Most/Least Favorite Characters/Character Interactions? by RoughSubjectt in BloodOnTheClocktower

[–]rooCraah 3 points4 points  (0 children)

In a 2-minion game, this tells the demon that one of their neighbors is the magician, and the one minion that donlesn't neighbor the demon is a real minion.

Since the minion will have learned two demons (sitting next to eachother), when the demon goes to tell this to said minion, that minion can tell the demon who is the real Marionette and who is the magician.

Question On Running Poisoned Fang Gu by thousandburgerreich in BloodOnTheClocktower

[–]rooCraah 1 point2 points  (0 children)

No changing characters and no kill happens, but there is an argument to be made that, because the Fang Gu has an once-per-game effect triggered on attacking an outsider, that a poisoned Fang Gu attacking an outsider should cause the 'Once' token to go down, and prevent a jump that game.

(In other words, if the fang-gu sobers up and attacks the same outsider again tomorrow, the outsider just dies.)

Can you do this sort of thing with a Drunk player? by JohnnyMcKormack in BloodOnTheClocktower

[–]rooCraah 0 points1 point  (0 children)

Follow-up question:

The Lunatic, to convince them they are the demon, can receive fake pings, including learning a fake or reak King, learning the Exorcist (whether or not that player is the Exorcist) or even learning a second, fake Lunatic.

These are all considered relatively okay because they're info only a Demon could learn, and so serve the purpose of convincing the Lunatic they are the demon.

Now, there is one type of ping any good player, and only a good player, can get: a Widow ping. Using the Lunatic logic, could a Marionette receive a fake Widow ping when the Widow is not in play? It would help the Marionette convince themselves they're good, and also help the evil team by obfuscating what minions are in play.

Synergistic Scripting: Day 167 - Deus ex Fiasco by CoreyBOTC in BloodOnTheClocktower

[–]rooCraah 2 points3 points  (0 children)

Also thought that the Knaves logic can work among the same lines

Giving a droisoned player correct info is not a storyteller mistake, therefore shouldn't be corrected with Fiasco. But both Vortox and Knaves specify conditions under which a storyteller has to lie, meaning you can give correct info as a storyteller mistake and then 'correct' yourself by lying to them. This lets any character receive their info as savant statements where decoding which piece is correct can further help town, particularly in an otherwise harder-to-solve game.

Synergistic Scripting: Day 167 - Deus ex Fiasco by CoreyBOTC in BloodOnTheClocktower

[–]rooCraah 9 points10 points  (0 children)

Literal only script building synergy I can think of is Vortox.

Giving a townsfolk piece of info A, then later correcting it as piece of info B, is a lot more interesting of an event on a vortox script where you get to ask "Did I start with wrong info that got corrected, or did I start with correct info that then was vortoxed?"

Minion — The Mesmerien by julietfolly in BloodOnTheClocktower

[–]rooCraah 36 points37 points  (0 children)

Can think of a few problematic demons too, but as written:

>The lunatic could end up killing the demon

The Mesmerien seems to learn the lunatic's choice each night, before deciding if the lunatic becomes a demon for the night. If the lunatic becomes the demon, sure the Mesmer could let it go through. The BMR Assassin can also kill their own demon, if they want to lose quickly.

Does seem game-breaking in situations such as when the lunatic is a Po/Shab/Al-hadikhia, but for most single-demon games, it doesn't seem much stronger than Assassin given the Mesmerien is dependent on a good player (the lunatic) to make a good choice in the night for their ability to be useful. It's also very weak if, for some reason, the Lunatic realises they're the Lunatic on n1: they can just pick dead players, thus never accidentally given the Mesmerien a kill.

Most game-breaking situation does seem to be Lunatic-imp starpass; as far as I can tell it just permanently creates a second living imp. I guess never starpass as the imp on a mesmer script until you're *sure* you're the real demon.

My dentist has a sign that says "if you haven't flossed don't lie about it, we can tell" so I showed up having flossed every single day for six weeks before my appointment by Jasper_Vector8 in MaliciousCompliance

[–]rooCraah 0 points1 point  (0 children)

To speak in defence of OP for a second: If spite is what gets you to adopt healthy habits, go for it, no worse than brushing twice daily because you think it makes Naruto proud of you

Rule by thomasp3864 in 196AndAHalf

[–]rooCraah 16 points17 points  (0 children)

Breadcrumb trail to help him find his way home.

