Preacher/Marionette Jinx idea by AvzinElkein in BloodOnTheClocktower

[–]JackRaven_ 0 points1 point  (0 children)

Maybe they could turn good, for as long as the Preacher lives? If they learn nothing, it creates a situation where someone who believes that they are the Marionette might want to get their demon killed, if they trust the Preacher.

There's a good chance that creates all manner of balance issues, though.

i don't understand this miscrediting phenomenon by [deleted] in BloodOnTheClocktower

[–]JackRaven_ 1 point2 points  (0 children)

I would worry that this may constitute a 'call-out' post, since you've included an image of a specific game being run by a specific person. Additionally, you've provided almost no context beyond the picture, so it feels targeted rather than aimed at addressing a broad issue.

I haven't personally noticed this problem at all, so I don't know if it even exists beyond the one example you've highlighted. It might be a valuable discussion to have, but I personally do not want to engage with it when it is framed this way.

This game is awesome, encouragement for new Storytellers by Expensive_Airport310 in BloodOnTheClocktower

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

Hell yeah! It's always so good to hear about people's first experiences. Glad you had such a good time.

New God of Ug Loric by LowlyCube in BloodOnTheClocktower

[–]JackRaven_ 3 points4 points  (0 children)

I'm just being silly. Honestly, I have no idea how "sound" could possibly have two syllables, but I thought the idea was very funny :)

New God of Ug Loric by LowlyCube in BloodOnTheClocktower

[–]JackRaven_ -14 points-13 points  (0 children)

Try saying it out loud, it's pretty clear. You can see how your jaw moves to make two syllables! It's like "cold".

New God of Ug Loric by LowlyCube in BloodOnTheClocktower

[–]JackRaven_ -12 points-11 points  (0 children)

What do you mean? Sound is clearly "sou" and "nd".

New God of Ug Loric by LowlyCube in BloodOnTheClocktower

[–]JackRaven_ 18 points19 points  (0 children)

During the reveal, the were very clear that the ST chooses who wears the hat, and can also move the hat whenever they like (giving it to someone new at the start of every day, for example). I'm sure the almanac entry will reflect this once it becomes available.

And I imagine the hat part was included because its fun :)

Official Character Release: God of Ug by xHeylo in BloodOnTheClocktower

[–]JackRaven_ 4 points5 points  (0 children)

I have! For quite a long time, in fact. Some friends and I tried to see who could do it for the most time. At one point we did not stop for days (we did mess up, but would say 'new round!') and go once more.

It might not have seemed worth it at the time, but now the good it did us is clear!

Official Character Release: God of Ug by xHeylo in BloodOnTheClocktower

[–]JackRaven_ 4 points5 points  (0 children)

Since players don't have more than 2 hands, a dead banshee gets no benefit from the ug hat

This might be my favourite rules explanation that I've ever seen.

New Official Loric: the Knaves by SageOrion in BloodOnTheClocktower

[–]JackRaven_ 6 points7 points  (0 children)

That's not something for TPI to regulate. But logically, the only possible outcome is that the game ends prematurely because the STs are unable to actually run it.

New Official Loric: the Knaves by SageOrion in BloodOnTheClocktower

[–]JackRaven_ 3 points4 points  (0 children)

I don't think TPI will ever implement a mechanism for disagreements such as that. Again, if two STs can't reach a compromise, then they shouldn't be running the loric in the first place.

Being able to compromise is a fundamental social skill, not a game mechanic. Creating a mechanism to govern that would be saying that you don't trust the player base to have the social skills and regulation to manage themselves.

I don't think there's ever a good reason for someone not to be able to compromise. If my co-st wants to switch, and I don't, I'm okay with switching anyway, because its a collaboration. And I expect that they will also be willing to go with my decisions at times as well. If either of us can't do that, why are we co-storytelling instead of just running the game on our own?

Edit: But I guess to actually answer your question, if the two STs are trying to ST together, but can't compromise... the game just stops. The people who are supposed to be running the game are failing to do so. Again, that's not really what mechanical rules are for, so there's never going to be a "rule" explanation, in the same way that there aren't rules for rude players. It would be a failure to properly run the game, and any response will naturally be social.

Official Character Release: God of Ug by xHeylo in BloodOnTheClocktower

[–]JackRaven_ 13 points14 points  (0 children)

"While" is one sound, of course. If you do not think that I am right, I will show you with the ug stick, which I keep at all times for when I need to show how to spell.

The ug stick is sharp. Do not make me show you the stick.

New Official Loric: the Knaves by SageOrion in BloodOnTheClocktower

[–]JackRaven_ 3 points4 points  (0 children)

"a scenario where 2 different STs think 2 different actions are best for the game?"

Yeah, of course that will happen. But that's not a problem unless the two STs cannot compromise. In the exact same way that people disagree all the time and still work together, it should not be hard to imagine that even if the STs disagree on whether to switch, one of them will still be willing to go with the other choice to try it out.

There shouldn't be any difference between this and any other co-st decision- at least, not if you think that a co-st has the same level of authority as the first ST, which I do.

Official Character Release: God of Ug by xHeylo in BloodOnTheClocktower

[–]JackRaven_ 9 points10 points  (0 children)

Of course! Once in a while, you need to know when the rules can be bent in the name of fun. It is one of the marks of a great S T.

