#Orchestral Suite

1 messages · Page 3 of 1

plucky burrow
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Thanks!

frosty tangleBOT
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Gave +1 Thanks to @hollow ferry (current: #1616 - 3)

plucky burrow
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Ohhh, hmmm

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the only 1 issue I see with that is what if they don't know what info they'd get

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hmm

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like, what if it is a role that learns a character and they are told a 1

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any ideas?

hollow ferry
plucky burrow
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but the composer knew what they were

hollow ferry
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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.

plucky burrow
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Personally I really liked the old Percussion 😦
Ima feel sad if it goes

hollow ferry
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More the old Percussion also causes waking. So are you alright for double dipping on waking?

plucky burrow
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hmmmm

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Well do want quite a few ways people can act abnormally

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And I kind of want more so

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ok I wanna make a list of every single role that cause abnormal acting

hollow ferry
plucky burrow
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Clarinettist | -
Bassoonist | -/+
Violinist | +
Harpist | -/+
Repeat | +
Rest | -
Percussion | +
Brass | +/-
Woodwind | +
Orchestrator | -

plucky burrow
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Oh I had it as Woodwind

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to fit the theme

hollow ferry
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Woodwind it is! 😁
(I just searched up Instrument Classifications and Idiophone was the first I saw free. 😂)

hollow ferry
hollow ferry
hollow ferry
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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.

plucky burrow
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So nothing can disrupt them?

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I mean

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that is an extremely small niche

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Anything that could make it less of a niche?

plucky burrow
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Any ideas @hollow ferry ?

hollow ferry
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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.

plucky burrow
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ok I have an idea

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Ima compare this to BMR

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and see if the numbers line up

hollow ferry
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Good idea, see what does and doesn't cause deaths.

plucky burrow
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mhm

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gimme a bit

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GM | +
Sailor | -
Exorcist | -
Innkeeper | -
Gambler | +
Gossip | +
Courtier | -
Minstrel | -
TL | -
Fool | -
Goon | -
Tinker | +
MC | +
GF | +
Assassin | +
Mastermind | -
Zombuul | -
Shaboloth | +
Po | -/+

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Little bigger...

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and this is just things that can mess with the basic 1 death per night

hollow ferry
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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.

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Plus, as much as yes more waking is fun, it is a lot of work for the storyteller.

plucky burrow
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hmmm

fickle heart
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@plucky burrowyou still need help or you'd figure it out?

plucky burrow
fickle heart
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alright what's currently happening?

plucky burrow
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Percussion is kind of out of a job

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Since the new minion Woodwind has taken the spotlight

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Personally I really like Percussion as it is

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Each night, choose a player, they might act an additional time but if good they are poisoned for 1 of their actions until dusk.

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Each night*, choose a player: they wake an additional time tonight. players chosen twice die.

fickle heart
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These are for percussion?

plucky burrow
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nonono

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The second one is for Woodwind

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The Assassin replacement

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Personally I think that I'd rather nerf Woodwind than Buff percussion

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Unless the theme stick

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I just like it

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well I also liked the older Assassin replacement and now we are here 😦

fickle heart
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hmm the ability doesn't seem that great

plucky burrow
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which one?

plucky burrow
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That is Woodwind

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I mean, if you can change it then by all means

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go ahead

fickle heart
fickle heart
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generally the simpler an ability is the better it is

plucky burrow
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😢

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well what do you want from it?

fickle heart
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what is it trying to fulfil?

plucky burrow
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Poisoning and also some acting manipulation

fickle heart
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can I see the current full script?

plucky burrow
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kk!

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Ok for some reason the app I use to make them into images is down Xb

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oh wait

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Ohhh

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Ok I need to fix the json

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sorry Xb

fickle heart
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all good

plucky burrow
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Nearly done

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I just need to redo the whole night order

fickle heart
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lol all good

plucky burrow
plucky burrow
fickle heart
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ok thanks

plucky burrow
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Yeah I just had to mess around with Bloodstar Xb

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Bloodstar SUCKS

fickle heart
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I don't find bloodstar that bad

plucky burrow
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Just so annoying

fickle heart
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Ok so a replacement for percussion that poisons?

plucky burrow
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Well a replacement for the ability

plucky burrow
fickle heart
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Once per game, during the night, if nobody dies, poison all Townsfolk.

