#Law & Disorder
295 messages · Page 1 of 1 (latest)
i plan to replace Prophet and Flirt with more reasons for good to nominate & another good death control role & maybe some misregistration to nerf Reporter & Prosecutor & Coroner without hurting Chiroptress. also custodian shouldnt be able to kill the demon so needs chages
Bewbon should have a killing mech to fit in with the script
maybe, it was originally "Players you nominate gain this ability & might die tonight. Evil wins if all alive players have this ability", which i might revert to, but not sure if it needs the extra kills with 3 killing minions and multiple reasons for no deaths?
i kind of think of it as a zombuul parallel where it's bluffable by other demons and really powerful until people start to notice the slow death rate (after which the counterplay is to suspect nominators & 'isolate' unnominated players)
does the arsonist kill any player of STs choice, or one of the characters they chose?
it must be either tonight's pick or last night's pick, ST chooses which 1 of the 2 dies
hopefully "1 of them" will make that clearer
Prophet is so interesting, I like the idea of it
thanks! ive tried to make a Saint inspired role thats more active & more interesting to bluff. i also like the interaction of it seeing the Demon so that not all pings are assumed good. i was considering replacing it on this script with some Demon misregistration but i might keep it, not sure yet
Gave +1 Thanks to @maiden radish (current: #1547 - 2)
Yeah I'm just trying to think of a reason for it to not try to die day 1 or for it to hide
Like it's a role I think could easily work with official characters
Filibuster dissuades open Outsider executions, Prophet can see itself, and a player who wants to be executed early is already being Outsidery (Barber kinda has this in SnV).
But yeah. Considering an "even if you are dead" clause but not sure about it yet.
My design goal was to make all of these fit at least somewhat well with official characters (i know a lot of homebrews don't, it's a preference) so im glad it seems to achieve that
and the reason to hide would just be to die at night and waste a kill, but like saint it needs to out if the ping is on the block and i think thats ok
Filibuster I don't think dissuades open outsider executions cause it just proves that player is either an outsider or the demon, and proves a filibuster is in play
Prophet seeing itself every night is not interesting. Like it's fun to do once per game at most, but if it sees themselves n1 obviously they're not gonna advocate for their own execution.
Barber on S&V usually doesn't try to get executed day 1 from what I've seen cause they're normally trying to see if it's a Fang Gu game first (or if it's base 0, they know) and then get jumped
I disagree design-wise that a player who wants to be executed early is outsider-y, not just cause of phrasing (sailor for example), but assuming you mean "want to be executed and die early" I think that's not really an interesting design goal/game for the outsider player to be playing. Furthermore, having a safe execution target early that's food for UT/cannibal/Vortox-type characters isn't really all that harmful to good, other townsfolk being executed in their place would be more harmful
Mad respect for this
The difference with this and the saint is this has the potential to (and in most games, likely will) move. So the prophet trying to bait the demon to kill them is good, it's more potentially destructive to do that as you risk getting the player you saw executed without outing (and then demon won't kill you foiling your plan, and making you look like a minion) whereas the saint's ability is localized to themselves so they can control things more directly when trying to bait the demon because they won't be volunteering to be executed, unlike a possible prophet target.
I explained that poorly but I hope you can see what I'm getting at?
yeah, i think those are some very good points - would "even if you are dead" fix this issue? and is this needed for Merrymaker too?
it could even be "Each night, if you are dead" to make it one of those outsiders who only becomes detrimental when dead but i think an alive evil player being able to bluff getting Prophet pings is interesting
Even if dead would work, but then the Prophet can't attempt the "bait the demon" strategy at all, so I don't know, it's up to how you'd want it to play out
If I was making it or adapting this for my own group, I'd probably do something a little lame like adding the saint's ability on top of it, or something even worse like "if you are mad you should be executed, your team loses" until someone smarter/more experienced came up with a prettier solution
Yeah I agree
adding the saint's ability would work, ill have to think whether i prefer that to even if dead.
i don't like forced madness so probably not the latter.