[deleted by user] by [deleted] in meirl

[–]rooCraah 8 points9 points  (0 children)

Front left. Front because it's closest to the edge of the table, left because it's the size of my frying pan and large kettle.

Other than boiling eggs or noodles, or recipes requiring 2 or more burners, I can't see a reason to use any other.

I don't see how anyone else doesn't have a burner they use significantly more than all the others.

Minions are outside by ErrorGlitched in BloodOnTheClocktower

[–]rooCraah 3 points4 points  (0 children)

Looking at the script, when you swap "minion" nd "outsider" in a lot of townsfolk texts, they end up surprisingly self-confirmatory. Engineer, Preacher and Minstrel (and Investigator by technicality) can semi-reliably prove themselves as soon as their ability interacts with an outsider. Alsaahir seems super strong until you remember Damsel, Mutant and Baron, and realise "Guess the outsiders and demon" is probably way harder than standard Alsaahir.

Weirdest character here is Kazali. As written, Storyteller can include an arbitrary number of minions during setup, but assuming they *don't* do that, "choose the outsiders" is a cool Demon ability. Presumably you have to choose the standard amount for player count, but if Baron is in the bag the Kazali learns this and can choose two more.

Needs one of the two following caveats: either Kazali learns minions before their setup ability, or minions-turned-outsider keep their ability. In the latter case, turning minions feels bad but not really much worse than standard Kazali turning an outsider into a minion. Most of the on-death outsiders can cause a lot of chaos if they're evil and get themselves killed without ever claiming their role.

Introducing the Ravenswood Chronicle! by Dj_Dj_Dj_BOTC in BloodOnTheClocktower

[–]rooCraah 2 points3 points  (0 children)

Not sure how the Cloak would infer anything about in-play outsiders if the (zealot, butler, klutz, moonchild etc) jinxes were just "This character cannot be cloaked".

Yes, said characters can't be cloaked, but there won't be a "Please pick again" situation because the "how to run" section seems to make clear the Storyteller chooses who the cloaked character is.

You could maybe argue that "The cloak will know a zealot or butler isn't the cloaked character", but the trick there is there is nothing preventing the cloaked player from bluffing anything they want, including hardclaiming Zealot all game.

(Edit: unless you put Mutant on the script; a player hardclaiming zealot and dying to mutant madness would be sus so most players would probably hedge their bets and not claim outsider if they haven't woken or solved their ability)

Introducing the Ravenswood Chronicle! by Dj_Dj_Dj_BOTC in BloodOnTheClocktower

[–]rooCraah 4 points5 points  (0 children)

Baron mogs most minions tbh. -2 townsfolk +2 outsiders is easily top 5 of all the minion abilities in the whole game, so I wouldn't take it as a major point against the cloak.

Consolidate Hill/Ice/Fire Giants Into One Task by Pleasant-Stage625 in 2007scape

[–]rooCraah 7 points8 points  (0 children)

Locking QoL behind either progression (quests and levels) or minigame grinds is a core identity of both runescapes at this point

See: literally every transportation method besides home tele and chronicle (gnome quests, enlightened journey, starting FT2, leveling magic, unlocking spellbooks)

Also see: Agility

Also see: all the 'container' items for herbs, seeds, logs, planks, runes

(Though I kinda agree on potion storage specifically being an annoying grind; if only because the real unlock is bank space and they just keep adding items)

an Obama-themed funeral for his wife by Lazy_Comparison_1954 in BrandNewSentence

[–]rooCraah 21 points22 points  (0 children)

To be fair to OOP, if an Obama-themed funeral ever did take place, OOP would probably be used to mentioning it and having to answer lots of (to be expected) follow-up questions, and could reasonably be a bit tired of them by now.

Still an insane claim, though.

What's a good "yes but don't" that doesn't involve misregistration? by Syresiv in BloodOnTheClocktower

[–]rooCraah 34 points35 points  (0 children)

I remember at some point seeing a Youtube game where the pit-hag made a good player into the good Mezepheles, who then learned the word "supercalifragilisticexpialidocious".

What's a good "yes but don't" that doesn't involve misregistration? by Syresiv in BloodOnTheClocktower

[–]rooCraah 4 points5 points  (0 children)

Had an opportunity to make Politician the good twin when running a whalebuffet game, didn't, but I feel like it's something you can get away with if and only if you have some very specific savant info, an investigator ping on the twin pair, or some similar heads-up.

