#Trouble Dying
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(I think I'm glitching maybe, and can't see the text I typed as a description, so I'll type it again, sorry if it looks like a repeated message)
About half Trouble Brewing with some of the "for science" Bad Moon Rising characters. Three demons who might die in the night. Lot's of reasons players might not die during the night and during the day.
It's always a pleasure to see a Mastermind Script 🍻
Thanks. Had to scrap Scarlet Woman once I settled on Zombuul, and Mastermind is a great solution
Virgin with execution survival I'd generally a bit too powerful (ie proccing on a Tea Lady's neighbours, and so semi-confirming 4 players in one go and none even die)
Goon I feel is questionable here. Only 4 roles can flip it good, so if it flips evil it's quite likely to stay there, but also evil really doesn't want to lose the kills to do so
Some other +1 evil Outisder might work better in the slot, like Poli or Ogre
Though you also already have Fang Gu on script, which means retaining those Outsiders makes +2 evils a possibility
Thanks for the in depth response. I had considered sailor or fool testing on Virgin but not a tea lady neighbor. It sounds like a genuine nightmare for the evil team. I'll have to work around that.
I think goon is tricky because it would be difficult to turn for either team. But it means you'd always have to put at least one flipper from each team in the game with it which I think is a bit predictable because of the small size of options from good
I think goon is probably the only +1 Outsider I'd use because it can be turned back but also I'm trying to stick with base 3 so I can play with my in person group with no substitutions. I might scrap goon altogether though to avoid +2
Here's my first thought for replacements.
Virgin -> Washerwoman. Still confirms a Townsfolk but without the huge survives execution confirmation chain. A good spy bluff as well, since spy is losing the option to proc off of Virgin.
Goon -> Recluse. The options for base 3 outsiders are pretty difficult here. I ultimately settled on Recluse because I like it's potential interactions with Oracle and Tea Lady
I'd say from experience that Recluse/Oracle is pretty miserable. Once a Recluse claim is dead, the Oracle numbers become pretty unusable (Yes there is some nuance there, and you can still derive fringe info, but it's a massive massive loss as opposed to almost every other Recluse interaction)
Oh dang thank you I hadn't really thought it through all the way yet. I'm really in a pickle about this extra outsider now.
There are boths detractors and supporters of Oracle + Recluse it seems to me
It encourages not just murdering the Recluse on sight, which I think has some merit
- Recluse 🇽 bad with Oracle?
- Goon 🇽 I don't want +2 evils / goon is hard to turn back
- Klutz 🇽 extra evil win condition is already filled by the saint
- Sweetheart 🇽 I already have the drunk (and Sailor and Innkeeper)
- Moonchild 🇽 potentially causes an extra night death when nothing else does
- Tinker ❓ Really the only situation they can be killed is one where no death's happened.
- Mutant ❓ Fine honestly but madness is one of the more complicated elements of the game and right now I think the script is beginner-ish friendly
- Lunatic ❓ It could work but I'm just not feeling it tbh
- Butler ❓ I simply don't like Butler but it would be fine here I think
If you don't like Butler there's also Zealot as a similar, fairly straight forward role
It would be my one non base 3 character but I think one substitution would be easy enough for me / my group to remember
I usually write subs in red on the script so it is easier to remember or reference when you draw your token, like this: