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Clocktower Character Analysis: The Ojo is a Super Fun Demon, Actually, and Here's Why
Ojo (Demon): Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
Since its release, the Ojo has been mistreated by custom script builders and Storytellers alike. Often put on scripts as a nothing-Demon or otherwise as something to fill a 25th character slot, the unique qualities it does have are often overlooked by scriptwriters and STs. In this post, I hope to shine some light on those unique qualities and leave STs with a better idea of how to run the character in the most fun, fair, and balanced way, and to give scriptbuilders some ideas on how to write a script that makes Ojo shine.
Ojo as an informed sniper, and why that's less good than you might think
The most obvious usecase for why a scriptbuilder might put Ojo on a script is to serve the role a Spy or Widow might have on an evil team: to help the evil team kill powerful good characters, so they don't waste time killing Librarians or Butlers and get straight to killing Empaths and Fortune Tellers. In theory, the Ojo should be more powerful than a typical Demon because they can kill all the info-roles more quickly than most other Demons, preventing them from being framed, because they can "kill-by-character".
Those of you that have played Trouble Brewing more than once might notice the immediate flaw in this reasoning. If you've ever played a Spy game where it was immediately obvious it was Spy when the Monk and Fortune Teller died instantly, you'd know what town tends to do after: out all their info and negate the advantage knowing the Grimoire brought.
(usually, this kind of Spy counterplay can hurt the good team if they get things wrong, due to characters like the Poisoner now knowing who to target... but in a meta where the good team hides more info than is typically helpful, a mis-solved Spy can end up helping the good team! but that's a topic for another time.)
An Ojo outing their presence by killing the inforoles first is doing something similar: encouraging town to be more forthcoming with their info and undoing the Ojo's own advantage. On some scripts, an Ojo making it abundantly clear it's an Ojo game can hurt even more than a Spy making themselves clear, because good solving the Demon type can often be disastrous for evil depending on the script. Confirming that, for example, there's neither No Dashii poison nor a Vortox warping info via kill pattern can end up sinking an evil team suddenly left with no potential misinformation to exploit.
Oh confirming the Demon type is only half the problem btw
The main downside of "kill-by-character", though, outside of outing the characters which let the evil team do that to begin with, is that an evil team killing into information isn't killing into socials, and can end up cornering themselves after killing all the players they could frame. Information can always be framed: that scary Fortune Teller's info doesn't have to mean anything if they're getting framed as the Demon by the evil team, so they can leave the info-roles alive. The more important threat is the Empath-confirmed Librarian and their Butler friend whose abilities are spent, and so often slip through the cracks when evil kills by character. They can't be framed, and even if they don't have as much information, the process of elimination can be more powerful than any one character's info, leading the good team directly to the Demon. An evil team that can kill the most trusted players and leave alive the most suspicious ones is an evil team that has a high chance of winning, because even if they left powerful info-roles alive, that doesn't matter when information can always be framed.
Guess which Demon can't innately kill by socials? That's right!
The Ojo in particular often struggles with killing their frames and being stuck leaving confirmed players alive because of the way they kill by character. The fact the Ojo can't kill a specific player just by pointing at them makes them vulnerable, and can result in them accidentally killing suspicious players while being unable to kill socially trusted players with unknown characters. Their inability to kill by socials can often leave them feeling weaker than a Demon with no special ability (that is, "Each night*, choose a player: they die"), since if they don't have a strong read on which players are which characters, they can end up cornering themselves with suboptimal kills in a quest to kill powerful info roles. So that informs...
Ojo as an intuitive cleric, and why intentionally missing isn't asinine
The Ojo, being a Demon, starts knowing several characters which are out-of-play (both their bluffs and other Demons on the script that they know aren't in play). However, knowing characters which are out of play means that the Ojo can intentionally miss, and let the Storyteller decide who dies. This is where I'll posit my first recommendation for Storytellers:
If the Ojo intentionally misses with the intent to kill a specific player they don't know the character of, strongly consider killing the player they want dead.
As mentioned in the previous section, the Ojo is fighting an uphill battle when it comes to killing by socials, since killing by character can often be a downside if they try and kill the powerful characters first. Allowing the Ojo to kill socially trusted players without knowing their character, especially early in the game when their deaths matter most, can help level the playing field and keep the Ojo in the game instead of getting steamrolled.
