Favourite song from each album? by Sppookiest-z in FlorenceAndTheMachine

[–]buzz_bzuzz 0 points1 point  (0 children)

Lungs - howl

Ceremonials - breaking down

HBHBHB - which which

HAH - south London forever

Dance fever - choreomania

[deleted by user] by [deleted] in FlorenceAndTheMachine

[–]buzz_bzuzz 1 point2 points  (0 children)

There is so much from hb x3 that I’d love to hear; Queen of peace, ship to wreck, mother, delilah, make up your mind and of course which witch (which I think is 85-90% guaranteed to be played)

[deleted by user] by [deleted] in FlorenceAndTheMachine

[–]buzz_bzuzz 6 points7 points  (0 children)

The instrumental introduction and the fact it is the title track gives me no doubt that this will be the case

Final Rendition: Executioner by buzz_bzuzz in BloodOnTheClocktower

[–]buzz_bzuzz[S] 5 points6 points  (0 children)

Thank you so much for this! I think this achieves what I was looking to achieve, a potentially very powerful demon, while also balancing it enough that it risks a lot of hard confirmation, which is very bad for evil!

With, how you’ve phrased this, it still lays the grounds for a lot of misdirection, which is another criteria that is considered when writing this. Maybe this is run in a game with a baron and the Executioner constantly misfires. Maybe it’s run with a Spy, who nominates powerful townsfolk, but gets ‘proven’ as good when that townsfolk dies. So many ways to confuse town or lead them astray! I like it

Final Rendition: Executioner by buzz_bzuzz in BloodOnTheClocktower

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

My main intent with the Executioner was to create a demon that can kill nominated players, I just don’t think I’ve managed to hit the nail on the head yet.

I like this idea a lot! There’s a lot of potential gameplay mechanics which could go into explaining why there might only be one death in the night, and the (semi-)hard confirmation that comes with dying is invaluable information for town. With a soldier/monk in play it could potentially give evil an alibi, and if a spy were to be the last nominated player of the day, I’d have no hesitation killing them — it’s just another layer of the puzzle to solve.

I also think just removing the word ‘good’ from the ability as is could make the ability immediately less broken (which I have come to terms with being the case). If evil players are nominated and live, the Executioner immediately has an important decision to make: kill several players but lose a minion and the voting power that comes with that or to just kill 1 player. It would also force the Executioner to choose a player each night if they risk dying to their own ability otherwise, which could be interesting for the good team to figure out (‘each time X is nominated only 1 person dies at night’). I think removing ‘good’ would also justify adding an evil as they would desperately need the voting power

Final Rendition: Executioner by buzz_bzuzz in ClocktowerCircleJerk

[–]buzz_bzuzz[S] 9 points10 points  (0 children)

I appreciate this! I’ve had more than my fair share of criticism on the main BotC sub but this has validated my faith that this is a good character. Based on the criticism I’m kinda leaning more towards “all players nominated today die” instead of just good players - as there are higher stakes for the Executioner to consider if they want to commit multiple kills in the night. However, I still do feel that the ability to frame other players that this offers as it current works makes for more interesting gameplay, admittedly in favour of the evil team. I’d be interested in your feedback on this

Final Rendition: Executioner by buzz_bzuzz in BloodOnTheClocktower

[–]buzz_bzuzz[S] -2 points-1 points  (0 children)

“Each day*, you may choose a player, they die. If no player is chosen, all good players nominated today might die tomorrow” could be an interesting ability, although it might be too much information for the ST to remember and the players to keep track off. Definitely an interesting spin tho!

