#The Winding Undergrowth

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gusty void
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My first attempt at a full homebrew (with much help from people in this server)! Now that it's first draft is completed, feel free to leave any thoughts, questions or critiques!

This script has an aesthetic theme (nature/the forest) and a mechanical theme (directionality). There are several mechanical subthemes that I've attempted to balance.

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The major theme of directionality: a significant number of characters have their abilities require the Storyteller pick a direction (with a few more who incorporate directionality without this). These characters revolve around the Townsfolk Moonlight and Fabled Sunlight, which limit which directions the Storyteller can pick when, allowing direction-based information to be more solvable.

Characters that Moon/Sunlight affect: Flittermouse, Devil's Thorn, Sequoia, Raccoon, Honeysuckle, Wapiti, Nightshade, Corpsefly, Ambersap. 4/3/2/0 for 9 characters total.
(Wolf, Queen Bee, Vulture, and Rootstalk also deal with directional mechanics but are not affected)

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Subthemes for mechanical balance:

  1. Multikill: Exactly 1 character of each type allows for the possibility of extra night deaths, as all demons only choose one player to die each night. These characters are Mantis, Nightshade, Fox, and Thörn. My hope is that with these four, the source of an additional night death can be solved in the long run without being made obvious.

  2. False Info: Several characters afflict or suffer from droisoning or misregistration, and I am not totally sure if there's too much or too little.
    Droisoning characters: Rootstalk (limited by slow directional movement of the poison), Corpsefly (limited by interaction with the dead), Honeysuckle (limited by it reaching a neighbor), & Honey Badger (limited by requiring good votes).
    Self-droisoning characters: Raccoon & Worker Bee
    Misregistering characters: Mycotaa & Ambersap
    It's worth noting that Opiu'm and Wapiti somewhat fall under this category as well, as their ability causes an unexpected alignment change.

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Aesthetics: No characters are humanoid: all are animals, plants, or incorporeal. My goal in the naming choices of this script was to create the world of a temperate forest in which something unnameably unnatural is occurring. The image of this forest should be clear, but I don't want the location of this forest to be made clear. While a couple of character names have Native American roots, most aren't particular to a certain country and some are more rooted in Eurasia. If you feel that certain character names are too boring or American, let me know!

gusty void
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changed Opiu'm by giving them 4 bluffs to cover their good Minion

gusty void
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Update: I've realized Corpsefly has bad interactions with Mantis & Wapiti, which I think is made reasonable if the Corpsefly is forced to choose a newly deceased player instead of merely having the option to.

upper hatch
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Hey! Could share more on what is a secretly good Minion? Are they good-aligned, or evil-aligned registering as good?

red hollow
twin sinew
sturdy linden
gusty void
gusty void
gusty void
gusty void
gusty void
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multiple of yall seem to have misunderstood some of the neighbor wording is there perhaps a better way I could phrase the abilities of roles like Ambersap & Flittermouse?

sturdy linden
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closest evil/outsider makes more sense with what you're trying

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honeysuckle, honeybadger, worker bee, raccoon, corpsefly, ambersap, rootstalk, mycota all cause misinfo or poisoning

this might be too much, considering some of these are unpredictable

gusty void
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im fine with raccoon and worker bee self-droisoning bc it balances their characters but for the others yeah im a bit concerned

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i structured them so that they're all contained in some way but it might be too much to keep track of

gusty void
sturdy linden
gusty void
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you'd be right lol

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lemme pull up a mock grim

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example of a n1, not too much going on but it can get a good bit worse

sturdy linden
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How does the ST declare a direction

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is it public at dusk?

gusty void
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for which role

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none of the directions are ever public tho

gusty void
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no worries

sturdy linden
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the direction is consistent for each ability?

gusty void
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depends on the ability

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for roles like Ambersap and Honeysuckle a direction is picked n1 and never again

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for roles like Devil's Thorn and Raccoon a direction is chosen n1 and doesn't change when they act each night (their abilities say "fixed direction" for this reason)

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for roles like Flittermouse, Corpsefly, & Sequoia a direction is decided on the spot when their ability activates

gusty void
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otherwise Sunlight makes it switch every time in the night order

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not sure if i answered your question well

twin sinew
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Doesn't sunlight just make moonlight quite weak?

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If directions are already solvable

gusty void
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they're sort of solvable but it rly depends on which chars are in play & when they die

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you have a point tho i want to test a few games b4 i decide if sunlight is good for the script

sturdy linden
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Also whats the night order

sturdy linden
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I still dont get opium. is the good minion looking at a TF/Outsider token like a marionette or a Minion token?

gusty void
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the good Minion is a Minion who is good, so they have a Minion token & ability

sturdy linden
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so in a 12p game you could have a opium, corpsefly. wildfire, and a fox who is actually good
and the first 3 know the fox is good?

gusty void
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correct!

sturdy linden
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does the fox get minion/demon info

gusty void
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they do

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the storyteller decides what, but on this script it should 99% of the time be correct info except for a minion the storyteller leaves out

sturdy linden
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i would add "if wrong, learn arbitrary info" to the end of honeysuckle. Otherwise day 1 they have a 50/50 shot of confirming a good player

gusty void
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if the honeysuckle has an evil neighbor its not 50 50

upper hatch
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what happens if honeysuckle has two evil neighbours?

sturdy linden
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its like no_dashii i think so it extends

gusty void
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i couuld change it to Townsfolk neighbor who gets drunk

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which decreases the chance of it being a direct neighbor a bit more

sturdy linden
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if there is no moonlight, does anyone know what direction the ST is picking?

gusty void
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nope

sturdy linden
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a lot of info seems unsolvable then

gusty void
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how so?

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the abilities are structured such that confirming a consistent direction helps but even w/o it you still get good info

sturdy linden
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does the direction switch each night with no moonlight? or each ability?

gusty void
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each ability

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but honestly it might be better if it was arbitrary like N0ll suggested, ill see after playtesting

gusty void
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decided to update Honeysuckle to "alive Townsfolk neighbor" instead of "alive good neighbor"

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here is updated script using cool website

gusty void
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  • changed Sunlight to do nothing but im still keeping it on the script bc its nice to have extra Clockwise and Anti-Clockwise reminder tokens

  • adjusted the wording of Flittermouse and Sequoia slightly

gusty void
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adjusted Ginseng's wording bc I forgot the part where they aren't allowed to choose themselves

sturdy linden
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if Sequoia chooses two neighboring dead players, and the direction is the long way, dont they learn like 10 characters?

gusty void
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well they only learn alive evil characters

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but if the direction is the long way then yes, they go over the grand majority of the grim

sturdy linden
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Oh i missed “alive evil”

gusty void
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yeah if it learned every character it would be insane lol

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the thing is that the Sequoia probably isn't going to get info from the long direction unless they're confident that there's a Moonlight in play and that they know the Moonlight direction

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and if they fuck up they learn literally nothing

sturdy linden
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Does the nightshade death happen at a specific night order

gusty void
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lemme send the full night order

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bc ive never done one before and would like feedback if possible

sturdy linden
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And what if you add a “might” to Mantis

gusty void
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for mantis death is information

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so the might removes the info

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ive never really done a night order b4, it's just based on what seems right

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also ignore sunlight it doesn't do anything anymore

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minion & demon info has also disappeared for some reason but just ignore that FlowerShrug

sturdy linden
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From reading just the abilities its hard to tell, but hopefully the other death modification does make mantis less strong

gusty void
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the four extra nightkill roles are Mantis, Nightshade, Fox, & Thörn

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i dont expect mantis to be terribly strong? but we'll see

sturdy linden
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I still think honeysuckle should get arbitrary info if wrong, like puzzlemaster

gusty void
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maybe? my reasons for not wanting that is bc it makes it a less viable evil bluff and the honeysuckle is more inclined to get themselves executed immediately if they dont think they have a mission to accomplish

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one thing i really want with the outsiders on here is for them to not immediately kill themselves

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their abilities support that, Mycotaa supports that by wanting dead outsiders

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a correct puzzlemaster solves the game so it makes sense to give them wrong info, but a correct honeysuckle just confirms a Townsfolk so to me that feels too harsh

sturdy linden
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Maybe keep the drunkunness even if guessed?

gusty void
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hmm maybe?