fickle heart
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wait

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until dusk

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lol

plucky burrow
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I don't really like the main source of Pasta being Once Per Game Xb

fickle heart
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fair

plucky burrow
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Why did I right Pasta? Xb

fickle heart
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You start knowing a In play Townsfolk, when they die learn a living Townsfolk. The Townsfolk you last learned is poisoned.

plucky burrow
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These do not feel good...

fickle heart
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hmm

plucky burrow
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Personally, keep it like a poisoner

fickle heart
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it needs a design space

plucky burrow
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I mean

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You could also change Woodwind a bit

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instead

fickle heart
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something more than just that it poisons

plucky burrow
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because the only reason i want Percussion to be changed is Woodwind is too similar

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but honestly I'd like Woodwind to change over Percussion

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do you think you can work with that? 😄

fickle heart
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Either way there needs to be a smaller design space

plucky burrow
fickle heart
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Like what else should the character fit

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besides just poisoner

plucky burrow
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Well...

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the main thing is that it needs more Info

fickle heart
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wym?

plucky burrow
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Sorry Xb

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sorry I am multitasking

fickle heart
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ah hmm

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well yea but is there a certain flavor or theme it should follow?

plucky burrow
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Mega had an idea erlier

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basically they learn what info they would get

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but then they can change it

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that doesn't really make sense for in person Xb

fickle heart
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it usually ends up being too complicated

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people have tried it before

plucky burrow
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hmmm ok...

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some other kind of info manipulation

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I mean

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Poison is fine

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I think it is fine

hollow ferry
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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.

plucky burrow
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Honestly not bad

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but should be keep the +1 Acting?

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Or do you think it is fine as is?

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Also, this can basically figure out a player's character super easily

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I feel like the +1 acting balances it more

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tho I do like that addition of learning what they learn't

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I say the only good players is unnecessary

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what do you think tho?

hollow ferry
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Do the +1 acting then. But it just means potentially double poisoned information which could be rough.

plucky burrow
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Also should you learn the info they learn't 1 night later or that night?

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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.

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This is what I got so far

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Thoughts?

plucky burrow
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Percussion

Each night, choose a player: They might act an additional time. Good actions this causes are poisoned. You know what they learn tonight.

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😄

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Oh also i forgot to do this for Woodwind

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Woodwind

Each night*, choose a player: they wake an additional time tonight. players chosen twice die.

hollow ferry
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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.

fickle heart
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This sounds like recluse but also with a built in lose timer

plucky burrow
hollow ferry
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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

fickle heart
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my biggest thing about this is what is the player playing the outsider doing?

plucky burrow
fickle heart
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you just kind of exist and the player has no way of actually interacting with their character

plucky burrow
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and warning people about the timer

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without telling the String

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it is the ultimate I have no mouth and I need to scream

hollow ferry
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Panicking mostly. But having to find good players to- yep that, along with warning.

Also the bluffing potential for this with evil is great.

fickle heart
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This just sounds really boring to play as ngl

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like what does warning people about the timer do?

plucky burrow
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Get them to slow it

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I would still like to test it

fickle heart
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ok how many characters can actually slow it

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Bassonist
Exorcist (but it's ST dependent)
Harpist (also ST dependent)

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I don't think Bassonist wants to use their opg to slow the timer for 1 day

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and the other 2 are relying on a ST might

plucky burrow
hollow ferry
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Which in most situations an ST should slow it with those mights since it is a Townsfolk ability slowing down a loss condition.

plucky burrow
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Yeah...

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I mean personally, the misregistering thing doesn't HAVE to be there

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but I think the ability could be tested

fickle heart
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Yea that's still not really enough

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There's really not enough ways to interact with this timer

plucky burrow
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ok well could you please help us think of a replacement?

fickle heart
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The player playing as this outsider is just going to be doing nothing

fickle heart
plucky burrow
plucky burrow
fickle heart
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Heretic flips the entire game on it's head

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This just kind of exists

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it doesn't make evils want to play any differently

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and it doesn't really make good team want to play any differently

plucky burrow
fickle heart
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not really

plucky burrow
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Come on, you got to admit a test would be good

fickle heart
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I don't think so

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here's the crux of the problem

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you learn this is in play what do you do?

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try to kill the demon

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but you were already doing that

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so absolutely nothing has changed

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evil team learns this is in play what do you do?

