Silly Lunacy
Notes
The Hermit and Politician cannot both be in play. The Lunatic might think they are good. If they are alive on the 3rd night, they think they become the Demon. Each player may make a Puzzlemaster guess once per game. If the player does not have the Puzzlemaster ability, the information they learn is arbitrary. Silly Lunacy was built around the strange and slippery interactions between the Hermit, Lunatic, Recluse, and Politician. The Demons on this script were chosen because each of them can either jump to, create, or be replaced by another evil player. As a result, many Demons on this script may never be completely certain that they are the real Demon. Even so, there are plenty of reasons for them to keep playing for evil. They should be careful, though. They might simply be the Lunatic in an Imp game â especially if players are getting non-Demon information about them. The Townsfolk have been chosen to feed that uncertainty. Many of them can cast doubt on evil players, blur Demon confirmation, or make the Demon question whether their information is real. The Sage may register the Hermit instead of the Demon, potentially convincing the real Demon that they are only the Lunatic. The Lycanthrope and Exorcist are both powerful tools for finding the Demon, but they also make excellent bluffs. A Demon who is not attacked, or who does not act, may have to wonder whether they were protected, blocked, or simply never the Demon at all. The Grandmother offers a rare piece of stability, helping good reduce the noise by immediately linking two good players together. The following are standard rulings or recommended Storyteller practices for this script. They are included here because Silly Lunacy has a lot of overlapping Demon-information nonsense, especially involving the Summoner, Magician, Marionette, Hermit, and Lunatic. Summoner + Marionette: If the Summoner-created Demon has a Marionette, they learn this. Summoner + Magician: If the Summoner and Magician are both in play, the Minions wake and learn the Magician as their only Demon. Summoner + Magician + Marionette: If the Summoner-created Demon has a Marionette and the Magician is in play, they learn that they have a Marionette, but not which player it is. Summoner + Lunatic: If any players have the Lunatic ability, the Summoner-created Demon learns each of them as Lunatics, and learns their choices. Hermit + Lunatic: If the Hermit has the Lunatic ability, treat them as a player with the Lunatic ability. The Demon learns them as a Lunatic and learns their choices. If more than one player has the Lunatic ability, the Demon learns all such players as Lunatics, and learns each of their choices. A player with the Lunatic ability may be shown another player with the Lunatic ability as their Lunatic and their choices.