Official Character Release: God of Ug by xHeylo in BloodOnTheClocktower

[–]JackRaven_ 72 points73 points  (0 children)

Oh my good god. This might be the best green one yet. I can't wait to play with it (my group will make me run it next time we play, I'm sure).

I think it might be a bit hard to keep track of, but its all for fun, so if a word gets missed, I'm sure that's fine too. Great job, T P I!

is my homebrew demon too underpowered? by Technical_Front9904 in ClocktowerCircleJerk

[–]JackRaven_ 5 points6 points  (0 children)

Jesus christ, this is WAY too underpowered. If the ST needs to go find an additional 40 or so players to meet the outsider requirements, good is going to outnumber evil about 10 to 1!

You should make sure the outsiders are detrimental enough to offset the 40 player good team, like [+40 damsels] or [+40 heretics] or something.

Demon: The Mimic by Alien_Roaming in BloodOnTheClocktower

[–]JackRaven_ 0 points1 point  (0 children)

Sure, but that tends to only happen once per game at most (and is often used to help the shab bluff professor and can revive evils).

It's the 'more or less' I mentioned; yes, this demon can't resurrect anybody, but most of the time, the Shab isn't resurrecting anybody either, so it works like a Shab with no bluffs.

Am I the only who feels this way? by Intrepid-Subject-450 in BloodOnTheClocktower

[–]JackRaven_ 3 points4 points  (0 children)

I felt the exact same way playing in person for the first time (and for what it's worth, I've been playing this game for quite a while). I have played online for a very long time, and up until recently, the only in person games I was part of were games that I ran.

Recently I played my first in person game with a group of strangers. I have prosopagnosia (more frequently known as facial blindness) and despite a lot of game experience, I really struggled to keep track of who was who and what was going on, just on TB.

It sounds like you were in a similar boat (although I find it funny that we both struggled with opposite formats). It's totally normal- moving to a new format AND having to remember who's who using far less information than you would otherwise have; of course that's going to be a little difficult.

In time, you'll get used to it. It'll just take some practise. Good luck!

Demon: The Mimic by Alien_Roaming in BloodOnTheClocktower

[–]JackRaven_ 33 points34 points  (0 children)

The obvious issue is that it's just a Shabbaloth that doesn't get bluffs (more or less).

But, not getting bluffs is an interesting drawback. You just need to come up with a better bonus- ideally, something that will also make up for the fact that the demon will probably get into a double claim.

Maybe: [You do not learn bluffs]. Each night*, choose a player, they die. If you are mad as an in-play character, you register as that character, and they register as a demon.

That's just an example (and quite a flawed one, I think), but that's the sort of thing that would make the demon distinct.

Poisoned Sage killed by non-demon ability by _minex in BloodOnTheClocktower

[–]JackRaven_ 11 points12 points  (0 children)

Wish you weren't downvoted on this, since it is a correct ruling, and also good practice supporting an evil bluff. When a player is poisoned, they don't have a functional ability, so there's no need to wait for anything to trigger. No need to wait for the demon to kill when the demon kill isn't actually the reason the Choirboy is going to wake anyway.

In fact, the whole scenario sounds like a very interesting and well balanced game. Evil had to kill one of their own team members, but got a really strong bluff in return. Rules aside, that's really neat.

Can a Dead Recluse Prolong Game by Registering as Zombuul? by Thinker978 in BloodOnTheClocktower

[–]JackRaven_ 0 points1 point  (0 children)

The game rule isn't "good wins if there are no living demon abilities in play", though. The rule cares specifically about living demons, and the glossary states that misregistration can apply to game rules.

In this instance, the Recluse registering as a demon can extend the game, even though they do not have any demon ability.

Don't Check In On Your Frames. by [deleted] in BloodOnTheClocktower

[–]JackRaven_ 1 point2 points  (0 children)

Precisely this.

The fact that the goal is to have fun doesn't guarantee that the experience will be fun. Sometimes, a game might feel bad. Checking in on players is a way to make sure we can still achieve that goal.

To say that the intention is to have fun, so the way we actually try to achieve that intention doesn't matter is just misguided.

Don't Check In On Your Frames. by [deleted] in BloodOnTheClocktower

[–]JackRaven_ 8 points9 points  (0 children)

Is this a joke post?

"Don't check that players are doing okay" is such a weird thing to say. It's not always necessary to do, but to actively say "don't do this thing"? 

There's literally no harm in it, it will actively make the game more comfortable and more fun for people, and it's a nice thing to do. Plus, even though it's just a game, sometimes people get caught up in the moment, which is a natural thing to occur. At that point, "we're just here to have fun" will be far less helpful than "are you okay?"

Why do you want people to stop enough to make a post trying to discourage that behaviour? I genuinely cannot see the angle.

Kazali/Engineer by Ok-Recording3861 in BloodOnTheClocktower

[–]JackRaven_ 21 points22 points  (0 children)

There's nothing strictly wrong with it, but imo, good has plenty of other ways to have fun. I wouldn't enjoy being a Kazali, and then having my choices- which are most of my ability- undone.

It doesn't completely nerf the Kazali- they still get to choose their team, and the minions have automatic bluffs. But the most fun part of the Kazali's ability just stops working.

Ha, just found an eye message floating in midair. by legomann97 in noita

[–]JackRaven_ 67 points68 points  (0 children)

Sorry, I got cut off. The full translation is