u/Eagle_Ge

[Custom Script Need Feedback] YOU are the ONE v3.0

[Custom Script Need Feedback] YOU are the ONE v3.0

Hi everyone!

I recently made a custom Blood on the Clocktower script called YOU are the ONE v3.0, and I’d love to hear some feedback from other BotC players and script builders.

The original idea came from May 20, which is often treated as a kind of Chinese Valentine’s Day because “520” sounds like “I love you” in Chinese. Some players in my group wanted to play a love-themed script, so I built this around the idea of the Fang Gu trying to find “the one”.

The core setup is:

Only one Demon: Fang Gu
Only one Outsider character: Sweetheart
Bootlegger: All Outsiders are Sweethearts
As compensation, the script has 8 possible Minions.

The Townsfolk are roughly divided into four groups:

Information roles: Empath, Balloonist, Village Idiot, Fortune Teller, Virgin
Their job is to find Minions and eventually locate the Fang Gu.

Protection roles: Innkeeper, Lycanthrope, Tea Lady
Their job is to protect Sweethearts and prevent the Fang Gu jump.

Killing roles: Slayer, Alchemist
They create pressure and give the good team ways to hunt the Fang Gu directly.

Decoy / bluffing roles: Soldier, Farmer, Banshee
These roles can try to make the Fang Gu think they are Sweethearts, hoping to bait the Fang Gu jump.

There are also several possible strategies for the Sweetheart. If you want to be found by “the one”, you can stay hidden and hope the Demon finds you. If you want to play more directly for good, you can out yourself, but that also makes a good player drunk, which may not always be ideal. However, finding the one who gets drunk by your death is also interesting (or maybe not).

At the same time, not everyone claiming Sweetheart is necessarily good. They could be a Minion trying to confuse the Outsider count, or even a Boomdandy who wants to be executed.

I’ve tested this script ~20 times so far, and the win rate has been roughly 50/50. The games produced a lot of funny and memorable moments, especially around fake Sweetheart claims, Fang Gu baiting, and players trying to figure out who “the one” really is.

However, some players also felt that while the script was fun, the game states did not vary enough, and the deduction could become a bit weak in the late game. In particular, once enough Townsfolk are drunk, the game can start to feel more like rolling a dice than solving the puzzle.

I’d really appreciate any advice on:

  • whether the script looks balanced;
  • whether the single-Demon / single-Outsider structure is interesting or too repetitive;
  • whether 8 Minions is too many or actually helps the script;
  • whether the Sweetheart/Fang Gu interaction is fun enough to carry the script;
  • how to improve the late-game deduction;
  • and which characters you would personally remove or replace.

I’m hoping to eventually share this script with my local BotC community / SNS group, so I’d love to make it more polished before doing that.

Thanks so much in advance! I’m still learning script design, and any criticism or suggestions would be very welcome.

u/Eagle_Ge — 15 hours ago

[Custom Script Need Feedback] Pierce the Truth v3.0

Hi everyone!

I’ve been working on a custom Blood on the Clocktower script called Pierce the Truth v3.0, and after a few playtests, I’d love to hear some feedback from more experienced storytellers, players and script builders.

The script is built around two main ideas:

First, the Demon and Minion types may (and most likely will) change during the game. Both Hatter and Pit-Hag can cause major shifts in the evil team’s setup, and different Demons or Minions can create very different game states. Because of this, the good team needs to keep re-evaluating the world and stay alert to what kind of evil team they might currently be facing.

Second, there is a strong Hermit + Drunk interaction. Since the Hermit has all Outsider abilities, they may also think they are a Townsfolk, like the Drunk. However, if a player starts arguing that they might be the Drunk, they may also risk being executed for being “mad” about being an Outsider, which can then trigger the Hatter. At the same time, drunk/poison logic is still one of the key ways for the good team to locate the Demon, so this creates a pretty challenging deduction space.

I’m especially interested in thoughts on:

  • whether the script feels balanced and playable;
  • whether the Outsider interactions are too confusing or still fun;
  • whether the evil team has too much flexibility;
  • whether any characters feel out of place;
  • and whether there are any changes you would personally make.

I’m still learning script design, so any advice, criticism, or suggestions would be really appreciated. I’d also be very happy to meet more BotC players and script creators here — I love seeing how different groups approach the game.

Thanks in advance!

u/Eagle_Ge — 16 hours ago