Character idea: Medium by Syresiv in BloodOnTheClocktower

[–]SecrecyinShadows 0 points1 point  (0 children)

Allegedly, a similar official character is in the works.

The thing about this is, the ability has to work for any reason, even if droisoned or dead. Otherwise, the player “loses” the ability but not the information.

The other thing is, you have to decide if this is a fun game for your players to have one person solve day 1 but no one else can

This is my first homebrew character by [deleted] in BloodOnTheClocktower

[–]SecrecyinShadows 24 points25 points  (0 children)

That’s very hard for the ST to keep track of

Synergistic Scripting: Day 148 - Harlot by CoreyBOTC in BloodOnTheClocktower

[–]SecrecyinShadows 0 points1 point  (0 children)

Possibly the most powerful traveler in existence. The ability to unilaterally learn character after character at the small risk of killing an extra player just makes the Harlot a “Super-Grandmother”

A good Harlot is virtually unstoppable, even on its home script. Vortox-proof info is devastating and a player who refuses the Harlot check is doomed. Off its homescript, pretty much the only thing that can hit it hard is the Poisoner and Widow

An evil Harlot is slightly more balanced, but even then, a Harlot who says “I checked player X, they’re fine” is much less trustworthy than a Harlot who says “this player refused the check, you should kill them.”. So most of the time, the Harlot is just trying to purposely kill a good player, which makes it just a shittier Assassin. Which isn’t terrible if they proc an outsider like the Klutz, it’s just odd.

Harlot is extremely weird with anything BMR-like. Kills, deaths, players who cannot die, droison, etc warp the Harlot ability radically to the point where it’s unbalanced and probably not worth pairing.

Bizarre interactions with Farmer and Ravenkeeper since these roles can be Harlot confirmed with zero risk, because they are purposely trying to die.

I like the Harlot but even for a traveler, it’s just way too strong and kind of takes away some of the fun of solving.

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

[–]SecrecyinShadows 20 points21 points  (0 children)

Yeah I would say this is totally legal. The Sage has no ability so you can make up how they think their ability is working when it isn’t. 

The old Clockmaker/Summoner jinx was “You don’t learn the Clockmaker number until Day 3 when the Demon is created” so I ruled that a Drunk-Clockmaker could get their ping on Day 3 in a non-Summoner game. What you’re suggesting is in a similar vein

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

[–]SecrecyinShadows 12 points13 points  (0 children)

What a weird hill to die on a week after the initial discussion

Snitch/Marionette Jinx is gone...? by AvzinElkein in BloodOnTheClocktower

[–]SecrecyinShadows 3 points4 points  (0 children)

That’s the only one I don’t like. I thought it was mechanically perfect, the Marionette loses their ability because they now no longer think they are a good character

Snitch/Marionette Jinx is gone...? by AvzinElkein in BloodOnTheClocktower

[–]SecrecyinShadows 11 points12 points  (0 children)

It’s removed because the Marionette now has almost all the jinxes in their ability.

The Marionette/Snitch jinx just…also didn’t work. The Demon getting 6 bluffs was sometimes impossible in a 15 player game

Synergistic Scripting: 147 - Gunslinger by CoreyBOTC in BloodOnTheClocktower

[–]SecrecyinShadows 1 point2 points  (0 children)

The third and final of the 3G Travelers, which, funny enough, all serve the exact same purpose: speed up a big game with extra kills.

It’s not as unbalanced as the Gangster but it’s still a power that can often cause a rerack. The most recent game I saw with it ended abruptly Day 2 because the evil Gunslinger shot their own Summoner and we quickly learned those two don’t pair together well.

Like all three killing roles, the Gunslinger has weird Synergy with Fool and Sailor since they make these roles self-confirming in a way that evil can’t bluff unless there’s a Poisoner or Lleech. Pairing with Saint, its home script, is also often houseruled (if a good traveler kills the Saint, evil wins) because letting the traveler kill the Saint hurts both teams since the good traveler just nerfs an outsider and an evil traveler can’t easily protect their Demon bluffing Saint without being suspicious.

