#Character interaction thingy
1 messages · Page 12 of 1
this is like
the one solution
alternatively have hermit
because uh
"exe good twin"+heretic=good win
so the race to nom the other twin is peak
source:made this a teensy once
evil twin of a heretic means you have to solve the game day 1
You have two days to solve. The demon has to kill ET and themself
You can’t win once the demon kills a twin, so the good team has to execufe the heretic on day 1
Assuming that’s the meta, but there might be a better meta for the twins in this situation
Saint claim
Yeah
This is like the only way it’s good for the good team
What about a twins game where heretic is not the good twin?
Tbf heretic as the good twin implies that good can have a 50% winrate so it's just a bad twin option
better than the heretic just
killing the good twin and winning
Idk, but this previous discussion was about heretic being the good twin
well yes
Because that's like the one way it doesn't explicitly harm evil
evil just knowing about it immediately
Heretic means if there’s a twin pair you can afford to just kill the demon
which is so wildly dumb
But it also means evil win n2 by killing the evil twin
Bc now good cannot win before demon self kill
If heretic is good twin ofc
Bad interaction imo, having town able to force a loss is pretty bad with heretic, heretic as good twin would be a funny teensy but bad otherwise
04/20 Evil Twin
x Boffin 
one specific thing i am thinking of is the Boffin bluffing Evil Twin with the ability they know, and since the Demon has that ability they might be able to prove themselves as the "real twin" more easiliy since they actually have that ability
but maybe there's more to this interaction!
If you wake Boffin and demon at the same time to show the townsfolk, they can easily fake a twin pair. Great bluffing space.
Evil win con that good has agency over in heretic is just… not it
I’ve seen someone do Boffin/alch/ET with a lleech (for some reason). And it works, until the demon is dead and then the game ends anyway (ie, this interaction very much doesn’t work)
I’ve not seen it work script wise cause volume discrepancy things, but I think that bluffing a twin pair is something you do in a well-established group regardless
I can see the volume concern but the other parts I don’t quite get
the idea is that the demon is framed as the good twin and so they don’t get executed in the twin war
I think I’m also not really sure how good of an idea bluffing a twin pair is without that kind of support, without something like snitch/boffin the Demon always has to lead an evil twin bluff bc they’re the one with good bluff characters
Do I have to ask about Pukka with Banshee, RK, Sage 1 at a time or can it be 1 post?
My take for all: it depends
Sage is usually worse than Banshee which is usually worse than RK, but eh
Also yeah you’d need to ask about them separately since the RK, Sage, and Banshee function and impact a game very differently
4/21: Mayor
x Politician 
Ask about one officially, then after discussion, ask how the others would be different
I suspect Politician has trouble pulling off a Mayor bluff because evil will accidentally kill Poli at night or frame them like they frame a real Mayor. Evil would need a grimpeeker to avoid those pitfalls and benefit from Poli bluffing Mayor. But in that case, if Outsider count is ambiguous and outsiders are private, it might be foolish for town to ever go for a Mayor win. There is also the extreme frustration of a Poli throwing off votes in F3 to stop town from tying and going for Mayor win. I am skeptical these characters work together.
The thematic pairing is perfect, though. I would love to see a setting where it works.
Also, if you’re a Storyteller and the Politician successfully convinced the town to Mayor win, they always deserve that win
Poli wins
Well, unless you tell them to execute the mayor
Then poli wins
4/22 Washerwoman
X Marionette 
Pretty cool combo if supported with something like drunk
Yes! I wanted to add drunk to the combination if I could. I think its really cool both ways around: mario ww seeing drunk or drunk ww seeing mario as the character the mario thinks they are
That runs into the issue of having drunk and Mario on the same script (which is fine sometimes but can be super odd/bad other times). But yeah I think it’s super neat to have the Mario and drunk combo-ing off each other
What issues can occur when pairing the two?
The drunk being perfectly marionetted with no way of knowing they’re actually good, for example
Marionette doesn't belong on the same script as Drunk IMO
the value of ST-chosen misinfo cannot both be "one outsider" and "one entire minion who's also guaranteed to neighbor the demon."
WW!Marionette is awkward. You want to use it to make the demon look good, but you don't know what bluff they'll take. So the Mario can spout obviously wrong info.
Also, even if the confirmation works, players squint their eyes at people confirming their neighbor on a Marionette script.
I like the idea of a Washerwoman confirming their neighbor so that they think they’re a Marionette but that’s a one-off funny and not rly sustainable for script longevity
I think the best use of a washerwoman marionette is confirming a Minion but that’s also slightly awkward with the Minion having to play well for it to not fall apart
Really fun on the pieslikes
Less effective on non-pieslikes
what are pieslikes?
I'm assuming things adjacent to Strings Pulling or Onion Pies or similar
Use Spy instead, unless the script can't have a grimpeeker
I don't think Drunk Mario is really an issue
At least, you can definitely build a script where the two work
probably Spy Washerwoman is better, but drunk WW isn't terrible
Vortox also works to make this interaction happen
Scripts in the "TB variants with Marionette" family
lots of pieslikes replace washerwoman with pixie
wait no most of them don't
was mistaking the invest -> noble swap
onion pies just adds pixie as a 14th tf
Ya cuz the point of Noble is to accuse three people so it replaces Inv perfectly on TB and doesn’t change the script dynamics for the worse /s
And ogre
So it isnt called "Pies Baking + Ogre" anymore
[23/4] Mathematician
x Spy 
math + misreg = joy and fun and whimsy
Requires scripting the Mathematician
I think this is an interesting interaction to explore, but I haven’t seen it in practice very often at all (if ever). I find the concept fascinating enough that I recently posted a TF-Demon duo in #homebrew-characters that takes this interaction to its logical extreme.
I also like that the spy can bluff Mathematician easily because they mostly know what abilities are misregging (admittedly, they don’t know if the FT actually chose the Recluse or not).
I also just like having characters that can detect misregistration, as right now misreg can soak up a theoretically infinite amount of info, while droison characters are either space limited (Drunk and Poisoner can only droison one player or one player per night) or time limited (Xaan poisons on one night only). One of my homebrew scripts has 2 characters that directly detect misreg since it is prominent on the script.
FT choosing red herring should not proc Mathematiciaj
math+misreg is kinda yikes. idk if math is really a significant bluff for spy either
i suppose a math+spy misregis an interesting enough solving space
i think theres an issue here where the math's info is never negatively impacted by misreg unlike the other forms of misinfo of droisoning/vortox on its base script so you might struggle to fit in both misreg (spy+recluse) along with sufficient droisoning/misinfo to make the math not op while other roles having a say in the solve ever
math is also really a bit of a nothingburger bluff for spy or the evil team in general
What if its the only thing that poisons on script?
Doesnt it point huge arrows to people? I mean its one of my favorite parts of Pearly Gates
An Extension Cord interaction!
I think it can work to make spy more solvable, but it requires careful scripting for Math since it needs multiple reasons for abilities working abnormally
Math detecting monk protected player surviving 
04/24: No Dashii
x Lleech 
Obviously this is a “scripted together” interaction question as they’re not going to both be in play.
Whats what u think pithags a good player into the no dashii
s'aight. anything interesting past the obvious poisoning overlap?
science scripts might benefit from this combo ig
Science doesn't pair nicely with either Lleech or Dashii
In practice I think this is a little awkward to script together, since it can feel like Dashii is strictly better than Lleech at helping evil
That being said, Dashii is arguably strictly better than a lot of Demons
You just have to be a little careful about the types of Minions and Outsiders that are onscript
dont you think some level of science is important to make it easier to find the lleech host?
ofc da is like not it
Well if DA is off the board, why have science roles?
but having just inforoles on a lleech script can lead to good struggling to find the lleech host because of the vagueness of poisoned info
i suppose by f3 it should be fine in any normal game
Cause imo unbluffable science roles are just kind of… not fun
Science refers usually to roles like Sailor, Tea Lady, and Fool, who all encourage the Good Team to throw their own members into execution. A hosted Sailor or Fool can be a death sentence for a Lleech, while Tea Lady produces very awkward scenarios where either they are hosted (and it becomes obvious) or they protect a host (and neither team can win prior to the Tea Lady's death)
shrug
👍
In that situation, it’s more about hiding lleech than actually bluffing a science roles
yeah i mean i think lleech is just hard to make work
i figure lleech on a multidemon could open some potential to bluff science roles, but yea theres alot of objectively poor interactions between hosting/science
maybe host ur minion, lol
idk
Lleech works well with the Minuit Engine
I like Lleech and No Dashii on a poison tracker script
bc if you suspect that someone is poisoned, you can either execute them if you think a Lleech is in play or a neighbor if No Dashii is in play
No Dashii seems like it'd be a fine addition to a Minuit Engine script as giving another different reason for misinformation.

Seems like a fine group so far. Lleech causes one poison, No Dashii causes two local poisons, and Vortox makes everyone get falsehoods. Covers a lot of ground alone for misinformation just between these demons, and of course Mastermind paranoia fun if no one dies in the night
I.e. they script interestingly together from this angle because both are traceable from their poison but each have very different implications, and so worldbuilding the right demon type is important
If you wanted Lleech + Science to work potentially, you may have to include Devil's Advocate & Wraith? Since Wraith will see who the Lleech hosts Night 1 and then can point out the host to the DA which can avoid some issues with the main science roles. But that's quite a specific requirement of Minions.
I think it’s a slight fix but not a full one, bc maybe the science just happens on d2 instead of d1
Yeah...
It's an improvement, but would require more script work to maybe properly fix it
yeee
not a huge fan of lleech-da tho; how'd you think youd make it work?
requiring a 2 minion game for the whole premise of a script isnt rly great either imo
tho ig thats not really tooooo unique with alot of customs
They work on the same script.
