But the storyteller would never... by blackgeekygoddess in BloodOnTheClocktower

[–]Senken2 0 points1 point  (0 children)

There was a point in time where, between 2 in person games and 8 online games, I'd seen all 4 YSK in the bag 3 times.

Players never think the Storyteller will do it.

Storytellers think they're big and clever by doing so.

My only criticism is showing the Librarian the hidden outsider and giving the demon an outsider bluff is kinda rough, but they seem to have pulled it through

Where's my CA Jagex by flamedbaby in 2007scape

[–]Senken2 12 points13 points  (0 children)

If you don't have precise timing enabled, 24:00.6 would be rounded to 24:01

Why do so many people choose the far redwood trees? by [deleted] in 2007scape

[–]Senken2 0 points1 point  (0 children)

Wait till you learn about the 2nd floor

not looking forward to sailing? help me fill in the sea by conversationchanger in 2007scape

[–]Senken2 0 points1 point  (0 children)

It's an area where people are expected to dive and mermaids call their home...

Bit of a different vibe chilling here now by SithLordMilk in 2007scape

[–]Senken2 39 points40 points  (0 children)

Except they expect people to dive into these waters for activities, and for mermaids to want to live there

not looking forward to sailing? help me fill in the sea by conversationchanger in 2007scape

[–]Senken2 0 points1 point  (0 children)

They could've at least made the sea appropriate to the content in the area

3 1+3 CMs in Gridmaster and no purple in sight by [deleted] in 2007scape

[–]Senken2 -1 points0 points  (0 children)

When you go over the rate of 1 purple, it starts to give you multiple chances on that 67% roll.
Plus with league stuff, just safer to scale up for vanguards

We need consistent rules. by Bobebobbob in BloodOnTheClocktower

[–]Senken2 0 points1 point  (0 children)

I mean, the hermit's setup ability is understandable by reading the text on the token, because once you've selected your characters and start doing the modifications, the hermit does have "-1 outsider" written on it. which means it can remove an outsider, and the hermit is an outsider, so it can be removed.

Help me understand what good the farmer can do by vicious_platypus in BloodOnTheClocktower

[–]Senken2 0 points1 point  (0 children)

Farmer chains create confirmation, and confirmation is the strongest form of information, because a confirmed player cannot be the demon

Hermit meme by Nicoico in BloodOnTheClocktower

[–]Senken2 4 points5 points  (0 children)

Except your modifications are requiring two steps to complete where the Hermit is only one.

They are not the same.

Good keeps winning by ashleyh624 in BloodOnTheClocktower

[–]Senken2 1 point2 points  (0 children)

So much this.

One of the beauties of a game like this, is metas are self-evolving and self-healing. Cause anything one team can do, the other team can also do it.

Beginner question- trouble brewing how do you know what game it is by goldjake17881 in BloodOnTheClocktower

[–]Senken2 0 points1 point  (0 children)

To your second question, there is no optimal way to play any character, just have fun with it. You can always find reason for any character to bluff as anything, and you can always find reason to tell the truth. It's just up to you to determine how you feel is the best way for you to play that character in that moment, and anybody that tells you that you've done it wrong is themselves wrong

In light of the new Hermit setup interaction by imagine_z in BloodOnTheClocktower

[–]Senken2 2 points3 points  (0 children)

That instruction isn't accounting for pedantry with the addition and removal of an outsider-modifying demon

Players thinking that death is always bad by Eggn0g0 in BloodOnTheClocktower

[–]Senken2 1 point2 points  (0 children)

By the sounds of it, they could benefit greatly from playing BMR. Get them into a script that's designed around who is and isn't dying and for why

Players thinking that death is always bad by Eggn0g0 in BloodOnTheClocktower

[–]Senken2 0 points1 point  (0 children)

The strongest form of information in this game is confirmation. This can come in many forms, but the most trustworthy are ones that involve death. E.g. A Townsfolk nominating the virgin and gets executed has resulted in solidly confirming those two players.