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that's not a bad shout but i might want to playtest it first

sturdy linden
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Or remove the character confirmation. Just have them learn a yes or no if they’re correct

gusty void
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oh i should do that

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bc its simpler but functionally is the same ability

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Honeysuckle: 1 of your alive Townsfolk neighbors is drunk. If you guess (once) who it is, you learn this & become drunk.

sturdy linden
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also whats the point of one guess when the drunkunness moves

gusty void
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well thats why when you guess it the drunkenness goes away

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ideally you want to catch it before the original one dies and it moves further away

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slight update, changed the wording of a few Townsfolk abilities to match the script sorter tool (which i did not know the specifics of b4), now everything shows up in an order that actually makes sense

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finally moonlight can be last

sturdy linden
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Another helpful thing would be another symbol to indicate which abilities depend on the ST choosing direction

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like the * for not the first night

gusty void
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that would be very cool

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im not sure how to do that though?

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should i add a symbol to their name?

sturdy linden
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or the ability

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☼ or ☾

gusty void
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kind of love that honestly

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i still wonder if only 9 characters is enough

sturdy linden
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How does flittermouse interact with direction

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Devils thorn is also confusing at first read

gusty void
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"an evil neighbor"

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the directionality of that neighbor depends on Moonlight

gusty void
sturdy linden
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What are you trying to do with it

gusty void
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the devil's thorn learns in-play characters that go around the circle, confirming what is or isn't in play

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its kind of like a mini mini savant with directionality

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but it has to solve the puzzle to get its info which is why they learn 2 characters each night and have to find which direction their info goes in

sturdy linden
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Send an example with a mock grim if you can

gusty void
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sure thing

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Devil's Thorn:

n1 -- Corpsefly or Wildfire
n2 -- Wapiti or Sequoia
n3 -- Opiu'm or Vulture
n4 -- Thörn or Flittermouse
n5 -- Fox or Horned Owl (rotation completed)

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as marked on the grim their direction is anticlockwise

sturdy linden
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the same direction each night?

gusty void
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"fixed direction" so yes

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it never changes

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otherwise the info might as well be arbitrary

sturdy linden
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so the interpretation is wapiti or sequoia is farther ACW than corpsefly or wildfire

gusty void
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yep

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a decent number of the characters they learn will be face-up good players so they can eventually pinpoint their info better

sturdy linden
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it cant be equidistant right

gusty void
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no such thing as equidistant for this ability

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it just keeps going in a direction

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hmm okay actually I see a snag with this ability but I’ll change it later

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I’ll add “you learn when you complete one grim rotation” or something similar

sturdy linden
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For corpsefly how many abillities are worth getting for evil

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Outsiders seem like the best, not many tf

gusty void
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Corpsefly doesn’t care about most info roles

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but it really wants Mantis and the outsiders

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but even if they don’t care about the info from an info role, they still learn which character it was that died which is better than nothing

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Wolf, Devil’s Thorn, and Corvid are info roles that could potentially be helpful as well

sturdy linden
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Ok cool

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I might run this in the scheduled games to playtest

gusty void
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oh damn fr?

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let me know how it goes if you do

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im honored honestly

sturdy linden
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Would be interesting to see how the direction stuff works

gusty void
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yeah im curious on how much of an impact Moonlight actually has

sturdy linden
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Have you run this yet

gusty void
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nah

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i will in a week or so though

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in the meantime i have to reword some abilities 🥲

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Devil's Thorn: Each night, you learn 2 characters: 1 character is farther in a fixed direction from you than 1 from last night. You learn when you complete a full Grimoire rotation.

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this is too wordy ...

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also a problem has been spotted

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when the Opiu'm makes the Corpsefly the good Minion, there are a couple of ways the Corpsefly can stumble upon the truth when using the ability of a good dead player

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my go-to solution is to adjust the Opiu'm such that the good Minion can be poisoned at any time (thus explaining the fabricated starting info without having to specify it)

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**Opiu'm: *Each night, choose a player: they die. Evils start knowing what the good Minion knows, who might be poisoned at any time. You get 4 bluffs. [+1 secretly good Minion]

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166 :(

sturdy linden
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All "you think you are" characters can already get false info

gusty void
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unfortunately this isn't a "you think you are" character

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it creates someone else whose only change is their alignment

sturdy linden
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Why does it have 4 bluffs?

gusty void
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to give their good minion a bluff

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oh but i guess.

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i guess that depends on player counts huh

gusty void
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**Opiu'm: *Each night, choose a player: they die. Evil players start knowing all that the good Minion knows, who might be poisoned at any time. [+1 secretly good Minion]

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perhaps temporary change to prevent awful Corpsefly - Opiu'm interaction with certain info townsfolk

sturdy linden
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This role does make all Minions in non-Opium games question themselves

gusty void
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it does

sturdy linden
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When do they find out, if ever

gusty void
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when the game ends

sturdy linden
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I dont know how fun it would be for the good minion, because they cant risk outing, but if they play for evil they just lose

gusty void
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yeah i am curious to see how that goes

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my hope is that socially the signs will all be there

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i sort of compare it to an Atheist game in my mind

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where the vibes of the ppl you talk to are just off in a way that makes sense if no one is evil

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whereas in here the good Minion should be able to pick something off of the vibes whenever they speak to a fellow evil player

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if it becomes unfun ill try to change it tho

gusty void
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Almanac -- Corvid

red hollow
gusty void
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chosen was my original wording but after thinking on what it can or cannot detect targeted felt more apt

gusty void
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is a player safe from evil if evil abilities are unable to affect them, or is a player safe from evil if evil abilities don't affect them?

red hollow
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if i read safe from evil i would assume that’s what it does

gusty void
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gotcha so that's not an option

gusty void
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??

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you just contradicted yourself

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or

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well my wording is also subjective

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so nvm

red hollow
gusty void
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the latter was meant to be phrased as "evil abilities aren't affecting them"

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like they have the potential to affect them

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but they arent

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bc they're just chilling not bc they have immunity

red hollow
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oh i see what you mean yeah the wording confused me a bit

gusty void
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there was something that Coda suggested but i think it needs to be refined a bit

red hollow
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safe from evil = if chosen or otherwise affected negatively by an evil ability, nothing happens

gusty void
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im not sure how i would reword this ability to be more in line with the official lexicon

red hollow
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i mean, you’re making your own full homebrew script. i think you’re allowed to create your own precedents

but that’s a bit of an unpopular opinion

gusty void
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the issue is that i cant find a better option

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until i do i dont feel inclined to move from what i have

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"chosen" is in violation of certain abilities like a Minion who passively makes an arbitrary Outsider register falsely

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"affected" is in violation of protection roles (that was my og wording)

raven hinge
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i wonder if the sunlight/moonlight effect is a bit too irrelevant

gusty void
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sunlight is

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i changed it to do nothing

raven hinge
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cuz like the amount of characters that needs ST to choose a direction

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is not a lot

gusty void
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moonlight is sort of the centerpiece of this script so im not possibly giving up on it until after playtesting

gusty void
# raven hinge is not a lot

yeah :( i wanted it to be more but its a bit hard to make abilities that force the ST to still pick a direction, especially for TF where they have to be able to get decent info without knowing the direction but their info gets elevated from knowing it

raven hinge
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I'm counting 4 tfs and 2 outsiders

gusty void
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4 tf, 3 outsiders, 2 minions

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9 total

raven hinge
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while among the 2 outsiders 1 basically never triggers

gusty void
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the new version of the script has little moon text symbols next to the abilities that Moonlight affects :)

raven hinge
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oh

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so 1 neighbor is also direction

gusty void
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yepyep

raven hinge
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cool

gusty void
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whenever 1 neighbor is chosen that's ST choosing direction

gusty void
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i was a bit worried abt the numbers on that

raven hinge
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well idk

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bc the idea is it's only effective when at least 2 are in consideration

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for obvious reasons

gusty void
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mhm

raven hinge
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and in low player counts this can be weird

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cuz only 1 of the 2 minions exist

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1 of the 3 outsiders doesn't actually trigger

gusty void
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Wapiti?

raven hinge
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bro has a saint condition

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it's like almost never happening

gusty void
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LMAO yeah

raven hinge
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in the forseeable future

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but the point is

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the relevant townsfolks or outsiders

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might just not be in play and also not bluffed

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in small counts

gusty void
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right

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that's fair

raven hinge
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ofc that's a bag issue

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but like

gusty void
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its not a scriptbreaking issue but its awkward yeah

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ill have to playtest that one tos ee

raven hinge
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"guys i'm a moonlight so at least 2 of these exist" is not great

gusty void
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mhm

raven hinge
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this is just what happens when good abilities target specific other good characters

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if the targets are smh not in play or bluffed

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then it's sad

gusty void
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yeah that's fair

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this is just me spitballing but

raven hinge
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I don't dislike the idea

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but i'm not sure if it's relevant enough

gusty void
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do you think i could add something that the Moonlight learns on the final night that could compensate for that?