As Lleech, I’d leave my host’s neighbors alive to retain ND worlds that account for my host being poisoned. And as ND, I’d benefit from leaving my poisoned neighbors alive and selling Lleech host worlds—though, this is more circumstantial and dangerous, since ND often benefits from killing his neighbors.
04/25: Marionette
x Cult Leader
Amusingly an Evil Cult Leader could falsely Marionette one of their neighbors... which could be the real Marionette-
Probably not good for that Marionette's sanity, but who ever cared about that.
There are several sources of interaction here: Marionette thinks they’re the Cult Leader; Cult Leader turns evil by Marionette who gives a good social read; Marionette is invested in forming a cult but is unknowingly evil.
A Marionette being the Cult Leader can't form a cult unfortunately. So even if they are 'successful' with all Good players voting, nothing happens. This can be fine though if an Evil doesn't vote, as it can make the Marionette-CL look like they're confirming the Evil as a Good player.
-# Preferably an Evil that isn't their Demon in this case, as otherwise the implication is a little more direct-
that admittedly sounds incredibly niche
although I do like that these two synergize in being very social roles
A Marionette (CL) can tend to eat shit and sell out its own Demon by failing to form a cult where every player votes, and given the nature of CL this isn't a particularly rare scenario
This is a rare case where the Marionette actually helps evil. Because the fact that the ST gets to choose who the Marionette is, lowers the winrate of "Always go for a CL win on Day 1" below 50%.
But like. This requires scripting a bad character together with a shit character, so it's shit.
about as elegant as scripting cl can get
weakens cl's abilities as a budget empath, and lets an evil cl gaslight their good neighbor if the st cooperates
Honestly cult leader its one of the weirdest characters ever
they will never make me hate cult leader
they will never make me like cult leader …
I’ve never heard of the strat of automatically going for a cult leader win D1. I just ran the numbers and a Cult Leader is more than 50% likely to start the game next to an evil player, at every player count except 9 and 12, which are slightly over. And this doesn’t account for Outsiders like the Recluse.
Except CL really shouldn’t be evil next to an evil player 100% of the time
It’s a tf
going for cl win 100% of time with no other info is technically optimal WR wise, since its a bit higher than 50% generally that the cl is adjacent to evil, and it would be weird for the cl to always flip evil every time theyre next to an evil
but that doesnt rly account for the fact the social contract of clocktower generally doesnt involve "play for as high of a win rate as possible", it involves "play to win the game youre currently playing". otherwise hard vortox check d1 on snv would probably be considered an actual strategy and not a meme
storytellers will also adapt and build bags to discourage poor behavior such as this, just as a group that wins a couple games off hard vortox check can very much expect a higher rate of vortox bags in the future to not reward such plays a group that goes for every cl claim will likely see more evil cls in the future
I know this isn’t the place to say this but I really wish CL only became the alignment if they formed a cult
Actually this has implications for Marionette with the recent push to not lie to people about their alignment — it would be a YBD to ever tell the Mario CL that they switched teams
But just learning an alignment is fine
that would be horrific, since the cl would then just have no clue whatever the hell theyre doing. alignment reading would also become pointless as one of the rare ways to actually get solid info on a cl claim
Doesn’t CL already like go after most info roles anyway, so alignment checking the CL is always one night slow?
its still pretty important imo
if the cl reads evil last night they prolly stay evil
True
Maybe they register as the alignment idk
But I don’t like that it’s a +1 evil
Well no they still win with good if the Demon is exed
i mean
that just turns cl into budget empath
wait yea
ig they wouldnt know
still, just janky and messy, probably mostly bc its cl
I like the "the CL turns good if they die"
04/26: Cult Leader
x Shabaloth 
i think this is one of the better cult leader interactions (along with professor) as it can help avoid the cult leader being locked as evil
Cult Leader has a troubling time in being justified on scripts, and my instant thought was “why not Goon? ”
dangerous BMRlikes might have justification for CL in the sense that if it's a Final 5 with suspected minions and shab the CL might win more
actually no that makes no sense
they're more likely to be evil
yeah i don't see it
cult leader works well on bmrlikes imo
the final 5 stuff is probably more pertinent with po rather than shab (for the reasons you said) but it's a good reason to go for a cult win
I wish CL alignment was determined by something in-game, even if it’s probabilistic. The ST choosing CL alignment makes that win or loss feel cheap.
left neighbour
people in fact do not do this because they want to play the game
the one time I played whose cult is it anyway I just nominated myself cause no one was going to join it
i am choosing to tick react my own message here to offset the ❌ reaction
thank you for your understanding
(thinking about it, bmrlikes isn't quite the right word - it doesn't work well on full bmrlikes but there are a number of bmr characters that it does work well with imo)
Why
why do the bmr characters work with it?
or why does it not work on full bmr-likes?
for reference, the reason i don't think it works on full bmr-likes is that it provides hard, albeit wishy-washy, info regarding alignment
the characters i think it works well with include:
- chambermaid: can detect the cult leader flipping, but not necessarily which way, which is quite interesting imo
- gossip: can provide useful info regarding the CL or their neighbours, but not too immediate or clear-cut
- professor: can revive a suspected evil cult leader to potentially turn them good agan
- gambler/pacifist: on the right script, can provide interesting info to inform when to go for a cult win
- lunatic: if the lunatic neighbours the CL but reads socially evil, this works well with lunatic's role as an outsider imo
- DA: in occasional scenarios (such as with vigormortis or po), cult leader can provide an alternate way out for good when the demon is protected on the final day
- mastermind/po: mastermind day/charge paranoia can give a good incentive to go for a cult win late into the game, which is more fun than an early win imo
- shabaloth: similar to professor, can help CL to be more of a townsfolk if it's killed while evil but gets revived and potentially turned back good
· i would avoid Chambermaid and CL for exactly this reason, it's another alignment checker on the CL's neighbours. that's much stronger than CL's already strong info, since BMFlikes are already filled with decent alignment info
· Gossip should be doing something else
· but, like, What is the Point for Professor? it's almost always better to do confirmation on a non-CL player due to world removal, and this isn’t guaranteed to work
· i don't get Gambler.
· Pacifist is interesting, but the info is rather wishy-washy, even for Pacifist standards. i would do a Goon here and just always execute CL tbh since the alternative is good win
· sure, lunatic works
· final day is when CL is most likely to be evil, and it's not a guarantee that you know for a fact DA is in play
· sure, those two work
· this is Shab punishment
i don't think it's necessarily fair to say gossip should be doing something else
CM i see where you're coming from but i think it can work well on a cleverly-made script
shab point is fair i think
04/27: Xaan
x Riot 
That only matters if it’s a Xaan 3
... yeah
I usually do right when noms open
xaan 3 shouldn't
not droison
aight ok
I think it's fine
it's a little strong
maybe have 0 other misinfo
I mean statistically you’re killing about 1/3 of town’s info
Woah it's on the script quick maths :0 and it works fine i think
"this must happen" 🔥
thank you steven medway very clear and not vague at all
That’s to the nom deaths
isnt raw ruling that the minions dont turn riot but the riot still happens bc of this
and that evil loses if the one riot dies
What??
wait ive lost it sorry
what are you talking about hold on
No no wait what’s the interaction I’m scared
this is what happens when you play horrid scripts bootlegged to shit
uhh i think its a fine interaction just probably make sure to turn the xaan as noms open so a xaan 3 is solvable
i will say i dont rly love putting such passive minions on a riot script from a gameplay perspective
Xaan is peak puzzle for Riot
That genre of script is just entirely unsupported at the moment though. Not enough quiet minions that genuinely mean anything in a riot environment
I made a (bad) solo-riot midsy that wants to work and it has Xaan on it
And it doesn’t work for other reasons than Xaan
You would have to double up on grimpeekers (spy + widow) to make something that works okay
I think widow is technically more fair in riot but I had spy on the script and it worked fine
But yeah, double grimpeeker etc isn’t great at all
What’s the interaction
Being both on script
How is it significant
Does the good team have the time to figure Xaan out?
If there is one in play
Either way it could be Xaan 1/2/3
So outsider claims scale up and could be faked
That doesn’t seem much different than Xaan in regular 7-9p games, which also last three days. And games with 10-12p usually have the Xaan day early too, lest the Xaan die before poisoning, and because it’s unusual to have 4+ Outsiders in the game
Xaan 4 is really funny in Riot
has anyone ever played with a Xaan 5
No but I did have a 7p Xaan 4
The Amne ability was op though
Right before dawn is my rulling
04/28 Lord of Typhon
x Evil Twin
I think this is a surprisingly workable pair. Choose someone opposite in the grim for the ET pair, so that any of the four players neighboring twins could be LoT. In 10+ player games, there are even more configurations
LoT and ET both make voting and executing urgent for town. I’m curious if that makes them synergize well or pressure town too much
Depends on the townfolk
If info is strong typhoon is cooked
I generally think Typhon likes quiet minions and I haven’t found a reasonable way of scripting Evil Twin
On first glance of what I’d assume their environment to generally feel like, this interaction isn’t great, but it depends on the remainder of the script for sure
Tbf, cant they kill into twins neighbours
And if no kill thrn demon dead and this one is evil
Nick you have a unique way at looking at the game. I'm not super convinced on this, but I can give it a shot.
There are some cool things. The evil twin would have received a Townsfolk or Outsider token at the beginning of the game, so they can back out of a twin pair. This is pretty neat! This also can mean twin pairs can be faked easier.
I agree that both characters make executions higher stakes. I think this pairing can lead to some tense games.
The Evil Twin usually doesn't directly lead back to the Demon, while with Lord of Typhon, the evil twin has to be in the line. This might give a lead to good which is very powerful. In a 7-9 player Typhon game, the evil twin neighbours the Typhon. At the very least, good can try and direct their information to figure out whether or not its a Typhon game by checking the twin pair's neighbours.
