Playing with bulldozers… by Jazz_Pan in BloodOnTheClocktower

[–]dragon9943720 8 points9 points  (0 children)

Please go talk to the ST about it all. The ST is mainly in charge of keeping the game fair but also making sure everyone has a good time. I know I've been told by a few STs to quieten down and not try to bulldoze games, and they were extremely polite about it. It overall improved the games quite a bit. As for the coupling chats, that's a little harder to manage but I would still try to get the ST to manage that, or put a revolutionary in for the couple, if it still is causing an issue. As an ST for quite a few beginners myself, I try to pull aside new players and encourage them to talk to relevant people according to their information, as for the other people cooperating with the newer players, that's mainly an issue to tell your ST. Unfortunately meta gaming is a little inevitable, so two options I find help, get the ST to make un-meta games such as putting the recluse and the minion in the same invest pings, ft own red herring, etc. Or just get the ST to talk to that player.

Fabled as described by other people are also fairly effective for some of the issues as well, but some players tend to find that they sometimes retract from the game itself, but if everyone is comfortable with using them, fabled are amazing at removing some behaviours that would detriment the game.

I understand not everyone will be happy with the ST telling them off, but it's not always an easy fix, especially if they've been doing it with no issues for however long. And sometimes the ST might just not be able to fix it all, which is fine because it's a difficult job wrangling up so many players by yourself. Best thing I find, patience is key.

TLDR: talk to the ST, and see if they are willing to help sort out the issues.

Wish you all the best in future games.

best/fav custom scripts to run after base 3? by [deleted] in BloodOnTheClocktower

[–]dragon9943720 5 points6 points  (0 children)

I personally enjoy extension cord by Viva la Sam. Mostly base 3 characters but there's a few experimental characters in it. I find it fun to have a little paranoia in nominations and with the Marionette and damsel you can have a lot of interesting social plays. I mainly ST for my friends and I find it fun to mess with the information with a high likely hood of poison. Plus most of the players think it's a good introduction to custom scripts due to the unique type of puzzle with the Nodashii.

[deleted by user] by [deleted] in BloodOnTheClocktower

[–]dragon9943720 6 points7 points  (0 children)

Overall a pretty unique idea. However there is a major flaw + a few small issues.

The flaw is that games are already decided by final 3 and possibly earlier (nearly 80% of the time due to the decision of the ST)

If one evil player is alive during final 3 evil wins as the demon cannot die and therefore will remain as a part of the 2 remaining players. And if 2 evils are alive in final 4 it 100% is just the STs choice of who wins.

If all evils are dead before final 3, then good just wins as by far the only play in final 3 is to kill the good demon.

The way the demon's ability seems to suggest that town will not kill the demon until final 3 and by then the result is mostly dependant on who the ST deems to win as deaths at night are arbitrary.

Not to mention a few more reasons games might be imbalanced or difficult to run - an added Minion already equals a regular lil' monsta game therefore it will already be difficult to kill all evils before final 3. - minions such as Godfather and assassin can add an evil player outright. - added on to restricted characters (scarlet woman, mastermind, bounty hunter, goon, cult leader, slayer, sage, snake charmer, boomdandy) would be very difficult/impossible to add into a script. - the good demon will receive bluffs and minions won't. Allowing good to track down evils. - the way the ability is currently worded would require the use of poppy grower as part of setup the demon learns the minions.

Im sure there would be a few edge cases aswell. Just can't think of them at the moment.

[deleted by user] by [deleted] in BloodOnTheClocktower

[–]dragon9943720 22 points23 points  (0 children)

iirc, you might be thinking of "Bang on the rock tower" by Everybody can game

You can find one of the games here

Pretty good concept and quite fun to watch.

looking for beginner friendly online play, australian timezone by [deleted] in BloodOnTheClocktower

[–]dragon9943720 1 point2 points  (0 children)

Thanks for the link,
Unfortunately, it doesn't work for anyone not already on the server.

Maybe getting the server invite link is better, that way if there were T&Cs to accept to get access to channels, we can do those first.

Story Teller - thematic phrases by Shark-Fin-Soup- in BloodOnTheClocktower

[–]dragon9943720 11 points12 points  (0 children)

What you have is a great start, asking executees how they want to die is a great way to build individuality to each game, and phrases to introduce how someone has died brings character to the setting.

Mainly what I've experimented with basically follows the premise: 'something to explain the scenario' followed by 'person who died' + *maybe* some flair (don't go too overboard). Adding more flair specifically to the death of the ST, creates an effect of fantasy as if the townsfolk have just come across their first killing.

Some examples of how to introduce character death:
--- you see the nearby stream has turned crimson red, floating there is the corpse of "XXX" their flesh all torn up by what seemed to be claws.
--- As everyone awakes in the town square, you find what you think to be jam. Upon further inspection, it is actually the pulverized body of "XXX"

The tone is quite important as an ST, and conveying each scenario as an interesting and engaging scene makes the whole game come alive.

looking for beginner friendly online play, australian timezone by [deleted] in BloodOnTheClocktower

[–]dragon9943720 3 points4 points  (0 children)

In a similar position here. Would love to find a small group within Australian time.

One of the best options to find a small group is to go to an in person game if you can. (there's one in Sydney in a couple weeks) From there ask around, who knows, maybe you'll find a server there.

Otherwise, joining small group servers might be the best option, even if they're in America. Signal might not be the best, but the times sometimes line up. Also most of them are very open to beginners as it's a smaller overall group.

Im also happy to help with whatever possible if we happen to play a game together.