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if the Moonlight learned semi-important info aside from their direction on the final night of the game

raven hinge
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nah

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it's gonna die before final night cuz it doesn't have mayor clause

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so just let it be

gusty void
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sounds good

raven hinge
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maybe i'm overthinking

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hopefully

gusty void
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i think you have a point

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but im not too worried bc like you said its a bag issue

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worst case scenario aint that bad imo

gusty void
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Almanac -- Flittermouse

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hmm im seeing a problem with Flittermouse

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not in the character itself but in how it reacts with Opiu'm because a lot of the snags in this script come down to Opiu'm

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in a 1 minion game, any evil character the Flittermouse learns is a contradiction to the good Minion; in a 2 minion game, only 1 evil character is safe for the Flittermouse to learn for the good Minion, etc.

gusty void
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considering there was a diff problem with Opiu'm earlier today im definitely going to have to rework the character ... eventually

sturdy linden
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What are you changing it to

gusty void
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haven't decided yet

gusty void
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Almanac -- Raccoon

gusty void
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realized a bad interaction with ginseng & raccoon

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ginseng should be allowed to stop ppl from being drunk/poisoned except in cases where Townsfolk self-droison for balancing, in this case Raccoon and Worker Bee

raven hinge
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I have a bad feeling abt fox and opium

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cuz fox can self choose to check if they're good

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if they're an evil fox, they need to re choose so nothing bad

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if they're a good fox they kill themselves then out the whole evil team

gusty void
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that's a good point

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this could be fixed with a (not yourself) clause but since im probably changing Opiu'm anyway ill hold off on that

raven hinge
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yeah that's what happens when you have choosing "good players" as the legal option

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cuz it means it has illegal options, but they don't know who

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like extra evil from wapiti

gusty void
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funnily enough i added "good players" to counteract Opiu'm

raven hinge
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that's too much

gusty void
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i didnt want a good Fox to have the option to immediately kill their demon, they'd have to appeal to the town to get them executed instead

raven hinge
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having evil characters that are illegal to choose evil players is like

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it works best in scripts where evil fully know each other

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in any case that some evils don't know each other, it goes bad

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cuz they'd learn choose again on a player they didn't know to be evil

raven hinge
gusty void
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oh!

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that's a perfect fix

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thank you very much

raven hinge
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good fox still kills itself on the 1 evil they don't learn

gusty void
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mhm

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it feels like 80% of the issues ive run to is just Opiu'm so

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ill eventually try to rehaul that character but probably only after i dive into all the townsfolk

gusty void
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Updated Ginseng:

Each night, you may choose a player (not yourself): they are safe from all Demon, Minion, & Outsider abilities tonight. A chosen evil player learns your identity.

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that way it doesn't reverse the self-droisoning of Raccoon & Worker Bee

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i guess this interacts weirdly with certain niche outsiders but

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iiim not sure how much i care about that

sturdy linden
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Why is this 'may' by the way

gusty void
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well if the ginseng picks an evil player they're screwed

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so i feel like they should have the option to abstain

gusty void
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or just all townsfolk in general idk how to feel abt it

sturdy linden
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Do any townsfolk drunk

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oh mantis kills

gusty void
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i wouldnt mind if a ginseng choice blocked a mantis kill

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but im not sure if "safe" extends to preventing info-gathering Townsfolk from learning anything when picking you

sturdy linden
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safe is subjective but it usually just means death, drunkunness/poisoning

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not info

gusty void
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hmm

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then let's do that!

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Each night, you may choose a player (not yourself): they are safe from other players' abilities tonight. A chosen evil player learns you are the Ginseng.

sturdy linden
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... learns who you are" also works i think

gusty void
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maybe? this just feels clearer to me

sturdy linden
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*role exor

modern oakBOT
# sturdy linden *role exor
Exorcist (Townsfolk) - Bad Moon Rising

Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.

**Affects Setup: **False

gusty void
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fair enough

sturdy linden
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Is vulture a one time thing

gusty void
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wdym

sturdy linden
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When does it wake

gusty void
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very late

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after every killing role

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basically where an oracle would sit

sturdy linden
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No i mean when does the ability trigger

gusty void
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the night both neighbors are dead

sturdy linden
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Maybe rephrase to “When both your neighbors are dead, wake to learn their characters”

gusty void
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hmm good shout

sterile sphinx
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dunno if someone else brought this up but "affected by" isn't official terminology. I was personally discouraged to use that for abilities when I was coming up with homebrew abilities

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I'm kinda confused about how this works. What directions are we talking about? North, East, South, West? Clockwise and counterclockwise?

And a good player closest to you in a certain direction, say West, might randomly die?

gusty void
little orioleBOT
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Gave +1 Thanks to @sterile sphinx (current: #2257 - 3)

gusty void
gusty void
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the “closer to you in a direction” shows up a couple times which is slightly awkward wording but simply can’t be improved upon while retaining its purpose for the sake of this gimmick

little orioleBOT
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Gave +1 Thanks to @gusty void (current: #1815 - 6)

gusty void
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no problem

gusty void
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Almanac -- Ginseng

sterile sphinx
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I really like this one!

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Oh it doesn't force sober and healthiness anymore? Or is that just implied?

raven hinge
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it doesn't

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bc players can droison themselves

sterile sphinx
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Oh yeahhhh

raven hinge
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and that's intented to not be blocked

gusty void
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yeppers

sterile sphinx
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I think the fact that chosen evil players learn who the Ginseng is is such a good downside!!!

It makes me want to refine my own character LMAO

gusty void
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thanks!

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do you have a diff version of a protection role?

sterile sphinx
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Well mine was just "Choose a player, they are sober and healthy" ala Barista

gusty void
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that's fine honestly

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since it doesn't stop kills

sterile sphinx
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True, but this inspired me to want to add more "spice" to mine.

I don't wanna just copy your ability though so maybe I'll leave it as is

gusty void
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i personally wouldn't mind but i get that

sterile sphinx
#

Also I'm curious, does it make them safe from info abilities?

sterile sphinx
gusty void
#

since info doesn't harm a player, they can't be made "safe" from it

sterile sphinx
#

i figured, but just wanted to make sure!

gusty void
#

yeah it was something i wasnt sure about either when making it

gusty void
#

yall idk which one is clearer

#

A: Each night, learn 2 characters: 1 is the neighbor in a fixed direction of the other's character type.

B: Each night, learn 2 characters: 1 is the same character type as the other’s neighbor in a fixed direction.

trail otter
#

This is really convoluted regardless tbh

sturdy linden
#

Is this for devil thorn

gusty void
#

it’s for devil’s thorn yeah

#

I’m a bit conflicted on this ability

#

I think this one is reasonably powerful but it’s not quite what I want from the character

gusty void
#

thinking on how to make a more balanced version of this

gusty void
#

Each night, you learn the character type of a neighbor in a fixed direction of the player you learned about last night, originating from an evil player.

