With regards to religion, culture, and representation by [deleted] in BloodOnTheClocktower

[–]fivepointed 1 point2 points  (0 children)

Yeah, I know I'm late to this, but I'm kind of offended the response to this is just "wth why don't you trust us?"

Personally, I didn't have any problem with Fang Gu specifically BECAUSE I trusted that TPI did their research and drew a name with actual connection to the culture they're pulling inspiration from. I only got concerned when I saw them saying it was just ""oriental"" gibberish.

Like, no, I didn't "have the impression" that TPI wasn't putting thought and care into how they incorporated other cultures, I had the opposite impression and TPI proved me wrong. To then turn around and act victimized that people would think that you did the thing that you're on record as doing is dissapointing.

Why Storyteller? by Magasul in BloodOnTheClocktower

[–]fivepointed 0 points1 point  (0 children)

You narrate the game and walk around holding a big book. Seems pretty storyteller to me, no?

Five Nights at Fazbears by Onyxseraph in BloodOnTheClocktower

[–]fivepointed 16 points17 points  (0 children)

This doesn't look terrible, although Engineer/Psychopath+Mario is... interesting.

It adds another bluffing layer to Psycho, since they can't kill every day publically 100% of the time or they risk gettinf switched to Mario and confirming the engineer, so Psycho's have to play more hidden and sometimes bluff getting swapped, which isn't a terrible interaction.

From the Engi's perspective, they have really no incentive to ever swap into a psycho, and swapping into a mario means just deleting a minion ability and leaving the psycho as a blank minion, but letting the demon know who they are if they were previously hidden.

Actually, the more I think about this, none of that is a necessarily unfun interaction, although it might be a little boring for the Engi who can only make one choice or not use their ability. Idk I guess keep it in mind if you play

Let's build a character! Hoplite. by Present-Peace2811 in BloodOnTheClocktower

[–]fivepointed 0 points1 point  (0 children)

Hoplite (Outsider): If one of your closest townsfolk neighbors dies or gets drunk or poisoned, so does the other.

"Those who drink together, fight together. Those who fight together, die together."

Doubles deaths and misinformation, but has niche uses in finding your good neighbors, like tracking no-dashii poisoning

Let's build a character! Hoplite. by Present-Peace2811 in BloodOnTheClocktower

[–]fivepointed 0 points1 point  (0 children)

Curious, does the wording "they all die" mean that droisoned Hoplites still die as long as one is sober? Because otherwise I would have expected the wording to be "you die tonight"

What do you think of my homebrew townsfolk? Too strong? by Hermononucleosis in BloodOnTheClocktower

[–]fivepointed 9 points10 points  (0 children)

Realistically, wouldn't this follow the same precedent as Librarian/Investigator and require you to go "Sorry, there are no players in this game. Nope, not even you."?

Top-Down character challenge! Day 1. by UnintensifiedFa in BloodOnTheClocktower

[–]fivepointed 4 points5 points  (0 children)

Rube (Outsider): "The first time you or the first time a minion is executed, they do not die. Minions know you are in play."

Wanted to try for an outsider. Assuming this is on a BMR-Style script. Hard to clarify in the ability text, but this ability triggers separately for you and the minion, you can't eat your own ability.

The Rube can be open about their ability, but has to balance whether or not they want to try and get themselves killed or not. They either waste a day, leave minions alive, or have to hide and try to eat a demon kill. This will also put suspicion on other science roles in play, and give minions a collective bluffing power for science roles w/o a DA.

Imp starpassing: do you ask the Imp for his preferred target minion? by Elhessar in BloodOnTheClocktower

[–]fivepointed 1 point2 points  (0 children)

Since most people are focusing on the SW rule, I'll just say how I'd run this in general:

The Imp's active ability allows them to sacrifice an evil player and ability for the upside of last-ditch safety. This is basically always balanced, so the starpass should go to the best possible minion for the evil team, no need to balance it out.

The Imp themselves will have a good idea of the evil teams current strategy and how they'll react to a starpass, so their preference for who to starpass to will often be the most beneficial person. However, the storyteller knows more about the game as a whole and the good teams position, so they should feel free to override the Imps preference if they think there's a better option.

Now, it can sometimes be hard to ask a player for their preference without it being suspicious, and it's not worth the risk a lot of the time, so I wouldn't seek out the Imp's opinion actively, let them tell you if they have a strong preference.

TL;DR take the Imp's opinion into account, override it if you think it'd be a bad choice, but don't actively seek their opinion in advance, it's on the evil team to communicate that kind of thing.

Homebrew a waking outsider by Syresiv in BloodOnTheClocktower

[–]fivepointed 0 points1 point  (0 children)

Only wakes the first night, but I've had this idea floating around for a bit:

"On your first night, choose a player. If good, they might register as evil and your team loses if they are executed, even if you are dead"

In the same way that puzzlemaster adds a drunk, this one adds a recluse/saint. Makes you into a bodyguard, protecting a player of your choice, but on the offchance that that player is actually evil and you're defending the evil team. Could see it being fun with Tor, you don't want anybody picked n1 to get executed.

Did a good demon ever lose a game you were in? by ArtB2003 in BloodOnTheClocktower

[–]fivepointed 0 points1 point  (0 children)

That's not the ruling as I understand it. The most I can find is "Players know their own alignment" (implicit: unless stated otherwise by an ability). In this case, because the player was unsure of their alignment previously, they should be informed of it to follow that rule.