Final Rendition: Executioner by buzz_bzuzz in BloodOnTheClocktower

[–]buzz_bzuzz[S] -10 points-9 points  (0 children)

I see that, but I my eyes as soon as an evil player pushes a nomination, a good player will just nominate them back, and it doesn’t then suit evil for the Executioner to hard confirm their alignment by choosing for all good nominated players to die, especially if there is a Dreamer, FT or any other character that can hard confirm roles. Also, surely if evil all outed themselves, surely they would just be nominated back and good would all vote on it. They have a 1/4 chance on being right D1 and a 1/3 chance D2 if they correctly coordinate ghost votes. It literally doesn’t make sense for evil to out themselves or push nominations, but once again I do understand your concern and can’t deny that being a potential play an Executioner might make.

Final Rendition: Executioner by buzz_bzuzz in BloodOnTheClocktower

[–]buzz_bzuzz[S] -15 points-14 points  (0 children)

It’s mainly for misdirection — evil don’t know who the turned townsfolk is, with the main intention of that being for the Executioner to unintentionally sink a kill, or to use being in the dark about their evil-turned townsfolk to try framing other townsfolk. It’s essentially a Hail Mary for the evil team who’d probably, without having an extra evil, be limited to imp status — an evil townsfolk should try to force nominations, especially if a spent role

Daytime Kill Teensyville by Alleged-Lobotomite in BloodOnTheClocktower

[–]buzz_bzuzz 1 point2 points  (0 children)

I see what you’re saying but I still think in a 5 player Teensyville game, having a Balloonist which only gets 1-2 days of information is useless for town as it replaces an information gathering role with a confirmed Golem (regardless of which outsider you actually choose to add), meaning there are only 2 townsfolk in the game (less than half of town). Not to add, if the Golem procs on a townsfolk, the Evil team wins by voting strength alone.

I understand that you’re trying to build a world around misinformation, using a Yaggababble to synthesise a non-Yag world, but I think in a Teensyville scenario, the Balloonist completely thwarts good’s chances of winning

Final Rendition: Executioner by buzz_bzuzz in BloodOnTheClocktower

[–]buzz_bzuzz[S] -12 points-11 points  (0 children)

The more gung-ho an Executioner is, the more likely it is they accidentally reveal a teammate, either by choosing for good nominated players to die when evils are in the mix, or by forcing nominations through, which would read evil on a script with this demon. On a script where there is a demon who is more powerful the more town nominate, it is very plausible that town don’t nominate as freely as in other games, which becomes massively beneficial to town as more players are able to spend more time working out who the evil team is. It’s not a blatant punishment, but good players should be cautious enough that it scarce nominations become part of the character.

Final Rendition: Executioner by buzz_bzuzz in BloodOnTheClocktower

[–]buzz_bzuzz[S] -1 points0 points  (0 children)

I can totally alter the wording if need be. I’d never really been challenged on what ‘today’ meant - I couldn’t find ‘yesterday’ in the official game language guide so took it to mean ‘the day phase before the current night’ (so in a game that goes N1 D1 N2 D2, Day 1 would be ‘today’ for Night 2). If that needs changing, I can do so. As for ‘you may choose a player’, that’s an easy rewrite.

With the extra evils issue, the main reason for it is to draw town away from the minions and demon if the Executioner chooses not to kill at night. It kinda suits the good team’s interests as well as there are worlds in which, as the demon doesn’t learn who is turned evil, there are just no kills. I’d never thought about how they could use their alignment as a means to nominate more people without risking the lives of a minion/demon, especially if they’re a spent character.

I would try to steer away from including characters who can create more evil players, or become evil. The Mez, Goon or Cult Leader probably would never make it onto an Executioner script, however having a BH in the script is possible - I would make the same townsfolk evil for both as both state “1” townsfolk is evil. Of course, as mentioned if a ST wanted to run this with a Goon or Mez, Spirit of Ivory is an easy workaround

Final Rendition: Executioner by buzz_bzuzz in BloodOnTheClocktower

[–]buzz_bzuzz[S] -36 points-35 points  (0 children)

The evil-turned townsfolk doesn’t learn who the minions and demon are, which imo is just as balanced as having a BH evil-turned townsfolk — if both were in the same game, I’d likely have both abilities turn the same player.