The Evil Twin works best with Townsfolk which gain information. It doesn't work well with mechanical abilities like Tea Lady, Monk or Pacifist, because they are either impossible for the Twin to fake, or difficult to distinguish. Townsfolk which gain small pieces of information (like Steward) also aren't ideal for Twins, because part of the character is that the evil twin is trying to invent information to blend in, and this creates specific socials. As Evil Twin scripts want Townsfolk which gain a good amount of information, you'd want the evil team to have powerful misinformation to balance this. On Sects and Violets, this comes from the Demons, who can move unpredictibly, poison or turn information false. Lord of Typhon does add an extra evil player, but in a predictable way. The Evil Twin gives good a lead to who a Minion is, and a further lead to the Demon. Without misinformation from the Demon, the Evil Twin can find themselves cornered.
A reasonable idea is to pair Evil Twin with characters like Xaan, Poisoner, Spy or Widow so they can be the misinformation that Typhon needs. That can work, but the script needs to be built carefully.
For Twin to get over the 'little to no misinformation+1 good player knows a lead on a Minion' issue, the Demon line up likely needs to add misinformation in some way, or to generally be mobile. (No Dashii, Lil' Monsta, Fang Gu, Vortox...) If you are already adding some misinformation Minions to help out the Lord of Typhon, then you need to be careful to not make the other Demon+minion combinations too droison heavy.
Another thing is more to do with Lord of Typhon. The evil team need to work together in a Typhon game. If they act too socially off, because they are so near each other, it can be pretty obvious. Evil Twin adds some extra work to members of a Typhon line. It's workable, but not very easy. Compare this to SnV, where the evil twin doesn't directly lead back to the locations of the entire evil team, and it's clear the Evil Twin has a stronger detriment in Typhon than other Demons.
Evil Twin also rules out several Typhon lines which could be framed from existing. There will be players in a Typhon Evil Twin game who are 'out of range' from both Evil Twins, and therefore cannot be in a Typhon line. That does not mean they are good, but it does diminish some of the Typhon paranoia. As long as you have several of the 'confirmed not Typhon' players alive, you are unlikely to have a TPK
Let’s kill into 57% of the town
I don’t think it’s just a matter of “We should kill into neighbours” because that just doesn’t work
ideally you build this with like, idfk, baby?
the more concerning part here is that the Mayor is confirmed by virtue of ET
mayor isn’t confirmed
or well I guess not confirmed, but a lot less likely to be evil
i mean, everything does lmao
but yeah i just took china shop and added a twin
it’s not gonna work out
Most Confirmed Widow
I think the interaction needs some tries in practice I have no strong opinions on it
I was just complimented by Shakespeare!
and here i was thinking shakespeare was busy writing hamlet II: yorick's revenge
I don’t have much to add. I think all of y’all’s comments have been insightful and this pair would need playtesting to discern.
As Hystrex puts it “This is a Demon that pisses itself and dies if anyone figures out in play”
As such, the rest of the Minions better be whisper quiet for this
But you could do stuff
Perhaps Scarlet Woman, Xaan, Spy, Evil Twin
i’m thinking that the alternative Demons are equally important when scripting this
FWIW “needs scriptbuilding” is nothing of a comment because every evil team interaction needs good scriptbuilding
(?)

i'll have a non-11:40 PM think about it tomorrow
it's a good interaction to bring up really gets the gears going
clearly
assumedly as a rule of thumb you should make twins far, far away from each other
there is a scale i think though of 'if you aren't careful you can screw this interaction up' to 'this only works if the script is made really cleverly'
and i suspect typhon/evil twin falls on the right-hand side of that
most things are on the right
i mean, botc only has so many characters. sometimes i just dredge through the list of townsfolk when i'm done with the rest and knock out anything particularly bad
the remains can practically get you 80% of the way there
like in this hypothetical script i wouldn't put in more confirmation characters than necessary
Boffin is another reason for twins to be fake. Does LoT help evil bluff twins? Or is it clearly fake because the minion is always first to accuse, since LoT doesn’t know the good character?
my boffin evil twin post coming back 😈
If you put the twins far apart though you also confirm that the twins are real (assuming it’s LoT). If you put them side by side it leaves 2 or 3 demon candidates if the twins are real but the twins might then also just be a bluff
why would putting the twins far apart confirm they're real?
oh you mean. specifically LoT
that's fine honestly
I mean if other demons are on script (as they should be) then they can fake twin pairs
Even in a LoT game, you don't necessarily have to put twins on opposite sides of the grim. If there are other demons on script, putting the twins one or two steps apart still gives two or three LoT candidates, which could be enough given infoscape and other demon worlds.
Wait... twins sitting two steps apart only gives two Typhon candidates. The player between the twins is cleared from being Typhon
yeah
so ig put twins decently far enough so that doesn't happen
Apologies if someone else wanted it today... I will stop posting after this
04/29: Fang Gu
x Hatter
In base-0 Outsider games where Fang Gu is likely the reason for a Hatter in play, the Hatter can't nerf the Fang Gu by offering themself D1. The Fang Gu would just switch to another demon
Also interesting:
(1) The Fang Gu jumps to another Outsider, and the new Fang Gu kills the Hatter; evil benefits massively from this sequence since they reap all the benefits of FG plus another demon
(2) Under what circumstances does another demon want to become a Fang Gu? Does it depend on base Outsider count and O-mod? What does this mean for the Hatter's strategy?
I will say, unrelated to the actual prompt: I find this demon suite very cool, and is on a script I've mostly finished but have not finalized/sent out. Variable outsider count and +1 minion is almost the default, so lil monsta can bluff outsider and kazali can bluff an extra minion ability in play at pretty much no downside
It's also bad cause you have to script LoT + Hatter
Seems like a fringe case. Fang Gu / Hatter is never forced to exist with Typhon
Fang Gu bluffing Hatter after jumping is another fun interaction
Needs other outsider mod tho
Because like
“Huh there’s +2 outsiders”
“The first one didn’t die…..”
I don’t get it
It outs them as evil unless a very specific person is the demon
Unless there are other o-mod sources
I do think that this is an interaction that tends to get flattened by the community a bit - a lot of newbie Demons will auto-hatter into Fang Gu because they're swayed by the siren song of an extra evil and then lose because all the Outsiders are sus
That being said a jumped Fang Gu who gets to proc a Hatter is getting the best of both worlds, though things have to go exactly right for this (and it won't happen in base 0 if the FG is the only thing adding an Outsider)
It also helps temper the Hatter's tendency to get themselves killed D1 to mitigate their downside, since it encourages the Hatter to play for evil in case they get jumped.
Overall, see FG/Barber on S&V. It's much the same
04/30: Gossip
x Ojo 
bad
catastrophically bad
the gossip never knows when they are right because the ojo just misses
same as Gossip-Yag
Ojo can deliberately attack an out-of-play character so the Storyteller kills two players, resembling an extra death by Gossip kill. The fake Gossip kill could back up evil’s Gossip bluff or reinforce a false statement made by the real Gossip.
That last bit is unfortunate, because it means the real Gossip is seriously weakened by Ojo, and should probably just use their ability to sort through non-Ojo worlds, hoping an Ojo isn’t around.
Ojo also disrupts one of my favorite aspects of the Gossip. When several goodies bluff Gossip early in the game, they might bait a demon kill by Gossiping something particularly helpful to the solve. For a thoughtful demon, the strength of various Gossip statements from goodies is one more consideration for the kill choice. Ojo doesn’t allow that: they either attack the Gossip character (not knowing which player it is) or they don’t.
I like this interaction well enough! The Gossip is, on its homescript, paired with some pretty heavy killcount variability. I think Ojo (the way I typically run it and see it run) hits a reasonable level of Gossip obfuscation for a Demon.
I think for Ojo to be be reasonable Gossip obfuscation, players need to be able to deduce with relative accuracy which deaths could or could not have been caused by an aimed Ojo vs an ST Ojo kill
which is probably feasible? but if players can’t do this well, then it does feel very mean to Gossip
Yeah agreed pretty much directly
Depends on what else is on script but yeah this is good IMO
I think it is very reliant on how the storyteller communicates how they ST Ojo. If you do a double-kill for an Ojo once per game its fine. If an ST is super unreliant on their ojo-miss policy gets unsolveable and Gossip turns useless
Why is this a problem with ojo and not with assassin?
People say that ojo is weak, yet people still think ojo misses should be punished, and that any interaction the ojo gets helping their team is a bad interaction
I think the point that's being made here is more that theoretically any number of kills on any night can be Ojo kills, so on any given night there's no guaranteed way to know if a kill came from the Gossip ability
Assassin does also obfuscate Gossip, but it's a maximum of one extra kill per game, so it's less damaging to the Gossip's info essentially (if there's two nights with "too many deaths" sans Gossip and Assassin, only one of them can be Assassin versus all of them potentially being Ojo)
Ojo isn't a 2kpn character, i think people should assume that ojo will only make a multikill once, or twice if evil is in bad form/bluffing gossip
because assassin is OPG
and that’s the whole ability
Yeah, I think an otherwise weaker demon should be allowed to have the a weaker version of the assassin's ability as its upside
Almost the same as Yaggabable Gossip, but yeah this got more control over and its more ST focused.
I've shifted on this a bit as I've played with it - the "kill the Gossip early to subvert players doing gossip cover" is a genuinely cool bit. The death mod is something I've wavered on -- yes, you should be using the Ojo as a multikilling Demon on a Gossip script, and in practice when I've run the interaction it's been fine and fun! The nature of the Ojo also means that it can sometimes be real obvious when it's an Ojo game, because the Poppy Grower died N2. However, the deathmod being ST-controlled isn't the best? It can be rough for a Gossip to puzzle through that.
