#Orchestral Suite
1 messages · Page 3 of 1
Gave +1 Thanks to @hollow ferry (current: #1616 - 3)
Ohhh, hmmm
the only 1 issue I see with that is what if they don't know what info they'd get
hmm
like, what if it is a role that learns a character and they are told a 1
any ideas?
What was the wording you used for that Composer ability with me? I'd do like that.
Each night, choose 2 alive players (not yourself): the demon learns who you picked and chooses your information.
but the composer knew what they were
Okay, so how about;
Each night, choose a player. If they would wake to learn information, learn what they would learn, then decide what information they learn instead.
none of the acting anymore?
Personally I really liked the old Percussion 😦
Ima feel sad if it goes
More the old Percussion also causes waking. So are you alright for double dipping on waking?
hmmmm
Well do want quite a few ways people can act abnormally
And I kind of want more so
ok I wanna make a list of every single role that cause abnormal acting
In that case, Percussion causes waking roles to be poisoned, while the... Idiophone(?) causes kills on second choice.
Clarinettist | -
Bassoonist | -/+
Violinist | +
Harpist | -/+
Repeat | +
Rest | -
Percussion | +
Brass | +/-
Woodwind | +
Orchestrator | -
hmm
Oh I had it as Woodwind
to fit the theme
Woodwind it is! 😁
(I just searched up Instrument Classifications and Idiophone was the first I saw free. 😂)
Hmm, is this enough?
ah ok xD
Honestly, pretty good list. Possibly make a Minion have a don't wake up so there's a nice balance.
String doesn't wake up
No no, sorry. I mean as in cause not waking up to allow for some anti-town waking measures.
Hmm, maybe...
Wait Brass does that
I have an idea, possibly for Percussion, that I just want you to hear and consider.
Each night, choose a player. They wake exactly as many times as they should for their character, and are poisoned until dusk.
Means it does not make additional wake ups, even for town, which could be highly disruptive for its own reasons.
Hmmm
So nothing can disrupt them?
I mean
that is an extremely small niche
Anything that could make it less of a niche?
Any ideas @hollow ferry ?
Well like I said, twas an idea and less an actual suggestion. Just an idea that is exactly that niche, something that stops waking up oddly.
I am still a little worried there isn't enough...
ok I have an idea
Ima compare this to BMR
and see if the numbers line up
Good idea, see what does and doesn't cause deaths.
mhm
gimme a bit
GM | +
Sailor | -
Exorcist | -
Innkeeper | -
Gambler | +
Gossip | +
Courtier | -
Minstrel | -
TL | -
Fool | -
Goon | -
Tinker | +
MC | +
GF | +
Assassin | +
Mastermind | -
Zombuul | -
Shaboloth | +
Po | -/+
Little bigger...
and this is just things that can mess with the basic 1 death per night
Hmm... I suppose the difference is, however, that waking up means more information. Not waking up means less. So as a result, while deaths are a lot more varied, the ability to wake up and not wake up can have a somewhat bigger impact than just dying and not-dying.
Plus, as much as yes more waking is fun, it is a lot of work for the storyteller.
hmmm
@plucky burrowyou still need help or you'd figure it out?
Help would be nice
alright what's currently happening?
Percussion is kind of out of a job
Since the new minion Woodwind has taken the spotlight
Personally I really like Percussion as it is
Each night, choose a player, they might act an additional time but if good they are poisoned for 1 of their actions until dusk.
Each night*, choose a player: they wake an additional time tonight. players chosen twice die.
These are for percussion?
nonono
The second one is for Woodwind
The Assassin replacement
Personally I think that I'd rather nerf Woodwind than Buff percussion
Unless the theme stick
I just like it
well I also liked the older Assassin replacement and now we are here 😦
hmm the ability doesn't seem that great
which one?
this one
This ability just seems pretty convoluted without much benefit
Hey!
generally the simpler an ability is the better it is
what is it trying to fulfil?
Poisoning and also some acting manipulation
can I see the current full script?
kk!
Ok for some reason the app I use to make them into images is down Xb
oh wait
Ohhh
Ok I need to fix the json
sorry Xb
all good
lol all good
V16
Here ya go
ok thanks
I don't find bloodstar that bad
Just so annoying
Ok so a replacement for percussion that poisons?
Well a replacement for the ability
Either for Percussion or Woodwind
Once per game, during the night, if nobody dies, poison all Townsfolk.
uhhh
I don't really like the main source of Pasta being Once Per Game Xb
fair
Posion*
Why did I right Pasta? Xb
You start knowing a In play Townsfolk, when they die learn a living Townsfolk. The Townsfolk you last learned is poisoned.
uhh
These do not feel good...
hmm
Personally, keep it like a poisoner
it needs a design space
something more than just that it poisons
because the only reason i want Percussion to be changed is Woodwind is too similar
but honestly I'd like Woodwind to change over Percussion
do you think you can work with that? 😄
Either way there needs to be a smaller design space
hmmm, idk what that really means Xb
wym?
Hmm, Acting manipulation is nice but uh. Maybe something that allows them to choose the info
Mega had an idea erlier
basically they learn what info they would get
but then they can change it
that doesn't really make sense for in person Xb
hmmm ok...
some other kind of info manipulation
I mean
Poison is fine
I think it is fine
Each night, choose a good player (townsfolk? alternate). They are poisoned until dusk. The following night, learn whatever information they learned before dusk.
Works well with just about everything, and gives you the information about the person you chose. It is kind of like a better poisoner though, so may not be the best. Limited to Townsfolk is a possibility, but may not blend well with String.
Hmm
Honestly not bad
but should be keep the +1 Acting?
Or do you think it is fine as is?
Also, this can basically figure out a player's character super easily
I feel like the +1 acting balances it more
tho I do like that addition of learning what they learn't
I say the only good players is unnecessary
what do you think tho?
Do the +1 acting then. But it just means potentially double poisoned information which could be rough.
oh, well we could keep it at 1 is poisoned
Also should you learn the info they learn't 1 night later or that night?
Each night, choose a player, they might act an additional time but if good they are poisoned for 1 of their actions until dusk & the following night, you learn any information they learnt.
This is what I got so far
Thoughts?
Percussion
Each night, choose a player: They might act an additional time. Good actions this causes are poisoned. You know what they learn tonight.
😄
Oh also i forgot to do this for Woodwind
Woodwind
Each night*, choose a player: they wake an additional time tonight. players chosen twice die.
Hi all! In a talk with Lumi, and I had a fun idea for a Crescendo replacement.
Each night, learn how many days are left until your team loses, even if dead. You might misregister as anything. Waking affects your number.
