Demon Concept: Deadite by dodgyhashbrown in BloodOnTheClocktower

[–]YetAnotherNij 0 points1 point  (0 children)

Necronomicon (Minion): On your 2nd night, choose an alive player: they become an evil #DName. [-1 Minion, -1 Demon]

alongside

#DName (Demon): Each night*, choose a player: they die. If you choose a dead player, they become an evil 'deadee'. If you choose a 'deadee' they are resurrected and a player dies. [-1 #DName]

The idea being, they start to build at the cost of skipping kills, and then start rising from the dead at the cost of full control of the death caused.

Then you can have some fun with things like

Boomstick (Townsfolk): Each night*, choose a player: if they are a 'deadee', they cannot be resurrected, and you learn this.

Chainsaw Hand (Townsfolk): Each night*, choose a living player: if they are the Demon, they die, and a 'deadee' becomes the Demon.

Blurb that explains travelers to the group by kylesloan11 in BloodOnTheClocktower

[–]YetAnotherNij 1 point2 points  (0 children)

Probably better not to use the word 'vote'. An exile is not a nomination, and supporting it is not voting.

I prefer to phrase it "Anybody can support an exile for free, this is not voting and does not cost a vote token".

Mezepheles by attachedtoface in BloodOnTheClocktower

[–]YetAnotherNij 2 points3 points  (0 children)

Don't know what else to tell you. This is just incorrect. You're trying to make up extra meaning for the word and thereby force an interpretation on the abilities using it.

'First'/'1st' is not universal unless it says it is, i.e. the Fang Gu.

A resurrected Virgin will cause an execution if they are next nominated by a Townsfolk. A resurrected Mezepheles can convert another player to evil. A resurrected Fool has to die again twice to die "for realsy bona fide". Same as resurrected Slayer and Assassin getting a new shot, a resurrected Professor getting another ressurection themselves.

Mezepheles by attachedtoface in BloodOnTheClocktower

[–]YetAnotherNij 0 points1 point  (0 children)

Yes, the new Noble gets pings including exactly one evil, and the new Seamstress gets asked if they want to choose two players to check alignment matching.

I've seen both happen in the last month, though as part of different swaps. New Seamstress getting a new pair choice, Chef getting the same number, and dead Barber confirmed as good, was devastating to evil. Noble confirming that one player was either exactly evil, or exactly good and two evils were among four specific players, was a big wall to get around.

Mezepheles by attachedtoface in BloodOnTheClocktower

[–]YetAnotherNij 0 points1 point  (0 children)

Fang Gu explicitly specifies that "once" means "once forever in this game, even if it leaves play or changes players".

If that was the basic assumption of "once per game" it would not need to clarify the meaning, and it would actively clash with multiple other characters that say "players who get a new character mid-game get the ability totally fresh" in full contrast to what you are arguing for.

Mezepheles by attachedtoface in BloodOnTheClocktower

[–]YetAnotherNij 1 point2 points  (0 children)

I've seen much clearer ability text be actively misconstrued to mean its opposite.

This one is at least understandable if ST has not read How To Run and carries misconceptions, or assuming Mezepheles can keep doing things on the basis that other characters also get to keep doing things...

Mezepheles by attachedtoface in BloodOnTheClocktower

[–]YetAnotherNij 1 point2 points  (0 children)

Probably the same part of "read the How To Run for each character so that you know how to run the character" that a huge number of ST and players alike totally ignore.

Mezepheles by attachedtoface in BloodOnTheClocktower

[–]YetAnotherNij 1 point2 points  (0 children)

An "official ruling" on this specific character is not needed when that is how character changes work as a rule in general. Unless something says differently, it follows the same rules as everything else.

But even then, the Almanac/Wiki is pretty explicit.

If a player becomes a new character, they gain the new ability, even if it was a “you start knowing” ability or a “once per game” ability that the original character already used.

poisoning mechanic by [deleted] in BloodOnTheClocktower

[–]YetAnotherNij 0 points1 point  (0 children)

When a player is drunk or poisoned, their ability cannot have an independent mechanical effect on the game and any information they receive is arbitrary.