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try to stall out the game and survive

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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

plucky burrow
plucky burrow
fickle heart
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Basically if you're a townsfolk and you learn someone is this character what are you going to do?

plucky burrow
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Make them not act

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if I can

fickle heart
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Ok tell me

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which characters can willingly do that?

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keyword willingly

plucky burrow
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I mean, I would willingly do it

fickle heart
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no I mean

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by their choice

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and not by ST choice

plucky burrow
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so roles that choose

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no mights

fickle heart
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from your list the only ones that involve player choices are:
Bassoonist
Brass
Orchestrator

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only one of these is even good

plucky burrow
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Bassoonist

fickle heart
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and would want to slow down the timer

plucky burrow
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Ok the only real 100% option is Bassoonist

fickle heart
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but I really don't think you want to use a OPG on an outsider

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so realistically who are you telling?

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Ok I'll be nice

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lets include exorcist

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and say in the almanac that the ST should have them not wake if chosen by exorcist

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that's still only 2 characters who can choose to have them not wake

plucky burrow
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fine 😦

fickle heart
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so as this character who are you really telling about yourself?

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there's only 2 townsfolk who may or may not even be in the game that you can tell

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and this assumes you find them before they die

plucky burrow
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ok

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😢

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you have any ideas?

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Please I beg

fickle heart
fickle heart
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I guess the one I suggested?

plucky burrow
fickle heart
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Yea

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since that's the most recent one there

plucky burrow
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Uh, Mega help

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why was?

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PLEASE

hollow ferry
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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.

fickle heart
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but you learn if you the game is going to end

hollow ferry
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True, but then it's still a last minute dash if the people trust that you actually are the Crescendo.

fickle heart
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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

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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?

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So here's a question

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do you feel klutz suffers from this problem?

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Because I would almost compare this to Klutz

plucky burrow
fickle heart
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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.

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My biggest concern with this character is that it actually might be too beneficial for town.

plucky burrow
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hmmm

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Yeah

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I mean

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Personally I have no clue what to do for Crescendo

plucky burrow
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@fathom rivet , I know you are "retired" but could you possibly help? 😄

fathom rivet
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👀

plucky burrow
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Help please

fathom rivet
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so what about crescendo

plucky burrow
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we need an ability for it

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Seriously, this has been impossible

fathom rivet
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might need to just compleatly change it

plucky burrow
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I gtg now

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so uh

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Please help 🥲

fickle heart
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I'm still not sure I understand what the problem with it is

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no one ever responded to me

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Like ok let me perfectly clear here

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@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.

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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.

fathom rivet
plucky burrow
plucky burrow
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Rn I think the main issue is how it activate

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I do like the whole this is the final day thing

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And that is more info that an outsider has that String is waiting to pounce on

plucky burrow
fickle heart
fickle heart
plucky burrow
fickle heart
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If that's the only issue then we can tweak it rather than replace it

plucky burrow
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Ok I have spent a solid amount of time thinking

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And I got nothing

fickle heart
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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

plucky burrow
fickle heart
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hmm?

plucky burrow
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Also Idk why your message didn’t show for me Xb

plucky burrow
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Also I want another outsider that has information like pm so the String can torment them

fickle heart
plucky burrow
fickle heart
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doesn't it already make it the final day?

plucky burrow
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Yeah I want that to be in the renewed version

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I want the activation method to be changed

fickle heart
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Ok

plucky burrow
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Help please 😢

fickle heart
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I'll think about it

plucky burrow
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Thanks!

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Idk why I am struggling so much with this Xb

fickle heart
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"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?

plucky burrow
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I do like!

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Also this works with the acting thing

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Or would it…

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Uh idk Xb

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But I likee!

fickle heart
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If by acting thing you mean visiting the storyteller then yes it would

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or if by acting thing you mean waking up at night no it wouldn't effect that

plucky burrow
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Hmmm

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Well the intention is that if they don’t act they don’t have to answer anything

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But if they act again then they do

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Also they should learn if they have gotten 2 wrong

fickle heart
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Well you did want another role that visited the ST during the day lol

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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

plucky burrow
fickle heart
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Fair

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We could also be bold and just put it in the ST's hands

plucky burrow
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So I just want them to learn if their ability is activated

fickle heart
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so like

fickle heart
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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

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and they get told if the ST decides to have it end

plucky burrow
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Oh god

fickle heart
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Well just answer right

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and you don't have to worry about it :)

plucky burrow
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I mean, then you don’t even know how much…

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Hmm

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What if it is a you start knowing thing where the ST tells you how many you can get wrong at the start

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To scale better

fickle heart
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huh

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yea that can work

plucky burrow
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Ok!