This sounds like recluse but also with a built in lose timer
Yeah the misregistering thing is basically only there for things like Exorcist
It misregisters for things like Exorcist which could prevent a countdown by not letting them wake.
And Lumi and I say the same thing. XD
my biggest thing about this is what is the player playing the outsider doing?
Finding people that can slow the timer
you just kind of exist and the player has no way of actually interacting with their character
and warning people about the timer
without telling the String
it is the ultimate I have no mouth and I need to scream
Panicking mostly. But having to find good players to- yep that, along with warning.
Also the bluffing potential for this with evil is great.
This just sounds really boring to play as ngl
like what does warning people about the timer do?
ok how many characters can actually slow it
Bassonist
Exorcist (but it's ST dependent)
Harpist (also ST dependent)
I don't think Bassonist wants to use their opg to slow the timer for 1 day
and the other 2 are relying on a ST might
#1240883498521333791 message
Which in most situations an ST should slow it with those mights since it is a Townsfolk ability slowing down a loss condition.
Yeah...
I mean personally, the misregistering thing doesn't HAVE to be there
but I think the ability could be tested
Yea that's still not really enough
There's really not enough ways to interact with this timer
ok well could you please help us think of a replacement?
The player playing as this outsider is just going to be doing nothing
What's wrong with it currently?
Think of this like Heretic
You just...
Mmm that's not really comparable
Heretic flips the entire game on it's head
This just kind of exists
it doesn't make evils want to play any differently
and it doesn't really make good team want to play any differently
And this doesn't?
not really
And Heretic doesn't?
Come on, you got to admit a test would be good
I don't think so
here's the crux of the problem
you learn this is in play what do you do?
try to kill the demon
but you were already doing that
so absolutely nothing has changed
evil team learns this is in play what do you do?
try to stall out the game and survive
which I guess there's an argument of stopping killing in the night but string already exists so this already didn't want to out
Keep the timer up
Lower the timer
Basically if you're a townsfolk and you learn someone is this character what are you going to do?
Keep the timer up
Make them not act
if I can
I mean, I would willingly do it
from your list the only ones that involve player choices are:
Bassoonist
Brass
Orchestrator
only one of these is even good
Bassoonist
and would want to slow down the timer
Ok the only real 100% option is Bassoonist
but I really don't think you want to use a OPG on an outsider
so realistically who are you telling?
Ok I'll be nice
lets include exorcist
and say in the almanac that the ST should have them not wake if chosen by exorcist
that's still only 2 characters who can choose to have them not wake
fine 😦
so as this character who are you really telling about yourself?
there's only 2 townsfolk who may or may not even be in the game that you can tell
and this assumes you find them before they die
Ok looping back to this, what's wrong with current crescendo?
Which One?
I guess the one I suggested?
That one?
So basically the reason I saw it and was concerned is it's an evil loss condition without much way to be able to see whether it would end the game or not, which I could see not being fun. Each night getting to choose players, with no way of knowing if they all were evil or not, sounds unfun to me.
Hence why I offered an alternate ability in the vein of Crescendo, with a rising tension of how many days are left in the game.
but you learn if you the game is going to end
True, but then it's still a last minute dash if the people trust that you actually are the Crescendo.
Ok those feel like 2 different arguments about why it doesn't work to me so let me try to break down the issue you have with the character
basically you won't know when you're going to activate your ability so even though you get told and have a day to react you don't think it's enough time because you won't be able to have built up enough trust by then?
So here's a question
do you feel klutz suffers from this problem?
Because I would almost compare this to Klutz
It is similar
I guess my main points here is, just like klutz, you need to talk with the rest of town and gain information on who's evil and who isn't so that you aren't accidentally picking all the evil players. Eventually you will end up picking the evil team but that shouldn't be until town has gotten significantly smaller and 1 or 2 evil players are already dead. Also when you finally do pick the evil team that's a huge info boost.
My biggest concern with this character is that it actually might be too beneficial for town.
@fathom rivet , I know you are "retired" but could you possibly help? 😄
👀
so what about crescendo
Sorry I didn't see this
we need an ability for it
Seriously, this has been impossible
might need to just compleatly change it
We are completely changing it
I gtg now
so uh
Please help 🥲
I'm still not sure I understand what the problem with it is
no one ever responded to me
Like ok let me perfectly clear here
@plucky burrow If I understand correctly this is your script right? If you don't like it and it's your script that's fine. My issue is the impression I'm getting is that Mega is your friend and they don't like it. If that's the case then I'm going to keep defending this character.
The reason this matters is because the creator of something should get the final say, not myself, and not their friends. The reason I'm trying to clarify is because if you're the one who doesn't want it then I'll stop fighting for the character.
If Mega wants to convince me that this character doesn't work then they're going to need to be more in depth than "It's too random" because this character is purely player choice and you have a day of info before you even start choosing.
yes this is mine and lumi's script
The issue was that it wasn’t exactly bad enough for town since they can easily find the evil team
I do understand but I do think it could be tweaked a little before it’d work better
Rn I think the main issue is how it activate
I do like the whole this is the final day thing
And that is more info that an outsider has that String is waiting to pounce on
Yeah that isn’t the reason
Well I mean I am still trying to figure out what the issue is so I'm trying to get more clarity
So you think it's too town sided?
Possibly
If that's the only issue then we can tweak it rather than replace it
Well is this based on the idea of Crescendo learning all evil players or just learning when the timer activates?
because I know the you posted a version of Crescendo which wasn't what I originally suggested so I'm just wondering which version you're going based off of
Neither, I just am wanting that final day part from both
hmm?
Also Idk why your message didn’t show for me Xb
The final day part
Also I want another outsider that has information like pm so the String can torment them
what about it?
It being in the ability
doesn't it already make it the final day?
Yeah I want that to be in the renewed version
I want the activation method to be changed
Ok
Help please 😢
I'll think about it
"Each day, answer the storyteller's riddle, the second time you're wrong evil wins as dusk."
examples of "riddles"
Which player is the pianist?
How many evil players are alive?
How many steps away is the nearest evil player to you?
Oooh!
I do like!
Also this works with the acting thing
Or would it…
Uh idk Xb
But I likee!
If by acting thing you mean visiting the storyteller then yes it would
or if by acting thing you mean waking up at night no it wouldn't effect that
Hmmm
Well the intention is that if they don’t act they don’t have to answer anything
But if they act again then they do
Also they should learn if they have gotten 2 wrong
Well you did want another role that visited the ST during the day lol
Also the reason they don't learn is so they don't know if their information is accurate or not which can be a pretty huge boon
Yeh I like!
