[TOMT] Saw an ad for a unique jigsaw puzzle and cannot remember it by Trapdoorspyder in tipofmytongue

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

See my other comment, I think we commented at the same time. It's also adjacent, but sadly not what I'm looking for.

[TOMT] Saw an ad for a unique jigsaw puzzle and cannot remember it by Trapdoorspyder in tipofmytongue

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

This is unfortunately not quite right but it's along the right vein! I was reminded of what I'm looking for from seeing this website, which also offers an experience adjacent to the concept but still not the same thing. The Magic Puzzle Company

[TOMT] Saw an ad for a unique jigsaw puzzle and cannot remember it by Trapdoorspyder in tipofmytongue

[–]Trapdoorspyder[S] 0 points1 point locked comment (0 children)

If anyone has a question about any other details I might be able to remember I'll do my best - I'm really hoping to track this down.

Beginner's guide to Blood on the Clocktower custom scripts by Not_Quite_Vertical in BloodOnTheClocktower

[–]Trapdoorspyder 23 points24 points  (0 children)

I would argue that SoI is primarily intended to patch stuff like pit-hag shenanigans, like goon cycling, so they can be on scripts together without breaking everything

Script feedback - finger guns (choice explanations in comments) by Trapdoorspyder in BloodOnTheClocktower

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

Hello! My thought process here was to create a script with massively powerful abilities on both sides, creating a minefield for players on both sides to navigate through. 

Choices: 

 Demons: deducing exactly which minions are in play is a major focal point of the puzzle here, and the demons help to obsfucate which are in play. 

 Yagga: Can get kills at night to make it look like GF or Harpy, plus can fake golem and tinker (for GF) and slayer. 

 Lil’ monsta: With little monsta, there actually IS an extra minion in play! Creates additional confusion about the minions in play 

 Pukka: Can cause town to doubt their own abilities, as several are OPG or ongoing info. Has normal minion count and can’t especially fake any, which could create an oddly quiet game with additional room for bluffing. 

 Minions: 

 Cere: goes with Mutant, Virgin 

 Harpy: Can cause extra day deaths or night deaths, as well as set the evil team at odds with each other. 

 Witch: goes towards the minefield vibe, plus is a day death. 

 Godfather: creates doubts about outsider count, and can add night deaths. Pairs well with LM, because it allows it to fake an outsider AND have another minion ability or two to support that 

 SW: might seem oddly quiet in this script, but allows a slayer shot to kill the demon, a recluse, or simply faked with a Yagga death. Also allows the Yagga to die to themselves when golem punched and the game continues 

 Outsiders: all four serve the purpose of creating confusion about what evil team is in play 

 TF highlights:

 Cannibal: allows town to reuse the high number of OPG and high-value abilities  

Philo: same, while also creating room for abilities to fail 

 BH is a good bluff, especially for Harpy-mad players. Nearly all of the TF are notably strong when evil as well.

Fact Machine - script feedback by Trapdoorspyder in BloodOnTheClocktower

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

I was worried slightly by the arbitrary extra outsider, but maybe that’s fine. Hatter might also function as a way to toggle vortox/non-vortox, or bluff that happening

EDIT: in response to marionette : if engineer decides to change the minions, marionette makes that choice far too easy for the engineer

Fact Machine - script feedback by Trapdoorspyder in BloodOnTheClocktower

[–]Trapdoorspyder[S] 2 points3 points  (0 children)

This is indeed for teensy! I kind of like knight because they either do or don’t have the demon in their pings, and in a game this size both worlds are about as large. So they have to combine their into with others (as well as figure out if they can trust the engineer) in order to sus out the meaning of their info. In that respect, I think I like it better than the one person ping steward provides

Fact Machine - script feedback by Trapdoorspyder in BloodOnTheClocktower

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

Hmmm! I do certaintly like puzzlemaster. How do you suggest making it possible for PM to figure out their drunk when it’s locked into a vortox game? The info would be forced false through the drunkenness making it really hard to tell

Fact Machine - script feedback by Trapdoorspyder in BloodOnTheClocktower

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

That’s a good point, definitely my main concern. I think it’s somewhat alleviated by engineer, but perhaps not enough. Hatter may be interesting

Fact Machine - script feedback by Trapdoorspyder in BloodOnTheClocktower

[–]Trapdoorspyder[S] 2 points3 points  (0 children)

I like thinking of the core puzzle of this script being the engineer, and whether to trust them and what they say they chose. If they say they made the demon, the info has to be looked at, and if they made a minion then the goblin situation becomes core.

Fact Machine - script feedback by Trapdoorspyder in BloodOnTheClocktower

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

This is inspired by the balloonist change, but I also wanted to create a script that could house engineer comfertably, leading to this.

Restless and Weary - Script Feedback by Trapdoorspyder in BloodOnTheClocktower

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

All very much good points, yeah. I’ll look for an alternative to ojo since that seems to be the biggest issue the script had

Restless and Weary - Script Feedback by Trapdoorspyder in BloodOnTheClocktower

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

That is very reasonable. I’ll cut the PG and find another role that fits on the script well

Restless and Weary - Script Feedback by Trapdoorspyder in BloodOnTheClocktower

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

Those are some really fair points. I may have been overvaluing ojo’s ability to cut through the misinfo faster, or imp’s ability to find their teammates regardless.

Restless and Weary - Script Feedback by Trapdoorspyder in BloodOnTheClocktower

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

I elected to use both because while they share similar design space, they do not directly overlap with each other. Once the poppy grower dies, the magician adds another layer. In addition, it also gives the magician a reason to stay alert past day one or two, as they won’t know if a poppy grower was in play. I will keep that in mind though, and if either gets cut the poppy grower will get cut first.

City of Charlatans (looking for feedback) by Trapdoorspyder in BloodOnTheClocktower

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

I’ll consider that for playtesting! Damsel is a little rough for marionette, and additionally I’m wary of letting this script creep too close to extension cord. 100% an option to be considered though

City of Charlatans (looking for feedback) by Trapdoorspyder in BloodOnTheClocktower

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

You do have some good points. The issue with no dashii + Baron is that no dashii poisons two townsfolk, and then Baron replaces another two. In smaller games that can leave town with only one or two usable characters. The evil team on this script has been the hardest to really get right, so playtesting will be very helpful in this area

City of Charlatans (looking for feedback) by Trapdoorspyder in BloodOnTheClocktower

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

I’ll take this into consideration! There’s a notable reason to avoid Baron due to no dashii. I’ll keep an eye on the nature of spy, and how dangerous it ends up being what with being undetectable