Tread Carefully
Notes
Summoner release gave me a chance to put together some ideas I've had floating recently. This script focuses on Evil having power to erode the trust of Good over the course of the game. I specifically wanted to empower Evil to have several different worlds they could build, with mechanical uncertainty to back them up. Can you trust either half of the Virgin pair, if one them might be BH-turned? Three players died on night 3 - was that a charged Po, or did the Gossip, Assassin, and Imp all kill? You're a Lunatic, thinking you are the Imp, who is told you are now the evil Fang Gu - were you jumped to from being the Lunatic, or did the Summoner just turn you into a real Fang Gu and you were the real Imp? Someone claims they were poisoned night 1 and then killed by the Pukka night 2, but the Clockmaker hasn't received information yet - is there actually a Summoner or is/was the Clockmaker drunk? For the Good team, they have some powerful abilities to defend themselves and try and line up information. Protection from the Tea Lady, Monk, and Sailor can all help good live long enough to gather info. A sober Bounty Hunter will eventually knock out the entire evil team if they live long enough. The Monk has several high-value targets they can protect. The Gossip can gather valuable information that can be retroactively evaluated in a Summoner game. Chambermaid, Empath, Village Idiot, Balloonist, Clockmaker, and Librarian all provide powerful info about the state of the game, and can even quickly solve which outsiders or minions are in play, once the information is verified.