This may seem like a reversal of what ought to be done. Shouldn't Ojos try and engage with their unique mechanic and try to find out the character of that player? Why just... let them have what other Demons do? But that's just it: their unique mechanic often manifests itself as a downside, so letting the Ojo kill a player or two without knowing their character can help tip the scales toward evil when they would otherwise be cornered and losing, due to their inability to kill socially trusted players. That's not to say the Ojo should be able to give up their ability to just kill like a normal Demon. Far from it: the Ojo should primarily be killing by character, and an intentional miss to kill a specific player should be honored once, maybe twice a game depending on how it's going.
The Ojo is trusting you as the Storyteller to use part of their special ability (the miss) to get them out of a tight spot. Help them out.
However, there's another way to think about intentionally utilizing the Ojo's miss mechanic:
Ojo as an explosive multikiller, and why your Ojos should sometimes get double deaths
When the Ojo ability says "the Storyteller chooses who dies", they aren't limited to killing 1 player to die. Heck, the almanac even recommends occasionally killing multiple players if the Ojo is on a script with a multi-kill Demon like the Shabaloth to hide the Demon type. However, this can go further than just obscuring the Demon type, and herein lies my next recommendation for Storytellers:
If the Ojo intentionally misses with the intent to kill multiple players to sell a bluff (e.g. Gambler, Gossip) or fake another evil character as being in play (e.g. Godfather when an evil bluffing Outsider just died, Shabaloth), strongly consider giving them 2 kills to help them sell their world (though make them two suboptimal kills, to balance out the tempo increase).
The Ojo being, in essence, a 1.25 kill-per-night Demon via its miss is one of the most interesting parts of its ability and one that gets woefully overlooked by scriptbuilders. The fact that the ST can kill multiple players on a miss is something that most STs don't even realize until pointed to the relevant section of the almanac. But this interaction opens up the Ojo to being on so many more kinds of scripts, like BMR-likes or serving as cover on scripts with lower amounts of multideath.
If the Ojo is killing a fellow evil to sell a bluff (e.g. helping a Minion bluff Gambler), then give them a second kill that's all right. Don't kill a Ravenkeeper or Sage with the second death if you can help it — they're already sacrificing an evil life to sell a bluff. However, if the Ojo is killing 2 good players (when bluffing a Godfather in play, for example), consider making those 2 good players less useful kills: you-start-knowing characters and Outsiders are obvious go-tos, but depending on the state of the game, killing a bait role or even an evil player might be the right move to keep the game fun and balanced.
Okay, but how the hell do I run an unintentional Ojo miss?
tl;dr — be nice to them.
Too many Storytellers seem to have an axe to grind for the Ojo, and I used to be one of them. I used to bounce my Ojo misses into Farmers and Sages on N2 and N3 and then be surprised when they ended up getting overwhelmed by the torrent of information coming their way. To figure out what to do on a real Ojo miss, though, returning to the philosophy of the Ojo miss might be an activity worth pursuing.
The Ojo miss exists to balance the times when the Ojo selects a dead character and misses a kill. It's a kill that's literally "better than nothing", at its core, and helps keep the game moving along if the Ojo doesn't hit an in-play character. It's a part of the ability used to help the Ojo, not to punish them.
With that in mind: the miss shouldn't be worse than sinking a kill. This means that killing a Sage early in the game or a Ravenkeeper on final 5 should be off the cards, and it definitely shouldn't be killing an evil player. Remember, this is not a punishment! It's a part of the ability that should be helping the Ojo and its team. It should be middling, or maybe even good, not a downside for missing the Washerwoman bluffing to the nines and convincing everyone they're the Ravenkeeper. Or, in other words:
If the Ojo unintentionally misses, give them the Lil' Monsta kill — something which moves the game along and doesn't swing the game too hard for either team.
Wait why are we talking abo—
Let's take a tangent into Lil' Monsta for a bit
So, I did just drop a random bit of terminology only I use with "the Lil' Monsta kill", so I might as well talk about it. Experienced Storytellers who have run LM or Yaggababble games before will likely have an intuition for what I mean already, but for clarity, I'll explain all.
