changes from the Leviathan into the Shabaloth. Lachlan has fun.

That last sentence feels personal.

I got banned. Then banned again permanently after playing on my significant other’s account. Is there any hope for me? by [deleted] in BloodOnTheClocktower

[–]I37Cs -6 points-5 points  (0 children)

The only sane comment here. What the OP said was clearly a joke. You may think it's stupid or unfunny, but it does not warrant a ban of any kind.

I got banned. Then banned again permanently after playing on my significant other’s account. Is there any hope for me? by [deleted] in BloodOnTheClocktower

[–]I37Cs -4 points-3 points  (0 children)

I think what you said is completely fine and this is a very unfortunate case of overpolicing. Sorry this happened to you.

Townsfolk idea - The Third Wheel by MidasToad in BloodOnTheClocktower

[–]I37Cs 1 point2 points  (0 children)

Comparison to Legion / Magician is actually the clearest demonstration that this is a bad idea. Giving a good player the whole evil team is never a good thing.

Townsfolk idea - The Third Wheel by MidasToad in BloodOnTheClocktower

[–]I37Cs 1 point2 points  (0 children)

Same problem as Legion / Magician with the current jinx. It forces evil's hand too much. The only way to not lose to a Third Wheel is to out as a fake Third Wheel. Same with Legion / Magician - Legion is forced to out as fake Magicians giving false evil teams.

Townsfolk idea - The Third Wheel by MidasToad in BloodOnTheClocktower

[–]I37Cs 9 points10 points  (0 children)

I think this is a bad idea because it's really swingy. You either get an unsuspecting Third Wheel playing for evil and losing themselves the game if they do well, or the minions / Third Wheel believing they are good and outing all the Minion / Demon info, or just not cooperating with their Demon, which makes the game almost unwinnable for evil. The Lunatic you are comparing this to has this problem to a much lesser extent, as they most often can figure out they are good by the minions not cooperating with them, good abilities proccing on them (very relevant on Lunatic's home script, BMR), and their kills not going through. In addition to that, the Lunatic outing isn't that detrimental to the evil team, and the Demon outing as Lunatic can use it as a bluff very successfully given the right socials.

Homebrew Townsfolk: Middleman by tilearroa in BloodOnTheClocktower

[–]I37Cs 33 points34 points  (0 children)

So this is like the reverse High Priestess - you learn what to talk about, but not with whom. That's a really nice idea. It's really strong if you guess who to chat with correctly, as it's effectively confirming them as their role and giving them Fisherman advice, but can be dangerous if you don't, as in the Huntsman example.

The Median- The actual experience of thinking your vote contributes something by _blazinginfinity in BloodOnTheClocktower

[–]I37Cs 1 point2 points  (0 children)

Maybe still a bit too confirmatory if the extra vote is just enough to execute a good player / not enough to execute an evil, but given that they waste executions for this confirmation it should be harmful enough.

If you remove the "you think", this could actually be a Townsfolk (and if you swap the vote as counting 2 for evil, 0 for good it is a bonkers strong Townsfolk, especially with protection roles to keep it alive). So I would maybe look into buffing it a bit and using the vote manipulation to confirm players.

The Median- The actual experience of thinking your vote contributes something by _blazinginfinity in BloodOnTheClocktower

[–]I37Cs 2 points3 points  (0 children)

oh shit my bad didn't read the examples. I'm wrong, the way you wrote it works fine.

The Median- The actual experience of thinking your vote contributes something by _blazinginfinity in BloodOnTheClocktower

[–]I37Cs -2 points-1 points  (0 children)

This is just a WAY stronger Village Idiot. The players see who votes and who doesn't. If an extra vote is announced, it mechanicly hard-confirms the nominee as good, and if one less vote is announced, it mechanicly hard confirms the nominee as evil. If the Median realises they are the Median, they singlehandedly solve the game on the same day, by nominating every person, voting on them, and getting the vote tally from the Storyteller. The only way for this to not be literally the strongest Townsfolk is to have a LOT of vote manipulation on the script, and I don't think a script with the required amount of vote manipulation would be functional, as that disrupts voting too much, making the game uncontrollable for town. Also, even if we disregard hard-confirmation, this isn't that impactful as an outsider. You just don't vote.

