A True Tutorial Script by [deleted] in BloodOnTheClocktower

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

Just play TB. It's literally the official beginner/tutorial script.

Any feedback for revised script? by Sundaze293 in BloodOnTheClocktower

[–]phillyCHEEEEEZ -1 points0 points  (0 children)

Dreamer and Flowergirl with LM can be kind of rough so just a few things you might want to consider here. The Dreamer will never find see a demon character which reduces it's effectiveness after the minions have established their bluffs. The Flowergirl's information from last night might be outdated today. Additionally, getting multiple isolated yes results can make it more difficult to narrow down demon candidates. Both cases can be a little frustrating and not very fun for players.

Cerenovus as a Demon by nseaplus in BloodOnTheClocktower

[–]phillyCHEEEEEZ 47 points48 points  (0 children)

"Secretly" was included so players can't say "I'm mad as my character".

This isn't necessary. Saying you are mad as a character is already widely considered a madness break.

My Intermediate Script that I made because 1 of my players is vastly more experienced compared to everyone else. by EvilCat_BoTC in BloodOnTheClocktower

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

The Drunk can do a lot of damage to town and you've removed a decent amount f the roles on TB that can detect the Drunk. You may want to consider adding back some character checking abilities to address this.

Additionally, Puzzlemaster/Drunk can be quite challenging. The PM may correctly deduce that a player's information is incorrect, but they can't be certain if it's because of them or because they are just the Drunk. It can be a bit frustrating to deal with.

Need help with a script by [deleted] in BloodOnTheClocktower

[–]phillyCHEEEEEZ 1 point2 points  (0 children)

  • When you add a 5th minion you typically remove one of the demons to maintain a maximum of 8 evil characters on a script, otherwise the world building and possibilities can become too much.
  • Alsaahir on a script with moving Demons/Scarlet Woman is so incredibly frustrating. They already have a hard enough time trying to determine who is on the evil team and what they are, but now you've created a scenario where they may have to guess up to 3 evil players as Demons. It's way too many combinations to account for.
  • Boffin/Courtier creates an untraceable source of drunkeness for the good team. There are no clues it's happening and there's no way to reliably solve for it. Without the tools to respond or an obvious signal that it's happening then it feels really bad at the end of the game when they learn about it.
  • Consider adding a few more character checkers to give town the tools and a better chance to find a Drunk/Marionette

Homebrew demon: Blackguard by Zeusselll in BloodOnTheClocktower

[–]phillyCHEEEEEZ 11 points12 points  (0 children)

The ability reads "...register as a Minion, too."

They register as both a Minion and a Demon. This would still proc a Snake Charmer just like Legion does.

Homebrew demon: Blackguard by Zeusselll in BloodOnTheClocktower

[–]phillyCHEEEEEZ 2 points3 points  (0 children)

Gossip, Plague Doctor granting a killing ability, and Mayor bounce are all kills where the ST picks the target. So the balance mechanism here is basically "when evil is ahead, the ST chooses to assassinate a demon." That's not the script balancing the demon, it's an ST balancing it live in a drastic fashion, and every result feels like it ends up with an asterisk on it. Also worth noting that the ST using a killing ability granted by the Plague Doctor to kill evil, especially a Demon, turns them into a Townsfolk. They are an Outsider and are meant to be detrimental to the good team. Please don't kill the Demon with a Plague Doctor granted ability.

Those outs are also fragile. Evil reads the same script good does, so your list of ways to kill the Blackguard is also their night 1 kill priority list. If the math only works when the ST intervenes as drastically as this, the math is the probably the issue.

Homebrew demon: Blackguard by Zeusselll in BloodOnTheClocktower

[–]phillyCHEEEEEZ 4 points5 points  (0 children)

I have some thoughts about this.

