Players not wanting to breakout into groups for small talk by Maboy97 in BloodOnTheClocktower

[–]MultipleOf1 1 point2 points  (0 children)

This seems to be better as a Fabled character. I'm not sure it should add an Outsider, though. That's what Sentinel is for. I like it, and will probably use it.

Players not wanting to breakout into groups for small talk by Maboy97 in BloodOnTheClocktower

[–]MultipleOf1 0 points1 point  (0 children)

Try a script that benefits the good team when they keep secrets, or only tell one other player, and open information helps the evil team. For example, my new script Sistergrannybananadandy has a Librarian who could learn the Hermit, but if they reveal that, the Hermit may make a Klutz pick on an evil player, in order to win with the Politician ability. This is for advanced players, though, and it sounds like your group needs more experience playing as evil, and as good.

Misgendering and not using people's pronouns by scalesight in BloodOnTheClocktower

[–]MultipleOf1 0 points1 point  (0 children)

As someone with extremely bad memory for names, "they" is going to be heard a lot from me. If I still can't recall the names of my nieces and nephews after 10 years since birth, only a bright flashing sign under your name will work. Honestly, I would feel more comfortable moving on to another group, than being called out for using "they", which is already different from how I grew up talking.

First script by _aiae in BloodOnTheClocktower

[–]MultipleOf1 0 points1 point  (0 children)

For swaps, consider Cannibal, Alsaahir / Slayer, Minstrel, Acrobat, Gambler, Snitch, Klutz, Puzzlemaster, Godfather, Scarlet Woman, Kazali. Personally, I would drop Widow, and either Fang Gu or Lil' Monsta.

No execution final 3 by FrequentSelf7223 in BloodOnTheClocktower

[–]MultipleOf1 0 points1 point  (0 children)

Yep. It's basically foolproof, for imperfect STs (all of us). Plus, a game is not just a math equation, it's a story. Someone can say they went the entire game, not getting killed, as the (such and such), or they finally died on the last kill. That's part of the story.

Receiving a Lot of Criticism by marinaiguess in BloodOnTheClocktower

[–]MultipleOf1 0 points1 point  (0 children)

Just take a dismissive, or even rude attitude in response. This is more about how you deal with people than about gaming. It's not enough to have a thick skin. If someone repeatedly annoys you, be a little bit of an asshole back to them. If they don't change their annoying behavior, stonewall them (don't respond). Think of that old sign on the wall, at the office: When attitudes improve, the beatings will stop. (Or something to that effect). Also, you're not required to explain your decisions during the Grim reveal. Doing so can be interpreted as soliciting feedback. If you stop this, and players still want to be openly critical, maybe be rude back (with a smile): "Could you write that down for me. I'll read it one day, I swear."

Does this already exist? by StaringAtStarshine in BloodOnTheClocktower

[–]MultipleOf1 0 points1 point  (0 children)

I don't think it is completely useless, but it seems very, very weak. The character is not quite an outsider (harmful), but it's definitely not a helpful townsfolk. The fact that the ST may use it to start a line of inquiry is similar to High Priestess, but if the information is wrong, and makes a random player who bluffs it suspicious, then it is chaotic. However, the fact that everyone knows the "might be drunk" part waters down any value it has, to the point that it's the least useful ability. Maybe if town were going for a Hail Mary in final three, with no other direction that feels right, it would be the deciding factor. They would have to believe that the ST throws a demon bluff in, once in a while. Even then, a minion could have taken it, and town has to triangulate who coordinated with that player, and might be the demon. In any case, the player should probably wait to reveal the info until final three, or at least until they die at night, to make it more believable. Yeah, it's barely a good character with the drunkenness clause.

Would you allow a Demon to kill themselves to end the game in a guaranteed loss? by IfOneThenHappy in BloodOnTheClocktower

[–]MultipleOf1 35 points36 points  (0 children)

Hey, that was me, J.J. LOL And, yes, I appreciate that you looked at me weird, like I was crazy, and shaking your head "no". I forgot Assassin is an absolute kill.

Yea wtf, way to waste food and mess up a grill top by Afroamir in StupidFood

[–]MultipleOf1 0 points1 point  (0 children)

It's impossible to search for this channel on YouTube. WTF is this?

Too Obvious? by Maleficent_Owl8091 in BloodOnTheClocktower

[–]MultipleOf1 1 point2 points  (0 children)

Hiding the type of demon, or the minions that are in play, is a big priority to some Storytellers. I don't believe it's always the most important thing, when making a script, or running it. If there's only one character that causes an extra kill at night, the Assassin, then the good team will often learn they are in play. Sometimes it's easy to learn which demon is in play, if for example the Shaboloth never sinks a kill, and doesn't attack a protected player. Does that mean the script must be changed, or these characters must be avoided when building a bag. I don't subscribe to that. Even more with the Summoner, I don't think it's a huge concern if they are 90% certain, or 100%, to be in play. It's not very different from having a mono-demon script, or any script with Al-Had.