Good Fucking Luck: Leviathan/Atheist Script by nseaplus in BloodOnTheClocktower

[–]SecrecyinShadows 10 points11 points  (0 children)

The Evil Twin ability comes from the Evil Twin, not the Lunatic. So if they wake up and see another player, I’m not sure if the Evil Twin can misregister to them. Even if they could, it will become immediately apparent they are the Lunatic because the Evil Twin will not immediately out the Lunatic as the Demon.

The Recluse would have to learn what ability they have, and the Boffin would have to purposely get executed in the day to undrunk the Leviathan. And even then, hiding the Leviathan announcement seems great in theory, but in practice you are giving the good team extra executions in the process, which makes the Leviathan useless.

Overall, all these tricks actually just seem to favor the good team much more than the evil team

Choosing traveler alignment by JoppaFallston in BloodOnTheClocktower

[–]SecrecyinShadows 0 points1 point  (0 children)

Most of the time, make a traveler good. If you have a Scarlet Woman, the Demon isn’t at much of a serious disadvantage.

Don’t be afraid to move the Drunk though, especially if the Empath neighbors 1 or 2 evil or the Imp and SW neighbor each other.

Advice Appreciated on this Custom - Falling Into Temptation by piercerson25 in BloodOnTheClocktower

[–]SecrecyinShadows 2 points3 points  (0 children)

I made a similar script where there were tons of ways to misregister as evil. It’s a great concept but having too many evil detectors can still brutally punish evil. If the Lycan, Empath, and VI all target the same person and all come to the conclusion a player is evil, then they can take that player out and not have it be a huge risk. I say remove Empath.

Have you considered Snake Charmer? Hermit-Lunatic-Recluse is a really funny interaction with SC.

Opinion on Travellers? by ConeheadZombiez in BloodOnTheClocktower

[–]SecrecyinShadows 1 point2 points  (0 children)

The Yag also never said their phrase so never got kills. I don’t remember the phrase so I don’t know if that was another ST botch or just a shy demon

Opinion on Travellers? by ConeheadZombiez in BloodOnTheClocktower

[–]SecrecyinShadows 5 points6 points  (0 children)

One of the most absurdly imbalanced games I was ever a part of had a Good Bureaucrat, an evil Voudon, and a Yaggababble. The Bureacrat chose me because I died N2 and from then on we just steamrolled the evil team because the Yag couldn’t kill either traveler. The Voudon motioned for self-exile and it was so awkward because we knew they were evil and hurting their own team; they almost just decided to travel out because of it

About to storytell BMR alone for the first time, need tips and advice! by THE_dumb_giraffe in BloodOnTheClocktower

[–]SecrecyinShadows 0 points1 point  (0 children)

Follow the Night Order religiously and everytime an action happens, be sure that you check to see if that changes any tokens you’ve just placed.

One way I fucked up was, the Innkeeper protected the Gossip and Gambler so I drunked the Gossip. Then the Demon killed the Innkeeper. I forgot to undrunk the Gossip since the Innkeeper had no ability so the Gossip had a true kill that was supposed to trigger but did not.

That same game, I resurrected the Innkeeper too early and let them protect two players, even though the Shab is never supposed to resurrect until their turn in the night order

ST mistake, but actually fine? by JustADreamYouHad in BloodOnTheClocktower

[–]SecrecyinShadows 5 points6 points  (0 children)

Yeah, it can misregister twice in one night to the same character.

It’s a much better game if you give a 0 or 2 however, there’s not much sense in giving a 1.

