A tough puzzle of both instinct and reasoning, featuring the Hermit and Atheist, all misinformation, sparing misregistration, comes entirely from the Drunk ability.
Current Script: #1383153598770184252 message
Botc Scripts: https://www.botcscripts.com/script/7649 (favourite it if you like the script!)
ST Recommendations: Soon
Short Story: Soon
Blurb
"Upon the shining mountain which reaches the astral heavens, a lighthouse guiding voyage to the divine has supposedly bottled a star. Within it lays the child of the above, our saviour... so they claim."
Good will need to work through their information carefully, sorting out what information must be wrong, and why. They, despite all evidence to contrary, may need to take a leap of faith on if a player is good.
Evil will need to carefully add their own misinformation into the mix, pointing fingers at possible Hermits or Drunks, and convince good that too little or too many exist.
This is... Star's Edge
Star's Edge
Star's Edge is my 2nd main go at a long term scripting project. In sharp contrast to the intense storm that is The Passage of Time, Star's Edge is calmer waters. Here, the puzzle is the star of the show, having a focus on having difficult to parse worlds, but ultimately, with enough time, a solution can reveal itself.
Most characters receive some sort of information, but there's many reasons for it be wrong: but each reason, has further implications on the gamestate. If someone is registering as evil because they are the Hermit, their information should be wrong too. If someone is the Drunk and there's two face up outsiders, then everyone's information must be good or the outsiders are lying.
The information landscape may resemble Trouble Brewing, but things are isolated to specific players, and bad information cannot move. Townsfolk work to limit worlds further and further, until either none remain and the truth is revealed, or the infinite possibilities remain open and the expanse consumes everything.
Star's Edge, whilst having an Atheist is intended to be able to be used an Atheist introduction script. The complexities of the character are softened from the player perspective, and it primarily relies on the Storyteller, who themselves can take a relaxed approach to simulating a real game. It is still a tough job, and players should be very experienced before playing this, but I'd recommend this script before TPOT even. Bluffing Atheist is simplified by the completely sane 5 way interaction of PD-Boom-Atheist-Hermit-Drunk allowing evil to feel safer bluffing the character, as the Atheist becomes a much riskier execution. The script plays like a beefed up version of Trouble Brewing, and I'd rate it as Intermediate-Advanced for players, and Advanced-Expert for Storytellers.
Storytellers! Read this!
Either before the game or if players ask about the PD/Boom jinx with the Hermit/Drunk/PD combo, I recommend ruling this as a Hermit clash written as "The Hermit may only trigger the Boomdandy ability if they think they are the Atheist"... or alternatively, tell your players to trust you're not a bad Storyteller, as they already trusted you enough to run Atheist.
Additionally, this script is built for Subtle Atheist. Choose an "evil team" to frame, and get framing. You have done a great job if you convince good that there is no Atheist in play and yet the players still beat you by their own instincts and reasoning. That's peak Clocktower.
: W/1 - L/1 0% - W/L 50%
: W/0 - L/0 0% - W/L 0%
: W/0 - L/1 - W/L 0%
: W/1 - L/0 - W/L 100%












worlds, but they were exhausted by final day




Balloonist --->

