BOTC/BOTF Discussion Thread 2

prince cant choose kills
hegemon cant choose kills
painter screws it anyways
but it is still a problem for maelstrom

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storyteller decides which minion takes the nightkill (although in text games ppl coordinate so it doesnt matter a ton)
i will usually pick the one that benefits evil the most, if theres a tangible difference

https://www.reddit.com/r/BloodOnTheClocktower/comments/16vir1w/storytelling_analysis_how_to_make_pacifist/

Summary:

Pacifist (Townsfolk): Executed good players might not die. The first crucial good player executed must not; players you do not want saved will not be.

The Pacifist should be used in ways that the player with that token can play around and approve of its usage and benefits.

The Pacifist should save in such a pattern that’s very distinguishable from DA and in such a way that it confirms good players with powerful abilities.

The Pacifist should not be run in such a way that it obfuscates information from other roles. Every time a Pacifist save occurs, the Pacifist should realistically be able to narrow the causes down to either their ability or DA.

Before a player is saved from execution, a Pacifist should be able to assume that everyone who previously died from execution was not someone the Storyteller deemed particularly valuable to keep alive for good.

The Pacifist is meant to be very similar to a Tea Lady in terms of design: it is a confirmation role that must direct executions in order to confirm good players.

With this in mind: in the case of good Storytelling, even if the Pacifist ability seems to work on a suspicious player, the Pacifist can easily assume it didn’t because by analyzing the context, you can often easily determine that a good ST wouldn’t Pacifist save someone the town would kill again anyway, thus confirming DA.

The argument that roles such as Pacifist and Savant should be kept purposefully weak in order to “give evil a chance” is nothing more than a strawman. Evil has the option to kill the Pacifist in order to prevent them from saving people — they should be incentivised to do that. No more innocent Pacifist-- when the role is run in a respectable way, it becomes just as much of a threat to evil as a Tea Lady, which is the way it should be.

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(Not mine, obvs.)

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That’s not really what a strawman is…

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Did you just temporary post

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What?

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I recognize the writing style and the ability

This is bona fide from temporary

I wouldn’t call his takes “hot takes” but he argues with conviction for sure

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Oh, you mean the person who wrote the article.
Yes.

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For the record, I agree with running Pacifist like this

I just uh, did not expect this to show up here

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Is that temp on FOL

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Woahhhh

oh
right
heres the script


i hope you all like it because it was worked on for
a while

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:nerd_face: its time to criticize this unfairly for no reason :nerd_face:

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Fr I don’t think it’s too bad

Shugenja + Clockmaker is insaaaaanely strong though. Like, game solving levels of strong.

Vortox I don’t think plays well though. Amnesiac and High Priestess get fucked over, while Undertaker gets info that’s obnoxious to make believable while false. And we can’t forget Poppy Grower + Vortox

Speaking of Poppy Grower, it makes Magician redundant and just deletes literally half of Spy because why not.

Then we have the thing where it’s Poisoner + all misinfo Demons, which can make actually solving incredibly difficult and often impossible because it just creates a tangle of possibilities.

I think a lot of my issues with it might be personal critiques (besides Poppy Grower/Vortox that is just a sin) so don’t take it to heart. But keep it in mind.

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would it be better to replace vortox with fang gu

replacing Vortox isn’t a bad idea sure

I think any of Fang Gu, Imp or Lil’ Monsta could work

Legion if you’re feeling incredibly saucy but thats Legion

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lil’ monsta worked poorly with monk+soldier

it works fine with Monk, its just the Monk saying “no, you can’t kill this person ST”

understand soldier though

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