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Also probably make it so if you do not answer that counts as getting it wrong

fickle heart
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Yea ofc

plucky burrow
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Mhm

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And how I’d rule it with stuff like acting multiple times

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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

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And then they know how many questions they need to answer

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😄

fickle heart
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uh

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I don't think it needs to interact with acting at night

plucky burrow
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Well that is how everything else works at the moment

fickle heart
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I mean once per game abilities don't

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neither does Yaggababble

plucky burrow
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Ok

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You have convinced meh

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But could you help write it out Xb

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I am stuck on mobile for a while

fickle heart
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Puzzlemaster
Rest
Repeat
Hornist
...
actually a surprising amount on this script

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uh

fickle heart
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this is actually a conceringly large amount

fickle heart
plucky burrow
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Well it is acting

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So technically hornist does care

fickle heart
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either way

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how does Hornist care?

plucky burrow
fickle heart
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I don't think that's how it works with the wording atm

plucky burrow
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Uhhh

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Ok then help please Xb

fickle heart
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uh this is outside my area of expertise lol

plucky burrow
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I’d still run it like how I thought it should be ran

fickle heart
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well there's still the fact that most of the script doesn't interact with waking up

fickle heart
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Organist
Xylophonist
Exorcist
Trombonist*
Trumpeter*
Hornist
Brass
Percussion
Woodwind
Conductor
Composer
Orchestrator

*Doesn't benefit from waking up extra times

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this is 12/25

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less than half the script actually cares about waking up at night

plucky burrow
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It would get 2 kills per phrase if doubled

fickle heart
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that's

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not how it works xD

plucky burrow
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Rest and Repeat technically do care if they are set to not act when they die

plucky burrow
fickle heart
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Yagga works completely independently to how many times it wakes at night

fickle heart
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I'm really not sure

plucky burrow
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Please 😢

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(:,(

fickle heart
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best I can think of is post a request for help in #homebrew-discussion but that's about it

plucky burrow
frosty tangleBOT
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Gave +1 Thanks to @fickle heart (current: #282 - 126)

fickle heart
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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

plucky burrow
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Hmmm, yeah…

trim yew
plucky burrow
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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

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Honestly I still dunno if it should be changed

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We do need to rework quite a lot of the roles to work better with acting

plucky burrow
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I will be working on this more very soon

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I have been taking a break

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And I shall try to pull my weight soon! 😄

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Though we do have 2 main things to do rn

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Make Percussion and Woodwind equal

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And make people care about acting more Xb

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Oh and figure out the final verdict on Crescendo (Though I do like the most recent suggestion)

plucky burrow
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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.

fickle heart
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erm actually Crescendo is not what I originally suggested smh

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that's all I have to say gl on your script lol

plucky burrow
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I thought that was what you suggested?

plucky burrow
frosty tangleBOT
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Gave +1 Thanks to @fickle heart (current: #262 - 132)

fickle heart
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Well the 2nd part is but it's not exactly the same lol

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I'm just messing around

plucky burrow
plucky burrow
fickle heart
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Yea it looks good

plucky burrow
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😄

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We need a replacement ability for Conductor

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it works

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but

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I want to make something that fills another missing spot

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rn I want it to kill minions and potentially cause misinformation

fickle heart
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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?

plucky burrow
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Oh sure!

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I am always down to help with homebrew

fickle heart
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sure I'll send it to you

plucky burrow
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Kk

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Is there a spot in the discord for it?

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like this

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or do you just have it saved?

fickle heart
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I DM'd it

plucky burrow
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kk

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Ima just pop it here so I can always access it

fickle heart
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uh sure

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It's a mess which is why I wasn't really posting it around

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Also I do have a form for it so you can leave the feedback there

plucky burrow
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kk

limber rover
plucky burrow
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You confirm yourself and soldier protect someone until final 3

limber rover
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Farmer can confirm a chain of people

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And garuantee 1 gets to final 3

plucky burrow
limber rover
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This doesn't do either

plucky burrow
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also Farmer takes away abilities

limber rover
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I recomend you remove the turning off the safety

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It's a demons base

plucky burrow
limber rover
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Just remove it losing protection

plucky burrow
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I mean I can remove the final 3 thing

limber rover
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Allow good to be rewarded for gold plays

limber rover
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If they bluff the demon out

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Well done to them

plucky burrow
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kk

plucky burrow
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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

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This is a mini update

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I meant to put this out a bit ago but I have already made more updates sooooo....

