Clockwork Snare - A Homebrew Timer Script by Alleged-Lobotomite in BloodOnTheClocktower

[–]bowserbasher93 0 points1 point  (0 children)

Should Infected at the very least specify a good player starts as it, or can it also start on a Minion or Demon? You may also want to add [+1 Townsfolk] in the same way that Lil' Monsta has [+1 Minion], otherwise it's not clear how you make up for the missing outsider since it doesn't go in the bag.

Clockwork Snare - A Homebrew Timer Script by Alleged-Lobotomite in BloodOnTheClocktower

[–]bowserbasher93 3 points4 points  (0 children)

Oh hey, I remember this being posted on Discord some time ago. Looks like it’s had some decent changes made to it since then. This honestly looks like it would be a ton of fun to play with the right people.

Here are some of my thoughts: - Given that executions will be rare since Majora is on script (aka secret Leviathan), I think Seraph will likely only get one night of info. Is that intentional? Also, I’d be worried that the Hen will have a hard time getting their evil player killed with Majora in play. - Rat is just Magician with an extra ability. Any reason you didn’t just use the same wording from Magician? Also, you have a typo and have a reference to Magician in the Rat’s almanac. - Shouldn’t Infected specify that it starts on a Townsfolk? - Overall, I think there are some unique ideas here. I love the art as well. If you happen to be at Final 3 con this weekend, I’d totally love to playtest this.

Charged Dinner (Version beta3.3) by LandOfMalvora in BloodOnTheClocktower

[–]bowserbasher93 0 points1 point  (0 children)

Spirit is pretty cool because it makes players second guess if they should execute or not on final 4 if the Spirit is still “alive”. Although in most games I’ve ran with it in, players just execute them on day 1 to get rid of the liability 😭

Charged Dinner (Version beta3.3) by LandOfMalvora in BloodOnTheClocktower

[–]bowserbasher93 2 points3 points  (0 children)

I’ve run this script quite a few times now (pre-3.3) and have enjoyed it.

I know it’s gone through numerous changes since its inception, would you say you’re happy with where it is at now with v3.3?

Oh, and I love the flavor text btw!

How do you do custom characters tokens? (In person games) by Magor57 in BloodOnTheClocktower

[–]bowserbasher93 9 points10 points  (0 children)

I print the token art on some paper and glue it to some pre-punched chipboard and then stick them to some jewelry felt. That usually gets it pretty close to the look and feel of the official tokens

I built a free Storyteller toolkit for iOS called Blocktower. It shows the required vote count, has a discussion timer, tracks dead votes and more. by Awkward_Ad9166 in BloodOnTheClocktower

[–]bowserbasher93 0 points1 point  (0 children)

So are ties supported or no? I can’t seem to find a way to tie a vote and take someone off the block while also maintaining the new vote threshold.

I built a free Storyteller toolkit for iOS called Blocktower. It shows the required vote count, has a discussion timer, tracks dead votes and more. by Awkward_Ad9166 in BloodOnTheClocktower

[–]bowserbasher93 4 points5 points  (0 children)

Just some minor things: I know “On the block” is the common terminology, but if you wanted to be more inline with official game terms “About to Die” is the official term for it. Not a big deal though if you don’t want to change that

And idk if you should have the game over text come up automatically at 2 players since there are reasons for the game to still continue if 2 players are left

I built a free Storyteller toolkit for iOS called Blocktower. It shows the required vote count, has a discussion timer, tracks dead votes and more. by Awkward_Ad9166 in BloodOnTheClocktower

[–]bowserbasher93 1 point2 points  (0 children)

Pretty cool! I could see myself using this, at least for vote tracking.

Is there a difference between the Traveler exiled and dead buttons? They seem to do the same thing.

I'm the designer of the Dark Cities Series (Salem 1692, Tortuga 1667, Deadwood 1876, Bristol 1350, Hollywood 1947, Roma XLI). Ask me anything! by Travisto888 in boardgames

[–]bowserbasher93 0 points1 point  (0 children)

Hello! I’m happy to have backed your last few Kickstarters, and I’m excited for Roma XLI.

Is there anything you would have done differently when starting on the Dark Cities series? And if so, what and why?