However, I maintain that this is much, much better than Gossip with Yaggababble. The difference between this and Gossip/Yaggababble is that the Ojo is really only multikilling once, maybe twice in a big game - the Yaggababble can be expected to multikill every single night. One is a minor disruption a la Assassin; one ruins the entire Gossip's ability to determine if their statement did anything.
your yags are getting kills? dot meme
Like, if your Yaggababbles are getting one kill a night and a doublekill once per game, then we have fundamentally different groups
yeah I've seen Yag/Gossip discussions that went on for like 300 messages before this point was even brought up lmaoo
Clearly yag is a 0kpn demon
then again, ojo in that group is probably also a 0kpn demon
I did once run a 17-player game where the Yag got 1 kill all game
Evil won on Final 3 and the game only lasted ~80 minutes
wasn't this also Storyteller's Waste of Time
I feel like that's a relevant part of the story you're omitting
yes!
I kept a timer running and reset it whenever someone overtalked. The highest it ever got was 53 seconds iirc
i disagree; while the potential for an ojo stopping a gossip day 1 is high, if they want, it also makes an ojo game pretty obvious. ojo should also only really multi kill once or maybe twice a game, so it shouldnt generally be too hard to solve for ojo vs gossip kills especially in late game when dead players can claim and its pretty obvious whether they couldve been actually targeted by an ojo
if the ojo intentionally just full misses, effectively begging me as an st for two kills with no other legwork, you should also be quite hesitant about actually granting it; unless they bluff a role like gossip/gamba or do some actual legwork i wouldnt probably allow ta multikill, or i would do 2 kills that arent ideal for the evil team
Not as controversial as Gossip Yag but ojo-miss is arbitrary
@chilly cedar @tawny haven under what circumstances would you say this combo is workable ? I do see ojo bypassing the "I will gossip" is part of its strength but also a giveaway somewhat that it's an Ojo
sniping the gossip day 1 is ostensibly also a pretty poor play on most bmrlikes since theres often higher prio targets, gossip can always be fake, and it quite gives away an ojo game
leaving the gossip alive for 1-2 nights isnt really a huge deal
usually
there's always the chance that sometimes they just got lucky, it's happened to me as juggler before
also tbh I've heard gossip + yaggababble is akin to drunk/red herring in tb, as in it's a good interaction because it means you have more solving/social reads to do
I feel like yag kills should be more evil sided and gossip kills more good sided
Like yeah abilities help their respective teams
both kills should be to preserve the gamestate
uhh, I'd rlly only use gossip kills to hit evil players if it's late game?
Ehhhh
Why the hell is the gossip gossiping late game
Let’s be honest here
The kills are a downside
because they're a risk taker? Not that I'd ever do that as a gossip.
It’s just a bad play?
Like
By rewarding that it will just cause people to make that decision more
i ve never seen a gossip keep gossiping late game personally so I have no first han experience
The Drunk and Red Herring are solvable elements — the Yaggababble confounding the Gossip's potential kills is not
Unless you have perfect recall of everything that was said in a game, you simply aren't going to count how many times the Yaggababble said their phrase in a day from a player seat
or if you did....
you have the demon
like
And in environments where you do have perfect recall (text), it's frowned upon to actually use it.
My take: make the Ojo miss double kill an OPG too
Future misses can all be single kills
It’s kinda feels bad but not op
ojo being able to even multikill is an interpretation of the ability text and writing it in would like triple its length
also ojo being able to double kill is fine its already pretty weak
ojo isnt as bad as yagga, you can go off who bluffed/claimed what to track kills too (this is admittedly difficult but any skilled and experienced group should be capable)
ex. if the spent professor+suspicious unclaimed moonchild died during the night its very likely that it was an ojo miss
or, if the ww+sailor roleswap, and the washerwoman still ends up dying during the night
is the prof outed
yes
spent prof would have to try to not be outed
maybe they could bluff shabaloth
because I was gonna say (is that even a bad kill)
not with 1kpn or the average prof d1 rez
an unspent professor is a phenomenal kill
im joking son
hard bluffing shabaloth as the good professor is crazy tech tho
I thought you meant the evil team
5/1: Mayor
x Harpy 
does mayor need a harder time winning?
Ngl, I think nearly perfect recall is feasible if you know it’s a Yagga script. Depends heavily on the group, though
You could at least flag repeated phrases starting D2
A Mayor made Harpy mad going into F3 knows two evils were alive in F4; waking in F3, the Mayor is either alive with exactly Harpy and demon or the Harpy was killed at night. If the Mayor is Harpy-mad about a dead player, they can still build worlds that advocate for a Mayor win. If Mayor is Harpy-mad about a living player, they can say “I am confident X is evil for such and such reasons, but I’m unsure whether he’s the demon or a minion for Y (the third living player). Therefore, let’s just go for a Mayor win.”
Another F4 play is for Harpy to make a living goodie (say, the Chef) target the living Mayor, then for the demon to kill Harpy. From the Chef’s POV, a Harpy may be alive in F3 and forcing sus on himself or his demon, diabolical situations both. Town will have to work harder to tie the vote and go for a Mayor win if Chef votes with evil. These situations are tricky but surmountable
Honestly, I didn’t even think about Harpy Mayor Demon F3s when I suggested this
But tbh, it’s not a huge deal. Just harpy mad yourself or make a dead player mad at a living one or something
Surely the ST should never allow a Harpy die to their ability in F3, right?
I was more thinking “have fun forcing the Mayor to obey madness and give cover to try to execute them”
Oh sure, but the goal is to convince the Mayor to not do a Mayor win
Harpy gives evil support to execute a Mayor who might win in F3
There's the niche thing of "Harpy-kill at night and bounce off the Mayor" but it's not particularly useful other than on deathmod scripts, where you'd typically have trouble fitting a Mayor anyway due to a lack of a confirmed final 3
May 2: Dreamer
+ Lord of Typhon 
seems good because you can just be like "durr I spun around and picked Billy Bob Joe" but also seems to be abusable where they all just pick people across or some crap
A Dreamer that sees a LoT has a lot of information there. If they're sober, the player they checked is either the LoT and the Dreamer has just a few specific possible combinations of players who could be the full Evil Team, or the player is Good which eliminates their neighbors from being the LoT as well.
Consequently, seeing a Demon eliminates a number of LoT worlds, since the neighbors can't be the LoT either.
if LoT was paired with scarlet woman, would this change your reply?
or am I not supposed to ask about this in this thread
Focusing on the interaction of these two characters and adding SW, I don't think it changes the concern. If Dreamer sees a Demon, it still eliminates LoT worlds because that player isn't a Minion.
mhm
in dreamer games in general if someone is seen as "this good char or a Demon" do they tend to get executed soon?
Not to my recollection, no, but I may be entirely missing the actual landscape of play patterns.
on Prester John btw how do you find dreamer to be, I have heard you can be kinda buzzkilly with dreamer + yag
just a side note
From other people's play experience, I haven't heard anything negative yet regarding Dreamer. I've yet to have the chance to run it myself in longtext, but may run Prester John soon.
Lot needs other demons on script i feel like
Sure
Quilava was specifically saying the good neighbours are cleared from being Lord of Typhon rather than cleared of being the Demon
You are correct that with other demons on script, this issue can be mitigated. There is an extra layer though that if you dream a good player as lord of Typhon, then a neighbour as a different demon, you confirm the 1st player as good
I don't think that's a huge issue
A good interaction people haven't mentioned yet is that lord of Typhon is a transformation effect
Minions who are dreamt N1 have a free bluff which they can comfortably claim and be "confirmed" by
It avoids N1 dreamer snipes on bluffless minions
I mean, yeah?
one LoT is hard confirmed it starts to become very tough for evil team
i like this; similar to mario, it protects minions from snipes, as long as the storyteller cooperates and they bluff their pulled token
I had a game I blanked the fuck out and said "Drunk or Minion" in a gf/balloonist script
dreamer tries to meta me
it worked
it didn't matter they got doubleclaimed anyway (gambler with a real gambler)
anyway I'm thinking of telling minions in dreamer games to tell me a good character to show N1
5/3: Snitch
x Fang Gu 
I like the Snitch more than most do at a baseline, and I think the Fang Gu is one of several characters that makes it more interesting. For players who enjoy catching the jump, this gives the Snitch more to do than "out on Day one and shrug." (For players who do not want the jump, this does the opposite.)
When both are in play, Minions will have an easier time sussing out who might be an Outsider lying, which can help with coordination!
oh yeah it's an interesting use of it
i sadly dont think it's enough to make snitch fully engaging tbh, but it's def better than baseline snitch
makes snitch not out it
good
Makes Snitch less flat to play
snitch works best in combination with fang gu or like a godfather
and a good reason why minions need those additional bluffs
so it ahs impact
yea like lil'monsta or poppygrower
yep
The Fang Gu makes Outsiders more complex to play, even when they’re bland. Snitch is still a bottom-tier Outsider because all the better Outsiders are also improved by Fang Gu.
That being said, Fang Gu and Snitch can actually synergize. Suppose the script’s positive o-mod comes from Fang Gu and Balloonist; in a 10p game, minions receive three bluffs: Balloonist, Noble, Oracle. The minions know their demon is a Fang Gu, one minion bluffs Noble with their soon-to-jump demon in the info, and the other verifies the jump with Oracle.
The Snitch knows they’re either in-game from Fang Gu or Balloonist; Snitch can safely come out to a minion bluffing Balloonist, allowing evils to coordinate the jump without the obvious play of Fang Gu bluffing Balloonist to cover their own o-mod.
See also: minions learning Alchemist, Town Crier
I feel you have overlooked a small thing
The Snitch knows they are in game from a fang Gu or balloonist
However, on this script you're talking about, you have overlooked the fact that both Fang Gu and Balloonist can be in play
So the Snitch cannot safely come out to a Balloonist
Because they can just be the real balloonist who happens to be in a Fang Gu game. With this fact, the coordination becomes less likely to happen
ur mom, haha amiright?