Yeah but, that doesn’t sound very fun for everyone involved cause like… The game suddenly ending without anyone knowing it would is kind of upsetting
So I just want them to learn if their ability is activated
so like
Wdym?
instead of being guaranteed on the 2nd proc every time they answer incorrectly the ST can decide whether to have it end the game or not
and they get told if the ST decides to have it end
Oh god
I mean, then you don’t even know how much…
Hmm
What if it is a you start knowing thing where the ST tells you how many you can get wrong at the start
To scale better
Yea ofc
Mhm
And how I’d rule it with stuff like acting multiple times
You treat it like a normal role that doesn’t act at night, they are told they acted x amount of times or they are told they didn’t act
And then they know how many questions they need to answer
😄
Well that is how everything else works at the moment
Ok
You have convinced meh
But could you help write it out Xb
I am stuck on mobile for a while
Puzzlemaster
Rest
Repeat
Hornist
...
actually a surprising amount on this script
uh
What is this list?
this is actually a conceringly large amount
the different characters that don't care about waking up multiple times in a night
If they die and are doubled then the ability goes off twice
I don't think that's how it works with the wording atm
uh this is outside my area of expertise lol
I mean I think it is fine for now
I’d still run it like how I thought it should be ran
well there's still the fact that most of the script doesn't interact with waking up
Wdym?
Organist
Xylophonist
Exorcist
Trombonist*
Trumpeter*
Hornist
Brass
Percussion
Woodwind
Conductor
Composer
Orchestrator
*Doesn't benefit from waking up extra times
this is 12/25
less than half the script actually cares about waking up at night
Well I’d say yagga does
It would get 2 kills per phrase if doubled
Rest and Repeat technically do care if they are set to not act when they die
What?
Yagga works completely independently to how many times it wakes at night
OnO
How fix Xb
I'm really not sure
best I can think of is post a request for help in #homebrew-discussion but that's about it
Oh well, thank you anyway! 😄
Gave +1 Thanks to @fickle heart (current: #282 - 126)
goodluck figuring this out, personally I would start looking at most of the script and start moving things around. I definitely think you need more characters that actually care how many times they wake/act at night
Hmmm, yeah…
poisoner is already the strongest Minion in b4
Yeah I want it to also make the person act an additional time and only 1 of the actions is poisoned
The main reason we wanted to change it is that we just added another minion who makes people act an additional time but if they choose the same person twice that person dies
Honestly I still dunno if it should be changed
We do need to rework quite a lot of the roles to work better with acting
I will be working on this more very soon
I have been taking a break
And I shall try to pull my weight soon! 😄
Though we do have 2 main things to do rn
Make Percussion and Woodwind equal
And make people care about acting more Xb
Oh and figure out the final verdict on Crescendo (Though I do like the most recent suggestion)
V17
-# Version 1.1.7
**Conductor *(Demon) - Each night, choose a player: they die. If you kill a Minion this way, your ability is altered. You and a good player learn how.
**Crescendo **(Outsider) - Each day, you may visit the Storyteller to answer their yes/no question: if not correct twice, evil wins as dusk (you learn this), even if executed.
**Rest **(Outsider) - You start knowing 1 player. If you die, they no longer act.
Notes
Percussion and Woodwind should be fine together, further playtesting may be helpful.
Rest now says "act" instead of "wake".
Crescendo is FINALLY at a stable state (If you dare point out some obvious thing that is wrong & I don't see I will be upset 😠).
Conductor is more balanced now but it will most likely be seeing a complete overhaul to combat it extreme similarities to Composer.
erm actually Crescendo is not what I originally suggested smh
that's all I have to say gl on your script lol
What?
I thought that was what you suggested?
well thanks anyway! 😄
Gave +1 Thanks to @fickle heart (current: #262 - 132)
It is the same as your 1st suggestion that involved the ST which was my fav. I just fixed the wording up a bit (Also I got help with it)
all good
Yea it looks good
😄
We need a replacement ability for Conductor
it works
but
I want to make something that fills another missing spot
rn I want it to kill minions and potentially cause misinformation
I would help more but I've been working on my own script and my brain is out lol. Unless you wanna swap some ideas?
sure I'll send it to you
Kk
Is there a spot in the discord for it?
like this
or do you just have it saved?
I DM'd it
uh sure
It's a mess which is why I wasn't really posting it around
Also I do have a form for it so you can leave the feedback there
kk
Why does hornist look so weak?
wdym?
You confirm yourself and soldier protect someone until final 3
It's weaker farmer
Farmer can confirm a chain of people
And garuantee 1 gets to final 3
Farmer doesn't protect someone
This doesn't do either
also Farmer takes away abilities
It garuantees a confirmed player is alive in final 3
I recomend you remove the turning off the safety
It's a demons base
Yeah, Same as this
I mean I can remove the final 3 thing
Allow good to be rewarded for gold plays
Good*
If they bluff the demon out
Well done to them
kk
V17.5
-# Version 1.1.7.5
**Composer *(Demon) - Each night, choose a player: they die. On your 1st night, choose a player: you learn their character & their ability is altered (you know how). 1 good knows this & may visit the ST for a hint to the alteration.
Hornist(Townsfolk) - If you die at night, 1 good player learns this & is safe from the Demon.
Notes
Composer now learns the exact character of their target.
Hornist's protection now doesn't stop
This is a mini update
I meant to put this out a bit ago but I have already made more updates sooooo....
that is why this is a mini update!
So far we are changing Composer to something more like this:
Each night*, choose a player: they die. You start by choosing a player: their ability is altered (you know how). 1 good player learns a hint to the alteration.
the whole visiting ST thing isn't really needed for online
and I don't want to make the demon have to visit the ST
Woodwind doesn't need the *
It does
well it wouldn't make sense without it
because players acting an extra time N1 don't normally happen
yeah I am saying it'd basically out itself
yeah but it'd just be kind of obvious
Woodwind bassoonist and harpist
Percussion already acts n1
yeah but that is why the might is there
@plucky burrow what's your idea behind percussion and woodwind?
Is woodwind supposed to be "act an additional time"? Or just simply wake up (and do nothing)
Percussion, to me doesn't feel like a useful ability
Given that there's only like two good sources of "acting an additional time", I'd just generally assume that any additional wake ups/acts are due to being poisoned and just focus on my first set of info
Percussion kind of seems to require an evil player to be claiming violinist for it to even have an effect in the game really? It also kind of throws sus on any bassoonist/violinist claims ig
Kind of
Why so?
The additional action isn't always the 2nd
It works
Shhhhhhhhhhhhhhhh
Tbh still
Still what?