Yeah I don't like it either
I don't think merrymaker needs any extra clause cause it has incentive to hide to try and soft check its neighbors or catch an evil in an impossible lie, so if the player wants to opt out of it, it's their loss and they already potentially screwed up their neighbors if they're a first night or day role
true
this script does generally avoid 'spent' roles so "it's already harmed good" is less applicable but like it does have that empath-by-deduction benefit + potentially drunking Prophet Clairvoyant (after n1) and Ghost is a nice bonus
actually about that i need to think abt if rules-as-written a drunk ghost appears dead, loses their vote token, etc
i intend for a drunk Ghost to just prevent minions from being converted. ill probably just make it an almanac clarification bc registering as alive is weird like Zombuul (who registers as dead even if drunk afaik)
From just the first night, on this script alone, it can fuck up clair, manager, double agent, reporter, forensics, quizzer, and prophet, which is a pretty good spread, almost half the good roles, so you've got decent odds hitting one on the first night, if both neighbors are good
So I'd say "it's already harmed good" is kinda applicable here, but yes, it's not AS harmful as it hitting OPG roles
No, drunk zombuul registers as alive. You just don't announce that they came back to life or anything like that
oh so their vote token isnt taken when they vote?
Ghost is intended to never spend theirs otherwise it's very unfun for the player (plus it obviously helps evil to have voting dead minions)
Yes technically the drunk zombuul's vote token wouldn't be taken away iirc, but the zombuul isn't ever told they're drunk, and it's unlikely they'd use their vote token if they knew they were drunk because they'd immediately be exposed as the zombuul.
But also, most drunking abilities that I can think of only affect living players, only other one I can think of is Innkeeper, so it'd be hard to drunk them anyway
Yeah I think ghost is well designed, interesting bluffing space for evil
The one thing that might be weird is if the pattern of night deaths, especially given these demons, makes it too obvious that the ghost died
thanks for the info, i had assumed it continued to register as dead, good to know
Gave +1 Thanks to @maiden radish (current: #1384 - 3)
I'm not totally sure if that's how the script would run, I'd need to look closer, but there seems to be a lot of telegraphing which causes occurred, so there's only a couple worlds where ghost died vs didn't die
i think ill need to make Ghost "You register as alive, even if drunk/poisoned", i dont want voting to confirm Ghosts
Seems good
I really like the idea behind prophet but I feel like it should end with "your team loses" instead of "their team loses" to make it a proper outsider
Because if it pings a minion that's huge for good
And if it never pings a minion then that's info
Or just "you are sober & healthy"
It also interacts poorly with chiroptress' PG ability (which is... questionable, but if it holds up in playtests I'm willing to go with it) as it is now
Also ghost seems SUPER powerful for evil considering there are 3 minions who can kill themselves and multiple other reasons that there can appear to be no deaths in the night
Do they register as dead for evil wincon?
Also, I see why double agent is a townsfolk but again, imo it's questionable until thoroughly playtested
Double agent chiroptress also seems like a bad interaction
Ok I'm looking at the script more and while I think chiro COULD work, this isn't the script for it
this is intended, almost never seeing minions is not enough to make it a townsfolk imo & i like outsiders that get small amounts of info
Evil doesn't have a way to really learn their team in every bag
yes as intended
Verrrry powerful
Well that's sort of the thing, let's say you're on final day and half the info points to the demon and half the info points to another player. The prophet gets shown the demon player. The prophet believes they're not the demon. It's still winnable for good, but the prophet will be fighting for their life to get that demon off the block
Not saying it's unfun tho!
definite oversight, will think abt it
double agent like flirt was added late and will probably be changed or replaced
i think its a fun concept but the interactions with other script characters are not so well thought out
Or you could just show a dead player in final 3. A prophet ping on an alive player in final 3 does absolutely nothing (without shenanigans like survivalist anyway)
im pretty attached to the chrioptress idea so id rather remove bad interactions than remove her
I do think it's cool
This is a good point, I didn't think about that
I was leaning towards Chiro being misplaced on this sort of script too though, but more because its killing pattern matched against the others helps make it kinda obvious which demon is in-play from the scenarios I'm thinking of but idk if that's the goal or not
Well yeah, that's why I didn't say final 3. This script seems way more likely to be in final 4 or 5
as for Ghost being too good for evil, it definitely could be. it's a good player that can always vote and nominate freely & kills into it will be wasted, but maybe it should only convert the first minion to die at night? not sure
But it doesn't (seem to) play nice with:
Double agent ghost kamikaze
And it's questionable with:
Custodian vigilante flirt prohibitionist
I really want to like this character
^^^ it's an interesting new take on the "demon that doesn't learn the evil team" genre of homebrew
its intentional for chiroptress to have a pretty recognisable killing pattern but maybe that makes it too weak? will need testing
I think playtest both
3 kills a night is insane so I'm not really concerned about it being inherently weak
very true. i think it needs a lot of scriptbuilding work that just hasn't been done thoroughly yet 😅
I think the bait opportunity with ghost while always being able to vote and nominate makes the strength of its downside on the side of balanced outsider imo
I really love forensics survivalist quizzer prosecutor and Cerberus btw
thx
Oh also you could test a ghost by executing them
Which is maybe really strong?