I'd like this next one
It’s perfectly adequate since like others have said, it makes being Snitch a little more interesting
Though something small I have noticed in some of my games is that since snitched Minions are less likely to get into double claims, it can make a jumped-to Outsider in a double claim stand out more versus if there’s like three pairs of double claims. Not necessarily a bad thing, since Minions aren’t forced to use their bluffs, and there should be a nice variety of reasons why double claims happen on a script, but nevertheless it can make one of Fang Gu’s weaknesses more pronounced
5/4: Tor
– Toymaker 
this isn't the sort of interaction people expect in Cit, but as one of the local “Lorics suck so much” people (i made a copypasta about it) this is genuinely the only way i can see Tor being even remotely palatable
the bypass in question is Toymaker saying that the evil team gets normal info, which overrides Tor's terrible baseline screw-basic-game-design concept as everyone gets to know their alignment instead. this could cause some interesting misinformation ideas for roles that learn similar things, and it's not really all that different from base clocktower. either way it's probably still burnt AF but i think it makes an interesting niche for a not-good canon character
yes this means you can script butler tor
that's my two cents at least
tor is one of the best lorics though?
just script around having characters that do/receive interesting info with the main puzzle being parsing what your ability is doing/what your info means
toymaker removes one of the main actually interesting parts of tor being that you arent aware of your alignment
Solving your tor role is fun
Also yes butler on tor scripts is good actually fight me
not lying on tor scripts is a good thing
butler is phenomenal on tor because its a blank token that chooses every night
obviously, the butler is not obligated to vote only with their master, because of the nature of tor
you can bootleg it if the obvious implied ruling doesnt satisfy you
obviously if you huck tor into snv or something its gonna be absolutely horrific, but thats not the point of tor or most lorics. they shine when a script is built around them
The “people who wake each night can only vote if their master votes” is fine
i think that has alot of implications especially once you have ysks/day one info and every day 1 role also has to vote with their master day 1, also its pretty easy to solve that ur not the butler, etc.... better to just have it be a blank token that doesnt know what they actually do. it perfectly fits the role of an outsider on a tor script as is
ive had a game where a tor butler convinced themselves they were the pukka
Well I say this because I want the vote patterns to help solve how many wakers/non wakers there are
lowkey I'd kinda like to see this on a script, particularly deathmod could be interesting b/c the demon already has to sink once. By itself, it doesn't really have any identity but like it's not fundamentally bad or good in my opinion. Lots of non-waking TF could make science very interesting (executing neighbors to see if you're a tea lady, perchance? And science/DA/BMR in general really rewards evil team coordination)
But, to be honest, tor could just not be for you. I'm not super confident in this band-aid of a fix standing up to the pressure you want to put on it
Science tor is not good
i mean its a fun idea, but it also has a lot of implications for the script, and i dont think it'd be fun if you already knew with certainty you werent the butler
its not necessary
Or do you
evil butler
This seems like striving to fix something that doesn’t benefit us. I’d rather just ignore Tor in my BOTC play. Can I see an example of a good Tor script, and/or a good Tor/Toymaker script?
what's the copypasta
good is very debatable but the idea is here, just replace all the science with other stuff
Tor/Toymaker mostly offsets issues with Tor but it's decently tough to scriptbuild
Balloonist is crazy weak here, I’d probably cut the pair
not by me
How does Tor work with these good characters? Why is it fun or engaging?
Same question for this script
I’m open to my mind being changed, but Tor was a gimmick for a popular early BOTC script that should never have been made official
The idea of not knowing my character seemed appealing for one game of Blind Man’s Bluff and never again
if you wake every night and choose every night, you might be the pukka, butler, sailor, monk, poisoner, da, witch, etc.
if you wake every night but first and choose, you can be imp, monk, or lycan, and theres ambiguity between these because theyre all scripted.
when you learn numbers on the first night, you might either be the chef, clockmaker, math, or empath, and if you wake the second night its math/empath.
etc, etc. functional ambiguity between roles through alignments means that winning relies on deducing what your actual role is through the effect you and other players have on the game, and how your ability is affected by others
Yea, how is that appealing
cause its fun to have such a unique solve distinct from normal botc strategy
Right, it’s appealing because it’s a variation on a far superior game mode
It doesn’t positively enhance BOTC
That’s not remotely the same thing
same reductive argument
Reductive is the right word for what you just did lmao
its a nuanced and interesting challenge that is very much as fun as normal clocktower
mhm
hey its fine if you dont enjoy tor
I’m well aware
doesnt mean your pov is correct or objective
I never said my personal preference made it correct or objective, I’m engaging about it
sticking to base 3 is probably also objectively the best way for an actually balanced and well rounded clocktower experience
The fact you think that’s a respectable analogy to Tor tells me I should stop engaging in this conversation
implying base clocktower is inherently somehow more superior than tor inherently shows you feel objectivity
¯_(ツ)_/¯
youre not fostering productive subjective discussion by just saying "this sucks and is worse than base" then leaving
I am Tor's strongest soldier
announcing the Atheist as the Vizier and then killing them going into like final 5 so they learn they are the Atheist and must convince town to pivot is peak clocktower
Are you sure? How do you know you're the Soldier?
05/05: Storm Catcher
x Assassin
There is no official ruling on whether an Assassin can kill a stormcaught player, though I personally think the Assassin ability should override everything RAW.
Under what circumstances is it fun to rule the Assassin can kill? Does it make the game more strategically interesting or complex? Are there scenarios where Assassin would ruin Storm Catcher?
since the evil team all but knows the Stormcaught player, the Assassin usually just passes right through them. of course, this doesn’t work on common-Storm’d King, but King doesn’t work with Assassin very well anyway.
on the contrary to most opinions i’ve seen, i think Assassin and Storm Catcher is a perfectly fine interaction if you build around it
the main bit about it is that i also think Storm Catcher is usually at its most interesting when favouring not-on-night-death Outsiders
which generally Assassin doesn’t want to kill anyway
additionally, Stormcaught claims dying at night are:
Assassin killed
not the Stormcaught player
this actually decreases potential worlds for the evil team, as the assassin is in fact a minion that can be easily solved for this way
so in general it’s not actually a good idea to assassin kill the stormcaught character
good assassin scripts have it confounded and more or less silent
Assassin revealing the evil team’s cards early like this isn’t great for them, so the issue people keep talking about with this interaction i don’t think exists at all if you’re a good player
of course, if the stormcaught is super powerful there’s mild reason to go for it
but i don’t really enjoy stormcatching OP info roles because it centres the game a bit too much around their information
I am currently working on a script this this interaction in mind.
One interesting scenario with this is with Pope (or Village Idiot). If you start as the stormcaught character but you die at night anyway, you immediately know there is someone out there who is the same character as you and is the real stormcaught. As only one of the players with the character is actually protected by the Storm Catcher.
However, Assassin allows throwing a wrench into this logic, since if Assassin can murder the stormcaught, you now have to consider if you were the stormcaught and just assassinated.
I think that’s great analysis and I agree with most of it.
Which townsfolk do you consider OP info roles that are too elite to storm-catch? A third option for Storm Catcher, besides OP info and Outsiders, is average townsfolk that play differently when stormcaught. Alchemist, Alsaahir, and Amnesiac are all cool stormcaught in the right context, and that’s just the As… consider Seamstress, Fisherman, even something mild like Town Crier.
Right on. I think the pair works best when taking out the townie is a legitimate strategic option, which requires the trade-off of confirming Assassin worlds.
Maybe if Drunk is also on script, so the stormcaught townie has another reason for dying at night, it would be easier on the evil team
Storm Catcher generally plays friendly with plenty of the Townsfolk, but I consider a lot of the higher-end SNV characters to be significantly game-centering, like Savant, Flowergirl, and Oracle
Seamstress and Town Crier, like you said, are perfectly fine
it's harder to consider a high misinformation script with Storm Catcher to pair with a higher-information character, because loads of the ways you traditionally offset strong information is pretty rough with Storm. for example, Pit-Hag can just change the Storm’d player out of their caught role.
Poisoner can just poison the caught, Cerenovus can just lock them after day 1, etc.
I think Cerenovus works but that’s another discussion
So your overall point is that Storm Catcher works best with Outsiders or townies that don’t dominate the game, and neither of those categories is worth an Assassin’s blade?
in essence, yeah
this is a common interaction for people to complain about, but in general there aren't many issues with it for the average clocktower role
there might be more interesting ideas with it, like say, stormcaught hatter— but that's very assassin-on-your-team-sided
Well if Assassin basically never targets the stormcaught player, it’s also not a positively good interaction
yeah
it's not really negative, but i also don't see how it's all that positive until someone comes along with a good idea for it, like the storm’d VI quilava brought up
Pope, VI, Drunk, Assassin are all reasons for a player to die when they think they’re stormcaught. They could also be an evil lying
yup! the more the merrier on a script with that stuff
also, Storm Catcher also isn't a negative night death modification role despite saying so on the tin, because no one actually kills into a player that is obviously unkillable, so it's not like it's even vaguely related to assassin deathmod
What about stormcaught Tea Lady on a script with Assassin and DA?
Stormcaught Tea Lady sounds strange, but I can see it work
there's not really a way to bluff failed TL science though, Pukka acts super weird with Storm Catcher so you'd need something else
Pukka/Storm Catcher strikes me as a brilliant combo
Or any peaceful night following stormcaught player learning something or testing (Tea Lady)
…actually, the peaceful night would come a full night later
This is really cool. As I pointed out in convo w Coda, being the Drunk is another death explanation for someone who thinks they’re stormcaught.
this interaction (storm catcher + pope) is incredibly fun but I hesitated to add assassin to my script with them as I thought perhaps that'd create too much confusion but this convo is making me reconsider
in this thread do we generally only want to talk about the initially suggested character interaction of the day?
