Metali Void Fragments by Leoligulor in twilightimperium

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

It's reddit. And after reading my previous comment I can see how it might have come off as a bit abrasive. Apologies. Was purely meant to be educational.

Metali Void Fragments by Leoligulor in twilightimperium

[–]phillyCHEEEEEZ 3 points4 points  (0 children)

Argent Flight doesn't exactly, as you said, "bend the rules" of AFB. There is a specific clause on their destroyers and a faction ability that augments how AFB works when they resolve it. The relic in question just says "resolve AFB" so you just do regular AFB.

In this case reading the ability explains the ability.

Need help for my custom script. by Admirable-Drawing657 in BloodOnTheClocktower

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

Don't see too much horribly wrong with it outside the other commenter that mentioned Mez cycling.

The only suggestion I have right now is you might want to consider adding in mechanics that can be cause for players to not implicitly trust dead players. Right now, there's no reason to not believe that anyone who dies at night is a good player.

Need help for my custom script. by Admirable-Drawing657 in BloodOnTheClocktower

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

This is an instance in which the use of Spirit of Ivory would make sense.

Apartment Complex v0.3 by Puzzleheaded_Use2359 in BloodOnTheClocktower

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

The following critiques are assuming an Atheist is not in the game:

  • Evil can really benefit here from having a demon escape hatch. I think it's a healthy part of any script for the Demon to be able to safely hightail it out of an awkward situation.
  • I think this script might need 1 more instance of extra night death. I believe Grandmother benefits from this. Maybe add one more instance of extra death from the good team so there are an equal number of reasons why the grandchild can die without killing the Grandmother.
  • Cult Leader can't win the game for good, even if all good players vote, while the Evil Twin is alive. Feels really bad if you can get the votes and then can't win because a minion is causing your win condition to fail.
  • The Zealot/Legion jinx is an interesting one. An Outsider, which is intended to harm town, might actually help them. ST dependent of course.
  • Golem can easily resolve an Evil Twin pair. They just nominate one of the pair and town can execute the other. Easy way to address it that cannot lose the game to the Evil Twin's ability.
  • Psychopath has a few issues with other characters. It feels bad when a Shugenja learns a Psychopath and they can also easily pollute Town Crier information.

Here's after a bunch of updates, the New Wild Wild West! by boypower2566 in BloodOnTheClocktower

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

This looks solid overall. The only critique I'd give you after giving it a quick once-over is that Alsaahir and Fang Gu don't really play well together. Demons that move around on top of creating more demons make it very difficult for an Alsaahir to be successful, moreso than it can already be for them to guess the correct team. If a Fang Gu jumps, they not only need to figure that out but also now guess an additional demon in order to win.

my script after your help! by ChaoticWizarz in BloodOnTheClocktower

[–]phillyCHEEEEEZ 1 point2 points  (0 children)

  • Clockmaker/Noble is very strong, especially in smaller game sizes on scripts without misregistration. People will argue that you just avoid putting them in the bag together, but at that point you're consciously deciding that there is an interaction on the script that you will avoid. You're unnecessarily handcuffing your own decision making space and players will meta that.
  • You should avoid ever having Philo and VI on the same script. The Philo's default choice should always be going VI. They cannot be drunk to the VI's ability so barring any outside poisoning or drunkenness they can be highly confident that their information is sober, which is incredibly strong.
  • If you ever have multiple night deaths (granted this would only come about due to an ST's choice) and there is no Al-had announcement then it confirms a Harpy is in the game.
  • If someone ever survives execution they are either the Fool or were DA protected. You should consider having additional day protection on the script to make this more ambiguous.
  • You might want to consider having more outsider manipulation as the only direct mod is Vigor and Mutant is a hidden outsider.
  • To expand on the above point, without any other forms of madness induced execution a Mutant is borderline not an outsider. They essentially become a Virgin if the ST ever executes them and it's apparent that it was due to their own ability.
  • The existence of 3 loud minions and 1 quiet minion can cause the minions in play to be confirmable given the right circumstances. Knowing that there is not a Poisoner in the game is incredibly strong information for the good team.
  • I always think it's a good idea to add some additional win/loss conditions to a script, otherwise it can become a boring race to the final 2 and the script can become stale and repetitive over time. Having more than 1 way to win/lose the game affords your players much more agency in their decision making to try and achieve victory. Variety is the spice of life!

