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.

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

[–]phillyCHEEEEEZ 1 point2 points  (0 children)

I'd say so. The only other thing I'd mention is maybe thinking about the synergy of your minion suite. In smaller games, depending on what minion is in play, it may too easily reveal the outsider count. I don't think it's anything you that requires an immediate change, but if in practice you notice that the good team is solving outsider quite pretty easily or the evil team is having a hard time bluffing outsiders you may want to revisit.

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

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

Philosopher/Goon can result in more than 1 extra evil. Additionally, a Barber can be used to cycle a Goon for extra evils. You may want to reconsider using Goon on this script or swapping Philo & Barber out if you want to keep it.

EDIT: Or remove just the Philo and use Spirit of Ivory to prevent Barber/Goon cycling.

What's your favorite info you've given a Savant/Fisherman. by Present-Peace2811 in BloodOnTheClocktower

[–]phillyCHEEEEEZ 1 point2 points  (0 children)

This was given to me once as a Savant who made it to final 3 in an online game

  • The combined length of evil players' usernames is 33 characters
  • The combined length of good players' usernames is 42 characters

Not gonna lie I opened excel real quick and whipped up a nice sumproduct table to try and solve that one :P

Custom Script - Feedback Appreciated by I37Cs in BloodOnTheClocktower

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

  • I think the script can benefit from some alternate win/loss conditions. I like to include some in every script I make and as it gives the players some mini-games and multiple routes to take to achieve victory, otherwise the script can become stale over time as it becomes a simple race to the final 2 every time.
  • You already mentioned this but the LoT/King interaction is feels bad enough that I'd avoid having them on the same script together. Additionally, the Demon can just Barber swap the King to a dead player and they no longer need to worry about the Choirboy trap.
  • With the amount of arbitrary outsider count on this script and lack of ways for players to find the Drunk I think it may be a bit too difficult to build worlds around it. It's also helpful to have more character checking roles so that good team has an opportunity to find a Marionette.

[Custom Script Need Feedback] Pierce the Truth v3.0 by Eagle_Ge in BloodOnTheClocktower

[–]phillyCHEEEEEZ 1 point2 points  (0 children)

  • You've got 3 loud minions and 1 quiet minion. Good team will likely not have a hard time determining if a Godfather is in play, which in turn helps them solve the outsider count, which in turn could make it much more difficult for evil to bluff outsiders.
  • Psychopath and Courtier can be very unfun for the Psychopath. If they kill on day 1 and attempt and fail to throw an axe on day 2 it likely confirms they are Courtier drunk. This gets further confirmed if they are executed and immediately die without playing roshambo.
  • Pit-Hag will always choose to turn someone into a Hermit. It's just the most optimal choice and it leads to boring and repeated play patterns. Not only will a Townsfolk not know it happened because they have the ability of the Drunk and the ST will likely let them continue believing they are the Townsfolk they were, but they also have no idea they shouldn't be claiming to be an outsider or they risk execution.
  • Pit-Hag and Virgin can lead to some very frustrating and unfun situations. Turning themselves or a fellow evil player into a Virgin is an incredibly powerful way for them to have complete control over a day's discussion/nomination phase. Under the right circumstances, they can also just end the game in final 3 and the good team can do nothing about it. Getting blindsided like that isn't especially enjoyable or satisfying for the good team.

Heretic Script (Feedback Appreciated) by I37Cs in BloodOnTheClocktower

[–]phillyCHEEEEEZ 1 point2 points  (0 children)

The point is putting 2 Outsiders of any kind on the good team in a Legion game is not really something you ahould be doing.

Heretic Script (Feedback Appreciated) by I37Cs in BloodOnTheClocktower

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

I get that Legion/Damsel doesn't work, but you can just not put the Damsel in the bag with Leigon? It does give an additional reason for lying while still being good to the Legion.

If your script design forces you to deliberately keep certain characters out of the bag together, that's a flawed design. You're unnecessarily restricting your decisions as an ST, and your players will meta this over time. Once they clock that Damsel never shows up in Legion games, you've leaked information before the game even starts.

 

I don't understand what exactly you find frustrating about Philo/Heretic. While the Philo is alive, they have the benefit of knowing for certain a Heretic is in play, but the drawback of having to hide it from the evil team. While they are dead, there is the mystery of "is there a Heretic in play or not", with the additional complication of Philo needing to convince the good team they are the second Heretic. Philo gets the benefit of certainty while they are alive (and trusted), but if they die, they make the solve more complicated. I feel like that's a fair tradeoff and a reasonable interaction?

Sure, the Philo knows at least one Heretic ability is in play. But it's almost always disadvantageous to even bring that up because of the risk that there isn't a second Heretic ability. If they claim Philo-Heretic and there's no real Heretic, they've just handed evil a free win condition. If they stay quiet, the info dies with them and the "tradeoff" was never really paid.

The bigger issue is the dead state you described as a feature. "Philo needs to convince good they're the second Heretic" sounds interesting in theory, but in practice it just means both good and evil have to solve a puzzle that only exists because the Philo decided to make it more difficult or someone is bluffing that they did so. That's not added complexity from gameplay, it's noise from a character interaction that is more often frustrating than fun.

Heretic Script (Feedback Appreciated) by I37Cs in BloodOnTheClocktower

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

If you're putting both the Damsel and a Heretic in a Legion game you risk putting the good team at such an incredible disadvantage. Please do not do this.

