Pretty sure you can also tell the truth to a drunk/poisoned player if you think that'll cause more chaos or if they're losing too badly already (Btw, drunk and poison do the same thing, one just comes from good players and one comes from evil)
I was disappointed to hear the description of drunk/poison (droison as I call it) in this video. The main point is that the info is misleading, and that can include true information. There also can be nuances to where the droison comes from. For example, a Poisoner target should get the most harmful thing possible because you're trying to support an evil player's play. If giving false info to the poisoned player means they might realize they're poisoned, telling them the truth might be a better play. If they later are sure they're poisoned, they might disregard that true info as likely false. The one thing that's absolute about droison is that the ability itself will malfunction. You'll never see an ability like Slayer, Monk, etc. work despite them being droisoned. Information can be true or false, but abilities otherwise will not function.
@@kyleb8117 imo I'd be more likely to lie to a poisoned (in TB) player, since the poisoner chose that person to probably get false information, and i'd go through with that even if evil would end up benefitting more from true info; they get to deal with their choice if they did something bad. It's unlitmately just how you feel like storytelling(?) it though
@@aperson6389 Of course it's situational and you're the one making the call. I'm just giving an example. I don't think it's always any particular way; I just think if a Poisoner is actively trying to poison someone's info, it should be as misleading as possible...and sometimes worldviews work out to where the true info is the most unbelievable thing. I wouldn't want to ruin a game because I felt the need to give false info.
But... the theatrics! In seriousness though, I think normally players would be spaced further apart from the storyteller to prevent this, but having them all close makes for better filming as a demonstration
I'm 44 & it's the exact same feeling of depression I had as a 13 year old in the early 90s when I read Wrath of the immortals inside & out desperately wanting to run the campaign but never being able to convince my friends to try. Or the late 80s when I bought dragon strike with weeks of allowance & begged my friends to try it but they never would. Thank God for solo boardgames I guess. 🙄🙄🙄
I was painting pewter figurines when you had to blow on video cartridges to make them work, so I hear you. But you can put yourself out there and find people to play with! Go for it.
Lots of people use different music for their games. A few of them have been sharing them on their Reddit post here: www.reddit.com/r/BloodOnTheClocktower/comments/vt50z8/background_music/
After showing the 3 bluffs to the demon, do the 3 bluffs go back into the bag or do they stay in the grimoire so that if there is a Spy in the game he/she will know the demon’s bluffs on the first night?
After the Storyteller shows the demon their bluffs, they can put those tokens away or keep them in the right side of the Grimoire. Most Storytellers we know keep them in the Grimoire, both as a reminder to themselves of what they showed the demon, in case they need to support one of those bluffs later, and as a way to show the Spy what the demon bluffs are. - Evin
A key thing about the Spy is they see the grimoire, not what the ST has set up for their viewing ease. However the ST decides to display (or not display) bluffs in the grim is what the Spy sees. The reminder tokens are as the ST uses them (they are reminders after all). You can be as nice as possible to the Spy if you like, but they see the current state of your grim, no matter how confusing it might be. For instance, I personally sometimes remind myself of what someone is bluffing by setting that token next to theirs and I also have custom reminders that are blank or have numbers or even arrows (for voting) on them. I don't have to explain to the Spy what they mean. They'll have to work it out themselves. Should you be nice and try to make it easy for them to understand? I personally think so. You certainly shouldn't try making it as confusing as possible for the sole purpose of trolling the Spy player (unless your friends enjoy that, I guess?) since the Spy already has enough on their plate trying to parse all the game info. I personally go as far as even turning the grim around (if needed) so they see the character tokens in the arrangement they're currently sitting in, with their Spy character token pointing at them. At the end of the day, you want the game to be fun.
The 'red herring' for the Fortune Teller must be a player on the good team. This means the 'red herring' can never be an evil player. The Fortune Teller can be their own red herring. (Fun exception - you can have the Spy register as 'good' for the Fortune Teller's ability and have the Spy as the red herring. However, this doesn't really help the evil team at all and you should never do this.) - Evin
Key differences between BotC and Werewolf: - Dead players are not eliminated and continue to haunt the town as ghosts, talking and interacting with the other players. - There are no generic werewolves or villagers. Everyone has their own uniquely powerful role to play. - The existence of poisoning and drunkenness means that in some special circumstances, the GM may lie to a player.
Holly is a great narrator for these videos!
fully agree!
@@karlovisttimes8271 apart from her hallucinating things to click "right here" that aren't there, I very much agree 😁
Pretty sure you can also tell the truth to a drunk/poisoned player if you think that'll cause more chaos or if they're losing too badly already
(Btw, drunk and poison do the same thing, one just comes from good players and one comes from evil)
I was disappointed to hear the description of drunk/poison (droison as I call it) in this video. The main point is that the info is misleading, and that can include true information. There also can be nuances to where the droison comes from. For example, a Poisoner target should get the most harmful thing possible because you're trying to support an evil player's play. If giving false info to the poisoned player means they might realize they're poisoned, telling them the truth might be a better play. If they later are sure they're poisoned, they might disregard that true info as likely false.
