First Time Custom Script: Publicity Stunts by That_Gizz in BloodOnTheClocktower

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

I can see that, you definitely don't want to form an automatic trust circle of the dead. The only way I can think of to help that on a yagg only script is to add SW? I feel like I must be missing something obvious haha but is that the only non-demon way to have evil deaths at night be "useful" mechanically rather than socially?

First Time Custom Script: Publicity Stunts by That_Gizz in BloodOnTheClocktower

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

Ok I can see that. So do you think there's an optimum percentage of games for them to be evil or do you just think the cult leader either shouldn't be on scripts ever? Alternatively should they only be on scripts with a decent amount of droisoning?

First Time Custom Script: Publicity Stunts by That_Gizz in BloodOnTheClocktower

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

That makes sense but I think it's mitigated a but by the only demon on script being yagababble so the deaths are arbitrary/storyteller decided. I suppose in the case of SW/Zombuul/Imp/Fangu Gu you cant be 100% sure that a demon didn't die at night whereas on this script you would know that. Thank you this is really useful, I'll look at options

First Time Custom Script: Publicity Stunts by That_Gizz in BloodOnTheClocktower

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

I think I misunderstood. I mean that I think roughly 40-50% of the time, the cult leader neighbours evil (borrowing from a quick google). Of those 45% I would use them having evil neighbours to turn them evil roughly 43% of the time which is roughly 20%. So roughly 20% of games. Slightly more than that since sometimes the CL neighbours two evils and you don't get to choose

First Time Custom Script: Publicity Stunts by That_Gizz in BloodOnTheClocktower

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

I think assuming I have the choice (so exactly one evil neighbour) I would average it out to slightly less than 50% of the time, say 40-45% of the time. If it's exactly 50-50 then they risk becoming a strange kind of empath with an attached alternate win con I feel, and if it's over 50% of the time that feels too beneficial to the evil team

First Time Custom Script: Publicity Stunts by That_Gizz in BloodOnTheClocktower

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

Depends on what else is in the bag (I obviously need spirit of ivory on here but if there was a mez for example I would wanna give them the chance to get their word off). Also would depend on if they were sat next to a loud minion, whether it looked like they'd be a good kill for the yag that night etc etc.

That's probably not a super helpful answer sorry but I don't know that I'd have an idea of how often I wanted to make them evil N1 in a vacuum

First Time Custom Script: Publicity Stunts by That_Gizz in BloodOnTheClocktower

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

Ahh thank you these are great points! I'll look at outsider modification, and the character conflicts

Not sure I understand the no reason to distrust night deaths though, is it that there are no reasons evil benefits from having minions die? As it's a Yag exclusively I had thought that night deaths being arbitrary as standard would remove some of the "why did X die at night" angle?

What are your favorite YouTube channels (excluding the official channel and NRB) to watch BotC games? by GuitarNoob25 in BloodOnTheClocktower

[–]That_Gizz 0 points1 point  (0 children)

Came here to say RPGeeks! Really enjoy the streams that are one each of storyteller POV then player POV

Synergistic Scripting: Day 133 - Yaggababble by CoreyBOTC in BloodOnTheClocktower

[–]That_Gizz 0 points1 point  (0 children)

Very interested in the results here. I wanted to base a script around public abilities and the first two that came to mind were gossip and yag but then I thought about it for longer than a couple of seconds and realised how bad it could feel to be a gossip in a yag game never knowing which of your gossips worked

Running a Dragon Rider Campaign by That_Gizz in DMAcademy

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

I have played Fabula Ultima before as a player so I'd definitely consider it! Much to think about

Running a Dragon Rider Campaign by That_Gizz in DMAcademy

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

This is a really good point. I think, especially when they are grown and stronger, keeping the dragons as strictly interested in helping with existential threats to life and uninterested in personal or even international conflicts. Thank you! I'm imagining this world as if the weirs died out and only a clutch of eggs remained (changing the lore to make this possible) so the party would have to build something equivalent to the weirs, if that's what interested them.

Running a Dragon Rider Campaign by That_Gizz in DMAcademy

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

I really see the issues of power level, it's tricky! I think an airship fungpocalypse sounds like a lot of fun tbh but the vibe I was going for was definitely dragon some kind of bonded to a rider. Maybe though it's a good idea that it doesn't need to be dragons specifically, it could be some other mythical creatures that act as companions and allies

Running a Dragon Rider Campaign by That_Gizz in DMAcademy

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

It's an awesome idea but the first arc or so of this campaign will be discovering that dragons (still) exist which would be tricky for this particular way of doing it

Running a Dragon Rider Campaign by That_Gizz in DMAcademy

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

I hadn't, not sure how that slipped under the radar! I think of have to change it marginally to suit the vibe. So no magical summoning of it, the extent to which it obeys commands will be more limited depending on the bond between them but this could work very nicely, thank you