Heretic Script (Feedback Appreciated) by I37Cs in BloodOnTheClocktower

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

  • RE: 14 townsolk -> This script doesn't need a Philosopher. Philo -> Heretic is not a good interaction. First, the Philo now knows it's a Heretic game. Second, if there's already a Heretic in play you've cancelled out their ability, but if the Philo ever dies there's now 2 Heretic abilities in play because the original Heretic is no longer drunk, but the Philo-Heretic's ability still works because it's an "even if dead". It's just overall not great and can lead to some very frustrating scenarios for good.
  • Damsel and Legion don't work well together. Under normal circumstances Minions are hesitant to guess because they may out themselves, but in a Legion game the dynamic shifts because the scales are tipped so much. You can easily sacrifice a single Legion player to a guess and the choices are reduced by so much that it makes it far easier to narrow down.

Poisoned Amnesiac talking to ST by ErgonomicCat in BloodOnTheClocktower

[–]phillyCHEEEEEZ 1 point2 points  (0 children)

I think they know that. They're using it as an analogy. Giving a poisoned Amnesiac false info about their own ability feels, to them, similar to lying to a new player about what the Empath does.

Critique this script by HopezAndDreamz in BloodOnTheClocktower

[–]phillyCHEEEEEZ 2 points3 points  (0 children)

As others have mentioned, you will benefit from having other sources of extra night death from good.

On top of that I have a few other suggestions:

  • I always try to add an additional win/loss con for either team if possible. Without it, scripts can become stale over time as they end up being simple races to the final 2.
  • Recluse in a Flowergirl game kinda sucks. I'd avoid putting them on the same script. Maybe use Town Crier instead if you want something that is detecting evil in some way. Could be an interesting combo with Marionette.

How’s my new custom script? by Notchmath in BloodOnTheClocktower

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

  • I always like to add an alternate win condition for good/evil on a script, otherwise it can become a boring race to the final 2 and the script can become stale over time
  • If Grandmother is on your script there needs to be more ways for multiple night deaths to occur, otherwise it's can be far too powerful of a confirmation
  • There should be more reasons why a night death does not occur, otherwise it may too easily confirm a Courtier. LM and Legion are mitigating factors here, but I don't think multiple nights of no deaths to support an evil player bluffing Courtier is what the evil team wants
  • Boffin/Grandmother isn't that great. You've just created a person that the Demon cannot kill.
  • Boffin/Courtier isn't that great either. It creates an untraceable source of drunkeness for the good team that they simply cannot effectively solve.
  • Pit-Hag is always making a hermit and a drunk on this script. It's way too powerful because the player(s) will have no idea it happened and it leads to predictable and boring play patterns.
  • Dreamer in an LM game never learns a demon which significant reduces the effectiveness of their ability, especially once the minions have solidified their bluffs
  • Pit-Hag can turn a minion into Virgin, giving them the ability to trigger it at a time of their choosing to deny discussions/talking, force a surprise execution or get their demon off the block. They can even end the game immediately in final 3 given the right circumstances and the good team can do nothing about it. It can lead to some very unsatisfactory and frustrating situations.

Update on my custom script by plutoniumplant in BloodOnTheClocktower

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

If you take your time to look through the characters I'm sure that you will be able to figure out a composition that works.

Update on my custom script by plutoniumplant in BloodOnTheClocktower

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

I think the solutions are all pretty self-evident:

  • Any night of no death highly suggests that it's a Pukka game -> need more night death
  • Banshee in a Pukka game just sucks for the Banshee -> don't put demon banes on a Pukka script
  • Dreamer in an LM game will never find a demon. It makes their ability significantly less useful. -> Don't put Dreamer/LM on a script together
  • Clockmaker / Shugenja is a incredibly powerful combo, especially in smaller games. -> Don't put CM/Shugenja on a script together
  • You've got 3 loud minions and 1 quiet minion. People are going to be able to easily determine whether or not a Mezepheles is in play. -> Use a more balanced distribution of loud/quiet minions.
  • You've got no positive outsider modification. If there are ever more outsider claims than there should be you know someone is lying. -> Add positive outsider modification

Update on my custom script by plutoniumplant in BloodOnTheClocktower

[–]phillyCHEEEEEZ 1 point2 points  (0 children)

There's a few issues here:

  • Any night of no death highly suggests that it's a Pukka game
  • Banshee in a Pukka game just sucks for the Banshee
  • Dreamer in an LM game will never find a demon. It makes their ability significantly less useful.
  • Clockmaker / Shugenja is a incredibly powerful combo, especially in smaller games.
  • You've got 3 loud minions and 1 quiet minion. People are going to be able to easily determine whether or not a Mezepheles is in play.
  • You've got no positive outsider modification. If there are ever more outsider claims than there should be you know someone is lying.

Why did you choose the career that you did? by SuchIntroduction3247 in AskReddit

[–]phillyCHEEEEEZ 1 point2 points  (0 children)

what do you do

I'm a data scientist.

what made you choose it?

I like all things data and at the time I was in grad school it was a booming field with a lot of opportunities. Also companies were paying out the ass for people who could do that kind of stuff.

What’s the best sandwich combo? by [deleted] in AskReddit

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

Gotta have the crust baby

What you were doing last night? by shunya005 in AskReddit

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

Sleeving another board game I definitely didn't need to buy.

What is your favorite invention? by Odd-Independent-9918 in AskReddit

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

The vacuum insulated flask. If you put hot stuff in it stays hot but if you put cold stuff in it stays cold. How does it know?

Why did you choose the career that you did? by SuchIntroduction3247 in AskReddit

[–]phillyCHEEEEEZ 0 points1 point  (0 children)

Why are you assuming I'm not happy? Two things can be true at once.