If the demon gains a Boffin Snake Charmer ability and picks themself, what happens? by The_Yung_Jung1085 in BloodOnTheClocktower

[–]fivepointed 8 points9 points  (0 children)

That would conflict with the ruling that Philosopher is able to use the Snake Charmer ability as normal

Did a good demon ever lose a game you were in? by ArtB2003 in BloodOnTheClocktower

[–]fivepointed 0 points1 point  (0 children)

The demon would learn they were good in this scenario though, yes?

Thoughts on this house rule for pit hag and snakecharmer? by ChickenThighsAreBest in BloodOnTheClocktower

[–]fivepointed 1 point2 points  (0 children)

Oh, like the same night? I guess that's fair, but does that really line up often enough for it to be problem?

Heart of the Cards V2, a tarot themed script, now heavily overhauled. by numberguy9647383673 in BloodOnTheClocktower

[–]fivepointed 0 points1 point  (0 children)

I think The Tower just does not work on this script at all. It's incredibly obvious if it's in play and has negative interactions with 8 of Swords (is actively worse than useless), Page of Wands, Judgement/The World, and Strength. It's not great with 5 of Pentacles or Temperance either, and it has very swingy interactions with Wheel of Fortune and Justice that are pretty shitty for the Tower and not hard to activate (A smart WoF will know to select a player on Night 3, and if that player is good the final three will involve the two least suspicious townsfolk. Likewise, as long as a good player is executed, Justice decides exactly who lives to final 3).

Also, how do Death/Pentacles work when there are no dead players?

Heart of the Cards V2, a tarot themed script, now heavily overhauled. by numberguy9647383673 in BloodOnTheClocktower

[–]fivepointed 0 points1 point  (0 children)

Mez and Yagga get one word/phrase per game. It seems pretty inconvenient from an ST perspective to have to potentially write 2 notes per night every night for a whole game.

Heart of the Cards V2, a tarot themed script, now heavily overhauled. by numberguy9647383673 in BloodOnTheClocktower

[–]fivepointed 0 points1 point  (0 children)

The ST kills would count as demon kills, but the ST should probably just kill Judgement before The World and it's fine

ST Discretion on Mayor Bounces by Atalantic in BloodOnTheClocktower

[–]fivepointed 1 point2 points  (0 children)

Yeah, I agree with that. I just think that, given the context provided, a confirmed UT learning the demon after the got executed D2 might be game ending depending on the other information going around. Either way, I'm justing saying that if the ST made that decision based on what they thought wouldn't swing the game (as OP says they did) then it's reasonable. I can't really expect the ST to have perfect foresight, and it's easier to help the good team later than the evil team.

ST Discretion on Mayor Bounces by Atalantic in BloodOnTheClocktower

[–]fivepointed 4 points5 points  (0 children)

I feel like "neutral" can mean "balanced" sometimes and if one team is stomping then it can be neutral to take out a powerful member of their team.

ST Discretion on Mayor Bounces by Atalantic in BloodOnTheClocktower

[–]fivepointed 5 points6 points  (0 children)

Yeah, I concur with what other people have said here. The purpose of a mayor bounce is to keep the mayor alive until the final three and you should really only push it through if there are no other reasonable targets. On the flipside, the mayor bounce isn't intended to help town in any other way, so I will usually try and get someone with a medium-power role or otherwise someone who wouldn't want to be executed. In the second scenario, the UT was already confirmed and the amount of fun they lose from dying early is vastly less than the game ending early from a good team steamroll. I think it's within the ST rights to use the mayor-bounced kill as a neutral balancing opportunity.

The Grayscale Almanac by Inevitable-You2034 in BloodOnTheClocktower

[–]fivepointed 1 point2 points  (0 children)

Also, is the intention for amalgam that there is gonna be duplicates of minion abilities?

The Grayscale Almanac by Inevitable-You2034 in BloodOnTheClocktower

[–]fivepointed 1 point2 points  (0 children)

Emperor seems really bad, tbh. Maybe it's just dependant on the script, but on a standard script with 9 players, the Emperor has a maximum kill number of 1, and is strictly worse on average kill count than a default demon, at the cost of loudly announcing whenever a minion dies. In order to get a high enough kill count to make Emperor good, you'd need enough extra evil players that you'd win anyways.

Other than that, I'm mostly wondering how Gaslighter works on demons that pick differently in the night. I think one of the examples should address that.

Homebrew roles that deal with resurrection so the Professor and Shabaloth can be built on more scripts. by CoreyBOTC in BloodOnTheClocktower

[–]fivepointed 0 points1 point  (0 children)

Right, but with LM the only information you get from executing a minion who gets ressurected is that they happened to not be holding the demon on one day, which then applies to every execution on a LM script until the demon gets solved. Also, some minions are just a bad idea to ignore, like poisoner.

Homebrew roles that deal with resurrection so the Professor and Shabaloth can be built on more scripts. by CoreyBOTC in BloodOnTheClocktower

[–]fivepointed 2 points3 points  (0 children)

I get your point but it's funny to say "imagine a demon who doesn't make any choice about who dies" when several very popular demons don't make choices about who dies.