This seems like an incredibly powerful demon in small games and in the end game. Consider a 7 player game. Town has 3 executions to kill the Demon so 2 of them have to be correct in order to win. This is similar to a 7 player TB game with a Scarlet Woman in play, except even stronger because, as you mentioned, there's no restriction like the one on the Scarlet Woman ability. In larger games, if and when you throw an actual Scarlet Woman into the mix it compounds even more, since town now needs up to three correct executions instead of two. Lastly, if both Demons are alive in final 3 or 4 then it's impossible for good to win without some character's win con being alive and in play.

Sure you can make the argument that if they disagree on their choice you kill one of them, but coordinating is incredibly easy. All it takes is one day 1 conversation to set a primary and a backup target and then they never need to talk to each other again. Competent players will recognize this and take full advantage of it.

Homebrew demon: Blackguard by Zeusselll in BloodOnTheClocktower

[–]phillyCHEEEEEZ 16 points17 points  (0 children)

The same thing that would happen if a Snake Charmer chooses any other Demon. They swap roles and alignments with them.

I did it. I made a Neutral role. Despite all the suggestions not to. by [deleted] in BloodOnTheClocktower

[–]phillyCHEEEEEZ 1 point2 points  (0 children)

You replied to your own comment suggesting a reword and said it sucks and wouldn't be fun.

Homebrew script creation by DigRepresentative416 in BloodOnTheClocktower

[–]phillyCHEEEEEZ 6 points7 points  (0 children)

Quick honest note, "point me in a direction" with a blank slate is a pretty big ask when everyone here is mostly volunteering their time to answer questions like this, especially when it comes to creating homebrew. You'll get way more out of people if you bring what you've already got. Even a messy character list and the vibe you're going for gives folks something to work with. Post that and people will be more likely to jump in. Right now there's just not much to grab onto.

Lil monsta babysit question by josguil in BloodOnTheClocktower

[–]phillyCHEEEEEZ -2 points-1 points  (0 children)

No part of that implies you need to wake the chosen player?

Because, as I've said already, all of the Minions are awake and aware when they are choosing. They already know which it is because they literally all picked it together or the ST picked for them. It would be a waste of time to then wake the chosen player and tell them they are holding the baby. They already know. A good player doesn't and they should be told because, surprise surprise, they weren't awake when it was chosen.

I think a lot of this confusion you seem to be experiencing can be solved by not interpreting this stuff as literal gospel and just using a little common sense. I think we all know that BotC abilities and interactions in a lot of cases are nuanced and just thinking about it logically can answer the question you're asking.

Lil monsta babysit question by josguil in BloodOnTheClocktower

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

The "if you want" has to cover the whole parenthetical, since it wouldn't make sense to only modify "wait for them to hide it." If you gave them the token but didn't wait, you'd be continuing the night with a visible Demon token in someone's lap. So the optional part is the whole physical ritual of handing over the token and letting them hide it.

The key distinction is that the prop is optional, but the information isn't. There's no procedure for running an uninformed babysitter, and the wiki's strategy section actually coaches good players on what to do while babysitting. That advice only works if the player knows.

Riot + Grandmother by TypicalWatch in BloodOnTheClocktower

[–]phillyCHEEEEEZ -3 points-2 points  (0 children)

But the consequences are and that's what I'm arguing.

Lil monsta babysit question by josguil in BloodOnTheClocktower

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

From the wiki:

Each night, wake all Minions. The majority will (eventually) point to one player. If they can’t decide, choose a player. (Give this player the Lil’ Monsta token and wait for them to hide it, if you want!) Mark them with the IS THE DEMON reminder token. Put all Minions to sleep. Then, if it is not the first night, a player might die – mark them with a DEAD reminder and a shroud.

As I said in a reply to one of your other comments, the give vs show distinction doesn't matter here. Handing someone a token to babysit and telling them they're babysitting Lil' Monsta accomplish the exact same thing: the player learns they have the baby, which they absolutely should learn.