Lil' Monsta is a Demon whose ability reads "Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]". It's incredibly powerful for introducing an extra Minion ability to the game and trivially allowing the evil team to move the Demon around to hoodwink Fortune Tellers and Flowergirls, as well as keep the Demon on the most trusted member of the evil team without to much trouble. The downsides though, are that a Lil' Monsta team doesn't get Demon bluffs by virtue of skipping Demon info, and does not have agency over who dies at night.
Okay, so I fibbed a bit with how I described Lil' Monsta's lack of kill agency. In reality, while the kills a LM team are getting are suboptimal (mainly because the baby should be killing evil players at night such that only one can be alive to hold the baby on the final day), they shouldn't be used to kick an evil team while they're down. Lil' Monsta's kills should be run such that they keep the game fair, fun, and balanced for both teams: this means sometimes having it snipe once-per-game abilities that haven't used it yet or strong powerful info Townsfolk, but mainly making neutral kills that keep the game game going to an exciting final day for both teams. This usually means killing socially trusted players: killing the evil team's frames is worse than sinking, and should be avoided (unless you really, really, really know what you're doing).
In short, the LM kill should be something which keeps the game chugging along: a decent, but not optimal kill that ensures that the game doesn't suddenly tilt toward good winning or evil winning. This can be a middling kill, like a you-start-knowing character or a spent power role, but can sometimes be an ongoing information character or unspent power role, depending on if good is winning. Rarely, if evil is stomping, it can kill a bait role or sink, and in a Lil' Monsta game, evils should be dying regularly to ensure only 1 evil lives in final 3.
And that's what I meant when I talked about the LM kill. Let's wrap this up.
Odds and Ends
Okay, sorry for lying, but while I was busy not writing this post a couple more ideas about how Ojo ought to be run have sprung up, and I thought I'd talk about them before wrapping up:
Ojo gambling on bait roles and getting rewarded with the best kills if they're not in play: I mean, if an Ojo selected Ravenkeeper, I probably would give them a stronger kill (probably not a YSK, maybe something like the Town Crier), but I'm not killing the Savant if it would severely unbalance the game.
Ojo missing onto a similarly-powered character as the one they missed targeting: Encourages the Ojo to just target Savant 5 times in a row to kill all the in-play power roles and sidestep their dynamic. If the Ojo misses, the kill shouldn't sink them, but it should be middling.
Ojo misses being fooled by Townsfolk bluffs: If the Sage is bluffing Savant and the Ojo chooses Savant, I'm probably not bouncing into that Sage, because the miss should help the Ojo's team (it's a part of their ability, as described above).
Ojo’s role on custom scripts
So, a couple scripts that I think showcase the Ojo well after saying all of this:
Bitter End by Moll: Captures the essence of a "traditional" Ojo script that doesn't lean into multideath pretty well. Some notes:
Has a Spy on it! While the popular opinion seems to be that the two roles don't mesh together, having a Spy basically upgrades the Ojo to "regular Demon" status, which does help its ability by giving it a perfect grim read.
Has a Damsel on it! This (a) makes the Spy an interesting tradeoff to consider when bagbuilding, since it disables the Damsel wincon, (b) makes an "outed-Spy" game a bit more difficult to handle, since it could be Ojo with the Damsel ability still around or Spy and the Damsel ability is poisoned, and (c) highlights the Ojo's ability to kill-by-character in a more social light, since if the Ojo misses on what the Damsel's bluffing, and the Damsel doesn't die... that's a pretty good indication they're the Damsel. Or, like, the Mutant. Or just a Townsfolk bluffing.
Hide and Seek by Narninian & Zaba: Features the Ojo alongside the Godfather as the only source of multideath on the script. It's a really good example of using Ojo as multideath cover, since the Ojo can uniquely help its Minions bluff a Godfather game by missing and killing 2 players when they die.