#

basically this version but you get real info starting n1 and it can start from any evil player, not just the demon

gusty void
#

Almanac -- Worker & Queen Bee

red hollow
#

also queen bee seems like empath on steroids to me

sturdy linden
# gusty void

Is this a rewording of an existing character? Or new

gusty void
gusty void
#

with this version of setup there 0-2 worker bees without a queen and 1-3 with a queen, which gives evil room to bluff

#

if worker bee couldn’t add itself an evil couldn’t bluff worker bee without a second evil bluffing queen (and vice versa)

gusty void
sturdy linden
gusty void
#

yep

sturdy linden
#

I liked the original idea of going around the circle in a fixed direction

gusty void
#

it's still sort of that!

#

but some feedback i got on the original version was that the directionality aspect of it was too weak

#

and i agree

#

with this version you actually want to be thinking about the direction and placement of what you learn to trace evil players

sturdy linden
gusty void
#

that robs this script of its gimmick

#

although i agree that would be a better ability in a vacuum

sturdy linden
#

I dont see it as that weak in the original state, because you do learn “each night one of two characters is in play”

gusty void
#

i agree, but that strong info is completely independent of direction

#

it becomes an ability where you might focus a little bit on the direction but you get very solid info if you ignore it or give up on solving it, i.e. encouraging the player to not bother with the gimmick

gusty void
#

Almanac -- Devil's Thorn

#

thanks to elfscape, a new ability text makes this clearer

Each night, learn a character type 1 step further in a fixed direction from a specific evil player.

gusty void
#

Almanac -- Mantis

gusty void
#

Almanac -- Horned Owl

sturdy linden
#

Each night

#

One per night ^

gusty void
#

yep!

sturdy linden
#

Can you post the latest version of the script

gusty void
#

sure thing

#

a lot of the images are gone though bc im adding the images back as im remaking the almanac

#

Opiu'm is the only character i know im changing

gusty void
#

Almanac -- Sequoia

gusty void
#

Almanac -- Wolf

gusty void
#

Almanac -- Vulture

gusty void
#

thinking about Moonlight

#

Moonlight is only a benefit to the good team to be in play when at minimum 2 other characters are affected by it

#

but in lower player counts that's not always the case

#

i think i need more characters who are affected by the direction gimmick, specifically more evil characters

#

since the problem is that certain good claims can get meta-confirmed in small player counts by there being a Moonlight in play

#

i think ill be taking Palsonny's advice and moving it to the demons

#

im going to try and adjust some demon abilities such that exactly 2 are affected by Moonlight

#

(probably Rootstalk and Mycotaa)

sturdy linden
#

Good idea

#

Maybe a minion too

#

If moonlight dies early, it sucks

gusty void
#

well 2 minions are already affected by it so idt I’ll add another

raven hinge
#

i like how they have totally different ability yet plays out similarly

#

tea lady can try to murder their neighbors but might get killed after 1 survives exe

#

vulture can try to murder their neighbors but get killed after 1 neighbor is exed

#

tea lady can also try to block kills

#

and vulture also want demon to kill its neighbors

gusty void
gusty void
#

Mycotaa with direction:
Each night*, choose a player: they die. For each removed or dead Outsider, you register falsely to the next alive Townsfolk from you in a known, fixed direction.

Rootstalk with direction:
Each night*, choose a player: they die, & your poison moves by 1 Townsfolk in a known, fixed direction. Your farthest Townsfolk starts poisoned (you know who).

#

145 and 153 respectively which is better than I thought

#

curious what people think on the balancing of this, I think Rootstalk is fine (though the wording could be improved?) but I'm slightly worried that Mycotaa becomes too strong by being able to tell which players it is misregistering to

sturdy linden
gusty void
#

known means the demon knows which direction

#

unlike rootstalk the misregistration doesn’t start from anywhere, it instead appears once an outsider is gone

sturdy linden
#

what tf gets the misreg

gusty void
#

the next alive townsfolk in a direction from the Mycotaa

#

i can edit it to make that clear

gusty void
#

ugh its annoying to incorporate this gimmick into demons bc both the killing and the gimmick eat a lot into character limits

sturdy linden
#

Did you change opium yet

gusty void
#

not yet

sturdy linden
# gusty void

Also how did you get bold on the setup modification characters. It doesnt for mine

gusty void
#

i think klutzbanana does it automatically?

#

i didnt bold anything manually so

sturdy linden
#

Is it from kb or ravenswoodstudio

gusty void
#

the json is from klutzbana and is put into ravenswood

gusty void
#

im realizing that the directionality portion of Nightshade is not useful to the character on its own

#

its only useful if there's a Moonlight in play

#

so ill remove Nightshade's directionality in their ability

#

4 townsfolk 2 outsiders 2 minions 2 demons seems more balanced regardless

gusty void
#

Almanac -- Moonlight

gusty void
#

pondering on how i might change Opiu'm since im not really confident in the original idea i had on the character, and then i remembered that each of the other demons was designed to complement a specific minion

#

Thörn complements Fox by being evil explanations for additional night deaths, Mycotaa complements Ambersap by messing with outsider count (& Ambersap's outsider framing both helps Mycotaa squeeze into an outsider bluff and benefits the Mycotaa if the Ambersap's framed outsider gets executed), while Corpsefly complements Rootstalk by being evil explanations for poisoning

#

but my original idea for Opiu'm only had a loose connection with Wildfire and maybe I should instead change Opiu'm to be a demon more focused on nominations/voting

#

i might have to also change the name of the demon but that's probably fine

#

i also swear there was a homebrew demon i saw recently on here that i cant find rn called Puppeteer whose ability read similar to "executions fail if evil nominated good, but you have an extra minion" which i feel rather inspired by atm bc it takes the +1 minion energy and puts a downside in the nominations/voting phase which is what i want to do as well

sturdy linden
#

Maybe something to make wildfire stronger

gusty void
#

this is my current idea

#

It’s supported by wildfire bc both evil and good has reasons to be hesitant with voting

#

I’m not sure if this downside is too strong or weak though

#

it gets tougher to hide the later in the game it is, but the +1 Minion nerfs the downside on its own

sturdy linden
#

Is there any way to survive execution otherwise in this script

#

And is there a way for another evil on top of the +1

gusty void
#

there is a way to create a second evil which i will think about. later.

#

but there's no other execution survival which is what i want

#

im just worried that this isn't enough of a downside for an extra minion

sturdy linden
#

If its just the demon alive they can't risk voting

#

What about an evil townsfolk that knows the demon

gusty void
#

they got an extra one so they dont have a big excuse

sturdy linden
#

I think the biggest imbalance comes from another minion ability

gusty void
#

wildfire? or someone else

sturdy linden
#

I mean just having plus one minion ability in the game

gusty void
#

oh gotcha

#

yeah its a pretty big boon and im not sure if this is enough of a downside

#

tbf the evil team is never supposed to trigger this condition, but their flaky voting patterns especially late game are supposed to hint at it

sturdy linden
gusty void
#

hmm that's not bad

#

actually that fits pretty well with my theming

#

*role bounty hunter

modern oakBOT
# gusty void *role bounty hunter
Bounty Hunter (Townsfolk) - Experimental

You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]

**Affects Setup: **False

gusty void
#

Each night*, choose a player: they die. Good nominees survive execution if all alive evil players voted. You know the evil Townsfolk. [1 Townsfolk is evil]

#

155 :(

#

honestly should the demon just not know it

gusty void
#

might just keep it at

Each night*, choose a player: they die. Good executions fail if all alive evil players voted. [+1 Minion]

#

since its a harsher downside but Wildfire discourages experimentation / test votes

sturdy linden
#

What's the big difference between surviving and failing

gusty void
#

i dont like how its worded bc it does in fact sound the same

#

but "executions fail" is how legion executions fail

#

i.e. if it's enough votes to mark that player for death, but the fail condition was met, the storyteller announces it has failed

#

and further nominations can still occur

#

which is considerably harsher for evil bc town can run tests w/o 100% committing to an execution, and then nominate and execute someone who sets the fail condition off if it happens

#

however the hope is that wildfire being on the script mitigates those issues, and makes testing more cautious or even backfire

sturdy linden
#

I run legion where I dont announce "zero votes"

#

So that's why both seem the same to me

gusty void
#

i see

#

i think thats how im going to run this demon

#

but now im thinking of how to change Wapiti, which is the other evil conversion role

#

im honestly considering keeping it as evil conversion but changing the metrics of it

gusty void
#

Wapiti (Outsider):
If you die at night, you learn how many steps the evil Townsfolk is in a direction from the Demon. [1 Townsfolk is evil]

#

going to settle on this as the new wapiti

#

all roles seem set in stone except for the demons

#

I still ideally want 2 demons to be tied into the direction gimmick but that feels hard right now so I will just think on it

#

honestly the only demon I feel comfortable with right now is Thoern

gusty void
#

Directional Rootstalk (Improved):

Each night*, choose a player: they die, & your poison moves 1 Townsfolk in a known direction from you, starting at your neighbor.

gusty void
#

Improved Thoern text:

Each night*, choose a player: they die. You learn whoever chooses an evil player & they might die at any time.