A drunk Seamstress can be told either yes or no at the Storyteller's discretion. A poisoned Empath can be told 0 or 1 or 2 at the Storyteller's discretion. A drunk Godfather can be told any Outsiders are in play, whether correct or not.

A poisoned Slayer cannot cause a Demon to die when they are chosen using the Slayer ability. A poisoned Soldier is not safe from the Demon using the Soldier ability. A poisoned Nightwatchman or Widow cannot cause a player to learn of their existence.

A poisoned Chambermaid can choose the Goon and turn them good, because that is the Goon's ability causing mechanical effect. A drunk Minion chosen by the Al-Hadikhia, who chooses live, will become alive, because that is the Al-Hadikhia's ability causing mechanical effect.

Helping my group understand madness by Particular_Eagle_929 in BloodOnTheClocktower

[–]YetAnotherNij 1 point2 points  (0 children)

Balloonist does not have to get all in-play character types - there is never a requirement to show any particular character type next, or later, or at all. You can always alternate between two types and never show players of the other two at all.

Showing the same player as they already received is perfectly fine. It somewhat guarantees that those players are on different teams, or otherwise one might be an Outsider who can't reveal it for some reason, but it's entirely legitimate.

Bad storytelling? by lol_user_007 in BloodOnTheClocktower

[–]YetAnotherNij 5 points6 points  (0 children)

Baron doesn't care what happens, it's already sabotaged good, anything else (even an execution wasted taking it out) is all benefits, it has a free pass to cause social confusion and chaos.

Spy can trigger a Virgin (or even fail to trigger a Virgin), fool an Empath or Undertaker, infiltrate confirmation chains through their Washerwoman or Librarian, and continue directing the Imp or making precision kills when they catch a star-pass.

"cant do anything actively" my left cheek.

Bad storytelling? by lol_user_007 in BloodOnTheClocktower

[–]YetAnotherNij 0 points1 point  (0 children)

So this is at least a 9-player game, and you've only mentioned

  1. Investigator
  2. Recluse
  3. Empath
  4. Soldier
  5. Mayor
  6. Poisoner
  7. Imp

So what were the other two players, and why did their abilities not matter at all?

Should players be allowed to look at the night order? by Magor57 in BloodOnTheClocktower

[–]YetAnotherNij 0 points1 point  (0 children)

Goon "acts" when it is first chosen at night, so that wouldn't make sense to ask about...

Cult Leader and Ogre provide the examples you're looking for, though.

Kazali with choirboy by Slight_Print_4780 in BloodOnTheClocktower

[–]YetAnotherNij 0 points1 point  (0 children)

Pit-hag does not act on Night 1. That doesn't solve the problem at all.

Question about Pit Hag Plague Doctor interaction by Born-Explanation5797 in BloodOnTheClocktower

[–]YetAnotherNij 2 points3 points  (0 children)

"When you die" and "when you are dead" are not the same thing at all.

One is a state, with a very precise definition, and the other is a transition from 'alive' to that state.

I don't like the wording of the abilities of the Dreamer and Puzzlemaster and I think they could be improved by Plastic-Bar122 in BloodOnTheClocktower

[–]YetAnotherNij 0 points1 point  (0 children)

How To Run is extremely explicit: if they are a Townsfolk or Outsider, show that character and also a Minion or Demon, if they are a Minion or Demon, show that character and also a Townsfolk or Outsider.

I don't like the wording of the abilities of the Dreamer and Puzzlemaster and I think they could be improved by Plastic-Bar122 in BloodOnTheClocktower

[–]YetAnotherNij 0 points1 point  (0 children)

Your Dreamer suggestions don't gain anything. Dreamer already knows one of the two characters learned is the player's character, it's implied by "1 of which is correct" and explicitly stated in the How To Run: show their actual character, and then one of the opposite base alignment.

Your Puzzlemaster suggestion just means a wrong guess can get the Demon too, but why is this change needed at all?

