#Couples Night

62 messages · Page 1 of 1 (latest)

fathom river
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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

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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

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Suggestions:

-DA
-1 Grimpeeker

-Zombuul
-Lleech

-Cacklejack
-Bishop

+Barber?

+Marionette
+Assassin
+Godfather

+Typhon [would need to work out even evil requirement]
+Imp

+Deviant

graceful jay
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Do travelers go in the bag Stowed Away-style? Otherwise you can meta that travelers will be evil (and thus their pairing as well)

fathom river
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I was thinking about that

graceful jay
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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)

fathom river
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author said it’s a good idea

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so let’s assume yes

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but then they need to be non public travelers maybe

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and also need to think about how replacement works so count is determinable

graceful jay
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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)

fathom river
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I think latter is preferred

graceful jay
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Then Cacklejack definitely doesn't work, since they have to choose during the day (pubicly, I thought)

fathom river
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Bishop is kind of bad

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I mean the choice isn’t necessarily the problem since it could be like a Klutz where you bluff it

graceful jay
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I don't think you definitely need 5 travelers though

fathom river
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it’s just the character change being non confounding

graceful jay
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What?

fathom river
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sorry in the sense that there is no other reason for a character to change

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on the script

graceful jay
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Oh then it's just loud, that's fine

fathom river
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so a cacklejack is then confirmed in the game

graceful jay
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As long as it's not known who it is, that's fine

fathom river
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Yeah, I think Cacklejack can be bluffed if desired

graceful jay
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I don't think so, if Cacklejack has to publicly choose during the day

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Like, they can't bluff Klutz

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Deviant is an amazing Lleech bluff though

fathom river
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I mean like in the sense that before noms someone can claim Cacklejack and pick X

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and the Cacklejack must do it but non-Cacklejacks may also do it

graceful jay
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There's no incentive for good players to do so

fathom river
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ohhhhhh

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yeah I’m being silly

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Oh I LOVE deviant for lleech now

graceful jay
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Imagine a player going "Hah f you I'm the Lleech kill me if you can" and it being the actual Lleech

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Also, what if you're with say 9 or 11 players? Someone just not playing?

fathom river
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conceit is for this to be like a couples night

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so people arrive in pairs

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a random extra can be like a regular traveller

graceful jay
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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

fathom river
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I think lleech just needs off

graceful jay
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I think misregistering Spy for Rev pairs and thus unconfirming all travelers might be the way to go

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Although that's a real feelsbad for the Spy-partner

fathom river
graceful jay
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I'm very positive a confirmed traveler-alignment is very very unbalanced, especially for the louder travelers

ruby island
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You might just need to ET/Noble ping your travelers

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so make sure there's never just one?

graceful jay
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Yeah derp just add a second traveler and none are confirmed good or evil, that's way easier

fathom river
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yeah

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and evil travelers can bluff

graceful jay
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Preferably you need 3, so they don't know the others alignment if they're good

fathom river
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to make things confusing

graceful jay
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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

fathom river
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I would do base 8 there

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then they can kind of evil twin

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but since evil traveler is hidden they can also just bluff

graceful jay
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"hidden"

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A Gnome or Cacklejack can't really hide

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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

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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
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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

fathom river
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Oh that’s a good idea