#

now between Opiu’m and Mycotaa I need to rework the former and add directionality to one of them

#

and Opiu’m has to do with noms/voting

sturdy linden
gusty void
#

nah

#

it doesn’t matter too much whether it starts at farthest or closest honestly the tracing is still direct

#

neighbor just is nicer for character length

gusty void
#

if I can find a version of this that works while being relatively simple & under the character limit then I’m set

#

this is my last obstacle before this script is complete (or at the very least robust enough for playtesting)

sturdy linden
# gusty void

If all alive evil nominated today, the demon may swap with a minion tonight

#

Or if all alive evil voted for a townsfolk neighbor

gusty void
#

which is the demon knows 1 of their townsfolk neighbors and can do the swap if they were nominated today

sturdy linden
#

What's the ability tezt

gusty void
#

(Demon):

Each night*, choose a player: they die. If you choose a Minion the night your known Townsfolk neighbor is nominated, swap characters instead.

#

the most recent version

#

ive gone through a shitton of iterations

sturdy linden
#

The new demon also learns a townsfolk?

gusty void
#

the new demon would learn a new neighbor yes

#

however depending on when this happens in the game, the Storyteller can make it a dead player

#

which makes it practically impossible to make the ability go off again

sturdy linden
#

Why not make it direct neighbor

gusty void
#

mainly bc it makes the ability swingy based on character type of that neighbor

#

also by locking it into a townsfolk, there's a give & take where by allowing yourself the opportunity to "starpass" you have to keep a specific sober and healthy townsfolk alive

sturdy linden
#

I only say because its easier for the good team to track a nom on a direct neighbor

#

No deaths might be enough

#

Also does a queen bee added worker bee add worker bees from its own setup mod

gusty void
gusty void
#

basically there can be 0-2 worker bees without a queen, or 1-3 worker bees with a queen

gusty void
gusty void
#

here's the full updated version, i dont expect to have any ability changes (other than maybe wording tweaks) until after playtesting

twin sinew
gusty void
#

ravenswoodstudios

#

ive had a weird problem with it regarding the flowery pattern on the left but otherwise it is as fancy as you can see

gusty void
#

noticed a slightly concerning interaction where a Flittermouse can learn the character of the evil Townsfolk, which can be used to expose them and make the Wapiti's info more usable

#

not sure if this is actually a bad thing though so i wont change it for now, since it can both be bluffed and a Townsfolk character can be given to a droisoned Flittermouse

sturdy linden
#

St can just not give that neighbor

gusty void
#

most of the time yes

#

but sometimes moonlight can force it

#

still i think its a rather niche scenario and can be bluffed/given as false info very effectively

#

so its probably fine

gusty void
#

decided Corvid should choose 2 players per night instead of 1

#
  • a sober & healthy corvid who gets a Yes on a player is almost certain they are good, so splitting it between 2 players makes the info still interesting but less confirmatory
  • a sober & healthy corvid should almost never get a Yes when they only pick 1 player per night, which balances out the previous point but also makes the role more boring, here a Corvid can actually feel like they're searching
  • Thörn benefits from townsfolk that choose more players consistently
sturdy linden
#

I like this change

#

Why does queen bee need redirected kills? It seems powerful as is

gusty void
#

it's to increase the chances of worker bees dying before the queen bee, which gives the queen more info

#

im not against removing it tho, the character length of the queen's ability is rather long

sturdy linden
#

Dont you want more alive tho

gusty void
#

the queen bee has 3 ways of getting info

#

well ig 4

#

the idea was that a worker bee who dies while neighboring an evil player will be reflected in the queen's info changing

#

which isolates where the evil player is and confirms that dead worker

#

but admittedly they're probably more powerful alive

#

do you think it would be better to remove the Mayor clause from Queen Bee?

sturdy linden
#

It cam be very confirming for the QB to confirm who are actually WBs

gusty void
#

it wouldn’t be hard confirmation bc of misinfo/droisoning

sturdy linden
#

I think its strong enough without the redirected kills

#

Volk could also be a directional character

gusty void
gusty void
sturdy linden
#

Its already strong with mechanical confirmation of the known character

gusty void
#

more than that, the Volk who learns a good character n1 finds out too easily which direction their info is in

#

which makes the Moonlight puzzle trivial

sturdy linden
#

The waking up when they died seems strong since its mechanical

#

Maybe only have it once per game instead of repeating

gusty void
#

if its once per game, the Volk who learns anything but a Demon is just a worse Washerwoman/Librarian/Investigator

#

and the Volk should almost never learn the demon n1 for obvious reasons lol

#

i do agree that the mechanical aspect of it is rather strong confirmation

sturdy linden
#

They could just wake up and learn that the 1st character died and not learn a 2nd

gusty void
#

ooh shit

#

that's a good shout

#

yeah imma do that, thank you

sturdy linden
#

Another idea is change honey badgers to nominations and add a mutant condition

#

Helps hide outsiders

#

Also current honey badgers is a lot to keep track of

gusty void
#

Mycotaa already does that job for me

#

of getting outsiders to hide, i mean

gusty void
#

and good players can remember if they voted for a specific player bc the honey badger will likely be claiming while nominated

sturdy linden
#

Mainly because it can lead to people knowing theyre drunk which is awkward

#

Assuming the HB is real and claiming

gusty void
#

eh

#

drunk ppl can get true info

#

and almost every townsfolk is an info role

#

i dont think there are any mechanical roles here who can reliably test if they're drunk

#

mantis might be the only contender that comes close

sturdy linden
#

Wildfire only cares about a single nomination right? Not the whole game

gusty void
#

yes

sturdy linden
#

Still think it's a little weak, in a 12 player game you need 9 votes which is rare and would only occur on day 1

#

Oh its alive nevermind

gusty void
#

yeppers

#

gets more dangerous as the game goes on

sturdy linden
#

What if wildfire instead had to do with spending dead votes

#

If a vote token isnt spent each day good losss

#

Maybe not this extreme but like this

gusty void
#

I’m sure something can be worked with that but I want to try and keep my base ability unless playtesting convinces me otherwise

twin sinew
latent knot
#

What if wildfire were something like
"Each night, pick a good player. If at least 3 players that you have chosen vote for a good nominee and that nominee is executed, evil wins."

gusty void
#

I still think I’ll start by not changing this role much but depending on testing I could def pivot in this direction

#

or maybe test diff versions of this role to see how it goes

twin sinew
sturdy linden
#

Looking at poisoning/misreg
TF: Racoon (self)

Outsider: Honeysuckle, Honey Badger

Minions: Corpsefly, Ambersap

Demons: Mycota, Rootstalk

#

Worried it could be too much

gusty void
#

Wapiti & Opiu’m act as softer forms of misinfo considering the demon can move and there’s an evil townsfolk

#

but given how powerful the townsfolk info is I’m not terribly worried

#

also, at least this was my intention, but each form of misinfo is deliberately very traceable

#

i.e. it only happens to specific ppl or under specific circumstances

sturdy linden
#

Ambersap misreg can quietly mess with a lot of abilities

#

If its both character and alignment that is

gusty void
#

it can yeah

#

that’s why it’s only on one Outsider

#

hmm though that reminds me

#

I might adjust the wording of Ambersap to be like Recluse

#

bc I want Corvid to be able to detect the sapped player normally

sturdy linden
#

With the directional characters it makes things hard
Its not like fortune tellers where they directly choose the recluse

gusty void
#

i wouldnt say it makes things hard

#

but maybe running a game will give me more insight shrug

sturdy linden
#

Its similar to artist questions and savant info with a recluse in play, just be careful as a storyteller

gusty void
#

imo for characters like Devil's Thorn and Sequoia the storyteller should register the sapped player falsely

