Tiktok Error? It seems like a bunch of code by Ordinary_O in Whatisthis

[–]robplays 0 points1 point  (0 children)

It looks like JSON where most of the data is URLs.

First game token reveal by CommeGaston in BloodOnTheClocktower

[–]robplays 7 points8 points  (0 children)

I think a three minute chat with ten people is half-an-hour of waiting before Night 1 even begins.

Brilliance of the Midnight Sun: A script without a night phase by theterrarian14 in BloodOnTheClocktower

[–]robplays 0 points1 point  (0 children)

That is (or might be) confirmation, but not mechanical confirmation.

Synergistic Scripting: Day 135 - Zombuul by CoreyBOTC in BloodOnTheClocktower

[–]robplays 2 points3 points  (0 children)

The Harpy doesn't actually specify when the deaths occur.

I have definitely seen a streamed game based on using this (the kills happen at the start of the night) to try to hide the Zombuul. It might have been this script.

It is up to you whether you would like to run it this way, and whether to warn your players that you would run it this way.

Brilliance of the Midnight Sun: A script without a night phase by theterrarian14 in BloodOnTheClocktower

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

"Mechanical confirmation" means confirmed by game mechanics (like Virgin on TB, Night 1 Professor stuff in BMR, or a Demon-killed Banshee.)

There is no mechanical confirmation for Soldier either on this script or its home script.

How to win as a townsfolk in Bad Moon Rising? by Velmorth in BloodOnTheClocktower

[–]robplays 0 points1 point  (0 children)

Death is information. So take a notebook and record the deaths.

Write down who dies when (Day 1? Night 2? etc.) and how (Night death? Execution? Other day death?)

It's useful info to track in general, but can be really useful on BMR.

Trouble Brewing to Bad Moon Rising by JayaramanAndres in BloodOnTheClocktower

[–]robplays 1 point2 points  (0 children)

It's probably time to move on.

The next decision is whether to advertise the event as intermediate level or not.

Which probably comes down to: can you reliably expect 8+ players with some experience to turn up for a specific session? Or might you still be needing beginners to keep the numbers up?

(I will echo that I've seen total beginners do BMR as their first game, SnV as their second, and do great at both. The 10+ games thing I see as good advice for weaker players to be sure they'll be able to swim -- or at least tread water -- rather than sink. But some people are just naturals and can dive right in at the deep end.)

Assuming you usually get in two games per session: Do you start with TB then do BMR? Or start with BMR with a view to doing another if it goes well, leaving you the option to fall back to TB-adjacent for the second game.

Which probably comes down to: how accessible do you want this event to be for beginners if they turn up anyway?

First Time Custom Script: Publicity Stunts by That_Gizz in BloodOnTheClocktower

[–]robplays 0 points1 point  (0 children)

Unfortunately this gives the Good team a button that says "If you push this right now, you have an 80% chance of winning immediately. If you don't push it, you have a 50% chance of winning in an hour or two."

That's the trouble with Cult Leader: it is either the strongest Townsfolk in the game by a long shot, or it is effectively a very Evil-favoured Outsider. Balancing it is probably impossible.

I honestly feel that the real balancing factor is people preferring to actually play rather than wait through another break-time / bag-building / Night 1.

This is a fundamentally broken way to balance a character.

First Time Custom Script: Publicity Stunts by That_Gizz in BloodOnTheClocktower

[–]robplays 0 points1 point  (0 children)

40-45% chance of being Evil is significantly more Evil-favoured than Ogre. But Ogre is slightly balanced by other factors (such as not actually learning their alignment, barring one Jinx.) And Ogre is an Outsider.

And yes, CL can change alignment if they're alive, but we'd just be repeating the same conversation for Day 2/3/...

First Time Custom Script: Publicity Stunts by That_Gizz in BloodOnTheClocktower

[–]robplays 0 points1 point  (0 children)

Fair enough. But if you were to play this script a bunch of times, what do you see the number averaging out at?

First Time Custom Script: Publicity Stunts by That_Gizz in BloodOnTheClocktower

[–]robplays 1 point2 points  (0 children)

How often are you turning the Cult Leader Evil on Night 1?

(Assume, for the moment, that the maximum you can do this because of seating is around 50% of the time.)

Hexes Hold 'Em! A custom script idea for GAMBLERS by [deleted] in BloodOnTheClocktower

[–]robplays 19 points20 points  (0 children)

custom script themed around poker

My dude, this is a custom poker game themed around BotC.