Well the ghost might also want to stay hidden so evil doesn't know it's available for them to take advantage of
I don't think it's too strong because the ghost will likely hide— yeah exactly
I agree
Also is vigilante busted or am I missing something
It's kind of a good psychopath
Does evil just kill them the first day they claim? Because if not aren't you confirming an evil sometimes?
Idk you've probably thought this through more than me
Oh also why wouldn't everyone claim it
I feel like the meta might become "ok everyone let's all claim vigilante and pick Jon, if he's the demon we win if not we'll all pick Sara tomorrow" and so on
It becomes kind of like a bonus execution
I think vigilante would be on the watchlist for playtesting, but I don't think it's immediately busted. I think it may need an "if good" phrase
Something along those lines?
yeah it goes last to kill in night so if they pick a Demon they or a minion can kill the Vigilante. and theres many reasons for it to fail. and others claiming it is intended like Gossip but if everyone picks the same person it is kinda boring.
maybe should be once per game
"choose someone that wasn't chosen today"
Maybe?
It definitely prevents everyone from choosing the same person
oh then evil can vigilante pick their own demon also
yeah
Maybe add that if some threshold of players pick the same person, it doesn't proc
^^ I don't think every "meta'ing out the fun" issue needs to be solved for tbh
I also don't even think that strategy is particularly powerful because the odds of hitting the demon are small, and there's decent odds the person who leads that charge of "oh let's all pick Jon" is evil and leading the group astray
Could also be a threshold of GOOD players
i initially had this:
Therapist (Outsider) Once per game, at night, choose a player. A chosen evil Townsfolk becomes good. [1 Townsfolk is evil]
which made the possibility of an evil Vigilate more suspicious
Mfw I am Spartacus
It makes the problem a lot less but doesn't fully take it away
I do like that except chiro lol
yeah it is still very powerful
yep thats one of the main reasons it was removed.
i also felt a Drunk-like 'think you are a Townsfolk' was kind of needed
(and i prefer to stick to the Ravenswood Bluff character counts)
Fraud is a good take on 
its kinda weird to me that the Drunk doesnt register as drunk since it would remove the need for its jinxes
Am I stupid? Since when does drunk have jinxes
Unless you're talking about the acrobat ruling, which isn't a jinx
^ I just skimmed the list
maybe im stupid x)
Lol ur good
^
I think registering as drunk or not doesn't make a real difference on most scripts
As long as it's consistent
yeah i was just completely wrong that has never been a thing lol
I was gonna say it pings a
this way but actually no it doesn't
Anyways if you're married to Chiro, I'd suggest combing through any potential bad interactions and checking how certain demon/minion interactions cover for each other if you want the demon type to be a question. Besides any other iteration you wanna do, after that I'd suggest a couple play tests with different set ups to get those under your belt, a lot of stuff is just theory until you actually see it in practice and how players interact with it. I'd suggest getting as large a group as you're comfortable running because the more opinions/perspectives you get the more likely you are to receive good constructive criticism
From there your iterations can become a lot more targeted and goal-oriented than just "make sure nothing breaks"
will do, really appreciate it <3
Chiro as solo demon would be so terrifying lmfao
Yeah lol
"did they only pick 2 players last night or did they just find a minion"
There needs to be a reason for minions to die at night but still
I thought 1 minion out of 3 picks means no deaths
Oh shit yeah sorry
yeah
I'm sleepy
Same lol
Sleep is for the weak (and it's the weekend)
Nah you shouldn't have edited that
same, thx for the help & gn :)
The pun was better
((shhhh it's not technically Monday in my time zone what are you talking about))
Goodnight, no problem, happy to try to help
It works so much better saying it out loud lol
Mhm