Okay, now that I've talked about actual good scripts, time to talk about scripts I made instead of ones I didn't, because I'm like that:
Confirmation Unchained is a script I wrote to highlight evil nightkills, and particularly Ojo being able to bluff multikills like Gambler and Godfather to help their team bluff. Vigor and Legion tie in quite well, promoting evil players dying at night in different ways (and, as a bonus, Legion can bluff a Godfather being in play like the Ojo and have two nightkills after an evil bluffing Outsider dies, since each Legion can kill once!)
And to close, Cannons Rip the Sky is a BMR-like I made with Hannah which highlights Ojo's multikill ability on a script where those are more common. Its ability to kill by character is genuinely useful here — it snipes the Poppy Grower, and can dispose of protective characters like the Lycanthrope and Innkeeper more easily than other characters — but still benefits from missing intentionally to create multikills to help their team bluff or help sell another world.
And that's my lot! Wow, I've been talking about this Demon for almost 3,000 words. Thanks for sticking through all of this, and stay tuned for when I do another one of these at some point.
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Yes this is an integration and integration about your thoughts on doomed marriage [johnjanw]
I LOVE JOHNJANE okay. I'm very normal about them.
Prior to Forsaken I imagine they were like that one family on the edge of town who everyone had rumors about... like. "shhhh guys don't go near there they'll GET YOU"
I also imagine they homeschooled their kid/s so that didn't help
the oldest (Greg, based on a hacking hoax) thought it was funny so he played into it. He's 10 here but 12 at Forsaken Times
Kids played games where they'd try to run up to touch the house, kinda like in To Kill a Mockingbird
Soon after the birth of their daughter (Jenna, based on AGirlJennifer) John came down with an illness. uh oh
They thought it was just a cold but it just kept getting worse He could feel himself starting to get violent so he ran away from home into the forest. everyone just kinda assumed he left to start a new life or whatever. Jane was the only one that knew what happened for real
eventually. people started reporting sightings of a weird creature. and this mysterious "scriptbuilder" (though I imagine its fanon appearance would be more akin to demon king) character became a local urban legend.. Builderman himself had to come in to dispell the rumors. "this guy isn't real bro chill" (he's very real)
Anyway in Forsaken. John is still semi-conscious but can't do anything to control the corruption, he's just a spectator in his own body...He's always crying. in my mind. because of this. He'd actually be more violent towards Jane as a survivor because he* doesn't like the way she makes him feel
*the corruption
Jane herself doesn't want to believe that she "let him get this bad" and blames herself for letting him leave instead of taking him to a hospital or whatever. But there's not really anything she can do now.
ough they make me so ill. I have more thoughts but that's the basic rundown. I love heterosexual doomed yuri
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Okay so, just discovered that discord server templates are a thing
Might fuck around and make a few to post on here so other people can use them
#🐇.txt#its basically just like#a link that creates a new server for you with all the same roles and channels/settings as whatever server you make the template out of#so im gonna make like a basic fandom server template based on the servers i own#and maybe like one to help plan out stories based on this app i have called scriptbuilder#if anyone has any other ideas im open
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Welcome to my blog!
This is where I post about Blood on the Clocktower! Thanks for stopping by, and I hope you enjoy your stay.
I run a series called Script-A-Day here, where I highlight custom BotC scripts I think are novel and interesting! You can find the introduction post Script-A-Day #0 here, and a collection of all the scripts I've highlighted that are in the BotC Scripts database here. It used to update daily, but you run out of good scripts quickly that way. It updates weekly on Fridays!
I'm pretty new to the whole tumblr thing, all things considered, so this is also something of an experiment. My inbox is open: if you've got a question or request, please go ahead and shoot me a message! I haven't seen a lot of dedicated Clocktower posts here on tumblr, so I'm doing my part to interface with a community of people who enjoy the greatest social deduction game ever.
Other bio information:
Call me Axolator! Any (reasonable) shortening of my name's also fine. Just don't take the piss.
I use she/her/hers pronouns.
My profile picture was drawn by Sunquill, and I'd highly encourage you to check out her website and commision her if you're interested. She's incredibly skilled; you won't regret it!
I've been in the BotC community since April of 2023 after getting introduced by a friend who brought the game back with him from college over spring break. I've been hooked since then!
Online, I mainly haunt the Unofficial BotC Discord Server, where I've attained the status of Community-Endorsed Storyteller for both live voice and asynchronous text games.