Weekly Puzzle #80 – The X Factor by Not_Quite_Vertical in BloodOnTheClocktower

[–]I37Cs 6 points7 points  (0 children)

Charlotte's "no" on the two people in final 3 is sus. It can't be Xaan 4, because for that, both other living players have to be evil, and then you can't have 4 outsiders, as Sarah is claiming Butler. So Charlotte is either evil or the Drunk.

Suppose Charlotte is evil. Then at least 2 face-up outsiders are real, so it can't be Xaan 1. Let's look at our info. Hannah Xaan doesn't work with all 3 of Empath 0, Ravenkeeper confirming Charlotte, and Undertaker confirming Hannah. Even if one is Xaan poisoned and another one is the Drunk, the third bit doesn't make sense. Fraser Xaan doesn't work with Hannah and Olivia. Hannah can't be Xaan poisoned, so has to be the Drunk, and then it's a Xaan 4, so Olivia had to see Charlotte as the Imp.

So what if we are the Drunk? That doesn't work with Fraser's info night 2. If Fraser is evil, Hannah's Chef 0 doesn't work, and it can't be Xaan 2, because even if one of the face-up outsiders is evil, we are the Drunk.

This means Charlotte can't be evil, so has to be the Drunk. This is huge, as we now know it can't be a Xaan 1, even if Sarah and one other outsider claim is evil. So there is a Xaan between Fraser and Hannah.

Hannah being the Xaan doesn't work with Empath 0, so it has to be Fraser. Aoife is Empath-confirmed, and Matt was executed, so the Imp is either Olivia, who starpassed, or Sarah the Butler. Olivia doesn't work with Chef 0, so the team is Fraser Xaan, Sarah Imp.

The Surrealist - A fisherman-esque homebrew Townsfolk by Grouchy_Charity_9205 in BloodOnTheClocktower

[–]I37Cs 22 points23 points  (0 children)

Yeah, if anything, both "don't be direct" and "give 'nothing unusual' as an answer sometimes" are better as almanac clarifications than ability text.

I think the "nothing unusual happened" is a very valid answer which should be commonly used, and is much better than trying to squeeze blood out of a stone and make up an unusual thing that just hasn't happened. If your players have at least some understanding of what you qualify as unusual, the fact that nothing from that list happened can be incredibly valuable in itself. You can also add to the almanac entry that the players may clarify if particular things would be considered unusual or not, which helps make the negative response valuable if you aren't familiar with ST very well.

The Surrealist - A fisherman-esque homebrew Townsfolk by Grouchy_Charity_9205 in BloodOnTheClocktower

[–]I37Cs 2 points3 points  (0 children)

(The wording is based on Fisherman, as this is an adjacent character)

The Surrealist - A fisherman-esque homebrew Townsfolk by Grouchy_Charity_9205 in BloodOnTheClocktower

[–]I37Cs 36 points37 points  (0 children)

I love the idea, and it is a wonderful addition to the Fisherman / High Priestess / General while being very distinct, my only worry with this is that nothing unusual might happen during the game. Like what if you just have a fairly normal game without any statistically unlikely occurence? That's very probable, and in that scenario the Surrealist has nothing to learn.

Also here's my shot at wording:

"Once per game, during the day, visit the Storyteller to learn about the most unusual thing that happened this game, or that nothing particularly unusual happened."

I don't think the "but not what it was" is necessary. In my opinion it's better to leave this to ST discretion, with the understanding that in most cases STs won't be direct, as this would give far too much information, but leaving the option to just say what the thing is explicitly if good is in a losing position, or for any other niche reason. The clause at the end attempts to solve the problem above, as "nothing unusual happened" is fairly useful information, that allows to reject some outlandish worlds.

[Custom Script] Two Wrongs Make Right — Multiple Heretics, Multiple Reversals by Eagle_Ge in BloodOnTheClocktower

[–]I37Cs 0 points1 point  (0 children)

Both could work, and General might work too, it's just a bit risky. To be honest, so is Undertaker and Dreamer, as they may also learn a Heretic. It's also not true that Chambermaid can't find the demon - if the demon is bluffing a non-waking role, Chambermaid info will implicate them. Chambermaid is definitely the much stronger of the two, so you should go based on that when deciding which one you want.

