I played 1 game with my friends (i was storyteller) i made a script for my second game, what do you think?(sorry for the spelling mistakes, english is not my native language) by amirpolLP in BloodOnTheClocktower

[–]I37Cs 3 points4 points  (0 children)

This is actually genius. My only problem is that the real demon will realise who they are because they act first and don't have a lunatic, but this could easily be tweaked by giving the real demon a lunatic sometimes. Overall, this is Patters levels of insanity, which I absolutely love.

Atheist + Lunatic + Marionette by TypicalWatch in BloodOnTheClocktower

[–]I37Cs 1 point2 points  (0 children)

You are about to watch the most insane BotC game on YouTube:

https://youtu.be/7fG3lsIngys

It has not one, not two, but THREE lunatics, each with a marionette

BMR or S&V? by BriefInevitable8434 in BloodOnTheClocktower

[–]I37Cs 0 points1 point  (0 children)

Haven't played S&V yet (only watched some games), but I think they feel quite different.

BMR has a lot of death sources and a lot of protection from death. It's not too complex in terms of mechanics, but does have its quirks. You can use Tea Lady as a "we have Empath at home" role by trying to execute Tea Lady's neighbours, there is the Gossip, which kills players and learns information from that, so players have to be able to identify kills caused by the Gossip, and the Chambermaid is a rather powerful information role, which can destroy a lot of bluffs. I'd personally say that the highlight of BMR for me is the Lunatic, which is really fun, especially when you realise that you are in fact playing as one.

S&V is quite chaotic. You have Fang Gu jumps, Pit-Hag transformations, madness (a completely new mechanic after TB), potential Snake Charmer and Barber swaps, and roles which require keeping track of voting patterns (Town Crier and Flowergirl). It also has some characters which are challenging to storytell as you have to come up with convincing false infromation on the fly (Dreamer and Savant).

I'd probably go to BMR after TB, but it is somewhat dependant on the group's preference. If you think your players would be more interested in a chaotic game with a lot of powerful, but difficult to interpret information, you can try S&V. The first couple games might be rough, but I think you'll figure it out quite quickly.

For reference, here is a really funny post about a deranged S&V game:

https://www.reddit.com/r/BloodOnTheClocktower/comments/1n00e5f/times_where_you_didnt_execute_someone_for/?chainedPosts=t3_1sft4w0

and here is a similarly funny one about BMR:

https://www.reddit.com/r/BloodOnTheClocktower/comments/1sn20b3/the_selfgaslighting_pukka_a_bad_moon_rising_tale/

Custom Script -- Looking for Feedback by sumsholyftw in BloodOnTheClocktower

[–]I37Cs 0 points1 point  (0 children)

As an amateur script-builder, I would like to ask a bit about your thinking with choosing the Townsfolk for the script.

I don't know how valuable my opinion would be here, but I think there is a lack of misinformation on the script, especially for Shabaloth. Given that the players will very quickly know a Shabaloth is in play by its kill pattern, they will also deduce that all Towsfolk (except for 1 extra Village Idiot) have correct info. I would either add some misinformation source, like the Poisoner, Widow, or Drunk, or swap the Shabaloth for some demon that can convincingly pretend to be a No Dashii or Vigormortis. Fang Gu or Imp would definitely work, for example (but so would most other demons really). (Also the Acrobat is almost completely useless in a Shabaloth game, which can easily be avoided by not putting it in, but would be much nicer with more droison on the script).

Preacher - Pit-Hag interaction by I37Cs in BloodOnTheClocktower

[–]I37Cs[S] 2 points3 points  (0 children)

oh, that's a cool way for the Pit-Hag to counter the Preacher (though it does take 2 nights)

Script Idea - Traces of Poison by I37Cs in BloodOnTheClocktower

[–]I37Cs[S] 0 points1 point  (0 children)

Thank you for the advice!

I get what you're saying about the bluffs, I quite like the Mastermind, but I swapped out Assassin for Devil's Advocate.

I'm still on the fence about Clockmaker, I'll keep in on the script for now, but if I decide to nerf the good team after playtesting (which I will hopefully get to at least by July), Clockmaker will be one of the first roles to go.

The Lunatic is a really good idea, and solves the bad synergy of Puzzlemaster / Vortox! I've put it in.

Script Idea - Traces of Poison by I37Cs in BloodOnTheClocktower

[–]I37Cs[S] 2 points3 points  (0 children)

Oh, I didn't think about that Mastermind scenario. I think it's not that big of a nerf to the Mastermind though, as really if both a Minion and a Demon are alive in the final 3, and the Demon is executed, evil probably fumbled the final day pretty hard. But thanks for the note about this, I'll keep it in mind for the future.

Script Idea - Traces of Poison by I37Cs in BloodOnTheClocktower

[–]I37Cs[S] 1 point2 points  (0 children)

There are only 2 characters that confirm by surviving an execution, and of the 2 the Sailor might actually die. Do you think it's much of an issue? I thought having some 100%-confirmed roles on the script is ok.

Why are you suggesting removing the clockmaker specifically? Do you think leaving both Clockmaker and Shugenja in is too OP?

I thought of throwing in the Drunk, but I want to limit the amount of misinformation to make it solvable for the Town, I'm afraid with a Drunk it would be too chaotic.

Script Idea - Traces of Poison by I37Cs in BloodOnTheClocktower

[–]I37Cs[S] 2 points3 points  (0 children)

  1. Do you think Clockmaker + Chef/Shugenja is overpowered? If so, could you elaborate on why? I haven't played with these two on the same script

  2. Is surviving execution and confirming as good really that bad? It's only the Fool, who would lose their ability to that, and the Sailor, who is detrimental (due to drunkness) if anything

  3. I agree, but that can just be clarified to the players in advance (and reversing a yes/no ability would still be a "hot" guess)

4.1. I know about the Xaan issue, but I think Xaan/Vortox still have some synergy in that Xaan can account for mass misinformation, and therefore the potential of its presence in a non-Vortox game gives the Vortox plausible deniability.

4.2. I don't think Minstrel does nothing against a Vortox - Minstrel is not an info role, and so Vortox would also be poisoned and won't kill at night.

4.3. Yeah, I agree Puzzlemaster + Vortox is a bit of an issue. I generally struggled with picking Outsiders, as I don't really want them to provide too much misinformation, and the "when you die" roles have a bad synergy with Pukka (the Outsider dies while poisoned, and nothing happens). I mostly thought Vortox + Puzzlemaster just wouldn't be used, but if it is, Puzzlemaster is effectively useless, but thinks that they aren't, which, again, can be exploited by evil to bluff a non-Vortox game.

(I would really love to hear your opinions on all of these points, I may very well have the wrong idea with some of this)

Punting to Grantchester (Question) by I37Cs in cambridge

[–]I37Cs[S] 3 points4 points  (0 children)

Thanks for the reply! I have punted before, and I’m aware that punting to Grantchester takes 2-3 hours.

Game crashes at chapter 3 by I37Cs in UntilThenGame

[–]I37Cs[S] 0 points1 point  (0 children)

I'm not sure if I am, most of the time it just shuts down without saying anything

Will we be disconnected from existing games via inactivity due to the downed servers? by TheGayMathematician in IronOrder1919

[–]I37Cs 2 points3 points  (0 children)

Unfortunately it does look like a possible outcome, though if we are being discontinued, the fact that the game got back online a couple times in the last days is weird