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that is why this is a mini update!

plucky burrow
#

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.

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the whole visiting ST thing isn't really needed for online

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and I don't want to make the demon have to visit the ST

plucky burrow
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well it wouldn't make sense without it

limber rover
#

It can't kill n1 anyways

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Most likely

plucky burrow
#

because players acting an extra time N1 don't normally happen

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yeah I am saying it'd basically out itself

limber rover
#

Oh

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Wait

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Thats a bit eh

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Quite a few roles don't need the *

plucky burrow
#

yeah but it'd just be kind of obvious

limber rover
#

Woodwind bassoonist and harpist

limber rover
plucky burrow
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yeah but that is why the might is there

raven canopy
#

@plucky burrow what's your idea behind percussion and woodwind?

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Is woodwind supposed to be "act an additional time"? Or just simply wake up (and do nothing)

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Percussion, to me doesn't feel like a useful ability

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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

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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

plucky burrow
plucky burrow
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It works

raven canopy
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2 2nd?

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Ah okay

plucky burrow
raven canopy
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Tbh still

plucky burrow
raven canopy
#

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

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Ah I guess trumpeter as well

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I'm currently reading "act an additional time" as just storing an additional charge of their ability that can happen at any time

plucky burrow
#

at least I don't think so

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Honestly we need to define the acting thing better

raven canopy
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Tbh the additional time comment doesn't affect my opinion on percussionist

plucky burrow
#

well is the overall script good?

raven canopy
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Yeah I like it

plucky burrow
#

Yay! 🎉

raven canopy
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Clarinetist is a really strong townsfolk whose main weakness is percussion

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Oh wait actually

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The additional time comment does actually affect my opinion on percussionist

plucky burrow
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Oh?

raven canopy
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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

raven canopy
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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"

plucky burrow
#

I mean I do not mind that if you think it'd be a reasonable buff

raven canopy
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How does percussion interact with day abilities?

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(also what happens if Organist runs out of people to choose from 🤣 )

plucky burrow
# raven canopy How does percussion interact with day abilities?

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)

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Basically that additional action goes until dusk

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I think

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Honestly we really need to define it more...

raven canopy
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Crescendo works hilariously with Percussion right now

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Wait Crescendo is a may?

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Why would the crescendo ever visit ST

plucky burrow
plucky burrow
plucky burrow
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so it is an auto fail

raven canopy
#

Ah

plucky burrow
#

it prevents a butler situation

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where there is this easily breakable rule

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btw if they don't visit the ST and that is their final shot they don't actually get told XD

raven canopy
#

I think it should be a "must" tbh

plucky burrow
#

well what if they just died irl?

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hmmmmmmmmmmmmmmmmmmmmmmm

raven canopy
#

The Entranced in the [Redacted] script has a "must" visit ST role

raven canopy
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I'm just saying that another playtested homebrew that has been played a couple of times also has a "must visit ST" role

plucky burrow
#

Oh ok

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well I can pop that on my list of things to do

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btw, can you guess how many times this script has been ran?

raven canopy
#

(also it's much, much more difficult for people to accidentally break the "must visit ST" rule than the Butler rule)

plucky burrow
#

ok maybe 3-5

raven canopy
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👍

plucky burrow
#

I don't remember

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not much tho Xb

raven canopy
#

How did percussion play in those games?

plucky burrow
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It was originally Poisoner

raven canopy
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Wait

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What's the difference between chambermaid and xylophonist?

plucky burrow
#

since it checks how many of the players woke

raven canopy
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Or do you consider extra prompts as not "due to their ability"

plucky burrow
#

not how many times they woke

plucky burrow
#

an extra acting is their ability firing multiple times

raven canopy
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Ah ye makes sense

plucky burrow
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The main difference between Chambermaid and Xylophonist is that Chambermaid counts the players and Xylophonist actually counts the acting

raven canopy
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Ye I understand

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I just forgot how chambermaid worked

plucky burrow
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kk good

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yeah

raven canopy
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Btw

plucky burrow
#

I thought it was worded differently too at first

plucky burrow
raven canopy
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Does woodwind wake mean another act?