Random thing I remembered, filibuster should probably say "first time they die" because good has multiple ways to kill that aren't executions
v2 changelog
-Flirt
-Double Agent
- Lawyer (TF) (if they defend a player from execution, that player is safe from the demon tonight)
- Shaman (TF) (1st executee keeps their ability)
Prophet: +Even if dead
Ghost: +Even if drunk/poisoned
Minions who die at night -> The 1st Minion to die at night
Kamikaze: Cannot pick the Demon
Filibuster: Protects from 1st death (not just execution)
Scorpse: Shorter ability text, mechanically identical
Bewbon: Plagued players might die the night they were infected
Custodian: 0-3 changed to 0-2
i dont know how to pin this
I feel like there's not enough reasons for good to nominate to allow Bewbon to safely nominate (good can just not execute for the first two days cause kamikaze can only act once)
Bewbon's character text includes the evil wincon of "evil wins if no-one is executed" like Vortox
I do want to add more reasons for good to nominate once someone is on the block, though
Oh my god I'm blind
lol its ok
I was thinking maybe vigilante has to publicly claim while nominating? It would help balance the number of people claiming vigilante and encourage good players without the vigilante role to nominate (or without the prosecutor role)
And it works thematically
thats a cool idea
Vigilante tried to get them punished through the legal system, if they survive execution or aren't put on the block, they seek vigilante justice that night
yeah that fits really well, thankyou
What’s the night order, particularly with regard to Prohibitionist?
Other than Merrymaker, each source of drunking occurs attached to an info role Townsfolk. Those abilities typically go after any killing roles. But Prohibitionist’s requirement that if it kills a drunk player, no one else dies tonight suggests it goes before killers.
If the order is the intuitive kill blockers > killers > info roles, then Prohibitionist can only ever have a mechanical effect on the game if Merrymaker is in-play, alive, and neighboring two good players. (Note if Merrymaker neighbors the Prohibitionist it may also drunk them.) I’d be really hesitant in that situation to have Prohibitionist on-script as it is therefore a blank token in the vast majority of setups
night order and almanac info is not complete yet but as intended it goes after most info roles so can kill reporter, forensics, merrymaker neighbours, and fraud
Then how does it block deaths?
manager would be last as a General-like role
ohh youre right this is a flawed concept
Prohibitionist would go in the night order same time as like Monk
yeah but then self drunking roles dont die
Yeah they would
If they're drunk and have been chosen to die by another effect, they would die and no one else would
Unless you flip night order such that info roles go first (awkward for demon), or change sources of droison, or have the droison somehow last until mid-night-phase the next night (really awkward infrastructure) yeah there are difficulties tying kill blocking to learned info, although it’s a neat idea of trying to confirm info
Huh?
I thought it was just (for the purposes of this discussion, not every role)
Things that can droison
Protection
Demon
Other kills
Info
And this functions being placed into the protection bucket
No the issue is on this script the vast majority of droison sources are within info roles
Such that raw “things that can droison” is tied to one Outsider and only when both living neighbors are good
N1
reporter self-drunks and recieves false info N1
they become sober at dusk
N2
the prohibitionist picks them, they were sober so do not die
the reporter then acts again and self-drunks again
oops they weren't meant to wake, actually they die and everyone else is safe
so yeah Mabel is right it doesnt work well
It’s too niche unless it includes the info, and then yeah the problem is it creates a paradox in the night order if whether someone earlier survives to wake depends on a later player’s choice/info
yeah you cant really have a role that acts after info roles and protects before demon kills
the idea sadly just doesnt work well
Maybe change it to "you are drunk until you are woken again"?