Yes, but often that interaction depends on other characters to work or fail, and it makes sense to expand to discuss those too
Shrug? If I'm scripting these together it's for the deathmod, not to kill the Stormcaught character -- it's script support for the rest of the script because I've put BMR-like elements on there.
There's something there with SC + Drunk + Assassin though that's fun
05/06: Knaves
x Duchess
😭
Kinda going hand in hand in Leviathan Knaves scripts i wonder how does it feel on a normal script, or what do you guys think of it.
What
I'm pretty sure it's gonna be a blank token unless all people agree to ask the same ST
Are you sure? I have heard it is peak
Duchess info isn't affected by knaves iirc - knaves only affects info from your own ability
Lying
If duchess is affected by knaves I think it's little weird - I do like the idea of combining the extra misinfo from knaves with the extra info from duchess to balance each other out
Duchess is a character
RAW, duchess is not influenced by knaves
I'm pretty sure it is affected (see above almanac screenshot)
Duchess info is already decently weak; having it on a Knaves script can feel a little bad
Wouldn’t the right Knaves ST give all three players true info?
Ok nvm then it looks very fun
I don’t think the pair works.
The reason Duchess gives one visiting player false information is to give evils cover when lying about their Duchess info. If the Duchess info is reported 0 0 1, the true number could be a one or zero. If Duchess had no false info, you would never hear 0 0 1. You would hear either all zeros, all ones, or all twos, because evil is exposed reporting anything else. And all of those sets crush evil in worldbuilding.
Knaves forces one ST to give true info to all three players (as above) and the other to lie to all three, which is also easy to interpret. The puzzle of which ST tells the truth doesn’t change much. Many bits of regular info implicated by Knaves can be used to send a certain set of players to a certain ST for Duchess info and build worlds. This interaction is extremely good-sided.
knaves is so evil sided that duchess can serve as a decent counterbalance
I know bhamber has a script featuring both and people who've played it felt it was kinda soupy
"soupy"?
had*, it's dead i killed it
Too much info but still balanced
just play angel's heaven by delta, it's better
Okay
I am correct? I not quite sure thou
And what if we bootleg it to do the opposite? Normal duchess true ST, Rever Duchess if false ST
is anyone allowed to post an interaction for the day or is there a queue?
No queues, just politeness and vibes
And if you violate the politeness and fail the vibe check, your knee caps will be broken.
05/07: Storm Catcher
x Pope 
Hey wait a sec-
the main idea is that, like village idiot, you can have multiple of the storm caught character but only one of those players is storm caught
haha I've been working on this since pope came out so I wanted to hear more opinions on the interaction itself and not just my script
personally from my games this has been wildly fun when combined with the drunk too, as players that die in the night begin to doubt their information
Main interaction is the consequence of the two together if multiple people are the character that is stormcaught. Only one is actually protected by the Storm Catcher, and so if any of them die in a way that isn't by execution they immediately know someone else out there is the same character and is the real stormcaught.
There's of course interesting ways to play around with this idea to make that logic no longer 100% effective, such as via Assassin, Drunk, Marionette (and with Plague Doctor).
How does Plague Doctor factor in?
Plague Doctor with the Marionette jinx. If, by chance, the stormcaught character is next to the Demon they could be turned into the Marionette and no longer enjoy the protection.
if, by chance, the marionette thinks they're the storm caught character but it's actually another player with the same character you could coordinate with an assassin to kill the real storm caught player and leave your marionette alive leading town to believe they're the real storm caught one
which I understand is convoluted but I did manage to get this to happen once and it was fantastic
2026-05-08 Lleech
x Fiddler 
I forget does fiddler kill people
no
Well an outed lleech just loses a fiddle so
have we considered bootlegging the host to be "the demon" and the Lleech chooses for them
Yeah I mean thats how I would do it
Lleech picks 2 people and goes which one is my host
Confusing when it's not a Lleech game ime
I've run Fiddlers on lleech scripts and tbh I think you really only have to bootleg it if it's outed Lleech
otherwise it's just confusing for everyone involved
I think that’s part of Coda’s custom jinx set and I think it’s quite neat
Otherwise, RAW feels odd
What’s the interaction
Bootleg if Lleech was found with certainty (ie, executed w/o other exe survival on script)
Or don’t use Fiddler at all, because good team finding Lleech midgame puts them at a huge advantage, and they should have more than a 50% chance of winning
Alternate game ender: Doomsayer, and say evil wins if demon still alive at end of day. Good players will strike down each other or themselves, whittle it down to a F3, and take their chances
The way I tend to bootleg the interaction is as follows:
If the Lleech has survived execution this game, the fiddle contest is between their host and a living good player of their choice. If the hosted player is chosen to win, evil wins; otherwise, good wins.
It's not perfect, but sometimes you need a Fiddler to end the game early (eg someone has to leave early without warning)
I assume the host registers as evil to the fiddle contest?
Not necessary with this wording of the bootleg, since the other party must be good
but yeah, that's a way of phrasing it
The thing is Lleeches do sometimes host Minions
isn't fiddler "choose whose team wins"?
ah, right, ofc
yeah the host registers as evil to that
added a second sentence to the bootleg that should remove the need for misregistration in the wording? some players can find that confusing
[5/09]: Lunatic
x
Monk
Theoretically a way to keep the Lunatic fooled longer, in practice I've never seen it happen
Isn't the main lunatic fool strat just "don't out you're not a minion"
which like
this isn't
q1 can "safe" hide the looney's picks?
q2 can it help sell a looney in a deathmoddy script (see po charge)
q3 do they interact at all being pretty early chooses, all told
q4 is the interaction generally consistent/stable or is it fairly dependent on the surrounding environment?
Definitely not; it's the Lunatic's ability and not the Demon's
outside of that I just don't really think they interact much at all
Give Lunatic the Monk as a minion; Monk reveals truth to Lunatic; Lunatic publicly acts deceived so demon will follow their kills; Lunatic and Monk coordinate on night choices; demon is monkblocked
Generally the characters work fine together and don't interact much. Fine on the same script
I remember someone ran a game with an
ability "The Demon thinks the Monk is the Lunatic"
That's slightly mean but hilarious.
Then again, if the Demon figures it out, then this just becomes a downside.
Not a downside if they've lost 3 kills already
2026-05-10 Legion
x Widow 
Another script only interaction. I think Widow is my favorite way to add misinfo to a Legion script.
I do wish for a "balanced poisoner" that actually doesnt see the damn grim
cool boffin though
Legion like claiming Widow pings! Good interaction
It also means the player who actually got the Widow ping isn't Legion in any actual worlds with a Widow, which is fun for town to start their worldbuilding from, and influences who you give it to as an ST.
I am designated legion guy and I agree with this message
Great interaction
Legion having to bluff? Peak
A '"loud" minion that actually works with Legion
Harpy does too
Any loud minion that doesnt have a mechanical/st confirmation
Basically does
So cerenovus, harpy, evil twin actually
I have funny interaction lol but I'll save for.tomorrow
Cerenovus isn't great since a Cere break confirms non-Legion
Harpy works since you can harpy-kill at night
I’m having trouble understanding this. In any world with a Widow, nobody is Legion, not just the player who received a Widow ping, right?
I could've been more clear - if you can confirm the player with the Widow ping is good, you know it's not a Legion game. If it's a Legion game, the player with the Widow ping is always Legion, and their info is always made-up. The main point I'm trying to make is that it's a useful jumping-off point when worldbuilding while playing.
Another angle is that the player who got the Widow ping is incentivised to prove it is not a Legion game, which gives them a new way of talking to town in general
Makes sense, thank you!
Gave +1 Thanks to @tawny haven (current: #1 - 3650)
In short, the two characters have very interesting interactios
big fan of this one
Throw in Poppy Grower. A Legion claiming to see Widow ping becomes a contact point for all legions, if they can keep it on the downlow. But goodies can bluff seeing widow ping and bluff approaching the widow ping claim as another legion. I’m not sure how any of this would work out
could be fun
That does mean you have to script Widow/PG, though
I prefer Twins for this dynamic with PG
Just votefail intentionally
Sameeee
and make cere breaks happen end of day(use the better legion ruling)
It doesn't help unless the Cerenovus-mad player was nominated earlier in the day + got min
Evil can back into this
In my (frankly extensive) experience Cere breaks tend to not be that
so you just end up with it being deconfirmed Legion if the cere wants their target to explode, or the Cere being really sad if they want to keep Legion alive
Harpy is better on both of these fronts because Legion can actually mimic a madness break having consequences
downside being that a lot of the characters that synergize well with Harpy (mechanical evil pings) tend to be a little wonky at best in Legion
2026-05-11: Legion
x No Dashii 
Another option for misinfo that can’t exist in a Legion game.
I haven't really thought about scripting Legion that much but I can see this as an interesting thing to do from a scripting sense. I'm curious to see what other people think
seems mildly like Typhon + No Dashii to me wheree you have to figure out "is that info poisoned or just evil players doing their thing"
Kind of? Though I think that this interaction is much more legion-centric than the typhon/no dashii is on typhon
I think that comes mostly from legion scripts innately centering around legion, but yeah
I mean legion flips the entire sdg concept on its head? Informed Majority vs uninformed minority
It’s alright I guess
I don’t understand how they interact
Legion interacts with most characters by pretending they might be in play; for example, Legions can fake ND worlds with seemingly poisoned info and sussing neighbors. I don’t see how ND is unique in this
Its harder to frame i guess
Its not as oppresive as like No Dashi Lord Of Typhon thou
how is no dashii + lot oppressive
ND tends to thrive on high-info puzzles, which is a script genre Legion can go on, I guess? It's a bit tricky for Legion to frame a coherent Dashii world unless they're super coordinated, but it's definitely a thing they can do
Roundabout is notable for not being a No Dashii script
it's probably the reference case for "high-info Legion puzzle" though
probably yeah
Basically what I’ve been going for with these last two interactions is “how do you script Legion with misinfo that only exists in non-Legion worlds?”
i prefer legion to fake networks of mechanical trust over faking info worlds gameplay wise tbh
feel like its more intriguing that way and easier for players who arent like incredibly highly experienced but want to pull off somewhat sophisticated bluffs
Oppresive for the evil team
in typhon's case idk uhh hide the line 💀
Is that not just all evil sided misinfo?
yeah
feel like typhon ND is the better version of this
05/12/26: Storm Catcher
x Pixie
Under what circumstances would you show a Pixie the Townsfolk that is stormcaught?
