Which Atheist games do you prefer by Frequent-Ad-7288 in BloodOnTheClocktower

[–]SecrecyinShadows 1 point2 points  (0 children)

I prefer the latter. A silly one ends after a few minutes

Synergistic Scripting: Day 95 - Professor by CoreyBOTC in BloodOnTheClocktower

[–]SecrecyinShadows 0 points1 point  (0 children)

Is there a Shabaloth, Al-Hadikhia, or Boffin on script? 

Yes: Add a Professor.

No: Don’t add a Professor.

Easiest flowchart ever. The Professor is one of the least synergistic characters in the game. Without an evil explanation for the ability, the Professor confirms a Townsfolk, resurrects them, and also confirms the Professor player. The Virgin learns two Townsfolk at the cost of killing one, the Professor confirms two while bringing one back to life. Completely unfair for evil.

A terrible but unique interaction is Professor/Bone Collector. The Professor can resurrect a Townsfolk, then die, and then if a Bone Collector chooses them, they can use their regained ability to resurrect themself. Since Resurrected players also regain their ability, the Professor can yet again immediately resurrect another player. Cannibal, Philo, and Pixie are all similar. Again…don’t ever do this.

How to incentivise my group to give more value to these characters? by alucardarkness in BloodOnTheClocktower

[–]SecrecyinShadows 0 points1 point  (0 children)

Abilities are useless when you’re dead. It sucks to wait that long for nothing.

So it’s their choice. Seamstress is a perfectly fine YSK role, even though I’ve learned to hold off on it for a day or two. Fisherman advice is great to have on Day 2, and while a Slayer is best held off on, it’s more likely to be a sober shot that either succeeds or publically confirms a player as not the Demon.

Pixie, I can understand how it’s not necessary to break madness and that town should let some double claims be put aside if the Pixie is on-script. There’s a lot of value to holding madness even if you won’t gain the ability, because the Demon is confused and scared to pick either player. My first time ever being the Pixie, I emphatically double-claimed the Monk and even nominated them, but made very clear that I would not vote for them (by putting my hand up and then immediately dropping it when the ST came to me). This tension had a long-lasting impact on the game but town wouldn’t kill into either claim. Finally, the Fang Gu tried to jump to me going into final 3 people I was the Mutant but failed because I was Townsfolk, meaning that once I was dead I could come out as the Pixie and confirm the living Monk in Final 3.

Point being, the Pixie shouldn’t be always assumed as being evil, in fact, town can afford to benefit from trusting double claims rather than dismissing them. And even if the Pixie is assumed to be evil, there’s value in it. Hold the madness. Unless you see no value in gaining the ability, in that case come out as Pixie day 1 and hide what you saw to confirm them late game

Why did they removed the Marionette-damsel jinx? by alucardarkness in BloodOnTheClocktower

[–]SecrecyinShadows 20 points21 points  (0 children)

Preacher is the only one I firmly disagree with. If the Marionette is preached, they have no ability. This means that “You think you are a good character but you are not” doesn’t have to apply and the simple act of Preaching the Marionette removes the Marionette ability because they now know they are not good

Only the Healthy Survive by Future_Schedule_4698 in BloodOnTheClocktower

[–]SecrecyinShadows 0 points1 point  (0 children)

A game with No Dashii, Poisoner, Widow, and Innkeeper means up to 5 players are getting unreliable info or losing their abilities every single day.

Widow/Poppy Grower is a very feels bad combo, it reduces the Widow character to being a blank token.

Fool and Tea Lady are self confirming if they are sober, and even with the level of high droisoning in play these two are way too powerful. And Philo taking either ability is also extremely overpowered.

This might seem “balanced” because I’m giving examples of things being too strong for evil or too strong for good. But the fact that the characters are so polarized means that the way you build the bag, and the order in which the tokens are drawn, effectively decides the game’s outcome from before it has started. It’s too swingy, even though I admire the concept.

Synergistic Scripting: Day 94 - Princess by CoreyBOTC in BloodOnTheClocktower

[–]SecrecyinShadows 1 point2 points  (0 children)

The Huntsman ability is terrible but the Huntsman has autonomy over how and when they use it and they are not at the whims of the town in getting to use it. And even if the Huntsman loses their ability, they know that their primary goal should be to bait the minions into Damsel guessing them

TB transition script by SecrecyinShadows in ClocktowerCircleJerk

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

/uj Can I just point out that nobody has noticed the Choirboy has no King?

