by The Pandemonium Institute
Document administered by LivFreeOrPie
"We like to feature scripts that catch our attention. They may be shrewdly constructed, or full of wacky combos, or have a strong core idea. Try this month’s with your group, if you dare."
TPI rotates script selections on the website on an infrequent basis. I've scraped all of the TPI-endorsed scripts they've featured on their website into a Google Doc.
This document includes Full scripts and Teensyville scripts.
CONTENTS:
Comrade Demon
Laissez un Faire
Late Night Drive By
Lleech of Distrust
No Greater Joy
Over the River
Race to the Bottom
Direct link: TPI-Featured BotC Custom Scripts Index.gdoc
by Steven Medway
"This script is designed for fast, fun, loud, and easy to understand games. If you want a twenty minute game, or a series of twenty minute games, then No Greater Joy should be just the ticket.
If your group has played Trouble Brewing, the majority of the characters will already be familiar, but there are a few extras from other editions. The players should understand the majority of what is happening, without needing to learn anything radically new.
This information the good team receives is fairly simple, but when combined with that of other players, it may even be TOO good! It is going to be up to the evil team to jump in early and spread misinformation as quickly as possible, in order to confuse the good team. If the evil team stays silent, they may lose unexpectedly. If they talk convincingly though, there are several good characters to pretend to be that will drastically shift the good team’s beliefs about who is who.
Please note that the Baron, which normally adds two Outsiders, will only add one additional Outsider if there is already one Outsider in play, as there are only two Outsiders on the script."
[EDITORIAL: This is redundant to the TPI list above, however, the explainer context which is important for understanding the script is not reliably linked when this script is shared. See above for the context.]
Lore source: BotC Website | Scripts | No Greater Joy
Script archive link: https://botc-scripts.azurewebsites.net/script/77
by Steven Medway
"The original idea behind this Script is that I wanted a game that really captured the intense, 1 to 2 hour battles that happen in a 15 player Sects & Violets, or a 10 player game of Garden Of Sin (an unreleased expansion script currently still in development). I wanted a game for 5 players that had a library full of information for the good team, over-the-top bluffing opportunities for the evil team, and a longer, more epic feel where, over time, the information available changes. I also wanted a script to allow me, as the Storyteller, to experiment with some new ideas on the fly.
However, the experience level needed for the Storyteller role is quite high. This is something that you will need to approach after getting very familiar with Bad Moon Rising, Sects & Violets, and trying your hand at composing your own scripts. Many characters give a huge amount of power to the Storyteller, in terms of what information the Storyteller gives to the players. Choosing things that will help the players and make a fun game is an art, and avoiding giving too much away can take a game or two to get a feel for. If you’ve run the Savant a dozen times and know the basics though, you’ll probably be fine."
[STORYTELLER NOTE: Steven Medway has produced an in-depth analysis of this script which can be found in the link below. This listing is redundant to the TPI list above, however, the Mini-Almanac, which is important for understanding the script, is not reliably linked when this script is shared.]
Mini-Almanac: BotC Website | Behind The Curtain #6: The Teensyville Faire
Lore source: Kickstarter | BotC Kickstarter Update #29 - 2020.04.25
Script archive link: https://botc-scripts.azurewebsites.net/script/76
by Evan Donahoe
"I love running massive games of Trouble Brewing with the Doomsayer when the venue's about to shut and we need to race through it super quick. It's revelation stacked on revelation, hasty decisions, and tonnes of laughter.
Race to the Bottom seeks to recreate that feeling, writ small. Run it with the Fabled roles of the Doomsayer and the Sentinel, and avoid the Toymaker. Most games will end on day one - short, sharp, and sweet sessions with sudden deaths, big plays, and some even bigger (and hilarious) mistakes. It's the spiritual opposite of a Leviathan game.
All players, Good and Evil, should be paying close attention to the order in which players use the Doomsayer ability, and what roles both the killers and victims are claiming. Some roles will be incentivised to activate it earlier in the game, others later in the game.
The Evil Team should be weighing the pros and the potential pitfalls of trying to find each other with the Doomsayer ability, or instead trying to sleuth it out on their own. Each minion can safely use the Doomsayer without losing the game, each with a different outcome and benefits. However the demon might want to get in first, to find their minion without risking losing the game by doing so later.
The Good Team should be constantly vigilant of other players using the Doomsayer ability – it could be an Evil player trying to find their partner or, in the case of the Spy, kill a Good player – whilst also figuring out whether, and when, to use it themselves. The Slayer may want to narrow the field some before they take their shot, and the Mayor simply wants to get the game to three players alive as fast as possible.
The Vortox will mess with the Empath, Clockmaker, and Dreamer, but not so much that they learn nothing at all in the night, and paying careful attention to the trail of Doomsayer kills should help make up for this deficit in their information.
Of all the Townsfolk, the Courtier is the main lynch-pin here. An obvious and tempting strategy is to poison the Vortox on night one and liberate any of the info-roles in play, but there are compelling reasons to pick any of the Minions or Outsiders on the script too. There are many layers of strategy possible in the Courtier's choice and, along with it, many creative bluffs to be made by both Good & Evil.
The Klutz should expect to die in most games, and can't automatically pick their killer in case it's the Spy. Ahahahahaha. The Lunatic ramps up the trail of confusion for both teams, but a “Vortox”/Lunatic who dies from the Doomsayer at the very least will know not to execute their killer, regardless of their true role.
Race to the Bottom is great for playing a bunch of quick games back-to-back, giving players massive freedom to make high-risk plays and impulsive decisions. Bring on the Doomsayer."
[EDITORIAL: This is redundant to the TPI list above, however, extra lore from the Kickstarter blog update post was not included on the BotC Website.]
Lore source: Kickstarter | BotC Kickstarter Update #29 - 2020.04.25
Script archive link: https://botc-scripts.azurewebsites.net/script/5
by The Pandemonium Institute / AdmiralGT
All scripts tagged in this collection have been featured on the official Blood on the Clocktower website in addition to the "Scripts of the Month." Teensyville scripts are included.
Direct link: BotC Scripts | Featured Scripts