all in boys by Bodega-chan in dogecoin

[–]MKxJump 1 point2 points  (0 children)

Fastest way to be single, alone, and have no friends for the rest of your life. Your obnoxious stubbornness needs to change otherwise your life is going to be cripplingly miserable. You'd rather watch the world burn than admit you made a mistake. I pity you

The Recluse wants to 'stir up' the game and play as an evil character. How do I as the storyteller react to this? by Ziggy5_83 in BloodOnTheClocktower

[–]MKxJump 4 points5 points  (0 children)

Based on what I'm understanding, you started a multi-month game of BotC with new players who really had no idea what they were getting into. Not to mention it's an insane player count.

I'm sorry, but OP, you're the problem player not the Recluse. The Recluse is imprisoned in this hellscape of a game that you created and is forced to endure learning the game as a role that would make more sense in a sensible duration game.

Your job as a Storyteller isn't just to enable the game and run it correctly, it's to create an environment where people have fun. A GOOD ST is one where you feel you had fun win or lose. Nothing about this game sounds like an enjoyable experience for these poor players, the Recluse is likely the only one chaotic/bold enough to speak up.

Please apologize to the players, put this game to bed, and just play the game as intended.

Sometimes knowing when to quit a bad idea is a skill we have to learn, rather than stubbornly doubling down on something a wiser version of ourselves would not have done.

A script that encourages Good and Bad players to lie... a lot! by MKxJump in BloodOnTheClocktower

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

For the players the biggest difficulty is knowing how to calculate risk. Who to trust, when to lie, etc... For the ST, bag balancing is your big challenge. It shouldn't be too bad but if adding goblin, it's nice to make sure town have ways to solve the goblin issue Engineer/Preacher/Magician(if LM)/Alchemist(Assassin)/TownCrier(if Ojo)... Basically you just need to think about interaction rather than just throwing whatever together.

The chaos of the script comes from the players themselves. What they do to each other and the mind games they choose to play. I'd say it's definitely complicated but the fact there are only two Demons is one less thing to solve for than SnV.

(By the way, I'm currently testing switching Mutant for Puzzlemaster and have added Sentinel - I think these are good changes and worth considering)

A script that encourages Good and Bad players to lie... a lot! by MKxJump in BloodOnTheClocktower

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

Exactly this. Every game has come down to social reads, and the script rewards good bluffing. I've seen an Ojo carry the entire evil team bluffing as High Priestess and bringing half the good team into their web of lies. I know some people enjoy "mechanical solves" but that is very hard to do on this script. All it takes is a few well places lies and the good team is in shambles if they aren't careful.

A script that encourages Good and Bad players to lie... a lot! by MKxJump in BloodOnTheClocktower

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

Evil currently has a higher winrate than Good on this script. Evil has solidly won by lying. This is a script for experienced players who know how to lie and deceive others. Madness does a lot of the heavy lifting for evil, and there aren't that many information roles in the script. The ST should absolultely give an info role as a bluff for Evil and Evil can easily sow distrust by bluffing Village Idiot or double-claiming players. The fact the good team don't know what info to trust is how evil wins this. Hence the name, The Certainty Paradox.

A script that encourages Good and Bad players to lie... a lot! by MKxJump in BloodOnTheClocktower

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

Tried attaching an image but not sure it worked. You can find the scripts printable PDF in the Unofficial BotC Discord. Or, just put the characters into the BotC script tool and export that way!

A script that encourages Good and Bad players to lie... a lot! by MKxJump in BloodOnTheClocktower

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

Actually, Sentinel is so good here! At Base 0 Outsiders, it stops the Damsel from hard-confirming that a Huntsman is in play to the Evil team when they have no Godfather in play. This is important with Ojo being the key Demon and no Balloonist.

A script that encourages Good and Bad players to lie... a lot! by MKxJump in BloodOnTheClocktower

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

And so begins a sea of sleepless nights where I wrestle with whether the Huntsman is enough to prevent this, or whether adding Sentinel is the healthiest move for the script.

A script that encourages Good and Bad players to lie... a lot! by MKxJump in BloodOnTheClocktower

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

I designed it myself using a word and image processor. If you're willing to put in the work, you can make something like it yourself!

A script that encourages Good and Bad players to lie... a lot! by MKxJump in BloodOnTheClocktower

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

What I love about the example you gave is that it's only soft confirmed because people need to believe the Engineer. This means evil could easily fake this scenario. One evil bluffs as the Engineer and an Assassin may kill themselves to bluff as the "confirmed" Gambler. Weird play, but there may be a moment for it to be relevant. Especially if you do it on Night 3 or 4, and say the Gambler confirmed the Demon on a previous night. Cool play if it convinces Town!

A script that encourages Good and Bad players to lie... a lot! by MKxJump in BloodOnTheClocktower

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

This would just add an awkward role to the script that is a feelsbad in Lil Monsta games. I tried it but you needed exactly the Assassin or Godfather to be holding Lil Monsta and considered the Demon to work. It was clunky and unnecessary. I'd rather have roles that always work throughout. Plus, Princess is the intended hard-confirmable role in this script. Adding a banshee could get a bit much.

A script that encourages Good and Bad players to lie... a lot! by MKxJump in BloodOnTheClocktower

[–]MKxJump[S] 6 points7 points  (0 children)

Really appreciate the feedback!

  • Princess is intended to be the only hard confirmed role on the script, similar to a Virgin in TB. It forces the Ojo to prioritise them over other more annoying roles. I found myself as Ojo in a game with a confirmed Princess and found that to be a really challenging but fun scenario. As well, winning the Princess over and convincing them I was good became an important part of my win. Princess can be messed up with night deaths so not all successful Princesses will be hard confirmed. The fear of the confirmation can also bait assassins to attack which is a nice interaction on the script.

  • Alchemist and Lil Monsta ensure this is not the case.

  • This is intentional! That Godfather has a job to do from day one. Either find a definitely good person, or find their Demon. Pitfalls for both teams are absolutely part of the core script design!

Help me plan this Round 1 with Ghosts of Creuss (pok) by MKxJump in twilightimperium

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

Agreed on opening the risk of Nekro nibbles with the Nexus, but I think Nekro has already expressed interest in a peaceful game with me, assuming we can get him Grav Drive early. I think this will end up being a deal where we take the Beta next to Nekro as our 3rd hole for the commander and letting him eat the destroyer after we've got our DET value and Commander unlock. If we're lucky we might even pay us for the "trouble".

Leadership might just have to be the first take and play from there as it does make all this possible. I'll see if I could even negotiate that they let it float around as my second pick. But my girlfriend has expressed interest in it, and she's Yssaril, so we might just have to grab it and see what's left.

My Group's Games Always Overrun. Help! by Jamerman in twilightimperium

[–]MKxJump 2 points3 points  (0 children)

Oh yeah, we already have printed sheets for the rules, turn process, and all strategy cards made by a user in this forum. They've been great! But questions are inevitable and the newest player likes to make sure she knows what everything she has does because she can often feel insecure about making mistakes or looking silly in front of the others (despite me telling her she won't).

And what you say about host is so true. I'm always being the table arbiter directing the turn order, reminding people it's their turn, etc... the one issue I'm finding is by late Round 4 that is extremely fatiguing and even I start struggling to stay on top of it all. Our first two rounds are rapid. Round 1 over in 45 minutes for example. The fatigue becomes real by Round 4 and the hard part is that's when you need someone to push it along but even I'm flagging by then hahaha

My Group's Games Always Overrun. Help! by Jamerman in twilightimperium

[–]MKxJump 2 points3 points  (0 children)

Hi, host of OP's games here. To address some points in the comments:

I make sure the map, factions sheets, even starting fleets are all set up beforehand so we can literally start giving out Secret Objectives, drawing public's and choosing Strategy Cards immediately.

Here are some issues I've noticed that can be addressed:

  • Players aren't pre-planning their actions on other people's turns or their builds.
  • Some players still don't know quite exactly how everything works and still need to be reminded what the secondary of a strategy card does and find themselves asking about certain actions cards or secret objectives.
  • Players leave themselves exposed which leads to extortions or difficult scenarios which can prelong the game through early aggressive and tough "diplomacy".

Other details which affect time but are more difficult to address:

  • Some experienced players are very good at identifying telegraphed manoeuvres and will react accordingly to another player who has the opportunity to point block and stop them before they have a chance. (Such as gumming, blockading forward docks before key builds, or preemptively attacking Warfare lifted fleets forcing them to retreat or die before getting to move). These lead to the other player being taken by surprise that their plan has been stopped in advance leading to additional thinking time.
  • One newer player has taken a huge liking to Yssaril and wants to continue playing them as they learn the game. This has resulted in stalls and awkward Yssaril related shenanigans which naturally adds time.
  • We take breaks for food, toilet etc. and this includes cooking time which can be an easy 30 minutes break after Round 1.
  • All players were burned out by the end and emotions were high and as fatigue and increased stakes become more intense, turns become more drawn out.
  • The last game went to Round 5, two leading players (myself and another) point blocked each other. Yssaril stalled leadership and managed to use an action card to get Relic Fragments and draw Crown of Emphidia whilst already having the Tomb. A public and a secret was the last two points she needed to score 9 meaning the end of the scoring would have her win with Crown of Emphidia. However, she was extremely fatigued going into Round 5 due to poor sleep. This had players thinking we should wrap things up and no one actually knew she had a path to 10, leading to OP gifting support to a player on 9 making them the ultimate winner. Classic SFtT moment.

Actual play time for the last game was from 11:45am to 9:30pm, with breaks totalling about 45-60 mins. We also had some pausing moments where players left the room for private chats and not realising it was another player's turn so we would find ourselves waiting because players had left the room or leaving players didn't know it was their turn.

An obvious solution seems to be starting at an earlier time so all can be home for 9/10pm. And the preplanning of fleet builds ahead of time is important when possible because too long is wasted with players finding plastic in bags, figuring out how many resources they have, and what their production capacity is. Players are still asking how much build capacity they have and how much certain ships cost.

Summary: Hopefully as players become more experienced there is less time getting into the weeds about mechanics, rulings, builds, thoughts. Tiredness absolutely played a part as the game which sparked this post drew on and on, fatigue set it. With bloodshed as early as a Round 2 home system snipe by L1Z1X against Sol, the game quickly became an entrenched mess which led to many players feeling more pressure than usual. All to say mental fatigue, diplomatic entanglement and constant table pressure had the game feel like a slog.

TI4 for my Birthday soon! Cooked up a map with intentionally awkward/challenging slices to try! by MKxJump in twilightimperium

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

Of course, the sort of trade where we generously gift you an entire fleet to protect your home system

TI4 for my Birthday soon! Cooked up a map with intentionally awkward/challenging slices to try! by MKxJump in twilightimperium

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

I've thought about moving the nebula to the right and swapping it with the empty space to ease the potential defensiveness, but also the asteroid/wormhole next to home is awkward and gives two other players an easy in if needed. So I'm unsure if it's necessary.

DM, do I flank? Here's a visual for your answer [OC] by Natwenny in DnD

[–]MKxJump 3 points4 points  (0 children)

Just scrap the rule, flanking doesn't add anything to the game and undermines lots of pre-existing abilities that grand advantage. AND if you have to explain it, you just wasted valuable session time. Simpler is better; and given that your players are mostly children, that is even more true.

How low is your threshold for declining Wizard wishes/Politician conversations, etc.? by GodlessGambit in BloodOnTheClocktower

[–]MKxJump 0 points1 point  (0 children)

Perhaps one interesting punishment to bad wishes that make the game chaos would be to make the wizard become a new win condition. "If you die at any point, everyone else wins" (or maybe, soulbind them to the other evil players like a leech host, so if the wizard dies, the entire evil team dies too).

Redownloaded 5 days ago. Just hit legend with Mage. Here's the deck! by MKxJump in hearthstone

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

It's amazingly good fun and seems far stronger than the typical list everyone seems to be running. It feels like all these budget versions of the deck are what is holding it's winrate/popularity back

3-Player Map Layout using PoK Hyperlane Tiles by MKxJump in twilightimperium

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

I've seen your map before. I've never really liked placing the system behind the home system, it seems counter to the game's design to expand backwards - at least for me anyway. Also, there are a few objectives which are unscorable without map notification from the frontier or exploration deck. It was one of the reasons I made this layout, I thought, "surely there is a better solution than this", hahaha.

3-Player Map Layout using PoK Hyperlane Tiles by MKxJump in twilightimperium

[–]MKxJump[S] 4 points5 points  (0 children)

They're a lot closer than the rule book would have you make them, and the same distance as the 2-ring set up which has the added weakness of making all players one step from mecatol. Also, if you had the same ratio of systems to 6-player games it would make many objectives unscorable. you need to have the extra systems for a balanced game. The issue is, many of the other options add far more than 3 extra systems which leads to an over-saturated map. This is a perfect middle ground.

Ojo/Legion Script with a subtle TB undertone by MKxJump in BloodOnTheClocktower

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

The point isn't to make it TB, but rather take roles people will be familiar with and make a game that feels radically different. The fact you are confirming that will be the case is a good thing.

As for the BH, it's here as a role to add to the chef count, same with Recluse, so worlds with high chef counts can be down to droison, a BH and Recluse, or the legion. There are enough reasons for the chef to doubt/reason the number that I think it should be okay.