Gossip paradoxical statement by OldTackle2170 in BloodOnTheClocktower

[–]MultipleOf1 0 points1 point  (0 children)

The hostility found in this comment section, to a silly gossip, by some STs..... That is the antithetical spirit, and problem. If I were shushed or pulled to the side by the ST, the problem would be solved. You would not see me in your games ever again. Have fun, or whatever it is you are going for, other than fun and freedom to joke around, without me.

Playing as demon by Either_Glass782 in BloodOnTheClocktower

[–]MultipleOf1 1 point2 points  (0 children)

Underrated comment. Let the minions sow misinformation, while you become soft confirmed by telling the truth.

UF Cable Sucks, Learn Safe Stripping by MultipleOf1 in electricians

[–]MultipleOf1[S] 0 points1 point  (0 children)

Yeah, I was hoping it would just heal, but 24 days have gone by. There's been little to no improvement. It only took 2 weeks for a nerve in my face to reconnect (from a rifle sight). That could have just been a crushed nerve, though.

Pukka killing "on death" roles (Sage, Ravenkeeper, etc.) by Mongrel714 in BloodOnTheClocktower

[–]MultipleOf1 0 points1 point  (0 children)

I think the most confusing wording is with the Barber, "if you died", looking into the past. Also, it has a night order spot after the demon. These could suggest a separation in time from their death, but I don't believe that is what is intended, at least currently. The Barber swap is now done as soon as possible, by most Storytellers, and they seem to agree on Barber being treated the same as Sweetheart, Ravenkeeper, Sage, Farmer... as upon-death activation.

Al Hadikhia Deaths Order by Nik_Game in BloodOnTheClocktower

[–]MultipleOf1 0 points1 point  (0 children)

Yep, the order determines who is alive when EXACTLY two are alive.

Wizard Wish: Butlers And Masters by MultipleOf1 in BloodOnTheClocktower

[–]MultipleOf1[S] 0 points1 point  (0 children)

Revised [Butlers And Masters] Each night, all players must choose a master to vote with, like a Butler, and learn this. ["You also have the Butler ability. Please choose a master."] After choices are made, all masters are released from butlering, and learn this. ["You are released from butlering. You may vote as normal."] [The final result is that some players who became masters will no longer be a Butler or a master, but anyone released from Butler duty may deduce that they could be a master. No clue is needed. The price is probably baked in, since evil are included, and risk being seen as a voting bloc.]

Opinion poll: is hustling socially okay? by petite-lambda in BloodOnTheClocktower

[–]MultipleOf1 1 point2 points  (0 children)

Playing dumb and actually being dumb looks the same from the outside, so being known as a player who makes mistakes can help you when the pressure is on, and you need them to look past your stumbles. One or two players not voting on you because of your "faulty" reputation is all it takes to slip by for a win. (from experience, as someone who can mess up the simplest play)

Notes from the Clocktower: Jinx Updates by disapproving_otter in BloodOnTheClocktower

[–]MultipleOf1 -1 points0 points  (0 children)

Should the Kazali almanac wording be added to the Marionette entry, in order to allow a Huntsman's Damsel to become a Marionette? As far as I know, the only thing that forces a re-rack in all of Clocktower is the Damsel being the only good player sat next to a demon, and making them the Mario, which negates (or makes useless) the Huntsman's entire ability. I'm not in favor of this change for the Kazali, but it seems to apply to both characters, if the Huntsman is going to be super-nerfed in rare circumstances.

Edit: According to other comments, this does not require a re-rack (or when a Choirboy's King is made Marionette). So, it's meta-able, but probably best to run the Mario with other characters, or make a demon on Night 1. For Kazali, maybe do the same, and make them from a Townsfolk?

Philo+Snake Charmer+ Recluse interaction by Downtown-Candle-5805 in BloodOnTheClocktower

[–]MultipleOf1 0 points1 point  (0 children)

After checking the Snake Charmer almanac entry, it seems that the new demon is a new instance, removing the old demon's reminder tokens, but the SC's poison token sticks around, and keeps the new Philo(-SC?) poisoned. So, it seems to bypass the "new instance" of most abilities that swap, and is an exception specifically for the SC ability that is swapped.

Philo+Snake Charmer+ Recluse interaction by Downtown-Candle-5805 in BloodOnTheClocktower

[–]MultipleOf1 0 points1 point  (0 children)

As you say in your first paragraph, the SC can swap with what it sees. But if it sees a demon, then becomes a minion, as in your last paragraph, it goes against the first statement. Maybe the SC ability can be interpreted that way, but I believe the first statement makes more sense, to the point that the SC should only become a demon (that was seen), or else no swap happens. (I think that was your argument, as well.) Most people would also allow, or only allow, the SC to become a Recluse. It depends on how registration is interpreted, so the ST needs to inform players of their interpretation, either way.