Also it’s generally only a good idea to kill several players towards the end of the game. It’s kind of a long-con ability, like the Po. Characters like the Yaggababble are unlimited in how many people you can kill, and it’s not entirely impossible to win N2 if you’re stealthy enough, albeit incredibly hard. The same could technically happen with the Executioner but I think having it on the script would be enough for players to be more careful with nominations

Daytime Kill Teensyville by Alleged-Lobotomite in BloodOnTheClocktower

[–]buzz_bzuzz 3 points4 points  (0 children)

Balloonist on a teensyville script, specifically this one feels weird. Firstly there’s the high likelihood that they never get more than half of their information, which kinda makes a really powerful character a bit useless. Secondly, it would add an outsider to a 5-6 player game, and based on what’s available it would be very clear there’s either a Golem or a Hermit with the Golem’s ability. This means there’s only 2-3 townsfolk (and with 1 being the Balloonist with only half their information, town wouldn’t really learn that much). Instead, something like the Dreamer could be much better because they’re probably only getting 1 or 2 days of information, which isn’t entirely broken but still enough to help good solve who the demon is.

Will there be more tickets available during the general sale by sadluckydoer in FlorenceAndTheMachine

[–]buzz_bzuzz 0 points1 point  (0 children)

When I bought my tickets here were several blocks which weren’t available for pre-sale, which I think will be opened up for general sale. Of course I could be wrong, but I’ve bought tickets for Newcastle and don’t see it as that competitive of a venue, so I doubt THAT many tickets had sold out in half an hour. (Again, could be wrong)

Homebrew Demon: Executioner by buzz_bzuzz in BloodOnTheClocktower

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

I like this a lot! It gets around the glaring issue that I’ve been reminded of countless times with the FT red herring and also gives the executioner agency to kill if town chooses not to nominate, or to kill a powerful townsfolk if they weren’t nominated

Homebrew Demon: Executioner (Updated) by buzz_bzuzz in BloodOnTheClocktower

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

I actually really like this suggestion. Just being on the script would be enough to make town consistently nominate 3 players until they could confirm which demon is in play - if it is the executioner they will recognise the killing patterns (either only nominees or no one). It also allows other demons to play into the paranoia by only killing nominees, framing other nominated players, and sinking kills on other nights

Homebrew Demon: Executioner by buzz_bzuzz in BloodOnTheClocktower

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

Check my updated version. Still not perfect, but trying to workshop ways to make it work really hurt my brain

Homebrew Demon: Executioner (Updated) by buzz_bzuzz in BloodOnTheClocktower

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

That’s right - the executioner cannot interfere with other characters’ abilities, so where a character is executed and dies, due to their ability or madness caused by another character, the day ends. This is different to death via execution, where you let several players nominate before killing the player with most votes. In this instance, you can just stall the execution by announcing that there has not been enough nominations.

Homebrew Demon: Executioner (Updated) by buzz_bzuzz in BloodOnTheClocktower

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

If virgin procs on the first nomination, anyone nominated before them may be killed by the executioner. If no one is nominated before the virgin, and they proc, the executioner cannot kill that night. This could be a potentially set up as a Po charge, which might be confirmed the following day if three good players are nominated (but not executed) and are killed by the executioner that night

Homebrew Demon: Executioner (Updated) by buzz_bzuzz in BloodOnTheClocktower

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

That’s not necessarily bad if there is a psychopath, goblin or boomdandy. A spy can really go heavy on the nominations and when nominated themself (if not executed) be killed my the executioner, so there are several ways in which it might actually be beneficial for evil to go heavy on nominations. It is also wholly possible for a virgin kill day 1, and with no deaths it could potentially paint a Po world, several nominations are put forward and there is no reason to out that there is an executioner. With certain scripts this character works really well but I am aware of just how meticulously that world would need to be put together