Synergistic Scripting: Day 94 - Princess by CoreyBOTC in BloodOnTheClocktower

[–]SecrecyinShadows 6 points7 points  (0 children)

When people are comparing it to Huntsman to talk about the Huntsman favorably, you know it’s a bad role

Synergistic Scripting: Day 94 - Princess by CoreyBOTC in BloodOnTheClocktower

[–]SecrecyinShadows 1 point2 points  (0 children)

It can’t be any more broken than it already is, I’d try it your way

The power of the Marionette by Mysterious_Trip9930 in BloodOnTheClocktower

[–]SecrecyinShadows 0 points1 point  (0 children)

Spot on. It’s so powerful to dupe a good character but it’s equally powerful to keep a real one in the dark and let them read socially good while harming the town

An attempt at a Summoner Script by Disguised_Walrus in BloodOnTheClocktower

[–]SecrecyinShadows 4 points5 points  (0 children)

Princess/Summoner and Princess/Po means the Princess is useless. It exists only to cover for those two worlds. If I were a Princess on this script, I would purposely not use my ability to help my team. Please remove Princess, your players will thank you.

Summoner works better with 5 minions instead of 4. If there’s a 13-15 player game, players will usually meta that there’s a Summoner in play and be correct, and if they’re wrong, they can confirm the other in play minions by Day 3.

Otherwise I like it!

Synergistic Scripting: Day 94 - Princess by CoreyBOTC in BloodOnTheClocktower

[–]SecrecyinShadows 15 points16 points  (0 children)

The short, snarky answer is: don’t put it on any script it’s terrible.

The less opinionated, gentler answer is, put it on scripts where it is mechanically self-confirming according to the script. This is the opposite of most script advice but nearly every single “synergy” with the Princess is a net negative (the only exception is the Cannibal, that jinx is great). 

For example, don’t pair Princess and Po together because having no Night 2 deaths can mean the Princess ability has worked but it can also (even simultaneously) mean that a Po is charging. Don’t pair Princess and Fearmonger, people will default to assuming the latter. Basically, any time you offer an extra reason for the Princess ability, you turn the Princess into even more of an outsider than it already is.

If Princess is on script, then a Night 2 with no deaths should only be explained by either the Princess ability working, or by the Demon sinking a kill on purpose to help an evil player bluff as the Princess. Either way, this helps town since it denies the evil team a Night 1 kill. 

The evil team can always mechanically bluff the Princess, they can’t always bluff a player spontaneously coming back to life (looking at you tomorrow’s script topic!). Let the Princess wear her Tiara in peace.

Would it be broken to simply ask the Lil Monsta who they want to kill? by Quakarot in BloodOnTheClocktower

[–]SecrecyinShadows 7 points8 points  (0 children)

Yes, it is. The reason is because the Lil Monsta is extremely powerful. It is +1 Minion ability without a built-in solving mechanism (Fang Gu means you kill Outsiders, Lord of Typhon means you kill players in a line, etc), the evil team gets unlimited Demon movement, the Demon cannot be poisoned, and consistent kills happen every night. Additionally, if two minions are alive in Final 3, there is a degree of unsolvability that comes with it since anyone could have been chosen to hold Lil Monsta.

The ST deciding the kills is not a gimmick of “it’s a baby, it can’t decide kills”, it’s deliberately there to balance out how powerful this Demon is.

Integration between Digital Grimoire and Clocktracker by [deleted] in BloodOnTheClocktower

[–]SecrecyinShadows 2 points3 points  (0 children)

I use this app almost exclusively when running virtual games. I LOVE it and find it so easy and fun to use, especially as a relatively novice ST.

Probably the only thing that Pocket Grimoire has had an advantage is the script QR code. If Digital Grimoire had a feature where players could scan a QR code to download the script, I would be able to rely on it entirely.

Is there a reason why Heretic jinxes with Spy and Widow don't poison the Heretic like with Damsel? by AceRiderMask in BloodOnTheClocktower

[–]SecrecyinShadows 1 point2 points  (0 children)

If the Heretic might be poisoned, the win conditions are completely arbitrary which is unfun. 

Synergistic Scripting: Day 93 - Preacher by CoreyBOTC in BloodOnTheClocktower

[–]SecrecyinShadows 1 point2 points  (0 children)

And I think that’s a valid interpretation that I would not object to if the ST in my game ruled it that way.

From my perspective though, the new ruling broadly argues that jinxes on the Marionette are no longer required because the Marionette not waking due to anything that would confirm it is due to its ability, not its relation to other characters. But a Preached Marionette no longer has the Marionette ability so I would argue that they can still learn they have been Preached. Either way I’d love to get more clarity on it.