In-person, I'm involved with running a couple of IRL groups of friends that I helped introduce to Clocktower. We get up to shenanigans: if I ever mention the Philo-Steward incident, that's where it originated.
I play a lot of non-Clocktower games, too, and might post/rb posts about them:
Board games: Spirit Island and Power Grid are among my favorites, but I generally enjoy strategy games!
Video games: The Binding of Isaac (duh), Bug Fables: The Everlasting Sapling, and Baba Is You are all up there. I really just enjoy anything with a good soundtrack. Well, and Pokémon Showdown.
Tag guide:
#blood on the clocktower: Posts about BotC
#scriptaday: Posts in my Script-A-Day series!
#axowall of text: Longer text posts that aren't Script-A-Day, like my character analyses
#scriptbuilding: Posts about building custom scripts
#storytelling: Posts about STing Clocktower: both mechanical posts (like running discretionary characters well) but also thoughts about running Clocktower across various different mediums (IRL, live voice, livetext, async text) and making sure everyone has fun
#askbox: Posts responding to, well, my askbox!
#silly: Memes and other non-serious posts
#nonbotc: Posts not about BotC (I'll usually tag what they are about)
If I come up with more tags, I'll update this post with them!
I don't actually know what else tends to go on people's pinned posts. Uhh, thanks for reading all the way, I guess?? I'll see you around!
#blood on the clocktower#scriptaday#axowall of text#scriptbuilding#storytelling#silly#nonbotc#askbox
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the s&v-like alignment chart
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Scriptbuilding Seminar - A Post On Building With Lycanthrope
Lycanthrope (Townsfolk): Each night*, choose an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil.
So! This is a repost of something I've previously shared over Discord, when one of my friends asked me about building scripts with the Lycanthrope. I've gone and reformatted it for this post, and added some odds and ends after playing with the new Lycanthrope changes for a bit. Without further ado!
(context: when the Lycanthrope first released and until very recently, the Lycanthrope's ability read "...if good, they die, but they are the only player that can die tonight" and didn't have the misregistration aspect to it)
So: Lycanthrope is a very funny character, and one I personally like a lot, but you really have to build a script around it. You can't just slap it onto a script, because it'll quickly become oppressing and strong in a very unfun way for both teams — either a real Lycanthrope sweeps evil every time by taking away control of kills & gathering evil pings, or evil is forced to bluff it every time it's out of play. It's a *very* powerful character. Lycanthrope needs a lot of specific support, because you're looking for two main things when you build with it:
1) Reasons why a good player gets selected by the Lycanthrope and doesn't die, so a player who doesn't die via Lycan isn't confirmed evil 2) Reasons why an evil player gets selected by the Lycanthrope and can die, so a player who dies via Lycan isn't confirmed good
Point (1) is why Innkeeper is on almost every good Lycanthrope script, and why characters like Mayor, Recluse, Goon, Sailor, and Tea Lady all work really well with Lycanthrope. They're reasons for good players to survive things that would otherwise kill them.
Point (2) is harder, but the typical scriptbuilder's tool is Spy, since it can register as good to the Lycanthrope and get killed the same as any good player. More tenuous but still very viable ways to accomplish this are through characters like the Zombuul, Imp, Fang Gu, Vigormortis, Assassin, and even Godfather: ideally, you have more than one of these.
Ideally, you also want:
3) A way for the evil team to dispatch of the Lycanthrope without just waiting for them to hit an evil player and getting the Demon to stab them
Poisoner, Witch, Assassin, Pukka, Psychopath, Pit-Hag, even things like Cerenovus and Harpy: all of these can work! You can get pretty creative with it.
A less explored Point (4) is to have things that interact with the Faux Paw (the one good player that globally misregisters as evil): things like Mathematician (if you houserule it), Cannibal, Tea Lady, and Goon are there, and I'm sure there's other fun stuff you can do with it that people will discover.
Cool Lycanthrope Scripts
The example I point to for a good Lycanthrope script is always Lunar Eclipse, and it's not just because it's my favorite custom script, full stop:
(check out my Script-A-Day on it here!)