But yeah you guys are right, it does break
Well, I’ll say my homebrew does but it gets weird… The Dark in #1145609319455395890 is a chambermaid-like role who redirects rather than blocks kills, but based it on last night’s waking pattern for exactly this reason
That said FYF is a higher complexity script than most homebrews should be, so I don’t advise just borrowing its character architecture 😅
It’s a lot more strain on the ST, and FYF is meant to be an extremely advanced script to Storytell
that is a possible solution but it feels less like the TPI characters (which is a design goal im aiming for, personal preference of mine) and would mean it doesnt interact well with official characters like Sailor and Innkeeper
Yup was just putting out there a possibility but in TPI-like space yes that goal is hard to achieve for exactly that reason
i think ill have to replace it with another Good killing role and consider adding some sortof drunk detection too tho that feels slightly less necessary
mhm really appreciate you pointing this out 
Bro FYF scares me
It looks so cool and I love the ideas on it
Of course! I’ll say reading the script, I’d really advise for protection rather than more killers. Your Outsiders/Evils have a lot of kill power and even uncertainty about who’s alive or dead. Protection such that TF believe certain players are alive or can’t (likely) die to prevent 2-4 kill nights going to surprise endgame would be the bigger concern I’d have as Town than Droison
I want to homebrew a couple lower complexity spin-offs of some of the characters, but I know me nor my group would EVER be able to play that thing it's SO big brain lmfao
This is really insightful, I agree
yeah i think you're right, i was considering a Townsfolk who like capped the kill count at 2 or 3 & learned when their ability worked so maybe that would fit
tbh im not great at scriptbuilding yet, im just very passionate abt homebrews so have kind of rushed into this so the community advice has been rly helpful 
2 things where the wording is currently a little ambiguous: does lawyer protection last until dawn, and does the prophet still learn players after dying?
I assume yes to both of these
- yes, but ive been thinking abt Lawyer and im gonna make it stronger
- yes
ill see if i can adjust the wording to make that more clear
Also scorpse is technically mechanically different now but that's not really an issue
oh?
yeah
i think the previous version was more clear and would make them less afraid to kill 2 minions N2
not like its excessively long anyway
Shaman vigilante does nothing right
Because otherwise it's OP but as written being dead stops vigilante from working even if they have an ability
correct, the vigilante does not live when dead
well either way, as we discussed earlier, im changing it to only vigilante pick via nominations
and dead cant nom
Also works
I still don't like the chiro ghost interaction, it feels like chiro can't get consistent info that way
Maybe ghost turned minions learn the demon or smth?
hmm
that would feel out of place in a non-chiro ghost script (im trying to avoid making them dependent on each other)
both those characters are so cool tho
i think maybe chiro could only fail kills when picking a Minion
How do you feel about just jinxing them
i dont rly like doing that
Understandable
this would make Ghost minions like evil Soldiers, ie would not block other kills but cannot die to their Demon
Hmm maybe
Double agent also stops being a bad interaction lol
Actually I like that bc one strong play is to start by picking 3, then double tapping all of them if they don't die
High risk high reward ofc
If 2 die the second time, you've found a minion turned ghost
Ofc if there's no ghost they just don't die n3
true but not sure if i want to bring that back anyway? it adds to the swingyness of game balance even more & might feel outsidery in some games, abt the same amt as cult leader
Yeah makes sense
yeah that is cool
It feels a lot like cult leader with a bit of VI thrown in
yeah
What happens if a kamikaze picks a chiro?
Do they just learn "no that's the demon pick someone else"?
Cool
its a bit janky but i think it works
What if the chiro picks kamikaze and someone else, then the kamikaze picks that same person
Mechanically it works but the chiro thinks they just killed 2 good players
(assuming no ghost rn)
yeah thats unfortunate but i dont think it needs changes
lack of coordination is the main downside and scenarios like that hopefully would make finding the team more of a fun puzzle
Oh and if a chiro picks kamikaze, spent ghost, and the kamikaze's pick then it's even more misinfo for evil
What if: "each night*, choose 1-3 players: if all are good, all die, and you learn this. Evil players don't learn each other."
Or "...if none are minions..."
I feel like it's still a puzzle to solve but unfun if there are false positives, this ensures no false positives
v3 !