#

those directional characters might not even pass over them so when they do it feels appropriate to misregister in that moment

sturdy linden
#

It can also appear as a worker bee/evil to the queen bee

#

Maybe just make it register as evil and as a minion or demon

gusty void
#

yeah I made that change

gusty void
sturdy linden
#

I think at this point its ready for olaytest

#

How are you going to do it

gusty void
#

im gonna playtest it with my own group on saturday

#

rn im just focused on polishing the almanac

gusty void
#

thinking about a couple of interactions here

#

a Corvid can check for a Corpsefly by checking both dead players who died in the past die, and a Yes is a strong sign of Corpsefly while a No is a near certainty that there isn’t one

#

meanwhile there’s a small paradox regarding Ginseng and Corpsefly in the night order

#

the Corpsefly needs to go before the Ginseng because it should be able to use the Ginseng’s ability if they choose them

#

but the Ginseng needs to go before the Corpsefly because the Ginseng should be able to block its targets from Corpsefly poisoning

#

this has absolutely zero effect on how this script actually runs so long as the ST knows the purpose of each role but looking at things from a purely technical perspective it’s a contradiction

#

list of what the Corvid can detect:

  • Any demon kills
  • players marked by the Thorn after visiting an evil player
  • the Bloom of the Opiu’m, their townsfolk neighbor
  • the Opiu’m and their Minion the night they swap
  • townsfolk Growths who the Mycotaa misregisters to
  • players poisoned by the Rootstalk
  • players killed by the Fox
  • recently dead players Morseled by the Corpsefly
  • neighbor of the dead player Poisoned by the Corpsefly
  • the Ambersap’s Sap (notably the only Outsider option besides players being killed)
sturdy linden
gusty void
#

I did put Corpsefly beforehand bc it made more sense but

#

the monk analogy doesn’t quite work bc monk doesn’t block poisoner

gusty void
sturdy linden
#

what about '2 alive players'

gusty void
#

that ruins the theming of Corpsefly :(

#

also just makes them a poisoner, Corpsefly’s restrictions makes it’s poisoning more traceable than Poisoner

sturdy linden
#

corvid

gusty void
#

I could just have Corvid pick alive players tbh

sturdy linden
#

not corpsefly

gusty void
#

Oh

#

then we reached the same conclusion lmao

#

Yeah I think that’d work

#

It doesn’t make too much sense to restrict it to alive for this role outside of this script but. I think it does the job here

sturdy linden
#

they just have to get reprompted if they pick a demon killed player

#

also picking a demon killed player is useless for info anyway

gusty void
#

true

#

although hm doing this does take away from part of the Corvids power

#

which is detecting if deaths were caused by good or evil

#

Maybe just “choose 2 players who were alive at dusk” would be fine

#

I don’t mind that

gusty void
#

alright. first playtest games out of the way

#

lets fill this channel with notes

#

two games were played, good won in final 3 in the first one while evil won in final 4 in the second one

#

some general notes on the games

  • town has a great deal of information, sometimes it almost feels like too much, but it never felt completely overwhelming to town like SnV or GoS is supposed to be (at least from my storyteller perspective)
  • every townsfolk who chose players (that didn't die prematurely) activated the Thörn's ability, which is a relief bc i was expecting Thörn to struggle with getting kills, turns out these investigative roles naturally move to check evil players, which, you know, makes sense
  • most nights it felt like evil was saving the game with their kills, that they were choosing an ideal kill. after feeling like this every night for 2 games straight i think im realizing that its partially because every townsfolk is important and meaningful, and so as long as one of them is being killed its an "ideal kill"
  • setup matters a LOT. which i expected but its still slightly jarring to experience. so many roles depend on neighbors or direction that are decided in setup that the game can start more evil or good sided than average (barring like. empath. nothing on here is as bad as empath) -- particularly in the 1st game, the Honeysuckle positioning was extremely unfortunate for evil while in the 2nd game, the combination of Moonlight Rootstalk Devil's Thorn with every evil player being in a line and then next to the Outsider meant that it was very hard to reach a setup where the Devil's Thorn info wasn't game-breaking or the Rootstalk poisoning was very subpar
  • the Rootstalk poisoning absolutely carried evil in the 2nd game (three townsfolk were poisoned giving false info that either was contradictory or built false worlds), part of this was setup but another part were the players getting used to the script and not even considering Rootstalk, which i think is fine
#

putting this here bc i rly enjoyed this feedback

#
  1. im going to put Raccoon in another game before tweaking it but in the first game, i kept raccoon alive until final 3 and they still couldn't really make any conclusions with their info, which is partially fine bc they solve the game otherwise but also seems very confusing/a bit boring for the player in question
  2. EVERYONE was constantly afraid of the Fox and it hindered information everywhere. good players wouldn't claim to each other, evil players wouldn't be learning anything either (though games still progressed relatively normally and ppl eventually opened up, honestly it felt a bit like this kind of fear was sometimes balancing bc townsfolk has a great deal of information on average). this seems like the most common complaint/concern among my group which is strange bc Fox seemed to be the most uncontroversial minion here, this could absolutely be a "just my group" thing (we play a lot more passively than most) but i wonder if there was a way i could make it less oppressive
  3. conversely, people didn't seem very afraid of wildfire. in the game that it was in it didnt really get a chance to shine, as it can't do anything early game and cant do anything in final 3 bc for wildfire to be alive in final 3 only one good player is alive, meaning it really only has a chance of working in the 4-6 player range and it requires a good player getting probably majority vote there which is a bit niche, but then again like raccoon it ends the game when working properly which you dont want, but it seems a bit weak and only actually worrisome for 1-2 days a game
#

also sequoia should be skipping travelers and i forgot to add that to the ability

#

SPEAKING of which

#

in the second game we had a traveler which was good bc it tests a few roles in here, we realized that Fox could kill the Traveller at any time and while I forbade it for that game, Fox killing a Traveller is super possible in general

#

but im not sure if i should have a not Travellers clause for Fox or not

#

or maybe Fox just needs a change in general

#

also Moonlight was in the second game! my hope was that people could use Moonlight to solve the Rootstalk direction using Devil's Thorn and Sequoia

#

unfortunately the Rootstalk poisoning absolutely decimated both roles instead and im not sure that the good team would have been able to use Moonlight to solve the game even if they remembered Rootstalk was in play

#

i need to tinker more with it but im worried that even with 10 roles that Moonlight affects, Moonlight needs a large game to be used as a genuine piece of the puzzle

#

admittedly Wildfire sort of feels like a Fearmonger but has a curve of danger with game progression

#

which when i put it like that i dont mind it

trail otter
#

I think fox killing travelers is fine and good

#

Wildfire could work even if dead I think

#

Every townsfolk being a strong kill because every townsfolk gets strong info late, combined with fox which can kill them if they're skilled enough, is VERY SnV. Lean into that ::D

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This script is only somewhat adjacent to SnV ofc, but I do think there's merit in highlighting those sides of it, while still making sure they mesh with the rest of the script

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Translation: I don't think you should change Fox

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One thing I will say is that you have droison sources in 3 character types. In a 9p rootstalk corpsefly honey badger honeysuckle game, you can easily have no sober townsfolk on night 2

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You don't even need all 4 of those tbh, cut an outsider and it's still super plausible

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What is corpsefly's purpose here

gusty void
gusty void
trail otter
#

You have that, it's called rootstalk

gusty void
#

however I’m not opposed to altering the method bc Corpsefly stealing abilities from the dead doesn’t do much on an info script

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there’s only like 1 townsfolk Corpsefly benefits from using

trail otter
#

Mantis?