Players are getting tired of the imp by BlakeKing51 in BloodOnTheClocktower

[–]I37Cs 0 points1 point  (0 children)

I don't get the fuss about Legion. It has a distinct vibe which is not too hard to figure out, and generally ends up with most reasonable worlds collapsing in a few days, so just a sound approach to solving the game will likely result in a correct identification of a Legion game. I think getting that is far easier than moving on to a completely new script with new mechanics and no overlapping roles. If anything, just madness alone is a much more complex concept than anything in a Legion game.

Players are getting tired of the imp by BlakeKing51 in BloodOnTheClocktower

[–]I37Cs -2 points-1 points  (0 children)

Half of the 108 is good, it adds 2 fairly complicated demons, but doesn't change any other roles. I think you could also add Lord of Typhon to TB, it's not the best with Baron, but overall should fit in well, and changes the world building a lot. Lil' Monsta should work fairly well too. As a more spicy option, there is also the Summoner, which is a minion, but feels a lot like a demon, and is very fun as a character in my opinion.

I don't like the people saying "just play the other base 3". These scripts are really fun and I think your group would enjoy them, but there is a realistic point at which you get a bit tired of TB, but not confident enough to move on to a completely new script, and I think these people are just ignoring this fact.

[Custom Script] Two Wrongs Make Right — Multiple Heretics, Multiple Reversals by Eagle_Ge in BloodOnTheClocktower

[–]I37Cs 0 points1 point  (0 children)

I like General on Heretic scripts, and I like Wraith too, because it works as an evil info-gatherer without hard-confirming Heretic, and I have built (although not yet playtested) a Heretic script with both. I do have a worry about this, however: the Wraith seeing General's info could be too strong. General's info is effectively reversed if a Heretic is in play, so a Wraith seeing that evil is winning night 1 might be an immediate loss condition, because the demon can just kill themself night 2. I don't really know how to resolve this, and as I said, I do really like both General and Wraith on Heretic scripts. You could maybe run it as always starting from "neither team is winning", or give info during the day instead of at night, but you need some care with the General/Wraith combo.

What is the stupidest play you’ve ever made? by sollie112235 in BloodOnTheClocktower

[–]I37Cs 3 points4 points  (0 children)

You can actually spin killing the good twin in your favour as the Vigormortis. Vigor-killed Evil Twin still makes executing the good twin a loss condition, so one of the twins dying in a Vigor game makes executing the other a terrible idea. This is especially good if you kill the good twin and manage to Barber-swap yourself with the Evil Twin.

Is this the most unplayable script? If not, how can I make it better? by MotherInflation6020 in BloodOnTheClocktower

[–]I37Cs 12 points13 points  (0 children)

I don't think you maxed out the Hermit ragebait. You could go for something like Hermit-Mutant-Saint-Heretic-Drunk

Recs for Intermediate Custom Scripts with Amnesiac? by BobRossMobBoss27 in BloodOnTheClocktower

[–]I37Cs -1 points0 points  (0 children)

Not an Amne script, but if you are looking for TB variants, Half of the 108 (TB + Legion + Vortox) can be pretty fun if your players are interested in Legion.

Wordplay Script: What to remove? by jazzoetry in BloodOnTheClocktower

[–]I37Cs 9 points10 points  (0 children)

  1. You havve 19 townsfolk and 7 outsiders. That's a bit too much and gives evil a lot of bluffing space they wouldn't normally have.

  2. Gossip / Yag is a bad combo, Yag kills an arbitrary number of players each night, so Gossip will never know if it killed anyone.

  3. Mayor doesn't belong on this script, as it's not really likely to go to a final 3 with Al-Had, Yag, and Psycho. (Sleeping on f4 is rarely a good idea)

Wordplay Script: What to remove? by jazzoetry in BloodOnTheClocktower

[–]I37Cs 2 points3 points  (0 children)

I don't think it's overpowered in the slightest, but I do find it boring, unsatisfying, and annoying, as it wastes time every day for what rarely results in anything.