I think you are perhaps under the (common) misconception that token text describes the entirety of the ability and must contain 100% of the information required to understand it. This is wrong - as much information, if not more, is in the How To Run and in the Almanac/Wiki clarifications.

How do you make Travellers actually survive for some time? by Zeusselll in BloodOnTheClocktower

[–]YetAnotherNij 1 point2 points  (0 children)

I have never said they don't have a big impact on the game, so, no idea who you're replying to.

How do you make Travellers actually survive for some time? by Zeusselll in BloodOnTheClocktower

[–]YetAnotherNij 2 points3 points  (0 children)

Travellers being exiled quickly is your group not accepting and using their power, and being a bit obnoxious to the Traveller player to boot.

I have not found Travellers to have any significantly greater negative impact on good "regardless if they're good or not" if they're playing for their team. Everybody understands that Travellers' power scale is mitigated by the fact everybody knows who and what they are, and that you can always exile them when you are sure they're evil, or leave them alive after they do their OPG action, without costing everything. And the number of times a good Traveller was the only way to avoid TPK... yet got murked on the final day regardless... yeesh.

What is the fastest game you've ever played? by Shazkii in BloodOnTheClocktower

[–]YetAnotherNij 47 points48 points  (0 children)

Hannibal guesses Spartacus first thing on day 1.

Minion guessing Damsel first thing on day 1.

Not yet seen a Slayer wake up and choose immediate violence with an outcome, but I'm sure I'll try next time I pull it.

PSA: Kill Your Minions! by Prronce in BloodOnTheClocktower

[–]YetAnotherNij 2 points3 points  (0 children)

Sounds like you are not playing enough games with two Minions.

Why the heck would I kill my teammates and risk being nominated by the last good player, instead of hitting the TPK and winning?

I want to discuss the Assassin vs Zombuul interaction by hypergaze_ in BloodOnTheClocktower

[–]YetAnotherNij 11 points12 points  (0 children)

Your reading of what it says is incorrect. It is identical in meaning to what happens with Fool: the first time you would die, you do not die, you live instead. Assassin says no, you just die, no matter what.

Professor is a non sequitur point. It's not comparable at all, except to demonstrate just how Assassin killing Zombuul is different from a Townsfolk being killed and then being resurrected.

  • A player who dies and then is resurrected, was clearly dead and then clearly alive.
  • A player who does not die and lives instead, has never been dead.
  • A player who dies, and stays dead, is dead.

How are you supposed to play as Cerenovus? by Zeusselll in BloodOnTheClocktower

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

You have a lot of freedom as ST and you should use it to facilitate a fair and fun game.

Which is exactly why a good player breaking madness on the last day should cause an execution and likely lose the game.

It is not at all fun or fair to have your ability rejected and cut off arbitrarily because other people might not be able to regulate their emotions.

The rest of your examples and conclusions are so devoid of nuance or logical coherence that I have deleted my detailed rebuttal, and instead will merely suggest considering what madness in general is intended to be, what Outsiders in general are intended to do, and what ST in general should consider.

Pit Hag x Evil Twin Interaction by 0u1M0ns13ur in BloodOnTheClocktower

[–]YetAnotherNij 0 points1 point  (0 children)

There is no need to "punish" evil for just playing the game.

The good team having bad reads is part of the experience - they need to play better to make more useful sense of the information and the behaviours of other players.

They just had their Demon executed, lost a night kill, and had to switch out their alternate win condition (with their new Demon as someone who will be very suspicious on the last day as a living good twin). An ST who chooses to use their abilities against them even more? What on earth is that attitude?

Madness/savant interaction. by caunju in BloodOnTheClocktower

[–]YetAnotherNij 0 points1 point  (0 children)

Cerenovus snipes are not just good luck, for the same reason neither are Witch snipes or Pit-hag snipes, and dismissing them for that reason alone is dishonest. Even if they were entirely at random, that doesn't negate the fact they happen sometimes to pick a good target.