For Percussionist to actually do much dmg, an evil kind of needs to claim Violinist right?
If an evil doesn't, the only roles I see getting hurt are Clarinetist, Trombonist and Organist
Ah I guess trumpeter as well
I'm currently reading "act an additional time" as just storing an additional charge of their ability that can happen at any time
Not really how it works
at least I don't think so
Honestly we need to define the acting thing better
Tbh the additional time comment doesn't affect my opinion on percussionist
😢
well is the overall script good?
Yeah I like it
Yay! 🎉
Clarinetist is a really strong townsfolk whose main weakness is percussion
Oh wait actually
The additional time comment does actually affect my opinion on percussionist
Oh?
If it's not intended as an additional charge that can happen even on nights they don't normally act (which is the point of an additional charge that ST can prompt), it actually makes percussion weaker
Wuh?
B/c percussion would be able to interfere with Clarinetist if it was read as "ST can prompt an additional usage of their ability at any time"
So do you think I should make it so the additional action can be delayed?
I mean I do not mind that if you think it'd be a reasonable buff
How does percussion interact with day abilities?
(also what happens if Organist runs out of people to choose from 🤣 )
Basically, like any other ability that doesn't act at night, they learn they acted an extra time at night (Counting for stuff like Xylophonist) and then when they go to the ST, the ST prompts them twice (They'd know it anyway since they acted an additional time in the night)
Basically that additional action goes until dusk
I think
Honestly we really need to define it more...
Crescendo works hilariously with Percussion right now
Wait Crescendo is a may?
Why would the crescendo ever visit ST
Oh, I guess they just exist
Yes
if they don't visit the ST they still don't get it correct
so it is an auto fail
Ah
it prevents a butler situation
where there is this easily breakable rule
btw if they don't visit the ST and that is their final shot they don't actually get told XD
I think it should be a "must" tbh
The Entranced in the [Redacted] script has a "must" visit ST role
uh ok...
what?
I'm just saying that another playtested homebrew that has been played a couple of times also has a "must visit ST" role
Oh ok
well I can pop that on my list of things to do
btw, can you guess how many times this script has been ran?
(also it's much, much more difficult for people to accidentally break the "must visit ST" rule than the Butler rule)
👍
How did percussion play in those games?
ok
Nope, Percussion wasn't even a role is like most of those Xb
It was originally Poisoner
Chaimbermaid wouldn't work with extra actings
since it checks how many of the players woke
Or do you consider extra prompts as not "due to their ability"
not how many times they woke
no it is due to their ability
an extra acting is their ability firing multiple times
Ah ye makes sense
The main difference between Chambermaid and Xylophonist is that Chambermaid counts the players and Xylophonist actually counts the acting
Btw
I thought it was worded differently too at first
yes?
Does woodwind wake mean another act?
Oh, yes
You should reword that
thanks for catching that!
Uh also
What happens if two unique sources of woodwind abilities affect the same person
Woodwind's killing part is specifically refering to itself and not the ability in general
so they are seperate
(I checked with smart people)
(Smarter than me atleast)
New Conductor kind of is really strong then
well it'd be even stronger if they weren't seperate
Arguably
well, yeah you could double the demon twice
Well, the ST could also just don't 😄
Ye ST can't give that minion as conductor ability
But double Brass and double String is also quite strong
well they can
yeah
The ST can choose anything they see as fair
Brass would prob be the best pick in most cases
Um, my understanding is ST has no control once the ability is assigned?
String could be good if the String is dead
yeah, I am just saying they can choose what ability to assign
so they could just don't
depending if it is fair or not
Yeah but ST can't really give evils the choice of bursting the game from F5
Not on a non-BMR adjacent script
I'm confused about double string btw
they would just get a second chance I guess
If evils got double string, and then just immediately chose to execute the demon
yeah, but they need to do that
Wouldn't they get at least 2 chances at guessing the outsiders?
So string being dead shouldn't matter much
Double string just brings in two more instances of the string ability into play
Yes
The presence or lack of an OG string ability shouldn't matter much
this is how doubling works
wuh?
This statement
Oke
cya! 😄
Also all ysk roles
As you learn 2 things and only 1 of which is correct
ye
kind of like N1 poison
sorry, I think I just didn't think enough, Percussion is good as is
So wait… what should the ability be? Xb
This is fine, just suggest you make woodwind wake on n1 as well
Go make percussion not confirmed as being in play
Just cause?
I mean, I guess... That does kind of the confirm the minion tho
It confirms it or Percussion
Which is better than confirming Percussion specifically
oh ok
I straight up forgot but uh, is the version you say be in the one that learns what they learn't or no?
The one I say
Of woodwind
Percussion (Minion) - Each night, choose a player: They might act an additional time. Good actions this causes are poisoned.
OR
Percussion (Minion) - Each night, choose a player: They might act an additional time. Good actions this causes are poisoned. You know what they learn tonight.
I know you want Woodwind to be:
Woodwind (Minion) - Each night, choose a player: they wake an additional time tonight. players chosen twice die.
I'm saying that having woodwind work on first night makes you not know if you were doubled by Percussion or woodwind
yeah, I knew that. I want to know if Percussion should learn what the target learn't
Doesn't matter much to me
🥲
Like I don't think it's impactful either way
Fine I will remove it
Ok I am changing everything that says "wake" to "act". The ability of Trombonist is now kind of weird with the new wording...
Each night*, learn how many players acted abnormally tonight.
Like, acted abnormally as in some funny business? XD
This is the current definition of "Acting Additional Times"
- A player who acts an additional time has their ability fire an additional time.
- An additional action will activate "You start knowing" abilities even on later nights, but, will not do the same for "On your first night" abilities.
- Any "If" or "When" statements still must be filled in for an additional action to have an effect.
- An additional action still takes place even if there is no noticeable effect.
The newest update is nearly here!
This is the rules for "Acting"
- A player who is supported has their ability fire an additional time while player who is silenced will be skipped in the night order.
- An additional action won't activate "You start knowing" or "On your first night" abilities.
- Any "If" or "When" statements still must be filled in for an additional action to have an effect.
- Players are always counted as taking their supported actions in a night.
- A player who is supported will have their supported action in any random order decided by the ST.
- Daytime abilities who visit the ST & are are supported or silenced will be informed so by the ST when they attempt to use their ability.
- OPG abilities cannot be used the night they are silenced & will gain another charge the night they are supported.
V18
-# Version 1.1.8
**Xylophonist **(Townsfolk) - Each night, choose 2 alive players (not yourself): you learn how many times they acted tonight.
