LATEST VERSION: v1 (here)
I made this script off the idea "what if I put a Boomdandy and Fang Gu on BMR"? I then messed around in the script tool, burning down the kitchen in the process but producing this script which I think is all right? I plan to playtest this in the future, since it's hard to evaluate the dynamics of this script by looking at tokens on a grim, but have not had the chance to do so yet.
v1 thoughts:
- The Demon type should be somewhat hidden, at least for a day or two. Then, the paranoia can start: is it a Zombuul, Po charge, Exorcist hit, Mastermind day... spooky stuff. By the endgame, though, like BMR, the demon type should mostly be narrowed down by tracking who dies when, like in BMR.
- The Minions make it harder for the Townsfolk to get what they want done. The Boomdandy in particular is nasty here, making Sailor/Tea Lady/Pacifist science scary. The Marionette gives an alternate explanation for things going wrong - is the person the Sailor drank with really evil, or should be looking at their neighbors for puppet strings? The D/A and Assassin help the evil team bluff as good characters, and the Mastermind can cover for the Po and Zombuul or bring about an unexpected game-end.
- The Townsfolk mostly come from the BMR suite, with some changes to suit the new evils. The Shugenja's info is rarely incorrect, letting them build up trust with the neighbor they weren't pointed to. The Snake Charmer can team up with the Exorcist to find the Demon, but it can take a turn for the worse if they actually succeed. The Farmer draws kills at night and builds confirmation chains (something that the Huntsman can do, too, if they find their Damsel), and the Fisherman lets the ST help dictate a course of action if town is truly lost.