gusty void
trail otter
#

Why

gusty void
#

townsfolk info is strong enough that I want misinfo to come from all 3 character types

trail otter
#

I disagree that this is ever necessary

gusty void
#

just like how there are extra sources of night death in all character types

trail otter
#

SnV's town is busted and misinfo is sparse, all things considered

gusty void
trail otter
#

(also if you only have 1 sober townsfolk. 2 is pushing it)

gusty void
#

i see your point there but I think that as long as each source of droisoning is contained it’s solvable and fine

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honeysuckle and honey badger are both very contained

trail otter
#

Wdym contained

gusty void
#

easy to rule out or solve for

trail otter
#

Sure

gusty void
#

honeysuckle can only affect 1 townsfolk neighbor

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honey badger only affects ppl who vote for them for that night

trail otter
#

I would argue that corpsefly is not contained lol

gusty void
#

Rootstalk is less contained but it’s a demon. So that’s fine

trail otter
#

Rootstalk is solvable

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If you find the poison, you find the demon, much like no dashii

gusty void
#

Corpsefly is somewhat contained bc it latches onto the recently dead, but I’m totally fine to lock it down further

gusty void
#

but my general point is

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if each source of droisoning is robustly attached to a possibility

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4 sources of droisoning is less worrisome than one would think

trail otter
#

Well

gusty void
#

also I’m admittedly not sure what kind of ability this minion would benefit from otherwise

trail otter
#

Yes, but I think you need to do that far more than what you're already doing

gusty void
#

wdym

trail otter
#

Honey badger drunkenness means so relatively little

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Corpsefly poison should prob point directly to the demon

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The player seated across from the demon maybe?

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You can still do the moonlight thing to break distance ties

gusty void
#

hmm

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that’s possible yeah

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I have to stew on this I think

twin sinew
trail otter
#

Only by a few percentage points

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Not enough to really matter

sturdy linden
#

If fox was so damaging maybe make it once per game?
Moonlight could do with “even if poisoned”
Maybe have raccoon be sober even if its equidistant
Wildfire does need a significant buff to be damaging here

twin sinew
#

that makes it not damaging at all

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a minion which can kill opg

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if they are right

sturdy linden
#

I wonder how many kills it actually got in their olaytests

twin sinew
#

the danger of the fox is the worry that it's in-play

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that it will do a lot

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from the sounds of it i doubt it actually got many kills if any

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just that essensially everyone lied because they were worried

sturdy linden
#

I guess the meta is mostly lie until confirmed not fox

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How was drunk and poisoning?
Too much or was it ok?

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How quickly did good solve which evils are in play

gusty void
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but im hoping to run it again to see it potentially do more

gusty void
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admittedly in the first game i told the drunk Volk that there was a Fox in-play which increased tensions

gusty void
gusty void
#

thinking of ways to adjust raccoon and i think it would be interesting if the raccoon learned specifically false information on the opposite side of the circle

gusty void
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Each night, choose an alive player: you learn their alignment. If your choice is farther from you in a fixed direction, you learn false info (equidistant is arbitrary).

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ignore the abysmal character count :(

latent knot
#

Hey, as long as you aren't reaching Face Your Fears character counts, I think you're fine

gusty void
#

lol ty

gusty void
#

it might be too easy to solve your info by checking the dead

sturdy linden
#

Maybe make equidistant also false and change the text to “if your choice is not closer to you..”

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purely to reduce text length

gusty void
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if equidistant is false this character always knows the alignment of 1 player

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which imo isnt balanced

sturdy linden
#

Also making moonlight “even if poisoned” might help

gusty void
#

ill start by doing "even if dead"

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if thats too weak ill add that

sturdy linden
#

Most abilities poison living though

gusty void
#

wdym

sturdy linden
#

Even if dead moonlight is permanently active basically

gusty void
#

yeah

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which i think is interesting and makes things more solvable

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it does what the role was designed to do and ensure that all roles affected by it can be connected, both setup and late-game roles

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poisoning on this script usually doesnt last for more than 1 night

sturdy linden
#

“Even if poisoned” would make a clear start and finish, and could also make them hide longer

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Depends what dynamic you want

gusty void
#

i think id rather have poisoning temporarily disrupt and them have to solve for it

sturdy linden
#

Whats the idea for wildfire

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Because it does seem its too weak to cause any paranoia

gusty void
#

I’m going to run it with the “even if dead” clause and see if that makes it more likely to set off / force good players to be more careful

sturdy linden
#

How did you end up choosing directions in your playtest w/o a moonlight

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Was it mostly neutral or ever weighted towards a team

gusty void
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it was meant to be neutral

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the direction should give the good team decent info and the evil team a decent ability

sturdy linden
#

#1460003697302962454
ok running this script in the scheduled games here

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send an updated json if youc an

gusty void
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oh hell yeah!

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i havent updated the json from my last playtesting but this should still mostly be fine

sturdy linden
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if you want to test any changes lmk

gusty void
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ill ping you when i have an updated json

sturdy linden
# gusty void

Minion and demon info is in the middle of night 1 order, dont know if thats intentional

sturdy linden
#

also it would be fun to have evil icons for townsfolk

gusty void
#

the minion & demon info is messed up yeah idk how to fix it

sturdy linden
#

You can drag it up on klutzbanana night order page

sturdy linden
gusty void
#

both games went to final 3, so day 5 or 6, good won in the first screenshot and evil won in the second

sturdy linden
#

Oh its written there nevermind

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Also any recommended base travelers

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Barista might work well

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And bone collector too

gusty void
#

bone collector seems fine

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barista too

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any of the basic voting/exe ones are also fine (Thief, Bureaucrat, Judge)

sterile sphinx
#

There should probably be a pinned post for the almanac/updated JSON

twin sinew
#

i can pin something if im alerted to which message

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just reply to it and ping me

gusty void
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hello I am reviving this

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most recent run of this

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this played almost like a game of Bad Moon Rising, where Vulture, Mantis, and Nightshade built confirmation chains off of their abilities

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because of this the evil team was found out by day 3, but it was unknown which was the minion and which was the demon and evil won off of a 50 50

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which honestly I think was fine

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also we have a logo now

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that being said I still need to replace Corpsefly

gusty void
sturdy linden
#

any updates on characters?

gusty void
#

i might make slight changes to Wildfire and Corvid, but other than Corpsefly i dont think so?

gusty void
#

I’m a tad curious

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I’m having trouble creating a suitable Corpsefly replacement bc I’m legitimately unsure what sort of function a fourth minion should have on here

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Fox creates night deaths and makes communication less transparent, Wildfire hinders good voting and provides an evil wincon, Ambersap enables Outsider bluffs and Outsider framing, what other evil function would this script benefit from?

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and I’ve come around on not needing a minion that causes poisoning given the other causes of droisoning and misregistration

latent knot
#

I feel like a grimseer would be useful for this script

gusty void
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I would agree if Fox wasn’t there

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sadly any minions who can learn player’s characters amplify Fox too much

sturdy linden
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Maybe just something loud or chaotic

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Not necessarily outed evil

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Character swapper or public declaree

twin sinew
#

Maybe something encouraging or discouraging noms or specific executions

gusty void
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Hmmm thank you

gusty void
#

yapping to myself a bit here

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I've more or less decided on a replacement for Corpsefly (thanks to Moll for helping refine my ideas and Hystrex for confirming it fits) but im also making some changes to other characters, none as extreme but some still significant

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ive had the complaint that a Honeysuckle who correctly chooses their drunk ping becomes a quasi-Townsfolk through confirmation and now i want to fix that

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though I still want the Honeysuckle to be able to feel like they can accomplish a goal

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I think probably the easiest solution to this is to keep the ability about the same but the Honeysuckle doesn’t know when they guess right

gusty void
#

also I only recently realized there’s an awkward interaction with Sequoia where while the Sequoia doesn’t know who died the night they use their ability, they can technically keep checking every player until their ability activates

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which feels awkward at best

twin sinew
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that the st tells the sequoia the dead player

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players*

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before they make their choice

sturdy linden
gusty void
#

oh good point

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i guess its not that bad

gusty void
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or wait.