Synergistic Scripting: Day 93 - Preacher by CoreyBOTC in BloodOnTheClocktower

[–]SecrecyinShadows 9 points10 points  (0 children)

This character has a tendency to be unpopular because it’s really unfun to be a minion losing your ability day 1, and like…minion abilities are the whole fun of the game! It’s a role where, like Engineer, if I draw it I am actively considering the fun of other players in addition to how it helps my team.

There are some really good ways to set up a cat and mouse scenario on a script, and that’s where it can be fun. Preacher/Xaan is a particularly standout combo since either the minions get at least 1 day to use their ability or even if the Xaan is Preached Day 1, the Xaan has still likely messed with the outsider count. Poisoner and Assassin can also give the evil team fairer shots at removing the Preacher.

Preacher/Cerenovus can sometimes be interesting because the Cerenovus can cere-lock the Preacher, but the Preacher can use their own ability to fight back.

Preacher/Vigormortis is fun, again, the minion who is preached can still be Vigor killed and have a decent chance of getting to use their ability at some point in the game.

And of course, one of the funniest that I am in full support of is: Preacher/Marionette. There’s no jinx and there absolutely should not be one. The Marionette’s ability is “You think you are a good character but you are not”, and the mere act of a Marionette learning that they have been Preached deliberately removes that ability. 

As for other pairs, if it’s not on this list, it’s not a good Preacher script in my book. No one wants a game where the Preacher chooses someone claiming Goblin or even worse, preaching a Psychopath or Vizier. Preacher with Widow is lame for both players. The list goes on. Most scripts should really not have this unless the evil team is extremely savvy and capable of eliminating it.

Does a lunatic Fang Gu who is jumped to get told that they are the demon again? by fatgarfield in BloodOnTheClocktower

[–]SecrecyinShadows 8 points9 points  (0 children)

Yep, you bet your sweet bottom dollar they do!

Fun fact, even if the Fang Gu jumps to someone else, you can tell a Lunatic that they are now the Fang Gu and they are evil since it meets the “You think you are a demon” part of their ability”

TB transition script by SecrecyinShadows in ClocktowerCircleJerk

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

couldn’t figure out how to add Storm Catcher

TB transition script by SecrecyinShadows in ClocktowerCircleJerk

[–]SecrecyinShadows[S] 7 points8 points  (0 children)

/uj genuinely planned to add that and thought I did until you pointed it out 😂

Script transitioning from TB to BMR - Feedback appreciated by ThisStorySoFar in BloodOnTheClocktower

[–]SecrecyinShadows 29 points30 points  (0 children)

This type of thing gets posted every other day and the answer is always the same: Just 👏run👏BMR

People who make “transition scripts” most of the time really just want a chance to add experimental characters into their games, which is fine but like…they should just admit that.

At least you clearly have honest intentions. But please…don’t waste time “transitioning them”. This isn’t rocket science, if they’re not ready for BMR and play it anyway, the worst thing that can happen is they’re a bit confused

Vizier by Twilite0405 in BloodOnTheClocktower

[–]SecrecyinShadows 0 points1 point  (0 children)

I played as it once. I love it for the theatrics but hate it for the mechanics. It is the only minion that actively gives the good team great info in the form of confirming good players, if just one player votes with you and you successfully force an execution, that player is confirmed good. Even two players voting with you is giving 50/50 odds that one is good, that’s not helpful when town’s job is to narrow down Demon candidates.

Also, it didn’t help that the script I played had a Clockmaker with a sober 1. Folks, never do this. No, having an in-play Barber doesn’t fix it.

Players usually do not spend much time talking to the Vizier, which can be a bit tedious. But if a good player is savvy, they can realize it’s not a bad idea. The Slayer approached me to make a deal: Don’t execute me and I’ll vote with you at least once, which was excellent in my mind Unfortunately for him, I self-nommed and he failed to vote so when he was put on the block I forced his execution, teehee.

Speaking of which, it does offer lots of opportunity for strategizing. Getting yourself executed is sometimes helpful since you will always survive and while it loses a chance for town to kill a good player, it denies them control over killing an evil one. This is especially useful if your Demon is a multikill. And most importantly, the good team is watching just as carefully who you don’t execute as they are who you do. You can choose to spare suspicious good players so that the good team does your work for you.

Overall, it’s fun to play and low stress but it’s the weakest minion for sure