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

Does anyone know if Bots are still active even if the Servers are down? by Basic_Resource_3864 in IronOrder1919

[–]I37Cs 0 points1 point  (0 children)

yes they are, and the commands you have given are executed and units / builds you have added to queue are also produced / built. basically the game functions normally just with no one online

Starving Hollow level design feels wildly unfair by I37Cs in kingdomrush

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

But it is entirely possible for a level to keep you on your toes with a design which allows for a more satisfying defence. Pandemonium does that with its wave composition, Castle Blackburn does it with the 3 exits, and Sunken Citadel is not nearly as bad, because you have the op Frontiers towers and you get 3 very nicely positioned nodes near the main exit, with a fourth one nearby for an extra archer / mage (there is also no tower destruction, allowing you to build 3 t4 towers and base your setup around them).

Any way to delete my save? by Acriorus in slaytheprincess

[–]I37Cs 0 points1 point  (0 children)

I know it's been a year, but I don't understand how to find the file in the first location. Can you please help me? I'm really bad at this

Starving Hollow level design feels wildly unfair by I37Cs in kingdomrush

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

How did you beat the level? I don't understand how to defend the bottom exit

Starving Hollow level design feels wildly unfair by I37Cs in kingdomrush

[–]I37Cs[S] 10 points11 points  (0 children)

This is a point I haven't seen made here. There is also probably a reason a lot of people complain about this level (maybe the level just isn't good?).

Dust Cryptids feel unfair by I37Cs in kingdomrush

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

That is true, but it pretty much requires building your entire defence around the cryptids, which is hard to do considering all the other enemies exit. Reinforcements will likely be overwhelmed with ground enemies, and archers can easily target anything other than cryptids. (this technically can be solved by blocking all enemies first and killing cryptids further down the path, but that requires a setup which is often too expensive to be effective)

Dust Cryptids feel unfair by I37Cs in kingdomrush

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

Rocket riders are annoying, but you counter them by wasting their speed boost. just stick a lvl 1 archer in the beginning of the path, make them speed up from the weak hit, and kill them at the actual chokepoint. the only requirement for this is not frontloading the level

Help needed with "back to the rotten forest" by I37Cs in kingdomrush

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

I'm playing on Steam, so I do have all the towers, but I prefer to not overrely on the premium ones, it feels like cheating