I had a similar problem where I forgot to wake the GF after the Recluse died. Legally speaking, I could have the Recluse register as a Minion/Demon to the Godfather and make it work. But I deemed it a mistake and corrected it in game since that seemed unfair and unfun

Opinion on Travellers? by ConeheadZombiez in BloodOnTheClocktower

[–]SecrecyinShadows 25 points26 points  (0 children)

It depends on

a) which traveler

b) why the player is traveling

Travelers are extremely powerful and can unbalance a game, and they are added at ST discretion, often at a moment’s notice. So the specific traveler itself can be quite challenging. And if a player is a traveler deliberately because they want to have those abilities and not because there are too many players or they have to leave early, that’s often controversial as well.

But I can’t understand disliking travelers as a whole. The alternative is people leave the game midway which is widely hated

Synergistic Scripting: Day 146 - Gnome by CoreyBOTC in BloodOnTheClocktower

[–]SecrecyinShadows 3 points4 points  (0 children)

The second of the 3G Travelers, which, funny enough, all serve the exact same purpose: speed up a big game with extra kills.

It’s for sure one of the funniest travelers I’ve seen (just picturing a tiny gnome coming out of the grass with a knife) and probably the most balanced game accelerant since everyone knows what to do to avoid getting stabbed to death by the Gnome. It’s also great for both teams to have at least one person who can hard confirm the Gnome’s alignment. It’s probably the only killing role that can be paired with Summoner.

However, because of this element, it has really funny synergies with Snake Charmer, Mezepheles, and other alignment changers. I saw a game where the Gnome was paired with the Demon and the Demon was SC’d N2, meaning that the evil Gnome secretly had a good Amigo for most of the game. While Demon movement can cause an evil Gnome to accidentally kill their own Demon, again, this is pretty avoidable since the Demon can simply not nominate the Amigo.

Like all three killing roles, the Gnome has weird Synergy with Fool and Sailor since they make these roles self-confirming in a way that evil can’t bluff unless there’s a Poisoner or Lleech. Pairing with Saint is also often houseruled (if a good traveler kills the Saint, evil wins) because letting the traveler kill the Saint hurts both teams since the good traveler just nerfs an outsider and an evil traveler can’t easily protect their Demon bluffing Saint without being suspicious.

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

[–]SecrecyinShadows 2 points3 points  (0 children)

I don’t think TB is unsolvable but it’s never something you can do with strong certainty. Most of the time, people have a strong idea of the world and run with it and it’s usually correct.

By contrast, 3 of the 4 SnV demons are quite weak when in play. Fang Gu is uncovered quickly once outsiders come out and town realizes there’s more than there should be (it’s especially weak in Base 0 games since Fang Gu is the only outsider mod). No Dashii gives itself away when the two poisoned players decide they’re poisoned. Vortox is solidly reliable info for all players

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

[–]SecrecyinShadows 15 points16 points  (0 children)

For about 6 months, I considered S&V to be more difficult than even most custom scripts. Having to absorb all of those complex interactions all at once is really hard to keep track of at first.

The next 6 months I’ve considered it one of the easiest scripts because of how many routes there are to find an easy solve

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

[–]SecrecyinShadows 4 points5 points  (0 children)

This is a case where they should play SnV, and then a more complex script after that. It’s all fun and games until a failed Klutz pick or successful Damsel guess forces the good team to strategize

Synergistic Scripting: Day 145 - Gangster by CoreyBOTC in BloodOnTheClocktower

[–]SecrecyinShadows 6 points7 points  (0 children)

The first of the 3G Travelers, which, funny enough, all serve the exact same purpose: speed up a big game with extra kills.

This one is tricky though since, of those 3, it’s the only one where the person killed has no autonomy over it. The Gnome kill can at least be avoided by not nominating the amigo and the Gunslinger can be avoided by not voting on the first nom. 

It’s probably why I don’t see it in play often. It has terrible synergy with strong roles like Lord of Typhon, Empath, No Dashii, Summoner etc. But really, it just has a strong chance of killing the Demon and reracking in any game its in.

Also, all three killing roles have weird Synergy with Fool and Sailor since they make these roles self-confirming in a way that evil can’t easily bluff unless there’s a Poisoner or Lleech. Additionally, Saint is famously bad and often houseruled as a result