Deletions
-Lawyer (felt like a worse Monk, and could not find a rework i liked)
-Prohibitionist (did not work well with night order & other characters on script)
Additions
+Paramedic (If deaths>=3, 1 lives, Paramedic learns player)
this helps limit the number of deaths each night and gives the ST more freedom to balance and encourages the Cerberus & Chiroptress to kill more slowly
+Entomologist (OPG sees how many dead players neighbour the Demon)
this learns 0 1 or 2 & is easy to bluff & gets more powerful if they're patient & gets actionable info, all of which i like in once per game roles
Changes
~Renamed Forensics to Forensic Tech (an abbreviated form of 'forensic science technician' is more fitting than just the word for the field of study. i wish English had a shorter word for this!)
~Forensic Tech & Reporter missing their targets is now 'arbitrary info' instead of 'drunk until dusk' (prohibitionist interaction no longer exists, now matches Shugenja)
~Chiroptress now learns if she killed or not
~Vigilante now must publicly claim whilst nominating to target another player
Me and my girlfriend really like Entomologist, we're not sure if the flavor is quite there (we're assuming analyzing insects feasting on dead bodies near the demon being different or fleeing or something), but the effect is unique and fun, it can be pretty damning though in some game states I think, and useless in some others so it's weird
I was gonna say something similar yeah
It's not super useful early making it a pretty good target to kill
I think it's a character that can become too swingy without droison. But that's fine there's droison here
It also encourages evil to rethink their killing power which is cool
Also I really like chiro now :)
Interestingly scorpse is the only demon I'd expect to consistently kill n2
Bewbon killing immediately is kinda sad, chiro will often spread the net wide to start learning their team (though that's up to them), and Cerberus is incapable of killing n2
It's an interesting quirk and I think I like it
Oh I just realized the ghost ento interaction
Also rules as written a coroner would learn minions that die at night even if they turn into ghosts
Since ghost registers as dead at night
Feels too powerful considering it's the passive component of the ability
That's valid, they only learn the player that died, but they'd be able to figure out what happened the day after when they aren't announced as dead
Vigilante can prob be reworded (though the mechanic is the same): if you nominated someone today while publicly claiming to be the Vigilante, they die tonight
I don't think "if you live" is necessary, that's a basic rule of the game and there's no need to "jinx" it with shaman anymore
Uhhh what's the survivalist Cerberus interaction? Cerberus has to choose them 3 times to kill?
Yeah ok looking through it I think that's what it has to be. Which is probably fine because Cerberus feels like the biggest "kill power" demon on this script
Besides chiro but she's special
Paramedic kamikaze is an interesting interaction. I could imagine kamikaze being saved if good is sweeping. Would you still rather kamikaze loses their ability after that?
Without that I don't think "once per game" is needed at all
Oh wait shaman lol
Ok I solved that for myself
yeah, my mental image was someone inspecting the flies and beetle grubs around the corpses with the animalistic demons attracting more of them. but like a few others i might eventually change these once i start writing the flavour text because for now the script is thematically inconsistent besides most following a modern legal & spiritual theme - inspiration from the ace attorney series which i love :)
mechanically it does have very varied power but the idea is that evil players, who have a much stronger control over kills, can play around this by making the Demon's "Ento number" the "mode" so that a sober Entomologist number doesn't eliminate over half the town. also as Hysterex pointed out there is drunkenness and pseudo-misregistration via Ghosts
yep though ofc they can choose to sink into the 1st executee to fake another Demon
yeah this is not intended, so I might make Coroner a day ST-visit role like Quizzer
It's intended for paramedic to be able to save evils because then it works as a balancing tool & doesn't allow the Paramedic to assume all learned players are good (though like Pacifist it's a TF that a good ST should usually use to help good) - but as you realised i don't want to make Kamikaze an 'each night*' since that'd allow a Shaman Kamikaze to kill each night which is horrible for good
Just realized BMR -goon +snitch +chiro would be super fun
Maybe jinx godfather and chiro so gf doesn't accidentally kill them
true! :)
i dont think it needs a jinx (atleast by TPI's standards for what needs jinxing) - godfather can take the risk or just self-kill to be safe
This script looks cool as hell, so many interesting characters. Especially the Demons, they fit together so nicely (from looking at it and not having played it).
Thank you! 
Gave +1 Thanks to @long depot (current: #7 - 828)
If ghost is "alive" during final 3 the game just ends, right?
Yes, since just 2 players live. So the game ends at dawn and evil wins (unless the non-Demon player is the Survivalist)