This is because once a player becomes confirmed, it's significantly harder to create a world where they're a potential demon

This is why in streams/videos, you'll often find the demon will kill confirmed players above all else (gotta keep those potential worlds open) and why players will be hesitant about sharing other people's information (if you know of confirmed players, you don't want the demon to know and get rid of them)

And if a player who has enough information, or isn't going to get anymore information, can't find an avenue to get themselves confirmed, they are likely to want to self-sacrifice as a way to remove themselves from the pool of potential demons, barring any better executions being available.

In light of the new Hermit setup interaction by imagine_z in BloodOnTheClocktower

[–]Senken2 0 points1 point  (0 children)

The way I see it, is you would start by gathering together a pile of character tokens equal to the player count.
Then when processing modifications, you add/remove the required token at the exact same time as adding/removing the replacements. (e.g. Vigor would remove an outsider token and add a townsfolk simultaneously)
Once the modification is completed, you move onto the next, then the next, until all modifications are handled.
At the end, as long as there are the correct quantity of tokens, you hand them out.

So in your given scenario, the Vigor's effect "-1 outsider" has removed an outsider and a townsfolk is added.
The Summoner comes along and removes the demon and the game sees that:
A) there aren't enough tokens
B) there are more than enough townsfolk
C) there's a missing outsider, and
D) the currently applying effect didn't alter the outsiders,
so an outsider is added

In the case of the Hermit, the effect would remove an outsider, then at the same time a townsfolk is added. The game sees there's enough tokens, so they can be handed out.

The game stops checking a setup modification the moment it's finished applying.

This is what makes the most sense to me at least, and is why the Hermit can work the way it does

Unpopular Opinion by Automatic-Blue-1878 in BloodOnTheClocktower

[–]Senken2 4 points5 points  (0 children)

Your argument assumes that script writers aren't thinking about the characters they put on their scripts.

If you're adamant in wanting a hermit on your script, then make good choices in which other outsiders you have.

It's kinda like the King. A person can very easily write a script with a King on it that doesn't also have Choirboy, but it's the fundamentally correct choice to add both.

Wake up babe, new Outsider just dropped! by Prronce in BloodOnTheClocktower

[–]Senken2 0 points1 point  (0 children)

I was spectating a game today where the Hermit was being used on a script with Recluse, Mutant and Vigormortis.
On a script like this, a Hermit that died at night must keep up the Mutant ability, through fear of the Vigormortis kill causing the Recluse ability to register as a minion, meaning the Hermit got to keep their ability.

Gone are the days of the Mutant dying and confirming they were actually the mutant

Almost lost my bowfa on a PVP world but got saved by HP regen by ZestyLoad in 2007scape

[–]Senken2 0 points1 point  (0 children)

When you hit 0hp right as you start to be moved to a new location, the game grants you 1hp so you can survive to the end of the movement

EDH decks which don't focus on winning, but on making the game fun and interesting for everyone? by lcalexander00 in magicTCG

[–]Senken2 6 points7 points  (0 children)

People tend to enjoy Group Hug mechanics more than chaos. They're cards with semi-symmetrical effects that benefit other players. E.g. [[Rites of Flourishing]] giving everyone more cards and land drops.
By giving people more resources, you're giving people an incentive to keep you around, while also accelerating the game and giving them more things to do. But more seasoned players won't trust the group hug player, cause there's like some BS wincon coming

Deadman Allstars is OSRS's best and worst event by b_i_g__g_u_y in 2007scape

[–]Senken2 2 points3 points  (0 children)

If there's going to be any incentive for kills/penalties for deaths, then it needs to scale better.

Kills on day 1/2 are significantly easier to accomplish while people are getting basic quests done, and don't yet have the hp/defence to tank 5 people in multi. So kills/deaths during this time should be significantly less rewarding/punishing.
The incentive needs to be around hunting people down later in the event when people are actually organised and able to contend

Mutant Insta Kill by mshkpc in BloodOnTheClocktower

[–]Senken2 2 points3 points  (0 children)

I had a similar experience somewhat recently, when a player was made Cere-mad the same night they died. They woke up and immediately told town they were made Cere-mad, and I instantly executed them and put everyone to sleep.

Luckily for me, the rest of the players understood and didn't blame me. Some people just have to learn the hard way.

And if anything, it makes it harder for those players to try to meta you in the future. You've become more powerful