plucky burrow
raven canopy
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You should reword that

plucky burrow
#

thanks for catching that!

raven canopy
#

Uh also

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What happens if two unique sources of woodwind abilities affect the same person

plucky burrow
#

so they are seperate

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(I checked with smart people)

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(Smarter than me atleast)

raven canopy
#

New Conductor kind of is really strong then

plucky burrow
raven canopy
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Arguably

plucky burrow
#

well, yeah you could double the demon twice

raven canopy
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Ye

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5 -> 2 is a thing now

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So game can end at F5

plucky burrow
raven canopy
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Ye ST can't give that minion as conductor ability

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But double Brass and double String is also quite strong

plucky burrow
plucky burrow
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The ST can choose anything they see as fair

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Brass would prob be the best pick in most cases

raven canopy
plucky burrow
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String could be good if the String is dead

plucky burrow
#

so they could just don't

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depending if it is fair or not

raven canopy
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Yeah but ST can't really give evils the choice of bursting the game from F5

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Not on a non-BMR adjacent script

plucky burrow
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Yeah...

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But what should be done to fix?

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Hmm?

raven canopy
#

I'm confused about double string btw

plucky burrow
raven canopy
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If evils got double string, and then just immediately chose to execute the demon

plucky burrow
#

yeah, but they need to do that

raven canopy
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Wouldn't they get at least 2 chances at guessing the outsiders?

raven canopy
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So string being dead shouldn't matter much

plucky burrow
#

I is confusion

raven canopy
#

Double string just brings in two more instances of the string ability into play

raven canopy
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The presence or lack of an OG string ability shouldn't matter much

plucky burrow
#

this is how doubling works

raven canopy
plucky burrow
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oh ok

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eh whatever

#

Ok we can continue this conversation tommorow, I gtg

raven canopy
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Oke

plucky burrow
#

cya! 😄

limber rover
#

As you learn 2 things and only 1 of which is correct

raven canopy
#

ye

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kind of like N1 poison

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sorry, I think I just didn't think enough, Percussion is good as is

plucky burrow
#

So wait… what should the ability be? Xb

limber rover
#

This is fine, just suggest you make woodwind wake on n1 as well

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Go make percussion not confirmed as being in play

plucky burrow
#

I mean, I guess... That does kind of the confirm the minion tho

limber rover
#

Which is better than confirming Percussion specifically

plucky burrow
#

oh ok

plucky burrow
plucky burrow
#

(|) ? (|)

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Wuh

#

I mean Percussion

plucky burrow
# limber rover 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.

limber rover
plucky burrow
plucky burrow
limber rover
#

Like I don't think it's impactful either way

plucky burrow
plucky burrow
#

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.

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Like, acted abnormally as in some funny business? XD

plucky burrow
#

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.
plucky burrow
#

The newest update is nearly here!

plucky burrow
#

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.
plucky burrow
#

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! 😄

plucky burrow
#

@fickle heart
@hollow ferry
Big update just dropped! 😄 😄 😄

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Sorry for the ping, I probably shouldn't of pinged Xb

fickle heart
#
  1. Woodwind and Percussionist are very similar
  2. 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.
  3. Organist is really strong and also doesn't function very well at high player counts
plucky burrow
fickle heart
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Rest probably doesn't need to learn at all

plucky burrow
#

I mean I think that could be fine

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so you would want it to be returned to an older state?

plucky burrow
#

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.

plucky burrow
#

@tacit trail This you Balor?

tacit trail
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Yep

plucky burrow
#

This is where you can send stuff later on if you want to say anything about the script

tacit trail
#

Ok

plucky burrow
#

😄

plucky burrow
#

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

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as a PM replacement

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@scenic wadi

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Welcome to the Club!

scenic wadi
#

Hello :D

plucky burrow
#

thanks! 😄

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If I ever run this then i will put it here

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just check this channel if something is typed

plucky burrow
#

We need a fix for Conductor

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Conductor (Demon) - Each night*, choose a player: they die. If you kill a Minion this way, you both learn & gain a Minion ability.

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It ramps too quickly

plucky burrow
#

ok I guess it can stay

#

comparing it to Vigor it's kind of on par

scenic wadi
#

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

plucky burrow
#

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

plucky burrow
#

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

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but uhhh

#

Oh well!