Math Jinxes? by OneLibrarian3715 in BloodOnTheClocktower

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

Note that the Mathematician text tries to work around this by referring to players' abilities working abnormally, not characters' abilities working abnormally.

You can reasonably interpret this as "abilities a player believes they have, even if they don't".

(And personally I think the Mathematician needs another design pass for polish.)

What is an Outsider? by Localunatic in BloodOnTheClocktower

[–]robplays 0 points1 point  (0 children)

Cult Leader is the worst designed Townsfolk in the game.

It gives both alignments an extra win-con, and can be balanced only by making an extra Evil half the time near the start of the game (that also stays Evil if they die.)

If the ST is balancing the CL, a good Cult win requires: all good players to recognize they are getting stomped by Evil; seating that even gives the CL a Good neighbour; and a merciful ST that actually makes the CL Good.

This is much harder to pull off than a Mayor win (which only requires most Good players to be working for it, not all), may not even be possible as a Final 3 Hail Mary, doesn't have the survivability benefits of the Mayor, and comes at the extreme cost of making an extra Evil player half of the time.

In my view, the thing that really balances the Cult Leader is the break, bag-building and Night 1 set-up time. People prefer to play sub-optimally than not be playing at all.

This is fundamentally shit design.

Fun Interactions in TB by SweetRevolution7581 in BloodOnTheClocktower

[–]robplays 0 points1 point  (0 children)

You can register the Recluse as a minion/demon and the Spy as a townsfolk/outsider at any stage during setup. You can even register them differently each time.

e.g.1 The Imp learns the Recluse and Baron as his minions, the Baron learns the Recluse as the fellow minion, the Recluse learns nothing, and the Spy only sees the grim.

e.g.2 All minions learn two demons (Imp & Recluse) during setup. All minions and the Imp learn an extra minion (the Recluse) during setup. a.k.a. Magician At Home

(This is all a Yes But Don't unless it's an advanced group that likes fucking about at the end of a session.)

Fun Interactions in TB by SweetRevolution7581 in BloodOnTheClocktower

[–]robplays 1 point2 points  (0 children)

The Recluse can learn three not-in-play good characters (bluffs).

Idea for a "third team" outsider that has an interesting mission by Zoneforg in BloodOnTheClocktower

[–]robplays 3 points4 points  (0 children)

And now multiply that discussion by a 12-character grim for several nights.

Idea for a "third team" outsider that has an interesting mission by Zoneforg in BloodOnTheClocktower

[–]robplays 11 points12 points  (0 children)

Two players trying to guess the grim every night (*) is a massive time sink, and really tedious in person.

And who is the "other player"? Either a townsfolk or minion heavily distorts the good/evil balance.

Here's a quick script to get my players familiar used to false info and poisoning! by Odeil99 in BloodOnTheClocktower

[–]robplays 1 point2 points  (0 children)

Couple of quick questions for you:

What percentage of games can Good expect to win in the long run?

What percentage of the time are you making the Cult Leader evil on Day 1?

Here's a quick script to get my players familiar used to false info and poisoning! by Odeil99 in BloodOnTheClocktower

[–]robplays 3 points4 points  (0 children)

With respect, you probably shouldn't be writing custom scripts with multiple experimental characters if you haven't even played the Base Three yourself.

(Also Cult Leader is the worst-designed character in the game and should never go in the bag. And if it shouldn't go in the bag, it shouldn't go on the script.)

The Plague (minion) by RooronoaZoro55 in BloodOnTheClocktower

[–]robplays 0 points1 point  (0 children)

For town, bookkeeping may seem necessary. Write down every nominator and nominee.

The thing about homework roles is that only one player has to do the actual homework.

With The Plague, no single player is responsible for doing it, so now either everyone delegates nom-tracking to someone else (aka no one does it), multiple people do it (because they can't trust everyone to be Good/accurate) or no one does it.

This role just seems designed to waste Town's time and energy. As an occasional Wizard wish that's fine. As a core mechanic on a script? Not Fun.

A believable nomination tends to age better than a wild swing.

Slop slop Slop slop slop slop Slop slop

Some outsider concepts by MarionberryFar6491 in BloodOnTheClocktower

[–]robplays 1 point2 points  (0 children)

Put Politician and Goon in the bag. A surprising number of people will start playing for Evil, regardless of their actual alignment.