#Couples Night
62 messages · Page 1 of 1 (latest)
Do you all have any constructive feedback for a friend’s script?
-every player is in a revolutionary pair from day one, including starting travelers [not necessarily with other starting travellers]
-this requires even player count and even number of evil team members. travelers can be used for this reason.
-Because base is always 1, so we have 3 outsiders to make room for the Lil’ Monsta added minion
-low info environment to make up for the fact you start knowing you can trust your revolutionary pair**. No interacts that leave you unable to socially trust your partner.**
-travelers go in back stowed-away style
Issues:
-Spy/Widow antisynergy
-Nodashii + Xaan + Widow + Puzzlemaster too much misinfo
-Lil' Monsta+DA, Lil’ Monsta+Goblin not possible to read into who to execute
-Slayer+LM antisynergy
-Zombuul rarely gets kills
Suggestions:
-DA
-1 Grimpeeker
-Zombuul
-Lleech
-Cacklejack
-Bishop
+Barber?
+Marionette
+Assassin
+Godfather
+Typhon [would need to work out even evil requirement]
+Imp
+Deviant
Do travelers go in the bag Stowed Away-style? Otherwise you can meta that travelers will be evil (and thus their pairing as well)
I was thinking about that
Ex: on 12 players, there would normally be 3 evils, so it's a 11 players + 1 traveler game, but the traveler has to be evil, and so town starts knowing an evil player (the revolutionary partner of the evil traveler)
author said it’s a good idea
so let’s assume yes
but then they need to be non public travelers maybe
and also need to think about how replacement works so count is determinable
I think you kind of need the Spy to misregister to prevent these issues, or put travelers in the bag and have imbalanced games (because travelers are always evil)
I think latter is preferred
Then Cacklejack definitely doesn't work, since they have to choose during the day (pubicly, I thought)
Bishop is kind of bad
I mean the choice isn’t necessarily the problem since it could be like a Klutz where you bluff it
I don't think you definitely need 5 travelers though
it’s just the character change being non confounding
What?
sorry in the sense that there is no other reason for a character to change
on the script
Oh then it's just loud, that's fine
so a cacklejack is then confirmed in the game
As long as it's not known who it is, that's fine
Yeah, I think Cacklejack can be bluffed if desired
I don't think so, if Cacklejack has to publicly choose during the day
Like, they can't bluff Klutz
Deviant is an amazing Lleech bluff though
I mean like in the sense that before noms someone can claim Cacklejack and pick X
and the Cacklejack must do it but non-Cacklejacks may also do it
There's no incentive for good players to do so
Imagine a player going "Hah f you I'm the Lleech kill me if you can" and it being the actual Lleech
Also, what if you're with say 9 or 11 players? Someone just not playing?
conceit is for this to be like a couples night
so people arrive in pairs
a random extra can be like a regular traveller
Deviant Lleech breaks on 10 players though, because then the Deviant is good and can call for self execution. Then it's a Lleech Sailor-issue
I think lleech just needs off
I think misregistering Spy for Rev pairs and thus unconfirming all travelers might be the way to go
Although that's a real feelsbad for the Spy-partner
I would do that if it were my script, but script author fundamentally did not want that
I'm very positive a confirmed traveler-alignment is very very unbalanced, especially for the louder travelers
You might just need to ET/Noble ping your travelers
so make sure there's never just one?
Yeah derp just add a second traveler and none are confirmed good or evil, that's way easier
Preferably you need 3, so they don't know the others alignment if they're good
to make things confusing
Oh that still doesn't work that well. On 10 players, if you have 3 travelers, it's a 7 player game. That means either 0 or 2 of the travelers must be evil. If it's 0 players, it's incredibly favored towards good, since evil is basically missing a minion and have very powerful traveler opponents. On 2 evils, the third knows the alignment of the other two
I would do base 8 there
then they can kind of evil twin
but since evil traveler is hidden they can also just bluff
"hidden"
A Gnome or Cacklejack can't really hide
Easiest on 10 players is probably to even hide the number of travelers and have travelers + outsiders = 3, with travelers at least 1 and an even amount of evil travelers. And the same for 11, but with an additional good traveler
So for 10 players, legal setups would be:
- any 9 player setup with a good traveler
- any 8 player setup with 2 good travelers
- any 8 player setup with 2 evil travelers
- any 7 player setup with 3 good travelers
- any 7 player setup with 1 good and 2 evil travelers
If travelers are hidden and their alignment is not predetermined, I think Bureaucrat is very fun. Their obvious choice is their partner, but they can form trust-bonds with other pairs to hide
Oh that’s a good idea