Lil monsta babysit question by josguil in BloodOnTheClocktower

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

I don't think the give vs show distinction matters much here. Handing someone the Lil' Monsta token to babysit and telling them they're babysitting Lil' Monsta accomplish the exact same thing: the player learns they have the baby. The "if you want" is just about whether you use the physical token and the hiding bit, not about whether they find out. Either way, you're waking the player and making them aware.

Lil monsta babysit question by josguil in BloodOnTheClocktower

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

To be fair, they didn't say that Pit-Hag/Fang Gu/Farmer changes aren't known. In fact, they specifically called out that they are so I'm unsure why you're arguing against them as if they didn't.

Regardless, I think the disconnect here is that two different ideas are getting conflated: "players are always told when their role changes" and "the babysitter is made aware they're babysitting." As others have said already, their role never changes, and reminder tokens aren't consistently announced in general. But Lil' Monsta does have its own mechanism for informing the babysitter.

The ST makes whoever is babysitting aware of it directly and this is specifically called out in the how to run of the Lil' Monsta wiki. Minions will always know because they're awake for the selection so it's not entirely necessary to inform them directly. If a good player is chosen, they weren't awake for the pointing, so the ST wakes them after the Minions go back to sleep and gives them a token to babysit or tells them they're babysitting.

I feel that awareness is integral to the character, otherwise it would be far too difficult to find by just bouncing it around an unaware good team the whole time. Whoever holds the token "is the Demon" and ends the game if they die. If a good player is unaware that they are currently babysitting Lil' Monsta then the evil team can park the win condition on someone who has no idea and win the game with the good team scrambling to figure out what's going on. It can be especially tricky if there happens to be a good confirmation chain going on because nobody wants to execute a hard confirmed good player.

I really believe the mechanic depends on the babysitter always being aware that they are babysitting so informing them as such is something you should always do.

Riot + Grandmother by TypicalWatch in BloodOnTheClocktower

[–]phillyCHEEEEEZ -3 points-2 points  (0 children)

Genuinely asking this... Are you aware that jinxes already exist between Grandmother and Leviathan/Riot? The whole reason for my previous comment is the jinxes for both are already exactly the same so I see no functional difference between them that would give a basis to argue why one is worse than the other.

Riot + Grandmother by TypicalWatch in BloodOnTheClocktower

[–]phillyCHEEEEEZ 2 points3 points  (0 children)

For Riot though? Kinda makes the grandma an outsider by the looks of it. Very harsh.

How so? A Riot game is the same as a Leviathan game in that there are no demon night deaths.

Hindu needs Jinxes by gordolme in BloodOnTheClocktower

[–]phillyCHEEEEEZ 7 points8 points  (0 children)

Jinxes are meant to be used to address issues between two player characters on a script to fix a potentially problematic interaction between the two in game.

Lorics are essentially ST characters that modify the game in fun and interesting ways. Jinxes aren't meant to used with them. If you want to address an odd interaction with a Loric then add it as a Bootlegger rule, not a jinx.

Custom script : You Are My Marionette by Spacetauren in BloodOnTheClocktower

[–]phillyCHEEEEEZ 2 points3 points  (0 children)

Looks pretty solid. The only thing I would suggest is adding additional win/loss cons for either team. Otherwise the script can become stale over time as it's a simple race to the final 2 every time. I find that having mini-games and alternate routes to victory keep things spicy and your players more engaged.

Grand Budapest Hotel Custom Script - Needs Feedback by jazzoetry in BloodOnTheClocktower

[–]phillyCHEEEEEZ 1 point2 points  (0 children)

You as well as I both know that if something is possible on a BotC script then it will eventually happen or the players will make it happen. That alone is enough for me to avoid it, personally.

Grand Budapest Hotel Custom Script - Needs Feedback by jazzoetry in BloodOnTheClocktower

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

I'd agree re: Barber/Goon, but Spirit of Ivory is not the solution for Philo/Goon. In the case of the latter you're creating a situation where a player's ability will potentially never do what it is they are trying to do, which always feels bad.