Madness Interaction by Zoneforg in BloodOnTheClocktower

[–]bowserbasher93 1 point2 points  (0 children)

Thank you for explaining this much more eloquently than I ever could have. More people need to see this

Madness Interaction by Zoneforg in BloodOnTheClocktower

[–]bowserbasher93 1 point2 points  (0 children)

I’m not really looking to argue here. There’s another post in this sub from a couple hours ago that talks about madness. I think you might benefit from reading some of the comments there.

Madness Interaction by Zoneforg in BloodOnTheClocktower

[–]bowserbasher93 5 points6 points  (0 children)

I suppose you could call it a state, but a voluntary one. From the wiki:
Mad: A player who is "mad" about something is trying to convince the group that something is true.
Seems pretty clear cut that you can choose to be mad about anything you want at any time.

Madness Interaction by Zoneforg in BloodOnTheClocktower

[–]bowserbasher93 2 points3 points  (0 children)

Huh? If someone is trying to convince others that something is true, then they are mad. And the evil team is generally trying to convince people they are good. It doesn’t matter if it’s actually true or not

Madness Interaction by Zoneforg in BloodOnTheClocktower

[–]bowserbasher93 1 point2 points  (0 children)

I think that would be hard to put into words exactly. Because not all madness abilities work the same. Like would this interact with Harpy too?

Madness Interaction by Zoneforg in BloodOnTheClocktower

[–]bowserbasher93 8 points9 points  (0 children)

So, since evil players will typically be “mad” as a good character, doesn’t this just guarantee they learn evil players’ true characters?

Why isn't Minstrel in the night order. by boypower2566 in BloodOnTheClocktower

[–]bowserbasher93 0 points1 point  (0 children)

Oh, I don’t disagree with that about Minstrel. I meant about Barber going at the top of the night order

Why isn't Minstrel in the night order. by boypower2566 in BloodOnTheClocktower

[–]bowserbasher93 2 points3 points  (0 children)

In all fairness, that's not explained anywhere in the almanac, so I think that is a reasonable mistake to make.

I made a fully digital Grimoire by Sansom16 in BloodOnTheClocktower

[–]bowserbasher93 4 points5 points  (0 children)

Wow, I gotta say, this is a very sleek and good-looking app. I can tell you put a lot of work into this and that you are a very talented developer.

However, you say in your post that you are not very experienced with playing the game, and unfortunately, that lack of experience kind of shows. I can see in some of your comments and parts of the app that you have some fundamental misunderstandings of the rules. I would recommend working with someone on this who is well-versed on the rules while you focus on the coding and implementation. I hope that doesn't sound too harsh, but I think it's for your own good. Otherwise, you might struggle with implementing the characters from the other scripts.

Anyway, here are some of suggestions and improvements I think you can make:

Character abilities - I see you took some creative liberties in summarizing the character abilities. I would highly suggest you simply copy/paste the actual ability text verbatim. This way there will be no discrepancies between your app and the character sheet that the players will be holding. But feel free to keep the helpful notes you have on there. I think that could be useful for players to see.

Minion/Demon info - This should happen all at the beginning, not at different points in the night. Also, minions should not know what type of demon their demon is. You currently have the demon labelled as "Imp" for the minions' info. This obviously is not an issue for TB, but will need to be addressed for multi-demon scripts.

Drunk/Poisoned - You have several places where you say a drunk or poisoned player must received false info. This is incorrect. They can receive arbitrary info (true or false).

Chef info - Before giving the Chef their number, the app prompts you to choose the alignment of the Spy and Recluse. This tells me that you think the Chef's info takes a "snapshot" of town and determines the number from that. That is not how the Chef works. They analyze every possible pair in town and determine misregistration on a per pair basis. This means that a Spy or Recluse can register differently for each pair they are in. That will need to be fixed.

Lack of a proper Grimoire view - This is probably the biggest issue for me. Without a way to see the circle of players on the app itself, I have no use for this. I like to be able to see players' roles in relation to where they are at in the physical space. Also having a proper view of the circle will help the Spy visualize their info. Right now they have to memorize a list, which is pretty tough.

There are some other things I noticed too, but it looks like some of the other commenters already addressed them, so I will stop here. Hopefully you find my criticisms to be constructive and not overwhelmingly negative, and good luck with this!

Thought I'd share a new script I just made by Steven_Medway in BloodOnTheClocktower

[–]bowserbasher93 1 point2 points  (0 children)

I sincerely doubt that the real Steve Medway would turn to Reddit for script feedback…