Oh my thought was you were asking about scotting the pixie
Both
pixie becomes washerwoman in this scenario but it plays better with misinfo, especially vortox since evil team can reliably play into the fake confirmation
It also adds to someone pushing for the scot players execution
Multiple minions can claim the stormcaught Townsfolk openly, not needing a bluff from their demon, and then back into Pixie
imo if you see the stormcaught char as pixie you just out pixie right away. you're not saving the ability from night death or anything
unless its a stormcaught ysk script???
What if the stormcaught role is Seamstress?
or opg yea. i never see that kind of role as stormcaught but that could work
Stormcaught Pixie alerts evils to the Pixie N1, and they can listen for what Pixie claims then triple claim the Townsfolk
If Pixie is stormcaught but out of play, minions can bluff literally anything, back into Pixie if double claimed, and then plead to survive
Yeah, I like this quite a bit
05/13 Heretic
X Mastermind 
On a Mastermind day, town always wins by executing a Heretic claim.
The difficulty is determining whether the Heretic should come out, because it may be a sunken kill or another reason for a peaceful night.
i quite like this interaction, my inclination is that i prefer it to heretic + sw
alch-mastermind with heretic is also quite interesting (without using the jinx)
I hate it because the heretic literally never has to out
“Oh no the demon will get exed oh NO”
we love coinflips here
If good doesn’t lose killing the demon in heretic
The heretic really doesn’t have to warn anyone
the mastermind isn't always in play though
- if good execute an evil on the mastermind day they still lose
If it’s a mm day the heretic outs and gets exed
i mean yes but you can't know its a mm day
If the MM actually has script support heretic is probably even worse
Heretic with win condition characters is just… don’t
how so?
Mastermind likes a minuit or deathmod environment and heretic doesn’t like either
I could see Mastermind, Al-Had, and Heretic together? It'd warp the thinking on the Al-Had + Mastermind jinx, since if Good suspects the Al-Had was executed and this is a Heretic game, they all have to choose Live instead of any of them choosing Die.
I had this reflexion too, but can heretic really work on scripts with multikills where final 4 can be the final day?
I don’t see why not
Final 4 can be final day, yet you can't out heretic because the demon can self kill
That’s fair
surely then you just need to avoid killing the demon + convince the evil team that you aren't the heretic
Hard to do without socially outing heretic
Reading this thread, I don't understand the universal disapproval of RK/Vortox. Ravenkeeper learning false info could blend into non-Vortox worlds or make abundantly clear that it's a Vortox game, which is useful on a script where Vortox is harder to detect than on SNV. This reminds me of the wide disapproval of Pukka/Farmer, which is a great pair for a similar reason.
The thing is that the RK can solo solve Vortox by picking themselves
What a cool use of the RK ability!
What if the script has other sources of misinfo, such as from demons, and reasons for evil players to die at night and bluff RK? Vortox's home script has both of those
A number of characters can solo solve Vortox too though. On SnV, Artist & Juggler can do it. So using the one chance for RK to use their ability to just check themself is a choice but not certainly overwhelming?
Legiooooooon
05/14: Farmer
x Ravenkeeper
I usually try not to load up on bait roles, but I think these can go together with the right support
I'm interested in how well multiple demonsbanes synergize. Farmer/RK is the one I care about most but also Farmer/Sage, Banshee/RK, etc
What kind of support would they need?
hmmm, I'd basically want to ensure that either the roles are frameable (moreso than they are by default) or that Evil has other ways to mitigate the increased chance of hitting a demonsbane
huh, search results on here are pretty evenly split between "demonbane" and "demonsbane"
something like this actually has a really positive interaction with Paradox and Bhamber's homebrew Minion Pharaoh
ability is
On your 1st night, choose if the highest or lowest alive Townsfolk by script order is poisoned. You know their character.
and that works well with multiple bait roles
because it can skip over or make it so that evil still has to worry about the bait role thats higher on the script
TB loads up on roles that don't mind bluffing to bait a kill, but Evil can poison-kill or frame all of the RK/Mayor/Soldier pretty readily while the Imp can always bluff Ravenkeeper on a starpass
officail wise, it works on stuff too im sure, but i dont care to think in detail
Hannah might have a nice word on this @small quest but i think they are not available to tell you the whys
Oh good morning, how long have I been asleep?
Most scripts are easier to solve for vortox IMO "oh damn my WW ping is false"
I remember I vaguely tried to make a script which averted this. Unfortunately I then fell asleep. How long have I been asleep?
I think there's like 2 vortox checkers on mine
and even then
there's still a pithag
I mean, legion throws the whole vortox thing for a loop...
eh, legion shouldn't require vortox legion 50/50s
the 2 vortox checkers get a different result pattern in legion
a good demonbane on script gives tools to evil for dealing with them while they're either dead or alive
on tb, it gives evils tools to frame demon banes by making it nearly impossible to fully clear players by the end of the game. The script does the heavy lifting here
And then while dead, spy, poisoner, and drunks presence all help a ton, because even if you successfully get a read off, maybe they're the spy, you're poisoned, or maybe that player is no longer the baron, and could now be the imp, etc.
I think people undervalue demonbanes on scripts but also they are kind of hard to get a fun balance of
Farmer is super strong IMO and usually requires a lot of script support, people put it on too many scripts
Because you need to be able to actually kill the farmer as evil, if farmer generates enough social trust then you are just screwed. It's soldier on steroids since you actively are fine with dying or with surviving
Sage I hate pretty much always unless it's with vortox, I've just never found sage on customs really interesting
Banshee is honestly a character I don't have enough experience with to say super firmly on
I think when you get into the realm of multiple demon banes, which I think I usually prefer 2 on scripts, you just have to keep all these considerations together & then also make sure they don't step on eachothers toes
Like RK and Sage IMO are two demonbanes I don't think work together at all. One wants vortox for balance, and the other wants to be able to get concrete information from their death
I think farmer/RK work great, they have similar enough spaces as demonsbane where you are fine with dying, but are also (If you understand the character's depths well enough) are also fine with staying alive and being a threat. I think spy pairs great with both of them, since spy both flags them while seeing the grim (Which doesn't make them useless, not how clocktower works), and can also break up their confirmation inherently. Cerenovus pairs well with a lot of the "Die -> something happens" bait since you can do really cool plays. And then SW also works nicely because it lets evil bluff both of those roles, and in the case of the RK, have an escape hatch when it fails.
Farmer does need a more firm hand on balance though, farmer is reaaaallly strong and RK just does not match. But in the scope of customs I think that disparity is absolutely fine though
hope this is what you intended 😎
Exactly!
They both say ‘if you die at night’ so they generally both like a similar environment (as opposed to banshee or sage)
This testifies to the endless sea of bad scripts, not to Vortox in itself
Do you think Farmer's excess strength is mitigated by (1) evil players feigning a Farmer chain and (2) the capacity for evils to double or triple claim a new Farmer after killing the living Farmer?
Yeah those are the biggest weaknesses for farmer, especially late. You can kill a trusted farmer going into final 3. the issue is still that it still generates a ton of socials and often still solves much
Evils do not bluff farmer chains generally, but also they can be really hard to bluff and make seem realistic tbh
I think if people are willing to play around farmer and their chains it becomes more tempered
also on the ST balance it by making "powerful" townsfolk the farmer
Hmm, I wonder why they’re difficult to bluff. Is it mostly a social thing
actual confirmed farmer in play implicates ur whole team
farmer and rk have an intriguing dichotomy, rk is one of the roles that cares the least about establishing trust. they really just wanna do whatever to die as late as possible imo, and ensure they dont get tapped by poisoner too. once ur info is out its gonna be very useful regardless as something that is either true false or youre lying. this is an interesting contrast to farmer where its all about establishing social trust early and creating networks
“Not SNV” tends to just have non-info roles or info like that
Bc you need to kill an evil at night
[15/5] Heretic
x Boomdandy 
- boomdandy explosion gives town less time to decide who the right kill is
- if evil suspects there's a heretic, they may want to avoid executing the boomdandy so the demon can self-kill?
- good environment for an alch-boomdandy if that's also on the script imo
Don't love it in 1 minion games. After a Boomdandy explosion, evil can't bluff Heretic. May become more interesting with ||Blacksmith|| (speculated/unreleased character).
This is a funny interaction, but I feel like goblin does this but infinitely better, no?
goblin works very differently on a heretic script (to boomdandy)
I agree
Gives town more agency this way
Heretic has strong synergy with all intense characters (win conditions, Boomdandy, etc). Whether those synergies are good or bad largely depends on what you think of Heretic in the first place.
i don't think goblin vs boomdandy is as pertinent a comparison on heretic scripts personally
i think this is fine, there isn’t much time anyway and early game boomdandy explosions tend to be random finger pointing
05/16 Wraith
x Goon
Because of how goon works they are evil when they wake up so you have to wake the wraith up
Which can be useful to coordinate with the goon if they want to play for evil but also bad if they out you if they want to play for good
Wrong date
Fixed thx
Gave +1 Thanks to @fringe mirage (current: #21 - 1360)
Wraith is always woken before other evils, so he has the choice to sleep again and remain anonymous to the Goon
I love how Wraith can coordinate evils to turn the Goon or lock him in as evil by killing. I love that Wraith can bluff Goon unusually well, knowing when they’re chosen at night by good players, and able to mislead town with a late-game ‘good Goon’ claim. And yes, the Wraith can risk making direct contact with the Goon at night.
