Fleeing Innocence
Notes
The theme of this script is outsiders being chased by evil. With some mechanically focused ways for the Vizier to be engaged by the evil and good teams and for the Vizier player to be engaged with what is going on in the town. This script is using some advanced roles but should help groups newer to the Vizier to see it shine in multiple ways and have any experienced player who may have made an early judgement about the role think again. It also offers some great royalty themed role playing, especially between the King and Vizier roles. While you have the traditional Damsel role, the combo of Saint and Vizier provides an interesting but dangerous game of cat and mouse to engage the Vizier despite being outed evil. It also gives the good team a reason to sell misinformation or bluffs to the Vizier about who the Saint is and possibly set up the Damsel to be executed instead. For the other minions both the Fearmonger and Devil's Advocate need to coordinate with the Vizier to ensure victory for the evil team. Also opportunities to frame good players or to even bluff the Vizier as drunk. Fearmonger + Vizier is best saved for larger 3 minion games or for a more experienced group to the Vizier role. Meanwhile the wider conflict between good and evil is centered around a King's court with roles to protect the King (or Choirboy) and verify anyone who falls in service to the good king. Undertaker pairs well to make a Vizier player think twice about executing players every day. Good will learn information from daily execution with few âmust haveâ roles on the script. The town will be willing to step up to the block in a bid to verify their loyalty to the good team. Evil has three poisoning demons and the possibility of Fang-Gu jumps to keep the good team guessing and the Outsiders unsure if they should be courting death from the demon or not. With the minions being more mechanically visible the Demon needs to play stealthily and let their minion(s) be in conflict with good. With a solid amount of protection from the Fool and Pacifist in the town the Monk has an interesting choice to protect their King, the Undertaker or the Choirboy for game winning information. The Monk gets to shine in this script but needs to stay hidden. The Pacifist is made more interesting as a role with a Vizier in play. It helps the ST balance the Vizier kills and they could confirm a good player, or be the set up for an evil team Devil's Advocate bluff. The Savant is at risk of poisoning but don't have to worry about a Vortox so benefit as stronger information gatherer. Along with the Grandmother, the Choirboy and Pacifist (used liberally) make ideal townsfolk roles to reward the Huntsman if they find their Damsel. Finally the Minstrel offers an opportunity to kill the Vizier (in a 2+ minion game) and provides a reason for the Vizier to protect their fellow minion(s) and fear the Minstrel's song.