Decently playtested, playtesting is never over but it is in a state that I am mostly confident there are no glaring flaws. Designed around the premise of adding more BMR-esc characters to the game, each role on this script can function independently on a typical script (though like BMR roles, putting just one on might be a bad idea)
#Murder In The Villa
69 messages · Page 1 of 1 (latest)
if you want an Almanac, this has a few example cases of the roles working as intended, to potentially clarify a few fringe cases
https://www.bloodstar.xyz/p/3love/Generic_Script/almanac.html
These all look really solid! I especially like chekov and psychiatrist
The one thing I see is that if a poultergeist and a psychiatrist are in play thats 2 extra evils
desparado and anarchist seem very strong and poultergeist seems a little weak
psychiatrist can help fix that problem with their ability, but yes
desperado in playtesting was actually the weakest of them, because if you work out the math they get N-1 kills where N is the night they blow up, and one of those is themselves. It just feels fun to play, so it doesn't matter if it is a bit weaker
since anarchist's poisoning goes away when they die, and they also are removing potentially helpful abilities for evil, the poisoning was fair I found in playtesting. It originally didn't poison and it was too weak
poltergeist I can't talk too much about, I randomly bag for games (for testing purposes) and it has only shown up once, and the demon didn't kill them that game (though evil won, so perhaps smart?). It could be underpowered, if so I'll revisit it
why does Wyvern remove an outsider
I feel like it hurts it
you are giving that townsfolk extra time to get more info to kill you
yeah, Wyvern turned out to be fairly strong, so that is intended as a bit of a nerf, while also adjusting outsider count. I could see argument against it though
the problem from what I saw as ST is this script puts a lot of focus on Outsiders hiding, and a few things deal with Outsiders, so in Wyvern games town was not getting enough helpful info to make it fair, so I forced in a townsfolk over an outsider to see if that helped and it did
there is probably another way to balance it, but I took the lazy route lol
Psychiatrist looks very townsfolky
it's a townsfolk in the same way a puzzlemaster is a townsfolk
in that I've run 4 games with it and it literally has never chosen a single evil townsfolk or outsider
if it does it is great, but the role is basically trying to solve the problem you created
but if you find the player, it is super strong for good
if a puzzle master guesses the puzzle drunk
its helpful for good
but very easy for evil to say is false
because of it's own misinfo clause
sure, I'd argue it is less helpful for good than a puzzlemaster guessing correctly though
you basically just get a 2-way steward ping, and someone stops lying
that's true, and as stated it has never gone off, so maybe it needs a nerf, but from what I've seen it is very difficult to activate the ability, making it in most cases just an outsider who makes a player evil
them or their turn usually die within the first couple days, which means that they almost never find each other
well, the evil tf can just out?
and then its solved
I also think it should not be able to turn a poltergeist evil player good, cause that seems against the intent
no one has any incentive to fake this
that's true, but I've practically never seen an evil TF come out, since people like being evil
as far as poltergeist, I was considering making it just an on death ability rather than dying in the night, I just want to run at least 1 more game with it before I make a call too early
thats not my point
my point is that a psychiatrist can turn the player the poltergheist made evil good again
which is very harsh on evil
this is true, they can also turn a chauffer good
it could be too harsh, in which case I'll change it to only fixing their own problem, I changed it away as a buff though since no one ever got it to work
which is just free confirmation
at the point in the game a poltergeist is turning a player, I'd argue there is a decently high likelihood that the psych is dead or not going to choose them
I've been thinking about it during this conversation, perhaps a way to fix the 'coming out' as an evil TF problem is they must choose a living player
so if an evil TF comes out, evil can just lock them in if they choose
and practically, I don't see psych choosing dead players, just like puzzlemasters usually don't either
tell you what, I see where you are coming from, I'll run the next test game with the altered text of "Each night*, choose a living player:", and see if that works. I think it will solve the problem you discussed while not really affecting it's normal operations
if it does work, I'll update the script
its not that rare
anyways
it's a good solve
with psych it is even more rare, I worded that poorly. Dead evil players matter less than living ones
In case it is desired, the script with this change that I'll be testing in the next few weeks
I tested out the change over 3 playtests (I actually played in a game for one of them, and got the new Psychiatrist by random chance), and it seemed to do fine so I'm keeping it. There are a few other smaller changes, so I'll repost the newest v8 just because
mainly wording, but some slight tweaks to things like Mortician (chooses 2 players each night), Serpent (must actually kill their neighbor to get another choice), Burglar (when one dies, the other is undrunked), and a few tiny things
newest quick view Pocket Grim
It has been a while, but the script is what I would officially call out of playtesting after about 15 games with it over the course of about 5 months, it functions better than BMR does which I'm going to call a win. Version 10
Pocket Grim Link
note the json is tricked out, so it works in the app
(ex- putting is the spymaster on a player will automatically turn them into the spymaster on grim reveal like a drunk or marionette, characters have evil/good counterparts, ect.)
the only thing I don't have on the json is jinxes, though I will note most roles play nice with other vanilla characters. It is just very difficult to get night order set up so I didn't bother
something to note btw, this script is very good for climatic games, but it is swingy like all BMR scripts tend to be. I haven't found the swinginess to detract from enjoyment in any of the playtests (in fact, it has led to some fun moments), it just means that the time a game can take varies more than your average script (12 player games can take anywhere from 40 minutes to 90)
Wyvern anarchist in 0 outsider games just
doesn't work
Cartographer could also use O-mod
Do note Attorney, if exed d1, is hard confirmed due to "evil players don't die d1" so it can't be aristocrat
Poltergeist+Psychiatrist+Chauffer can cause +3 evils
Matchmaker can just lose the game for good after protecting the demon
or stop a good win
which is uh