Scaffolding

Full Script
Wayne
12
Notes
This script is meant to be a bridge between Trouble Brewing and BMR/S&V. I realize there are already several scripts meant to do exactly that, but I still felt that none of them were doing exactly what I wanted a script of this type to do. The concepts this script aims to introduce are: Multiple deaths from BMR. Role/character swapping and madness from S&V. The general concept of working out which demon is in play. I teach this game to many new players and I have found that several of the more casual players get overwhelmed making the jump from TB to another base three script. This script is designed to introduce a few concepts that show up in more complex scripts all in a way that is easily digestible, but still feels familiar even if only on a subconscious level. For starters, this script has a similar "formula" to the TB layout. For townsfolk, there are four first-night info roles, four roles that wake each night, and five townsfolk with "fun powers"...which is the breakdown of townsfolk on TB. Within each category (first night, each night, and fun powers) I divided the roles fairly evenly between the three scripts. There are two TB roles, one BMR role, and one S&V role in the YSK options. The same goes for the each night roles. There are three fun powers from TB and one each from BMR and S&V. I've also used similar counterparts in this script. For example, I have replaced the Washerwoman with the Grandmother. I used this technique several times throughout the script. For Outsiders and Minions, I kept two familiar faces from TB and added one from each of the other two scripts. The Tinker adds to the multiple deaths and the Barber creates the opportunity for changing roles. I used the counterpart strategy on the minions, with Poisoner becoming Cerenovus and Baron becoming Godfather. The three demons are fairly distinguishable, and experienced players will quickly determine which demon is in play. However, this script was not designed to create a difficult puzzle for an experienced player. When a newer player can confidently determine which demon is in play, they feel like they have solved a bit of the game, and that feeling is rewarding. I want to create opportunities for newer players to have that feeling. Let this script guide your newer players from casual players to fanatics and grow your community in the process. Update 1.0.1-Travellers added using a similar concept that has already been used (three from TB, one from BMR, and one from S&V). Note on the Deviant: I would suggest that the Deviant's ability not be limited to "funny" in the strictest sense of the word, but also include whether or not the Deviant helped newer players, explained possible worlds, or in any way helped coach the newer players into a higher level of understanding. Update 1.1.1-After 22 games evil has won 17. I switched out the Gossip (whose point is already clear with a couple of other characters) for the Professor, which will give a massive boom to good. I also took the Vortox off in favor of the No Dashii to introduce some evil-aligned poisoning.
Characters
Total 29
Townsfolk
13
Investigator
You start knowing that 1 of 2 players is a particular Minion.
Clockmaker
You start knowing how many steps from the Demon to its nearest Minion.
Librarian
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Grandmother
You start knowing a good player & their character. If the Demon kills them, you die too.
Empath
Each night, you learn how many of your 2 alive neighbors are evil.
Snake Charmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Undertaker
Each night*, you learn which character died by execution today.
Innkeeper
Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
Slayer
Once per game, during the day, publicly choose a player: if they are the Demon, they die.
Professor
Once per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected.
Soldier
You are safe from the Demon.
Sage
If the Demon kills you, you learn that it is 1 of 2 players.
Mayor
If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Outsider
4
Tinker
You might die at any time.
Recluse
You might register as evil & as a Minion or Demon, even if dead.
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Barber
If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
Minion
4
Godfather
You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
Spy
Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Cerenovus
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Scarlet Woman
If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
Demon
3
No Dashii
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Shabaloth
Each night*, choose 2 players: they die. A dead player you chose last night might be regurgitated.
Traveller
5
Bureaucrat
Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow.
Deviant
If you were funny today, you cannot die by exile.
Gunslinger
Each day, after the 1st vote has been tallied, you may choose a player that voted: they die.
Scapegoat
If a player of your alignment is executed, you might be executed instead.
Voudon
Only you & the dead can vote. They don't need a vote token to do so. A 50% majority isn't required.