**Trombonist **(Townsfolk) - Each night*, learn how many players acted an abnormal amount of times tonight.
**Brass **(Minion) - Each night*, choose a player: They are mad they acted an abnormal amount of times tomorrow, or that night a player 1) doesn’t act or 2) acts an additional time.
**Percussion **(Minion) - Each night, choose a player: They might act an additional time. Good actions this causes are poisoned.
**Woodwind **(Minion) - Each night, choose a player: they act an additional time tonight. players chosen twice die.
**Composer **(Demon) - Each night*, choose a player: they die. You start by choosing a player: their ability is altered (you know how). 1 good player learns a hint to the alteration.
**Conductor **(Demon) - Each night*, choose a player: they die. If you kill a Minion this way, you both learn & gain a Minion ability.
Notes
All character abilities that mentioned "waking" have had the wording be replaced with "acting".
Buff to Percussion was reverted as it was seen unneeded.
Woodwind now acts on the first night to allow it to cause more kills as well as allowing another way for an extra action on night 1.
The good player who learns a hint about the Composer's change now learns it at night because it might as well since the Composer learns it at night as well and we are not making an evil character have to visit the ST.
Conductor's ability has been changed AGAIN, hopefully this will be the final time.
Several Reminder tokens fixed.
Added the Logo back to the json.
Fixed the script to be in proper AMY order.
Almanac has been caught up to date.
Night order has been tweaked.
Finally!
The big update is here! 😄
@fickle heart
@hollow ferry
Big update just dropped! 😄 😄 😄
Sorry for the ping, I probably shouldn't of pinged Xb
- Woodwind and Percussionist are very similar
- Rest can be also guaranteed that they didn't learn the Demon because the Demon not acting shouldn't really exist, this makes them a pseudo knight.
- Organist is really strong and also doesn't function very well at high player counts
- Yes they are similar but I believe that is fine, at least for now.
- Hmm... Decent point, maybe they only learn who when they die?
- Organist may be strong but I personally like it! I do agree that after some testing if it turns out to be too strong then maybe a nerf could be placed on it.
Summery: LEMME RUN THE SCRIPT WHILE IZ STABLE PLEEEAASSE
Rest probably doesn't need to learn at all
Hmm
I mean I think that could be fine
so you would want it to be returned to an older state?
Organist has been shortened to:
Each night, choose a unique player: if good learn 1 out of play evil character, if evil learn 1 in play evil character.
should it be changed to:
Each night, choose a unique player: if good learn an out of play evil character, if evil learn false info.
@tacit trail This you Balor?
Yep
Yay!
This is where you can send stuff later on if you want to say anything about the script
Ok
😄
JustJulia suggested this
Forte: Someone is mad to be forte or might be executed. If you are forte you are executed and no good player acts tonight
as a PM replacement
@scenic wadi
Welcome to the Club!
Hello :D
thanks! 😄
If I ever run this then i will put it here
just check this channel if something is typed
We need a fix for Conductor
Conductor (Demon) - Each night*, choose a player: they die. If you kill a Minion this way, you both learn & gain a Minion ability.
It ramps too quickly
clarification, is the 'you both learn & gain a minion ability';
Both the now dead minion and the conducter learn (the same/different) minion and gain that ability each.
The minion and demon both learn a minnion and conductor gains the ability.
The demon learns and gains a minions abliyt, the minion gets nothing.
Wording is ambiguous
as in, is it you both as demon and minion or that demon does both
It is inplied that the minion keeps the new ability even after death
basically, it is vigor without the townsfolk poison or -1 outsider but the demon itself gains an ability and the ability can be a new one
V18.5
-# Version 1.1.8.5
Organist(Townsfolk) - Each night, choose a unique player: you learn an out of play evil character, if evil, this info is false.
Crescendo(Outsider) - Each day, you must visit the Storyteller to answer their yes/no question: if incorrect more than once, learn this & evil wins as dusk, even if executed.
**Brass *(Minion) - Each night, choose a player & a number: they are mad they acted that many times tomorrow, or tonight, a player 1) doesn’t act or 2) acts an additional time.
**Composer **(Demon) - Each night*, choose a player: they die. You start knowing a player & an ability theirs become. 1 good player knows a hint to the new ability.
Notes
Organist's ability has been shortened.
Crescendo's ability has been changed to a "must" instead to prevent to confusion and also now says more than once to prevent the complete negation of the ability via poison/drunkenness.
Brass now chooses how many times the player must be mad about acting to allow for higher versatility.
The player the Composer's ability affects is now pre-decided by the ST to allow for preplanning & IRL compatibility.
I was meant to post this a while ago
but uhhh
Oh well!
😄
I just wanted to say, I am so proud of this
I just wanted to have a little fun with this and it has gone so far
I thank you all for the help! 😄
I am currently pitching an idea for Pianist to make it easier on STs
Pianist (Townsfolk) - Once per game, during the day, privately visit the Storyteller and choose 3 players: learn something they all share in common.
To
Pianist (Townsfolk) - Once per game, during the day, privately visit the Storyteller and choose 3 players: learn something 2 of them share in common.
it'd make it easier by allowing more options
Also I wanna change Violinist's wording because many people misunderstand it on the first read
Multiple changes have been made
V19 is done
I just need to make the post
V20 is being worked on
Things like Conductor have gotten a complete rework
and there has been some balancing
so happy days!
V19
-# Version 1.1.9
Notes
Clarinetist's name change to "Clarinettist".
Added jinx between Xylophonist and Trombonist - "The Xylophonist learns how many times the Trombonist acts tonight even though the Chambermaid wakes first". | (Error in the Jinx that will be fixed in the next version)
Gave Pianist the "No Ability" reminder token.
Gave Bassoonist the "No Ability" reminder token.
There is V19! It was a mini update but It is out
V20 is going to be a very big update though
so look out for that! 😄
The Almanac is still updated! 😄
So if you wanna see what V20 is at rn then you can look at the almanac located at the top
Here is the almanac if you don't wanna scroll to the top
The jinx says chambermaid
Eh
Oh
:0
Flarp
Ok I will fix that in V20
thanks for catching that mate!
Gave +1 Thanks to @limber rover (current: #148 - 252)
I just ran the Teensy version of this 3 times!
And there was highly positive results! 😄
I might post it here
This is Backyard Orchestra V7 😄
I should probably do a proper thing for Backyard Orchestra
Could I please have some assistance in fixing this ability to be more understandable:
Composer (Demon) - Each night*, choose a player: they die. You start knowing a player & an ability theirs become. 1 good player knows a hint to the new ability.
Also I feel like the (once) in this ability may be in the wrong spot so I would like to ask for assistance:
Clarinettist (Townsfolk) - You start knowing an alive evil character. When they die, learn another. If you die at night, they might not act from now on (once).