1) LE is pretty high on "ways for goodies to not die": Sailor, Innkeeper, Tea Lady, Mayor, and Goon all create reasons for a good player to be selected and not die
2) Godfather, Spy, Assassin, Zombuul, and Vigormortis all create reasons for an evil player to be selected and die to "confirm" them as good.
3) Pre-Lycan rework, Assassin was the only thing that could get rid of a Lycanthrope - Post-rework, Godfather can do this too.
There's also some very fun interactions with Lycan:
The Mathematician tracks when a Demon's kill malfunctions because the Lycan blocks it
Lycanthrope contributes to the intent of Lunar Eclipse, where its presence can make a real Demon unsure if they're the Lunatic the whole time, and vice versa, since their kills won't always line up
The Faux Paw has neat interactions with a lot of the script: a registering-as-evil Chambermaid, Innkeeper, etc. can flip a Goon evil, poisons a Cannibal who tries to eat them, and can foil an Artist or Tea Lady who asks about them.
A more archetypical Lycanthrope script is Bait and Switch, which while dubious in terms of "being good", has been incredibly fun every time I've played it or run it:
(check out my Script-A-Day on it here!)
1) Innkeeper, Goon, and Recluse are reasons for good players to survive a Lycan tap
2) Imp and Fang Gu can selfkill to appear good (though this does mean they move the Demonhood)
3) Poisoner, Witch, Cerenovs, and Pukka can all disable a Lycanthrope without getting them to kill an evil — and the presence of a Drunk on the script does a lot, too!
And the interesting mini-interactions
Mathematician to track a malfunctioning demon, same as on Lunar Eclipse
Goon is pretty fun with the Faux Paw, and both Empath and Seamstress can get fooled by it too (and Savant but just make better info)
Ravenkeeper is very synergistic, since the Lycan can kill them at just the right time - possibly too synergistic, but evil has a ton of misinfo (and you can always make them the Faux Paw!)
Recluse, Goon, and Poisoner mean that you can actually lead on a Drunk (Lycanthrope) for a bit... or enough for them to get Fang Gu jumped, at least!
Odds and Ends - Revisiting This Writeup In 2025
So, that's where the original writeup (that I made in December 2024) ended, more or less. Now that the Faux Paw has been around for a while and more people (myself included) have scriptbuilt with it in mind, here are my thoughts:
The Faux Paw is a very potent source of misinfo, but also one that will be accounted for, because the Lycanthrope can claim Lycanthrope. It's also a source of misinfo that can get turned off at-will, since a Lycanthrope always has the option to self-terminate (though this will usually cause a double death as the Demon gets a kill... so maybe not)
For what it's worth, the Faux Paw does its job at making the Lycan less oppressive. I've seen some newer scripts attempt Lycan without Innkeeper and the Faux Paw can really make it work in practice, even if it does irk me just a little as an old-head. You still want some reasons for points (1) and (2), but you don't need too many, and having as many as, say, Lunar Eclipse can actually start to make the Lycanthrope feel quite weak.
There's some really funny stuff you can do with the Faux Paw. There are the classics — fooling Nobles, Seamstresses, VIs, Empaths, et cetera — but there are some more niche interactions, like the Cannibal, Tea Lady, and Goon interactions mentioned in the Lunar Eclipse segment, along with spicier interactions like the Cult Leader flipping evil while neighboring the Faux Paw or the Moonchild not being able to kill them.
...though there are some sore spots with the Faux Paw that probably require houserules. Klutz and Ogre are two such ones where I'd houserule that they ignore the Faux Paw misregistration, because learning you're on the other team as your Ogre-buddy is devastating and losing the game after picking a good player just isn't fun. I also rule (as can be seen on a couple of my Script-A-Days) that the Mathematician sees past Faux Paw misreg — rules as written, it misregisters to the Mathematician (yes, that's gross) and so the Math doesn't pick up on it.
More Cool Lycan Scripts
Is it cheating to put a script I worked on here? Who cares, it's my writeup.
Cannons Rip The Sky is a BMR-like that has an interesting balance point for the Lycanthrope, since its protective nature hides which Demon is in play by virtue of stopping all Demon kills. Maybe that incentivizes an earlier self-tap?