The one thing that's absolute about droison is that the ability itself will malfunction. You'll never see an ability like Slayer, Monk, etc. work despite them being droisoned. Information can be true or false, but abilities otherwise will not function.
@@kyleb8117 imo I'd be more likely to lie to a poisoned (in TB) player, since the poisoner chose that person to probably get false information, and i'd go through with that even if evil would end up benefitting more from true info; they get to deal with their choice if they did something bad. It's unlitmately just how you feel like storytelling(?) it though
@@aperson6389 Of course it's situational and you're the one making the call. I'm just giving an example. I don't think it's always any particular way; I just think if a Poisoner is actively trying to poison someone's info, it should be as misleading as possible...and sometimes worldviews work out to where the true info is the most unbelievable thing. I wouldn't want to ruin a game because I felt the need to give false info.
Perhaps wearing a flowing cape that touches nearby players is a no-no, no?
But... the theatrics!
In seriousness though, I think normally players would be spaced further apart from the storyteller to prevent this, but having them all close makes for better filming as a demonstration
Flowing capes are required silly
Kinda wanna see John storytell for an imp-person botc ep
I'm 44 & it's the exact same feeling of depression I had as a 13 year old in the early 90s when I read Wrath of the immortals inside & out desperately wanting to run the campaign but never being able to convince my friends to try.
Or the late 80s when I bought dragon strike with weeks of allowance & begged my friends to try it but they never would.
Thank God for solo boardgames I guess. 🙄🙄🙄
Whereabouts are you based? I might know of a group local to you.
I was painting pewter figurines when you had to blow on video cartridges to make them work, so I hear you. But you can put yourself out there and find people to play with! Go for it.
What music do you use? Spotify playlist??? I’m late to the party.
Lots of people use different music for their games. A few of them have been sharing them on their Reddit post here: www.reddit.com/r/BloodOnTheClocktower/comments/vt50z8/background_music/
After showing the 3 bluffs to the demon, do the 3 bluffs go back into the bag or do they stay in the grimoire so that if there is a Spy in the game he/she will know the demon’s bluffs on the first night?
Fairly sure the Spy gets to see the bluffs, so they’d go in the grimoire
I believe they go on the grimoire - helps the storyteller and the spy!
After the Storyteller shows the demon their bluffs, they can put those tokens away or keep them in the right side of the Grimoire. Most Storytellers we know keep them in the Grimoire, both as a reminder to themselves of what they showed the demon, in case they need to support one of those bluffs later, and as a way to show the Spy what the demon bluffs are.
- Evin
A key thing about the Spy is they see the grimoire, not what the ST has set up for their viewing ease. However the ST decides to display (or not display) bluffs in the grim is what the Spy sees. The reminder tokens are as the ST uses them (they are reminders after all). You can be as nice as possible to the Spy if you like, but they see the current state of your grim, no matter how confusing it might be. For instance, I personally sometimes remind myself of what someone is bluffing by setting that token next to theirs and I also have custom reminders that are blank or have numbers or even arrows (for voting) on them. I don't have to explain to the Spy what they mean. They'll have to work it out themselves.
Should you be nice and try to make it easy for them to understand? I personally think so. You certainly shouldn't try making it as confusing as possible for the sole purpose of trolling the Spy player (unless your friends enjoy that, I guess?) since the Spy already has enough on their plate trying to parse all the game info. I personally go as far as even turning the grim around (if needed) so they see the character tokens in the arrangement they're currently sitting in, with their Spy character token pointing at them. At the end of the day, you want the game to be fun.
Can the Demon be the Fortune Teller's red herring? If that would work, that would be dastardly evil.
The 'red herring' for the Fortune Teller must be a player on the good team. This means the 'red herring' can never be an evil player. The Fortune Teller can be their own red herring.
(Fun exception - you can have the Spy register as 'good' for the Fortune Teller's ability and have the Spy as the red herring. However, this doesn't really help the evil team at all and you should never do this.)
- Evin
Does the poisoned or drunk player know they're currently drunk/poisoned?
No, but they can work it out if they're smart. - Ben
This game seems way more contrived than a game of werewolf
Key differences between BotC and Werewolf:
- Dead players are not eliminated and continue to haunt the town as ghosts, talking and interacting with the other players.
- There are no generic werewolves or villagers. Everyone has their own uniquely powerful role to play.
- The existence of poisoning and drunkenness means that in some special circumstances, the GM may lie to a player.
@@bennburnsalso arguably most importantly the storyteller can help make every game as close as possible