Is anyone available to help?
Ok I feel like this V20 has been brewing for long enough
V20
-# Version 1.2.0
**Clarinettist **(Townsfolk) - You start knowing an alive evil character. When they die, learn another. If you die at night, they don't act tomorrow night.
**Violinist **(Townsfolk) - Each day, privately answer the storyteller's yes/no question: if right, an ally acts 1 extra time tonight.
**Pianist **(Townsfolk) - Once per game, during the day, privately visit the Storyteller and choose 3 players: learn something exactly 2 of them share in common.
**String **(Minion) - If your team would lose, guess exactly which players are Outsiders. If correct, your team wins instead. [-1 or +1 Outsiders. At least 1 Outsider]
**Composer **(Demon) - Each night*, choose a player: they die. You learn a player & their altered ability. 1 good player knows a hint to the new ability.
**Conductor *(Demon) - Each night, choose a player: they die. Minions act once when they die. Each night, they may move one act to when they wouldn’t.
Notes
Clarinettist has been simplified to avoid confusion.
Violinist is now much more clear that you are the one answering the question and not the other way around.
Pianist now only requires the ST to find a similarity between 2 players in the moment to avoid the issue of not being able to find a single.
String now uses a "." instead of a "," in it's setup text to be similar to Village Idiot.
Composer has had it's wording changed to prevent confusion with the ability altering part.
Conductor has had it's ability reworked AGAIN, it is now more on theme by allowing more reasons for lack of action and a reason for someone to act after death.
The jinx between Xylophonist and Trombonist to be "The Xylophonist learns how many times the Trombonist acts tonight even though the Xylophonist wakes first".
Fixed character order.
Fixed night order.
I apologise for the bluntness of this question, but what on earth is Conductor's ability meant to mean
I recognise it probably makes sense to you already knowing what it is, but coming in blind I genuinely cannot fathom what the last sentence means
Wdym by that?
Ohhh now I understand
ok ok
so
minion can choose to just not do anything
and then when they want to do something
they can do it even if they shouldn't
even if dead
so basically
if they don't do an action or 2 when alive
they get those actions past death
Very sorry I would of responded earlier if I got pinged Xb
k I gtg now
Did I explain well?
I think I follow
Good! 😄
Anything else you wanna mention?
Any favs?
Any that you don't like or you don't think fit?
I'll need to take another look, I'm afraid- I'll admit I don't have the necessary experience to give any particularly in depth feedback, but parsing I felt reasonably qualified to comment on 🙂
That is all good!
The trumpeter reminds me a lot of the Spartacus mechanic from fall of Rome, but the drunk-on-zeroes mechanic seems to make it completely useless
In that the fall of Rome one forced evil to Spartacus claim at least once or confirm a broad swathe of people
Or talkie toaster for that matter
2 things
1 - I didn't know about the Trumpeter from Fall Of Rome when I made this one, it is just a coincidence.
2 - The Drunk of 0s mechanic doesn't make it useless at all! If you account for all possibilities then it is very easy to find evils with just 2-3 nights of info.
To be clear that's not an accusation or anything, I just think it's useful to look at similar abilities to see how it plays
Oh absolutely
Bluntly crescendo seems actively cruel
Good
😄
The goal is clearly to make my players suffer
(trust)
but actually Crescendo can get really good info
and compared to some other ending game roles it is quite reasonable
it may not even activate and balances itself with the ST asking the right questions
The activation isn't even what I'm talking about there
oh ok
Please clarify further 😄
This is a forced consult that removes them from the game in a very real way. I've seen how much amnesiac/savant prevents people interacting with the rest of the game because it just takes up all their bandwidth and this is even worse for that because you have no means of focusing down
So what you are saying is that you don't like ST consult based abilities?
or uh..
No
Amnesiac in particular and savant to a lesser extent have the occasional downside of the players stopping playing clocktower and starting playing Solve The Minigame
Crescendo amplifies (hah) this to a massive extent
And also just causes logistical issues with the forced consult- how do you enforce, etc etc
but if they didn't that would count to getting 1 incorrect
and that was how it was originally worded
but I was told a lot that it was too confusing
Why is it daytime at all
so we changed it to a must
How are you meant to ask those questions at night?
(IRL)
Fair point
I prefer to keep all custom setences that are not setup away from night
But to be clear even if we wave a magic wand that gets rid of the logistical and bluffing issues this still looks miserable to play
can you explain why you think so?
(please)
Because if I pull the crescendo token I no longer get to play the game because what I instead have to be doing is writing down EVERYTHING on the off chance that I get asked about it, and sometimes I might just get asked something I have no way of knowing in the spirit of "balancing" my role
(by giving me information)
1 - Yeah Savant has that same issue and it is official.
2 - That is again ST choice
The savant at least has the option to not care
(or share it with someone who does and wash their hands of it)
well is there anything that you would want to fix the role?
like what do you think would make it better? 😄
(Please I need help with all of these issues Xb)
I mean. You've said in as many words that the cruelty is the point, so not really?
It not actually is
The point is to have a outsider that gets into
so String can breathe down it's neck
...that takes a publicly visible action every day by force.
There are 2 townsfolk that also visit the ST
That reminds me- rules clarification. Is a woodwinded Hornist able to pick two demon-proof players?
A Hornist who is made to act twice when they die would do that...
ya know you got a point
yeah ok we will get that fixed XD
you are phenominal at this so far
I knew the original version had purpose!
I shall be back very soon!
Here is a suggested change to Organist
it is technically a nerf but it works a lot better with the theme of acting
Organist (Townsfolk): Each night, choose a unique player. The next time you act, learn an out of play evil character. If your choice was evil, this info is false.
What do peoples think? 😄
This change has been denied
The script is being run! Please join! 😄
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⚪ Seat 10, ⚪ Seat 11, ⚪ Seat 12
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2 new roles were suggested by JustJulia! They aren't fully refined yet but there is some potential!
Producer (Demon): You think you are a good townsfolk but you aren't. Minions know who you are and receive 3 bluffs. The first good player who nominates an evil player dies. If no one dies tonight. 1 good player doesn't act tonight.
Forte (Outsider): Everyone knows you are in play, the first player who guesses you from each alignment (once). Acts twice tonight and tomorrow night.
Producer: {Pretext}. Minions vote who die, if they choose you. Deaths are arbitrary and you learn that you are the demon.
Producer: {Pretext}. Who acts and dies is arbitrary.
up to 3 die or act less or more times
Producer (Demon): You think you are a good townsfolk but you aren't. Minions know who you are and receive 3 bluffs. Each night* up to 3 players die or act more/less times tonight.