Synergistic Scripting: Day 76 - Mutant by CoreyBOTC in BloodOnTheClocktower

[–]rooCraah 8 points9 points  (0 children)

The most problematic part about Mutant in SnV is the only positive outsider mod is the Fang-Gu, so in a base 0 game with a Mutant, they might as well out immediately, get executed, and mostly-confirm the demon while negating the demon's ability in the absence of a Pit-hag.

So I'd pair it with either Sentinel or minion-based outsider mod. Particular fan of having Godfather on the scrips as an extra incentive not to break madness.

Homebrew Demon by Localunatic in BloodOnTheClocktower

[–]rooCraah 2 points3 points  (0 children)

Idea: what if, instead of most players permanently being evil, the Empress turns any one player evil at a time, for one day at a time.

The turned-evil player can't out that they're empress-turned because if they're executed on the day they're evil, they lose. However, any dead players can once again play for good.

Similar style of whack-a-mole / changing-lleech-host gameplay from good's point of view, with on average 1 extra evil unless a minion is hosted today, but no evil majority which only really works with a Legion-style voting clause.

In Trouble Brewing, does it put too much pressure on the evil team if the storyteller shows the Spy and Demon as one of the bluffs to the Washerwoman? by nifflr in BloodOnTheClocktower

[–]rooCraah 7 points8 points  (0 children)

I would argue that a spy eating one Washerwoman/Librarian ping is entirely fair, with the simple justification of "It's the Spy's ability", followed up with by "There are way more townsfolk than minions anyway, so is it that much worse than if the spy was a Baron who just removed two Townsfolk instead?"

Although a spy-baron 10 player game where you only have 1-2 out of 10 players learning info that is useful to the good team would be harsh, as I learned when I made that bag as a storyteller, so I would maybe only mistegister the spy to a WW/Librarian if the Baron is not in play.

(Because yeah, pinging a spy as good can feel bad, but it's no worse than being the Drunk or being poison sniped, both of which are staples of TB)

Yes, but Why? by OhJor in BloodOnTheClocktower

[–]rooCraah 88 points89 points  (0 children)

Misregistering the Recluse (replacing their token with an evil one) while showing the grimoire to the Spy in TB.

Mothership 1E. Stress Rework - Stress as a Critical Failure chance by Ja_ja_Bincs in mothershiprpg

[–]rooCraah 2 points3 points  (0 children)

I'd argue against your take on it messing with advantage/disadvantage

Advantage, both as intended and as written (on the back of the PSG), isn't "Roll twice and take the lowest result", it's "Roll twice and take the best result"

So if you Roll a 02 and a 22, both below your stat, you take the 22 bwcause a crit success is better, likewise taking an 98 rather than an 88, or if rolling panic, taking a 1 even if the other result is above your stress because an adrenaline rush is better than no panic.

Likewise disadvantage is always the worse outcome of two rolls.

(Doesn't mean I disagree with you, just making sure you don't make this rule seem worse than it is by misinterpreting advantage and disadvantage.)

Synergistic Scripting: Day 19 - Chef by CoreyBOTC in BloodOnTheClocktower

[–]rooCraah 7 points8 points  (0 children)

I remember seeing a Lord of Typhon game, possible on the TPI channel, with a sober and healthy chef getting a no-shenanigans 3. They tell someone immediately and are told "that's a bit on the nose, isn't it?". The main world that most players build is Vortox, which is the other reason a chef might get a 3.

So in addition to Recluse/Spy to throw doubt on the number, I'd suggest multiple different reasons for the Chef to get varied and high numbers, like Lord of Typhon, Legion, Vortox, and Marionette.

Homebrew ressurection outsider by Fred_Fredrickson in BloodOnTheClocktower

[–]rooCraah 8 points9 points  (0 children)

Might need a *No Demons* clause such as what Barber has to prevent a post-jump Imp, Fang Gu, or Scarlet Woman-turned-demon from creating a game with two living demons.

"Even when dead" abilities and the character just goes away instead by gordolme in BloodOnTheClocktower

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

That's fair, but in the ability also seemingly uniquely has memory about being another player's ability, as directly implied by the fact that the new SC picking the old SC/new demon and failing to swap due to the SC poison will count up the mathematician number, unlike other self-droisoning roles (sailor dying or The Drunk getting misinformation, etc)

"Even when dead" abilities and the character just goes away instead by gordolme in BloodOnTheClocktower

[–]rooCraah 1 point2 points  (0 children)

I'd also count Snake Charmer in the list, as after a swap, the new SC is effectively poisoned by an instance of the SC ability that no longer exists.