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ill ask in the BMR channel

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yeah okay no change necessary

sturdy linden
#

Can you post the script again for reference

gusty void
#

i will in a bit once ive finalized some changes

gusty void
sturdy linden
#

Honeysuckle not being notified is fine

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It works as a silent guess

gusty void
#

going to start with slapping this here, this is the script's current Corpsefly replacement, the Cicada! Otherwise known as insect mastermind

#

thanks again to Moll and Hystrex for their help

sturdy linden
#

If 5 or more live & good wins today, continue play. Tonight, 1 of your alive neighbors die (& only them): evil wins at dusk.

i assume this is also directional

gusty void
#

it’s directional yeah

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and it’s probably the most impactful application of Moonlight solving evil abilities

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also that wording is great ty

sturdy linden
#

Do you want the kill to go through protection

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like ginseng

gusty void
#

RAW I don’t think it does and I think that’s fine

#

if people think it might be a cicada day the ginseng can speak up

gusty void
#

I've also made the decision that Moonlight starts knowing their direction

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You start knowing a direction: the Storyteller must choose that direction each time an ability requires they choose one, even during setup.
not sure if there would be fitting setup clause that would replace "even during setup"

twin sinew
gusty void
#

it is implied but i admittedly feel awkward having something not specifying something to that likeness

sturdy linden
gusty void
#

alright time to summarize all the recent changes that have been made:

  • Corpsefly -> Cicada

  • Moonlight learns their direction at the start instead of on the final night, but their ability is no longer active when dead. This makes the Moonlight

  1. feel more like an actual Townsfolk when you draw the token,
  2. actively helps with worldbuilding and eliminates a lot of worlds just through its info,
  3. before, Moonlight only felt useful when there were at least 2-3 roles it was affecting in play, which was limiting and could be meta-read, while here even if there is only 1 role Moonlight is affecting, their info is nevertheless useful, and
  4. Moonlight feels a lot more like a centerpiece role (which is what it is meant to be) because of the above reasons.
  • Honeysuckle has been updated to not learn if they guessed correctly, making it have less quasi-Townsfolk potential. To balance this change, Honeysuckle now only affects 1 Townsfolk neighbor instead of 1 living Townsfolk neighbor (reducing the damage of drunkenness), while also continuing this drunkenness when the Honeysuckle dies (to give further reason for the Honeysuckle to seriously consider their guess and not just kill themself).

  • Corvid is back to learning "how many" of its 2 pings are under evil effects rather than "if any" are: I want Corvid to be a more precise solver and I think the reason why I changed it in the first place is bc it could solve for good players too easily, which I've changed my mind about. A Corvid's pings can come from a variety of sources, so I don't want to overcomplicate its info any further unless playtesting convinces me otherwise.

  • Vulture info now skips Travellers because it should do that (it's not in the image but the change is there I promise).

  • Honey Badger drunkenness is until tomorrow dusk instead of until dawn, this makes zero difference on this script but it felt better for it to last 24 in-game hours

sturdy linden
#

Oh are the small moon symbols gone now

gusty void
#

ive removed them for now, they can be added back at any time tho

#

i dont rly have a preference i just think it looks a bit cleaner this way

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Part 2:

  • I made this change a while ago, but Wapiti now gets its info as YSK instead of if they die at night. This both allows evil to bluff Wapiti more effectively (there aren't any character-related reasons for evil to be killing evil at night other than a Fox self-kill), makes the Outsider more fun to play, and frankly makes the Outsider more balanced, as an extra evil player is a massive downside and allowing the Demon tracing to always be available makes it a tad less swingy. Also, an Outsider that has YSK info feels a lot fresher than a "if you die at night" Outsider!

  • Wildfire got a buff, Wildfire now can activate no matter the alignment of the nominee, making late game a lot more dangerous and a lot more reliant on dead votes, since it implies good players shouldn't even be voting in final 3. This may or may not be something I'll have to dial back on after playtesting, but I've found that the previous Wildfire isn't very oppressive and I want this to feel legitimately dangerous in the late game.

  • Ambersap has undergone a relatively extensive change. The first part is that the misregistration affects an Outsider "closer to the Ambersap in 1 direction" rather than "an Outsider neighbor of the Ambersap". This is because in 1 Outsider games, the latter phrase means absolutely nothing, and frankly continues to mean almost nothing until there are 3-4 Outsiders in play. The former phrase makes it a good bit more traceable and intertwined with directionality, even if it technically forces the Moonlight direction sometimes.
    The second change is that the Ambersap starts knowing the Outsider character it is affecting. I figured this would be nice to help the Ambersap track down its frame to be able to actually paint them as a scapegoat (it makes intuitively more sense to tell the Ambersap the player instead, but that synergizes with Mycotaa way too much).

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feel free to leave your comments, questions, or critiques!

#

oh and also i swiped some cooler images from the world wide web and used the ravenswood website for them instead of just using the basic bloodstar stuff, ill credit the image sources in the almanac once i have that updated

twin sinew
gusty void
#

is that something you wouldn't have done with the previous version of the ability?

twin sinew
#

Sometimes maybe

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But not as the norm

gusty void
#

hmmm

#

i mean it is a bit less than a 50 50 bc your neighbors might not be townsfolk, but even if you almost immediately guess a neighbor im not really against that idea

twin sinew
#

But you confirm 1 neighbour won't be drunk due to you

gusty void
#

right exactly

twin sinew
#

And that's worth a lot more than losing your own ability

gusty void
#

but i mean surely you feel out what your neighbors are up to before you make the decision right

twin sinew
#

No

#

Presuming i can make the choice alla pm

#

Well

#

It doesn't specify during day

#

Neither does this

gusty void
#

you can technically make the choice n1 probably, i admittedly dont know if pm can but i dont see why not

#

assume it follows pm precedent bc it does

twin sinew
#

I've seen it run that way a few times

#

But that's online

#

And it is not really bluffable irl so you could say it's not allowed

#

If I could make the choice n1 before ysk info

#

I definetly would

gusty void
#

how come?

#

i feel like i would at least talk to each of my neighbors on d1 before comitting to guessing one of them

#

if one feels more socially good to me ill guess them, or if they're both claiming townsfolk roles i might choose based on which character i think id rather not be drunk

twin sinew
#

You already know that at most 1 player is drunk due to you

#

Making sure an extra player isn't a potential target (at all during this game)

gusty void
#

hmm i see

twin sinew
#

Is worth more than being able to turn it off

gusty void
#

yeah okay that makes sense

twin sinew
#

Your script is less front heavy, so it might be more worthwhile to consider being slower in the decision, though I belive tf would do best to use it asap anyways

gusty void
#

hmm that's a bit of a conundrum, I want the Honeysuckle to play more carefully than that but it has to also strike the balance of not giving too powerful info

twin sinew
#

Also, the flavour is banger!! I like forest things :p

gusty void
#

thank you!

#

if there's one thing im happy abt with this script it's the strong identity of the flavor

#

but yeah i might reconsider Honeysuckle to be more of a Puzzlemaster-lite

twin sinew
#

1 alive Townsfolk neighbour is drunk. Once per game, choose a player: you learn if you've ever drunked them.

twin sinew
#

It's still a good bluff

gusty void
#

im not sure if i like the Honeysuckle being able to have a Steward ping

#

1 time I ran Honeysuckle and that Steward ping was the most concrete good info that game had

#

which. could technically speak to the townsfolk info roles but there's enough info there that i dont rly believe that

twin sinew
#

1 alive neighbour (if a Townsfolk) is drunk. Once per game, guess them, if correct, learn this & you're drunk.

#

This way could solve that

#

Stealing (luiss nightshade tech)

gusty void
#

which one is that again

#

“Each night, a player (if good) is drunk & gets reversed info until dusk. You then learn the previous player.”

twin sinew
#

Just grabbed it

gusty void
#

only maybe-issue i have with this is that no matter who the Honeysuckle guesses, they know who they might've made drunk

#

the only difference is whether the drunkenness stays, which is less likely to be there in the first place

#

and ofc that it isn't a steward ping, which is a good thing

#

ill think on this and try to find a satisfying Honeysuckle change, ty for your insight

gusty void
latent knot
#

Is there an updated Json for this?

gusty void
#

this is the most recent one iirc

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@latent knot !