(No Script-A-Day yet! Stay tuned!) 1) Sailor, Innkeeper, Tea Lady, and Goon can all explain why a good player survives a Lycan tap 2) Godfather, Assassin, and Vigor are the only real selfkills... but hey, I'll count Shabaloth, too, since you can always eat your own Minions and spit them up later.
3) It's the BMR standard of GF/Assassin here, I'm afraid, unless your ST is doing absolutely heinous things with Boffin-Sailor/Innkeeper (or normal things with Boffin-Goon, come to think of it).
4) The Faux Paw messes with alignment-related Gossips, screws with the Tea Lady. can't be Pacifist-saved (so a FP-Paci can't self-save), can't be Moonchild-killed, and the Goon flips evil if the Faux Paw chooses them. Fun stuff.
And the odds and ends:
Mathematician hell as usual. Enjoy your Math 4 on N2 :)
Boffin-Lycan can hide a Demon type exceptionally well and has a bonus Faux Paw
Pukka-Lycan outing itself via double death isn't really outing anymore, since this is a BMR-like where there are like 5 ways for that to happen
Ojo is powerful because it can snipe the Lycan super early and not have to deal with its BS
Wolf In Sheep's Clothing is still in its infancy, but it's a really cool script that attempts Lycan without Innkeeper in a way I find super interesting.
(No Script-A-Day yet! Stay tuned.)
1) Tea Lady, Mayor, and Recluse explain a good player surviving an Lycan tap 2) The gold standard of Spy is here! Godfather, Assassin, Vigormortis, and Lil' Monsta join, too, to explain why an evil player can die when the Lycan. picks them (though that last one can be kinda mean).
3) Godfather, Assassin, and Witch can deal with a Lycanthrope without waiting for them to pick an evil, and Ojo can pick Lycan early.
4) The Faux Paw fools the VI, Seamstress, Tea Lady, and Pacifist — not as much as on some other scripts but it's definitely nothing to sneeze at!
And one quick note:
Lycanthrope can be pretty weird with Lil' Monsta, because LM is expected to kill evils at night as part of its balance, and Lycanthrope interferes with that. It's entirely possible for a Lycan to shoot its own team in the foot by killing too many good players, making final day a shell game as to where the baby is. (As the ST — Kill the Lycan with LM if it's early enough, kill evil players if you can't.)
Other Cool Dynamics I Haven't Really Seen Yet
A Lycan/Summoner script that isn't garbage (I've tried) — the idea being that the Lycanthrope might hide a Summoner being in play by killing on N2
A Lycan/Mastermind script??? Maybe this is just actually a bad idea because it leaves a MM day completely unsignalled. I have also tried this one (it was on the same script as the Summoner, even) and it's really tough for the good team.
A script that explores Boffin-Lycan or Pit-Hags making evil Lycanthropes in a non-BMRlike context. Yes, you got me, I like evil Townsfolk that aren't also extra evils, and that's why I wrote Night-Vision Goggles, because the idea of a poppygrown Pit-Hag selfturning into the Bounty Hunter was fucking awesome. Sue me.
That's about it from me. Go write Lycanthrope scripts!
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Would you ever cover homebrew/teensyville scripts for Script a Day?
Alternatively, will we ever get an Axowall on "how to make a good script"?
hey, thanks for the ask! I'll answer all your questions, because they're pretty quick.
Making script-a-days for Teensyville scripts is something I'm interested in doing at some point, but I'm not sure I'd have too much to say about them given, well, their size. Maybe I could make a week out of covering some great Teensies, like I made a week out of April Fools scripts.
Homebrews are fun, and I've certainly indulged in quite a few — but I'm not confident enough to cover them on a series like Script-A-Day yet. I think they're fun, and I've STed and created my fair share of homebrew and hybrid-homebrew (scripts featuring both TPI characters and homebrew characters) before, but it'll be a bit before I cover those.
Wall of text on how to make a good script? That's really tricky. Making good scripts isn't even something that I do well most of the time! I'll probably cover smaller parts of what goes into scriptbuilding at some point, but I wouldn't keep your hopes up for the ultimate scriptbuilding guide.
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scriptbuilding with the pit-hag
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