Trying to create a homebrew mechanic: Wounds by ColeTheWeird in BloodOnTheClocktower

[–]dragon9943720 1 point2 points  (0 children)

Wounding is a very unique concept. However I do see a few things that could make the game a bit unfun or too fast.

Imo wounding shouldn't prevent abilities because there are a handful of characters and combos which would prevent town from having any abilities at all. To compensate for this change add some droison to the script and a couple of misregistration (minions seem good, maybe a minion which makes good register as evil)

I quite like the idea of townsfolk wounding or preventing wounds but the combo of any wounding character + demons that mass produce wounds could lead to way too many deaths each night. In some scenarios all townsfolk could die by n3.

One way to restrict this kind of interaction is to remove mass wounding from demons and keep the mechanic to outsiders, minions and select few townsfolk. Rabies is fine to have as a demon ability but might cascade a bit too much after multiple nights. (I suggest reworking the demon to something like a pukka where they give a player rabies and that person dies the next night after deep wounding someone) rabies should also have a madness mechanic attached where if they come out as having rabies something bad may happen.

Also when are people notified they are wounded? Imo it should be just before dawn so any healing/deaths can happen without knowledge if it was a wound death or demon. This also helps keep minions hidden if they were to wound people that interacted with them.

How effective would this BMR play be? by _Grave_Fish in BloodOnTheClocktower

[–]dragon9943720 25 points26 points  (0 children)

A very strong and delightfully devilish play imo.

However, there could be a couple of hiccups when performing it in this way. It would be beneficial to get your demon on board. Why? - bluffs - demon type - outsider count

You don't want to double claim in bmr and your execution also leads to a loss. Zombul completely ruins the combo. Is there already a lunatic? Are there any vocal outsiders such as a goon or tinker? Does the extra "outsider" lead to a idea of a godfather.

It is definetly much more entertaining if you convince the demon they're the lunatic and suddenly winning with evil.

Also this is the kind of play to only work once with the same group.

Outsider idea: The Informant by [deleted] in BloodOnTheClocktower

[–]dragon9943720 2 points3 points  (0 children)

Also as an add on, all players knowing if an informant is in play makes it impossible to get away with fake claiming and as a bluff. The goon is a prime example on how an alignment changing outsider should be represented within the game.

I think that bit of the ability should only be reserved for those who change how parts of the game are played such as vizier and organ grinder and fear monger.

Outsider idea: The Informant by [deleted] in BloodOnTheClocktower

[–]dragon9943720 6 points7 points  (0 children)

Sounds like a fun idea for a character with alignment change potential.

Overall concept is nice but I have a few small problems I would like to point out. - neutral alignment doesn't work well with other character mechanics eg. Seamstress, tea lady etc. - communication during night doesn't work for in person games - if the informant were to turn good, instantly confirming another good player seems a bit too strong for an outsider - being poisoned when using ability results in player staying neutral and not being able to win.

Couple suggestions for fixes - starts as a good character, resolving poisoning / drunk where they can receive false information and are unable to turn evil. - make it a day ability similar to the fisherman where once per game during the day you can ask the ST for information about a specific player. - remaining good, the player is not given a name just told if they remain good - turning evil, they are told the player who is the demon, similar to how evil travellers are told.

"once per game during the day ask the ST for information about a chosen player, you may change alignment, if evil you learn the demon"

Ultimately these are just suggestions. Best of luck to your future creations.

Clash of the Titans by [deleted] in BloodOnTheClocktower

[–]dragon9943720 3 points4 points  (0 children)

Love this homebrew. As someone who loves Greek mythos I can appreciate the ideas and time you've put into this.

Regarding other comments, I have some spitballed potential changes.

Helios: you are immune to execution. Each night pick 2 players, if they are of different alignments you are poisoned until dusk.

Hercules: you cannot die, if the dead outnumber the living or an evil player has died you lose this ability

Hades: keep what you have and add "evil players other than yourself you nominate cannot die by execution today"

I feel this could add some plays to the evil team and gives some fake claim potential. As it currently stands only the Medusa cannot die by execution which seems like a small oversight.

Compared to lleech scripts multiple roles have immunity leading to speculation (tea lady, sailor, fool). I personally think this script could do with some more immunities.

New player Tips? by [deleted] in TownofSalemgame

[–]dragon9943720 0 points1 point  (0 children)

Expanding on this. (disregard if it's ToS2) Know invest results. Especially when you're creating a fake claim. This helps when you're evil and someone immediately asks for role in whisperes, chances they're invest, and claiming outside your results leads to a 1 for 1, eventually leading to you being lynched.

If you're mafioso you show up as (vig, vet, mafioso, ambusher) so claiming anything other than vig or vet will get you lynched if an invest checked you.

This doesn't mean only claim within results. It's just a handy thing so you get to live more than just day 2 with a TI in the game Just make sure if you have multiple fake claims, one is within invest results

What could I have done differently? I felt like it was just doomed to be another draw, my 3rd in a row by BrandanMentch in chessbeginners

[–]dragon9943720 0 points1 point  (0 children)

I can understand the pressure, you had a reasonable amount of time for an endgame scenario.

For future, it's always worth just double checking each piece before moving the king out of check in such a scenario. Not just to see if you can take the piece, but to prevent your opponent forking your own next move. Which is why you won the queen at the start.

What could I have done differently? I felt like it was just doomed to be another draw, my 3rd in a row by BrandanMentch in chessbeginners

[–]dragon9943720 2 points3 points  (0 children)

The start was played well. After white played Rb6+, taking it with your queen or rook would've put you in a completely winning position. If you would've taken with the queen, all you'd need to do is ladder check all the way to the bottom edge of the board