#Dusk in the House of the Damned

55 messages · Page 1 of 1 (latest)

remote wolf
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This was originally made as a submission to the engineer script competition, intended to be a "toss my normal out the window", based on the ideas put in the description of Midnight in the House of the Damned. I was stunned when it was so well regarded it won! Though admittedly I later removed engineer XD . I also submitted it to the World Cup, where it was quickly eliminated by Boozeling

I've put a lot of time into this script, and am happy to hear thoughts on it. It's on version 2.4 at this point!

cobalt cosmos
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ya know what

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most accurate thing we have so far tbh

clever wyvern
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Sentinel?

cobalt cosmos
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oh

clever wyvern
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I feel like it makes it kinda unfun to solve for damsel and heretic with sentinel

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and like all 4 of the outsiders want to hide, idk if it's even nesc

remote wolf
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it's nessecary

cobalt cosmos
remote wolf
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because evil knows if there's a lunatic and knows if there's a damsel

clever wyvern
cobalt cosmos
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lunatic/damsel

remote wolf
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thus, if they hear neither, in a base 2 game they know its 100% a heretic

clever wyvern
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ig

remote wolf
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It's a fair criticism. This script is extremely social in nature, and there aren't a ton of roles that get the info to 100% determine if theres a heretic

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or did you mean solving them as evil?

clever wyvern
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no you were right the first time

remote wolf
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I'll admit, LM and Cere are probably the two I am least happy with here

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LM because, well, this was made before the LM/Magician jinx, and I liked the fact that a Magician had a tiny bit of extra info (that it wasn't a LM game); it made them not just feel like a worse PG, or completely useless if there was a PG in play

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Cere because... well a) I don't love how loud it is b) I've been going back and forth on whether I like Harpy better here and c) it was sorta the best of bad options for misinfo roles

cobalt cosmos
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harpy is bluffable by legion

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kill at night

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harpy is much better

dire sable
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Yeah Cerenovus feels a little strange with Legion, but I don't really like Harpy so I'd keep it lol

remote wolf
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Advantages of Cere:

  • Goblin Jinx helps cover for goblin claims... sorta. Plus its just fun, and can also just be useful to frame a player
  • Makes surprise role changes less unusual (which, with PG and Magician and Legion, not to mention Choirboy, Farmer, and the outsider suite, is pretty helpful to have)
  • making someone mad as choirboy or poppy grower or farmer the night they (or the king in cb's case) are killed can be used to sow great misinfo, while a VI can really mess with the VI drunk solving
  • final day making someone mad as the heretic is... maybe a good thing, maybe a bad thing.
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Advantages of Harpy:

  • more Bluffable by Legion (can simulate it having killed players at night)
  • more direct pushes on people than cere, where you may be able to tailor your info to be more harmless
  • IMO better with alchemist (alch harpy can make evils push on other evils, which can be very effective in a way forcing evils to switch their claim isn't)
dire sable
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I think Harpy is generally much weaker and more obvious as well

shy mango
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I like this script, so I have some questions about the rough edges.

No Dashii seems very rough on the town, especially if there are two Village Idiots. Even with Sentinel -1, having 3 sober townsfolk and 3 drunk townsfolk is a lot to overcome. Do I just bagbuild super carefully with ND?

How do you run Lil' Monsta - King here?

Do you ever run Alch-Harpy here? It plays like a Nightwatchman that makes the game temporarily less fun for the madness victims. Would it be bad to just sub Harpy -> Fearmonger

remote wolf
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So, in order:
yes! no dashii is definitely strong here, as it’s the only mechanical misinformation, but honestly, so is legion, and imp and LM aren’t slouches either. A lot of the demons on this script are “no better options”.

Ummm… whomever is holding LM is told who the king is, whenever they hold it, if they didn’t already know. I’m not sure i understand the question.
Yes, all the time. Alch-harpy is super strong, but not as a night watchman sub (though you could use it as such, but on the other hand, that could just be either an actual harpy or a demon coordinating with their harpy), but as a way to force players you think are evil to push on players you think are evil. Like, it’s a very social alchemist ability.

shy mango
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tyvm!
I mean for LM-King, the Storyteller has to choose whether to kill the king or not... I guess I can ask the LM holder whether they want to kill the king each night

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Alch-SW is very amusing for pranking a starpass. I guess it can also learn it's a Legion game

remote wolf
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Sorry, I was conrunning all weekend, so didn't have time to get back to you on this

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Yes, Alch-SW is very fun, and kinda useful against legion, but its also very strong to help stop evil from killing the demon and ending the game immediately in a heretic game. It's a threat as much as anything

remote wolf
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Remember that even if the king dies and the choirboy learns, they still have to deal with if there's a heretic, and that's in addition to the potential of a scarlet woman, and if you don't act immediately, the demon can move if its lil monsta

shy mango
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Played 3 games of Dusk tonight!

8p - Evil won instantly from a Goblin / Alch-Goblin gamble

8p - Lil' Monsta Heretic game. Good won pretty easily from combining Village Idiot + Noble info, but the Heretic had to distract them away from executing the demon early.

7p - No Dashii game. Good won using just like logical info, basically S&V

The last two games both had a Wizard, and after the games they both said "what the heck am I supposed to wish for"

shy mango
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In 0 of those games was anyone even close to saying that another player was evil on day 1. I expect this would only ever happen if a Village Idiot saw evil. So I question whether Harpy works here for my group

remote wolf
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I'll admit, I don't love harpy on Dusk, but a lot of stuff is a case of "what's the better option".

Also, thank you for passing on info about smaller games, this is very much a script I designed with 11-12 in mind, so feedback about how it works (and how it doesn't!) from outside of that range is very valuable

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as for the wizards... look, I don't know what to tell them, there's so much room for potential. Afraid of info? ask for every townsfolk to be drunk for a night or something. Or make wishes to do with giving fake hints, so good questions their info despite not actually affecting it

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Afraid of heretic? create extra heretic abilities, like someone did in one of @oblique stag's games I saw

shy mango
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yeah! I'll give people examples of wizard wishes next time to spark their imagination.

both wizards in the games I ran held it until their demon was on the block, and then pulled me aside to panic wish. which is fine, but... unlikely to win the game. lol at the panic wish for there to be a "60% chance that whether there's a heretic is flipped"

remote wolf
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also, TBH I think that there's plenty of room for harpy pushing D1. Magician, Poppy Grower, Legion, all of those create social signals (or, heck, you can claim to have been outed to as the magician) that make it harder for evils to hide. and all that in addition to the ease of picking up a VI bluff and claiming an evil

shy mango
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I agree that we don't have great minion replacements for harpy... I wonder whether fearmonger is fiiiiiine

remote wolf
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I want at least one minion that spreads misinfo, and fearmonger is too loud when combined with wizard, it can disprove legion worlds too easily. Fearmonger alone disproves legion worlds too easily if no one bluffs alch-fearmonger

oblique stag
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I think harpy is both a relatively tough fit for the script and relatively necessary given the options of released minions

remote wolf
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that's basically my view on it as well

real wind
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i don’t see a current version of the script posted in this channel?

remote wolf
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...huh, so it aint

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give me 30s

real wind
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would you like that pinned?

remote wolf
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that would be appreciated, thank you Biscuits!

real wind
modern jay