I am just putting everything JustJulia is suggesting
Producer (Demon): You think you are a Townsfolk. Minions get 3 bluffs and each night* vote on who dies. Each night, 1 good player doesn't act.
Still long but it's manageable at least
Minions already know who the demon is lol
Oh thanks!
Gave +1 Thanks to @flint crater (current: #269 - 135)
yeah I was just writing down JustJulia's idea
Bassoonist's ability has been changed to this
->
Twice per game, at night*, choose a player to 1) not act or 2) act an additional time, until dusk.
It now cannot both at the same night but can do 2 of 1 if it so desires now
This was changed to prevent confusion using "Once per game each"
Oh also we changed it to say until dusk as we will with all of the other roles that affect acting
**Producer *(Demon): You think you are a Townsfolk. Minions get 3 bluffs and each night vote on who dies. Each night, 1 good player doesn't act.
Ima work on this
You think you are a townsfolk...
Yeah that is fine
minions get bluffs
and vote on death
hmm
I mean
This kind of seems weak
I mean it is also a Demon Marionette
I feel like the 1 good player part should be an *
since a rule of thumb that I have is that all of the acting stuff is *
Since this
I had an idea for the Flutist
The Flutist was something from the 1st itteration of this script
and it sucked
The script is now on https://towerscripts.com
😄
This is the link to the exact script
V21 and V22 are actually done
I am just too lazy to put them out
Oh and it got ran before I made the final mini change so we are gonna need a V22.5 Xb
- Rest needs to be nerfed
- Drummer needs to be nerfed without making it Cobbler
- Repeat is too loud for String to not easily find it
- Composer is a little Weak
Ok I will put the updates out
V21
-# Version 1.2.1
**Crescendo *(Outsider) - Each day, you may visit the Storyteller to learn a question. Each night, answer it. When incorrect twice, learn this & evil wins at dusk, even if executed.
Notes
Crescendo now only goes to the ST to learn the question and then answers it at night, this is so if the Crescendo misses visiting the ST they still get a shot at getting it correct. Crescendo also now has the "Has Ability" reminder for when it is executed.
The jinx between Xylophonist and Trombonist to be based from the Xylophonist and not the Trombonist.
Rest now acts on night 1 in the night order and has the "Know" reminder token.
Woodwind is now in the first night-night order.
All of the demons now have their place in the other night-night order fixed.
Don't ask why Vercel is acting weird
I think the night order changed or something
also suddenly it is using the other version of the icons
Eh I might put the other one out later
Also apparently the way Composer is written as of now (V22.5) it makes someone change ability each night Xb
V22
-# Version 1.2.2
**Clarinettist **(Townsfolk) - You start knowing an alive evil character. When they die, learn another. If you die at night, they can’t act until dusk the day after next.
**Drummer **(Townsfolk) - You start knowing 2 in play characters.
**Xylophonist **(Townsfolk) - Each night, choose 2 alive players (not yourself): you learn how many times they have acted since dawn.
**Trombonist **(Townsfolk) - Each night, learn how many players acted an abnormal amount of times since dawn.
**Violinist **(Townsfolk) - Each day, privately answer the storyteller's yes/no question: if right, an ally acts 1 extra time before dusk.
**Harpist **(Townsfolk) - Once per game, at night*, choose that no evils act, until dusk. Tomorrow night, they act twice, until dusk.
**Bassoonist **(Townsfolk) - Twice per game, at night, choose a player to 1) not act or 2) act an additional time, until dusk.
**Crescendo **(Outsider) - Each day (even if executed), visit the Storyteller to learn a question to answer that night. If incorrect twice, learn this & evil wins at dusk.
**Repeat **(Outsider) - If you died today or tonight, until dusk, the Demon acts an additional time.
**Percussion **(Minion) - Each night, choose a player: until dusk, 1 of their actions are poisoned & they might act an additional time.
**Woodwind **(Minion) - Each night, choose a player: if good, until dusk, they act an additional time. players chosen twice die.
**Brass **(Minion) - Each night, choose a player & a number: they are mad they acted that many times tomorrow, or tonight, a player 1) doesn’t act or 2) acts an additional time.
**String **(Minion) - If your team would lose, guess exactly which players are outsiders. If correct, your team wins instead. 1 outsider knows you are in play. [-1 or +1 Outsider]
**Conductor **(Demon) - Each night*, choose a player: they die. Minions whilst dead may choose to act once each. Each night, Minions may not act to do this again.
**Orchestrator **(Demon) - Each night* choose 2 players: the 1st dies and the 2nd might not act, until dusk.
Notes
Clarinettist has had the action stopping moved.
Drummer has had "Other" removed from it's ability text as it was deemed unnecessary.
Trombonist and Brass has lost the * since it was deemed unnecessary.
Bassoonist now can use it's ability twice instead of 1 use each.
String now announces it's presence to 1 outsider & has a "Know" reminder for balancing reasons.
Xylophonist and Trombonist now specifies "Since Dawn" to account for daytime.
Violinist now specifies "Before Dusk" for it's action manipulation to account for daytime.
Harpist, Bassoonist, Repeat, Percussion, Woodwind and Orchestrator now specifies "Until Dusk" for their action manipulation to account for daytime.
Crescendo, Percussion and Conductor have been simplified.
Fixed first night order.
FINALLY
V22 IS OUT
THAT TOOK AGES Xb
I had to fit it over 2 messages
And now I need to put V22.5 out Xb
A change that I am thinking about adding is
Drummer (Townsfolk) - You start knowing 3 characters, 2 and only 2 of which are in play.
Proposed change for Rest to make it so it isn't too much of a townsfolk
Rest (Outsider) - You start knowing 1 player. If you die, they no longer act if good, and learn you if evil.
Another change is for Composer to clear up any confusion of the ability alteration happening when the demon kills every night as it doesn't do that
Composer (Demon) - Each night*, choose a player: they die. You know a player & their altered ability. 1 good player knows a hint to the new ability.
2 New Travellers may be hitting the stage in V1.2.3!
Encore (Traveller) - Once per game, at night*, choose a player (not yourself): they gain this ability while Encore is alive. The last alive player to gain this ability's team wins.
Musician (Traveller) - On your 1st night, you gain a Townsfolk or Minion ability. That ability might act any number of times.
Complete credit to Palsonny for Musician as they thought of it
V22.5
-# Version 1.2.2.5
**Violinist **(Townsfolk) - Each day, privately answer the storyteller's yes/no question: if right, an ally acts 1 extra time before next dusk.
Notes
Violinist has had the action stopping moved.
Woodwind now has 15 "Chosen" reminders.
Yeah I really was just being lazy since this updates just was made to have a quick fix
I cant see the travellers post?
They are not in any of the updates yet
I announced the 2 Travellers here
they most likely will be in by V1.2.3
Right now the latest is V1.2.2.5
I don't think the * is needed in the Encore's ability
The script might be being ran!!!
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Storyteller(s): HipEscapism, Lumious
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⚪ Seat 7, ⚪ Seat 8, ⚪ Seat 9,
⚪ Seat 10
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Uh did you mean to put this here?
I ran the script again!
and it is actually going well!
Composer and a Percussion as the evil team
Composed ability was :
Trombonist - Each night (even if dead), a player might 1) not act or 2) act an additional time, until dusk. Each night learn how many players you made act an abnormal amount of times.
Hint - It is cause & effect. They are writing & reading.
The hint probably could of been better
Good won but on a bluff XD
the poisoned Hornist didn't activate, but the repeat claimed to be hornist protected.
If the demon tried to kill them (it was final 4), evil would won XD
but they bought the bait
it was amazing
Pianist is potentially getting a decently big change to make it MUCH more ST friends
the main issue with Pianist is that the ST needs to think of the info on the spot
and that isn't very easy on the ST
so an idea I had is to make the player choose their targets at night and then during the next today they get to visit the ST for the info
gives the ST all the time in the world to think
Pianist (Townsfolk) - Once per game, during the day, privately visit the Storyteller and choose 3 players: learn something exactly 2 of them share in common.
Pianist (Townsfolk) - Once per game, at night, choose a 3 players: tomorrow, privately visit the Storyteller to learn something exactly 2 of them share in common.
The script is being ran!
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We are still looking for players
Hello :)
Hello 🙂
A suggestion for simplifying Conductor -
Each night*, choose a player: they die. Alive minions may choose not to act. Dead minions may act for each time they chose to not act.
The script is being ran again cause Kamilla is just that awesome!
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⚪ Seat 7
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Kamilla is seriously the awesomest Kamilla in the entire world
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Storyteller(s): Lumious
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⚪ Seat 1, ⚪ Seat 2, ⚪ Seat 3,
⚪ Seat 4, ⚪ Seat 5, ⚪ Seat 6,
⚪ Seat 7, ⚪ Seat 8
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I inherited a LemonSneeze Lobby
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3 Spectator(s): lankershim, Dodgefather 🍁, LemonSneeze
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plz play 🥲
Hello there wonderful people!
Kamilla is the best Kamilla on the planet 🙂
Chat language: English
Edition: Homebrew (Orchestral Suite by Oversplat & Lumious)
Phase: ⌛ in between games
Storyteller(s): Lumious
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⚪ Seat 1, ⚪ Seat 2, ⚪ Seat 3,
⚪ Seat 4, ⚪ Seat 5, ⚪ Seat 6,
⚪ Seat 7, ⚪ Seat 8
1 Spectator(s): Kamilla
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I realise that I haven't even released the latest version on here
V23 has been what I have been using for a while
V23
-# Version 1.2.3
**Conductor *(Demon) - Each night, choose a player: they die. Minions whilst dead may choose to act once each. Each night, Minions may not act to do this again.
Notes
Conductor ability simplified.
I know it is a giant change
anyway
Also I cannot fit the versions on the thing anymore Xb
so Ima make another down here
Versions
1.1.5 - #1240883498521333791 message
1.1.6 - #1240883498521333791 message
1.1.7 - #1240883498521333791 message
1.1.7.5 - #1240883498521333791 message
1.1.8 - #1240883498521333791 message
1.1.8.5 - #1240883498521333791 message
1.1.9 - #1240883498521333791 message
1.2.0 - #1240883498521333791 message
1.2.1 - #1240883498521333791 message
1.2.2 - #1240883498521333791 message
1.2.2.5 - #1240883498521333791 message
1.2.3 - #1240883498521333791 message
this might be the replacement for Exorcist
If the Demon is mad you are good, they might not act tonight, even if you are dead. The Demon knows you are (Name).
The script is being ran!
https://botc.app/join/thatsthecase
Chat language: English
Edition: Homebrew (New Edition)
Phase: ⌛ in between games
Storyteller(s): LemonSneeze, Lumious
8 Player(s):
⚪ Zak, ⚪ Smokey 🍁, ⚪ Midnight,
⚪ Bacon♠, ⚪ Weegi, ⚪ Seat 6,
⚪ Seat 7, ⚪ Daytrixx
7 Spectator(s): Criss, adam2025 ✮, Angel, Sanyok, Aquaman, 𝓚𝓪𝓻𝓶𝓪?, Whale
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It ran!
and went well! 🙂
The demon died on a Harpist bluff
I might make it so the harpist cannot be executed to stop the downside
Is Lumious storytelling?
yes, I was. Also, you responded 2 and a half hours after the game ended
Ima try move this to the top actually
idk how I would do this actually unless I edited the top messages
I could pin some stuff if you want
Oh really?
Could you pin this and the top message please?
Thanks mate! 🙂
Gave +1 Thanks to @faint solstice (current: #283 - 134)
Alrighty, there are plans to revamp Harpist completely just cause the current version seemed too meh
I have compiled all of the suggestions! 😄
Producer (Demon) - You think you are a good character, but you are not. Minions get 3 bluffs & each night*, vote on who dies. Each night, 1 good player doesn't act.
Ensemble (Demon) - You start knowing a phrase. For each living Evil player to publicly say this phrase, you wake to choose a player: they die.
Forte (Outsider) - Everyone knows you are in play, the first player who guesses you from each alignment (once). Acts twice tonight and tomorrow night.
Forte (Outsider) -Someone is mad to be forte or might be executed. If you are forte you are executed and no good player acts tonight
At least all I could find
Ensemble is broken
Dw we workshopped it in #homebrew-characters
yeah we fixed it 😄
Each night*, choose a player: they die. You start knowing a secret phrase & if a living Minion said it today, act again.
Forte (Outsider) - The Violinist is poisoned /j
0_0
I play viola so I'm just bein petty
XD
Should be might act again
oh wait, you made it so it can only act up to twice
never mind then
probably leans too strong, it feels like too little downside for a multikill
hmm I guess
what if it was all evil could say it and it would make any evils act again?
that’s probably fine, minions acting again is inherently lower value, and gives a way for an ST to nudge the balance
Mhm
Each night*, choose a player: they die. You start knowing a secret phrase & for each time an alive Evil player said it today, an evil player might act again tonight.
Little too long
anyway you could help?
please 🥲