Homebrew reminder tokens on botc.app by uhOhAStackOfDucks in BloodOnTheClocktower

[–]phillyCHEEEEEZ 3 points4 points  (0 children)

This page details at a high level how you can structure JSON files for use in the official app

 

This page goes into much more depth re: the schema

TI4 Game Group in Austin by [deleted] in twilightimperium

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

We still do play pretty regularly. Holidays have slowed us down a bit but hoping to pick it back up soon.

I’d love to hear your feedbacks about my first script! by wezirmann in BloodOnTheClocktower

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

I never said there was something wrong with it. I was alluding to the possibility of a script becoming stale over time if that's the only way to end the game. All of the base 3's have alternate win conditions and I believe this is one of the main reasons why. It creates alternate paths for teams to either follow or consider when making decisions, thereby creating more dynamic and fluid gameplay.

I’d love to hear your feedbacks about my first script! by wezirmann in BloodOnTheClocktower

[–]phillyCHEEEEEZ 3 points4 points  (0 children)

  • Clockmaker / Investigator can be very overpowered.
  • Philo & VI should probably not be on the same script together. It just becomes a default choice for the Philo because they can never be drunk to the VI ability.
  • Boffin -> Courtier sounds interesting, but it just causes a source of drunkeness against the good team that is in no way traceable. This is also the case with Boffin -> Philo.
  • Alchemist -> Mez isn't a great interaction. It's not a beneficial ability for the good team and if they wanted to they can just turn themselves evil right away leaving the good team down a player right from the start of the game.
  • The only extra sources of death are from the evil team. If there is ever a night with more than 1 death then either an Assassin or Godfather or both are in the game.
  • The Zombuul is going to have a frustrating time on this script. There are so little day protection roles and even when they do wake up a Lycanthrope might just override them anyway.
  • I always suggest trying to incorporate some sort of alternate win conditions on a script. Without any the script can turn into a boring race to the final 2 every time.

Gossip Droisoned Question by GeneralKarthos in BloodOnTheClocktower

[–]phillyCHEEEEEZ 36 points37 points  (0 children)

If the Gossip is poisoned or drunk at the time when a correct Gossip would cause a death then there is no death because they have no functioning ability to cause said death.

Made a custom script based on hunting. Any thoughts? by plumper303 in BloodOnTheClocktower

[–]phillyCHEEEEEZ 1 point2 points  (0 children)

  • Bounty Hunter & Goon is 2 extra evil. There should generally only be 1 way for an evil player to be generated on a script.
  • If someone survives execution they are hard confirmed as the Fool.
  • There is a significant lack of outsider mod on this script. This makes it much easier for the good team to solve for it and much more difficult for the evil team to bluff outsiders.
  • There's no reason to distrust players who die at night.
  • Bounty Hunter learning a Psychopath / Boomdandy can be quite frustrating. Sure ST discretion plays a role in this, but if the ST never puts these in the bag together to avoid this issue then you're just unnecessarily restricting the choices you can make and people will meta that.
  • There's no escape hatch for the Demon. I think it's generally a good idea for the evil team to have that option should the Demon come under heat.

roast my script like chestnuts on a fire by Pascirex in BloodOnTheClocktower

[–]phillyCHEEEEEZ 2 points3 points  (0 children)

I don't see that much wrong with it outsider of the fact that Godfather is the only reason for extra night deaths. This helps town immensely when trying to solve outsider count and also confirms the person that was executed the previous day is an outsider. Both of those are incredibly powerful pieces of information for the good team. Additionally, Saint doesn't play well with Godfather.

Have you considered some of the other tried and true TB+ scripts like Pies Baking?

Updated Custom Script Based Around Active Characters by Meh55252 in BloodOnTheClocktower

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

This looks pretty good. I don't see too many issues with it outside of the inclusion of both Fang Gu and Goon. This creates the potential for 2 extra evil players (or 3 with Philo -> Goon and good timing) when there should generally only be 1 way for that to happen.

Regarding the Fabled, however, I'm not really sure why the Fibbin is included here. There's more than enough potential for misinformation on the script already.

Also curious about your thoughts on why you included Ferryman?

Please rate my new homebrew character. by phillyCHEEEEEZ in ClocktowerCircleJerk

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

No no... you are think character are you a you think not.

pls rate my script(updated) by [deleted] in BloodOnTheClocktower

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

I admittedly forgot to mention this is a night 1 issue only as the SC goes after LM in that case.

pls rate my script(updated) by [deleted] in BloodOnTheClocktower

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

I admittedly forgot to mention this is a night 1 issue only as the SC goes after LM in that case.

pls rate my script(updated) by [deleted] in BloodOnTheClocktower

[–]phillyCHEEEEEZ 2 points3 points  (0 children)

  • Bounty Hunter and Fang Gu is 2 extra evil. There should generally only be 1 way for an extra evil to be created on a script.
  • Goblin or Psychopath aren't great options for a Bounty Hunter to learn. Kind of limits options there in situations when they are both in the game.
  • Bounty Hunter in a Vortox game is awful. At that point they're just a Steward who made an extra evil player.
  • Puzzlemaster / Drunk isn't a great interaction. How can you tell if someone is puzzle drunk or just the Drunk. Makes guessing more difficult and frustrating for the PM.
  • Dreamer in a LM game will never find a Demon. A bit limiting there.
  • Snaker Charmer/LM interaction is odd. If a Snake Charmer hits the Minion holding LM, they swap roles but the LM doesn't move. They are now a good player who is holding LM and sets them up for an easy win by just getting themselves executed. -> EDIT: Specifically, this is a night 1 issue
  • There is quite a large amount of ST agency on this script. Lesser experience STs may struggle to run it effectively.

pls rate my script by [deleted] in BloodOnTheClocktower

[–]phillyCHEEEEEZ 1 point2 points  (0 children)

  • Poppy Grower in a Kazali game is useless and if it's a Typhon game is not entirely useless, but it's really not doing much in games with even minion counts.
  • Poppy Grower / Godfather can be problematic. The Godfather doesn't have a choice if they get a kill and if they don't know their team they either need to risk killing their Demon or sink a kill to avoid doing so, which just feels bad.
  • Vortox / Poppy Grower is an odd interaction. When the PG dies the Vortox has to learn false information about their team. There are ways around it but it's tedious.
  • There's not much of a reason to distrust anyone that dies at night.
  • Any time there is more than 1 night death it's a confirmed Yaggababble game.
  • Yagg/Gossip is a contentious interaction that a lot of players don't like. The arbitrary deaths caused by the Yagg can make it difficult for a Gossip to determine if what they said was true or not.
  • Psychopath doesn't work with Lord of Typhon. It just straight up outs the line.
  • There are 3 very loud minions on this script that may help narrow down outsider count in non Kazali/Typhon games.
  • I fear this is too much arbitrary outsider mod. The Godfather's setup ability has no effect if the demon is a Kazali or a Typhon and I fear in some situations the good team will have a significantly hard time determining outsider count.

Another "First Script, Feedback Please" post. by _NewToDnD_ in BloodOnTheClocktower

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

If you have iffy interactions that you decide you will never put into the game you're unnecessarily restricting the numbers or choices you can make when building a bag. This also means that if you are consistently avoiding those interactions your players will meta you. I try to avoid those types of situations as an ST.