#

😄

plucky burrow
#

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! 😄

plucky burrow
#

I am currently pitching an idea for Pianist to make it easier on STs

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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

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Also I wanna change Violinist's wording because many people misunderstand it on the first read

plucky burrow
#

Multiple changes have been made

#

V19 is done

#

I just need to make the post

#

V20 is being worked on

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Things like Conductor have gotten a complete rework

#

and there has been some balancing

#

so happy days!

plucky burrow
#

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

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Here is the almanac if you don't wanna scroll to the top

plucky burrow
#

Oh

#

:0

#

Flarp

#

Ok I will fix that in V20

plucky burrow
frosty tangleBOT
#

Gave +1 Thanks to @limber rover (current: #148 - 252)

plucky burrow
#

I just ran the Teensy version of this 3 times!

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And there was highly positive results! 😄

#

I might post it here

plucky burrow
#

I should probably do a proper thing for Backyard Orchestra

plucky burrow
#

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?

plucky burrow
#

Ok I feel like this V20 has been brewing for long enough

plucky burrow
#

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.

dusk lily
#

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

plucky burrow
#

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

dusk lily
#

I think I follow

plucky burrow
#

Anything else you wanna mention?

#

Any favs?

#

Any that you don't like or you don't think fit?

dusk lily
#

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 🙂

dusk lily
#

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

plucky burrow
dusk lily
#

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

dusk lily
#

Bluntly crescendo seems actively cruel

plucky burrow
#

😄

#

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

dusk lily
#

The activation isn't even what I'm talking about there

plucky burrow
#

Please clarify further 😄

dusk lily
#

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

plucky burrow
#

or uh..

dusk lily
#

No

plucky burrow
#

I am a little confused Xb

#

Sorry If I come off as rude btw I am not trying to Xb

dusk lily
#

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

plucky burrow
#

Ok so here is the thing

#

the idea was that the didn't actually have to visit

dusk lily
#

And also just causes logistical issues with the forced consult- how do you enforce, etc etc

plucky burrow
#

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

dusk lily
#

Why is it daytime at all

plucky burrow
#

so we changed it to a must

plucky burrow
#

(IRL)

dusk lily
#

Fair point

plucky burrow
#

I prefer to keep all custom setences that are not setup away from night

dusk lily
#

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

plucky burrow
#

(please)

dusk lily
#

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)

plucky burrow
dusk lily
#

The savant at least has the option to not care

#

(or share it with someone who does and wash their hands of it)

plucky burrow
#

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)

dusk lily
#

I mean. You've said in as many words that the cruelty is the point, so not really?

plucky burrow
#

The point is to have a outsider that gets into

#

so String can breathe down it's neck

dusk lily
#

...that takes a publicly visible action every day by force.

plucky burrow
dusk lily
#

That reminds me- rules clarification. Is a woodwinded Hornist able to pick two demon-proof players?

plucky burrow
#

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!

plucky burrow
#

There will be more updates but I am on holiday so uhhh

plucky burrow
#

I shall be back very soon!

plucky burrow
#

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? 😄

plucky burrow
#

The script is being run! Please join! 😄

https://botc.app/join/lumi'shomebrew

plucky burrow
#

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.

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Producer: {Pretext}. Minions vote who die, if they choose you. Deaths are arbitrary and you learn that you are the demon.

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Producer: {Pretext}. Who acts and dies is arbitrary.

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up to 3 die or act less or more times

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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.

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I am just putting everything JustJulia is suggesting

flint crater
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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.

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Still long but it's manageable at least

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Minions already know who the demon is lol

frosty tangleBOT
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Gave +1 Thanks to @flint crater (current: #269 - 135)

plucky burrow
plucky burrow
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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.

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It now cannot both at the same night but can do 2 of 1 if it so desires now

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This was changed to prevent confusion using "Once per game each"

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Oh also we changed it to say until dusk as we will with all of the other roles that affect acting

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**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.

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Ima work on this

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You think you are a townsfolk...

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Yeah that is fine

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minions get bluffs

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and vote on death

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hmm

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I mean

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This kind of seems weak

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I mean it is also a Demon Marionette

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I feel like the 1 good player part should be an *

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since a rule of thumb that I have is that all of the acting stuff is *

plucky burrow
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Should I make Woodwind not do the extra action N1?