Wraith identifying a Goon and making contact as a fellow evil opens a late-game strategy. If the demon, Wraith and Goon are all alive with just a few players alive, the demon can target Goon, effectively sinking a kill, but gaining a third living evil, to push for a win with only evils alive.
Wraith plays into that with his increased knowledge of living players and his ability to make contact with the evil Goon, who will be instructed to avoid nominating the demon or voting for evil players
It also helps that a Goon script wants choosing Minions and Wraith needs those too
Not the best wraith interaction
05/17: Dreamer
x yaggababble
: is this an unfun combination?
Quillava's Gossip/Yag has the combo, Axo has posted script of the day with it. Obviously, there'd be boffin/spidow so the character itself is bluffable, but the question is ultimately about player experience imo.
I mean not rlly
Dreamer still sees other players to be yagga
If they’d like to give up most if not all other social engagement to track each word that each person they saw as yagga says
I’ll let them have it
How do these characters relate
if dreamer sees someone as "yaggababble", they can ask them to like only speak at certain times or whatnot
I mean it makes the yag shut up Strat viable
Yag is basically an illegitimate character to me because that strategy makes it impotent. I suppose most groups wouldn’t enforce speech codes on yagga scripts but might enforce something if seen by Dreamer; in that case, this is a practically negative interaction. But it’s not one I care much about because I would never build a yagga script or voluntarily play one.
yaggababble always has this issue and dreamer doesnt really make it any worse
i still dont rly see any real synergy positive or negative
gagging either every yagga dreamer ping or every single player isnt far apart in how banned of a strategy it should be
I don’t think stopping literally everyone is viable
Because like the ST is just going to make the phrase a gesture
But stopping the only possible yag candidates is fair
Group dependent i think
Idk I like talking so like
I don't think it would have worked anyway 💀
Everyone sit still
I have done that
the guy had to say a 1/2 word phrase but it wouldn't count unless he moved his body visibly around
How do you win if you can’t nominate?
Skill issue
Just convince the demon to hard heretic check
Just stare em down
(Worst case scenario ST can just fiddle or boomdandy it like)
You can’t point bc it might be the yaggababble gesture
Games already gonna end
When a mechanics-based character has social implications or lowers evil agency, I generally think it can be messy and group-dependent (and in this case can be quite crippling)
You generally sit still, not turn into a stone. Any gesture the ST gives the Yagga will be noticeable. Also, giving a gesture does not meet the character text.
Yes giving a gesture isn’t the character text but realistically rules as intended exists
Give an example gesture that would effectively counter the meta of players being straightforward with their speech and body movements
Okay, we sus people who point and restrict pointing, because there’s no reason for people to point, at least not more than once or twice a game
Guess no nominating
You don’t have to point to nominate someone
I never said nobody is speaking
Alternatively the phrase is “I”
The letter
Any time the letter I is used you get kills
That’s undetectable, as “I” is used in the basic game mechanics when nominating
Play stupid games win stupid prizes? That’s the point
You literally can’t play the game without it
Hell I might even make it “E”
That’s not a counterexample to my strategy against Yaggababble
Or fuck it
You would need an example phrase that can be somewhat hidden and somewhat detectable—in the gray area—even after town is being minimal with their speech and body movements
Not only that, you would need a whole range of such phrases, since one phrase only works for one game
If town is going to pull shit like that I might make the “phrase” the act of breathing
You’re demonstrating that yagga encourages the ST to punish town, because the character doesn’t allow the ST to make the yagga phrase slightly more difficult to detect
And those are unfair to the good team
Then the spirit of the Yagga is lost, becoming a generic demon where town discussion no longer factors in to the puzzle
The ST choosing a phrase is not a natural in-game response to the strategy I proposed, it’s a game design alteration from on high
Because town already fucked that over
I understand
I mean realistically I think this is problem with solo yag
Town still strategically benefitted from minimizing speech and movement
Due to this strategy being genuinely horrible to good with other demon types
yeah but is it fun lol
The times when I've played with Yaggababble, everyone agreed we should not be allowed to use "I said nothing that could plausibly be a Yaggababble phrase" as a defense. Which rules out strategies like staying silent for a day.
No, its not fun at all. Don’t make or use characters that divorce strategy from fun
It is genuinely debilitating to town to minimize speech... it's arguably not worth it
unless of course, the demon can never kill again
agreed
5/18: Empath
x Ogre 
One of the amusing few reasons for an Empath number to go up without either neighbor dying.
There is a way, by the way, to discourage the 'Shut up Yagga' strategy.
If town uses this strategy, the Yagga and another Minion player can start spamming a phrase and make it final day. ST can accept all of the uses of it to kill everyone that next night. This can be especially strong for Evil to do if the right Minions are on the script, even if they don't have an actual Yagga in play, such as with Goblin or Boomdandy.
If town isn't using the 'Shut up Yagga' strategy, ST isn't at all required to mass kill if the Yagga reveals themself and starts blabbing their phrase.
I would ban that as st
Irs the group fault
Just because its plain unfun
Oh yeahhh
I agree that is an interesting and possibly effective counter action to the yagga strat I gave. Notice, though, that like the counter action Nerdguy suggested, that is the storyteller using his power to punish players or balance the game, not a counterstrategy that naturally opens in a closed game space. In fact, there is no closed game space with the Yagga because it always requires the ST to choose the number of kills and who dies. That seems to be fine for lots of people; for me, your suggested ST solution just highlights what I see as an inherent flaw in Yagga
I’m really not interested in playing a complicated and long bluffing game where great plays are softly undone by fiat of a game master, or where a game master is assessing the merit of my play to decide whether I should die as farmer in a LM game, for example.
Huh?!
It seems we have very different philosophy of play
To me its a party game basically
Are you actually confused? What does this mean?
Yeah
Kibda
Not like, i thibk i get that ur more of a competitive serious player
And thats fine abd cool
Also not every character will be a great fit for every group. cough wizard cough
Sometimes you just don’t play scripts with those characters in certain groups if they can’t handle it
I just see game more casually as a social space first i guess? Like to me disallowibg soneobe not to speak is not a strategy, its like saying "i have the ibfinite shield that cannot be touched" in game if pretend. Telling yag players not to talk is not engagibg with game in bad faith to me, like u can execute em if ur sus but no, i as st or player would not tolerate ppl doing that
And to me botc really is more pretend than like chess
I kind of belive wizard its an ST problem (claims from someone who has never ST wizard ever)
…then why would you support Yagga as a character? Literally everything I’ve written about Yagga shows why it encourages violating your notion of a fun gamespace. I’m not the one who invented the strat of making people quiet, that’s implicit in the character rules. You should be glad someone noticed the unfun meta and join me in shunning the Yagga
But the meta™ is not the only way to play? Like i had yag games with no such issues at all. Just because there is an exploit in the system ppl can use to suck all the fun out doesnt mean they shoukd be able to do it.
people see that strategy and think "I don't want to do that"
so they just don't.
If they do, the ST can use the inherent fiat to balance it back anyway
so like... just don't
Here is an example from this very chat of people using such a strategy, and the character having to be patched, because it sucks
I wouldbt "balance it" even, i just would suggest that ppl leave if they do not wish to engage with yag on its terms, suspend your disbelief in a way
(make a less conspicious phrase)
I've enjoyed yagga games due to the fact that uh
I like speaking actually
To me telling soneobe to not talk at all is something legally allowed by rules but our of game space in a way. Again, the pretend example of "haha, i ibherently won by saying the biggest thing abd making the nornal flow of gane stop. I win!!!!"
In my former group that I still play longtext with, long text yag has a 5/5 win rate.
I mean it would definitely break Rule 1 to tell people to not speak
Botc like any such party social game is a social contract above else to me where all agree to certain preconceptions even if they arent stated in the rules
I would not play competitive clocktower with yag
People criticizing a particular strat as unfun, and somehow concluding the character is okay because you just won’t go for that strat, must be one of the most common threads on this server
It's also a debilitating strat sooo
Its not a competitive game bro
Brother do you actually think I don’t realize that
That’s why I pointed it out in the first place
like the downsides are -it sucks -it's painful to communicate anything(this is downside, you don't have time)
Preaching to the choir
upsides: No kills(Unless the ST decides to fuck you over. In which case you're just harming your team)
Oh you mean debilitating as in hard on the good team, nvm
If you want to suck all the fun out of the room just dobt play. And i dont mean that u specifically do it but for people who do the :meta:
Thats my piece
Not talking is so much worse than it seems imo
“People who play games to win aren’t fun and aren’t trying to have fun” is one of the lamest notions that I regularly see on this server
there's a reason "all info outed f3" is uh... not a good-sided strat
not speaking is going to get you into situations like that.
I agree its a weak and underpowered demon who has this exploit. But its not a comp game where everything needs to be squeky clean and balanced and take ubfun strats into account.
Thats all.
yaggababble is better than fearmonger at least
at least i can abuse ST fiat within the rules to stop unfun strats
I have to do so much work to bootlegger fearmonger into not having selfnom
BOTC can be a somewhat competitive game with a strong social aspect. BOTC is not just a party game. I would never pull out BOTC for a party, I would pull out Monikers or Wavelength or a tier ranking of restaurants on my TV for everyone to argue. People insisting that BOTC can only be a casual party game are fucking lame
I host “BOTC parties” with the sole purpose of playing BOTC
I would prefer not to have attacks on my character if thats ok with you.
Maybe I made an error in replying to the prior stuff.
How about we focus on the new topic
ngl Yag also has accessibility issues but uh
Pair it with spy for shits and giggles
I like the concept of Yag in theory
Oh wait that’s yesterday’s question I didn’t even notice
Okay
can't just be saying true things
smh
Boop
Everyone May Play As They wisH, we Only Gently Remind Everyone