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hmmm

plucky burrow
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I had an idea for the Flutist

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The Flutist was something from the 1st itteration of this script

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and it sucked

plucky burrow
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😄

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This is the link to the exact script

plucky burrow
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V21 and V22 are actually done

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I am just too lazy to put them out

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Oh and it got ran before I made the final mini change so we are gonna need a V22.5 Xb

plucky burrow
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  • 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
plucky burrow
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Ok I will put the updates out

plucky burrow
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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.

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Don't ask why Vercel is acting weird

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I think the night order changed or something

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also suddenly it is using the other version of the icons

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Eh I might put the other one out later

plucky burrow
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Also apparently the way Composer is written as of now (V22.5) it makes someone change ability each night Xb

plucky burrow
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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]

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**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.

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FINALLY

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V22 IS OUT

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THAT TOOK AGES Xb

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I had to fit it over 2 messages

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And now I need to put V22.5 out Xb

plucky burrow
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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.

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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.

plucky burrow
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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.

plucky burrow
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2 New Travellers may be hitting the stage in V1.2.3!

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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.

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Complete credit to Palsonny for Musician as they thought of it

plucky burrow
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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.

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Yeah I really was just being lazy since this updates just was made to have a quick fix

deft bloom
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I cant see the travellers post?

plucky burrow
plucky burrow
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they most likely will be in by V1.2.3

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Right now the latest is V1.2.2.5

plucky burrow
plucky burrow
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The script might be being ran!!!
https://botc.app/join/serial experiments

plucky burrow
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Uh did you mean to put this here?

plucky burrow
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@patent fossil

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this you?

plucky burrow
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I probably should do something

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hmmmmmm

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nah

plucky burrow
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I ran the script again!

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and it is actually going well!

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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.

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The hint probably could of been better

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Good won but on a bluff XD

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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

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but they bought the bait

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it was amazing

plucky burrow
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Pianist is potentially getting a decently big change to make it MUCH more ST friends

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the main issue with Pianist is that the ST needs to think of the info on the spot

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and that isn't very easy on the ST

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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

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gives the ST all the time in the world to think

plucky burrow
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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.

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The script is being ran!
https://botc.app/join/minion

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We are still looking for players

scenic wadi
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Hello :)

plucky burrow
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Hello 🙂

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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.

plucky burrow
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The script is being ran again cause Kamilla is just that awesome!
https://botc.app/join/minion

plucky burrow
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Kamilla is seriously the awesomest Kamilla in the entire world
https://botc.app/join/minion

plucky burrow
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I inherited a LemonSneeze Lobby
https://botc.app/join/playing.whatever

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plz play 🥲

plucky burrow
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Hello there wonderful people!
Kamilla is the best Kamilla on the planet 🙂

https://botc.app/join/minion

plucky burrow
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I realise that I haven't even released the latest version on here

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V23 has been what I have been using for a while

plucky burrow
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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.

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I know it is a giant change

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anyway

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Also I cannot fit the versions on the thing anymore Xb

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so Ima make another down here

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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

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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).

plucky burrow
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The script is being ran!
https://botc.app/join/thatsthecase

plucky burrow
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It ran!

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and went well! 🙂

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The demon died on a Harpist bluff

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I might make it so the harpist cannot be executed to stop the downside

timber quest
plucky burrow
plucky burrow
plucky burrow
faint solstice
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I could pin some stuff if you want

plucky burrow
plucky burrow
plucky burrow
frosty tangleBOT
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Gave +1 Thanks to @faint solstice (current: #283 - 134)

plucky burrow
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Alrighty, there are plans to revamp Harpist completely just cause the current version seemed too meh

plucky burrow
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I have compiled all of the suggestions! 😄

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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

plucky burrow
flint crater
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Dw we workshopped it in #homebrew-characters

plucky burrow
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Each night*, choose a player: they die. You start knowing a secret phrase & if a living Minion said it today, act again.

autumn hull
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Forte (Outsider) - The Violinist is poisoned /j

autumn hull
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I play viola so I'm just bein petty

plucky burrow
faint solstice
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oh wait, you made it so it can only act up to twice

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never mind then

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probably leans too strong, it feels like too little downside for a multikill

plucky burrow
faint solstice
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that’s probably fine, minions acting again is inherently lower value, and gives a way for an ST to nudge the balance

plucky burrow
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Little too long

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anyway you could help?

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please 🥲