The Devil's Dilemma
Full Script
1
Notes
This script generally strives to promote player agency, allowing for several interesting conundrums with high-stakes trade-offs. In particular, all four possible Demons are centered around their own fundamental dilemmas:
No Dashii: How to best gaslight others & push poisoned narratives?
Imp: When to give up control, if ever?
Kazali: What Minions to choose, and who could better play them?
Vigormortis: How much voting and nominating power to sacrifice, if any?
All these Demons have their own unique advantages, but they all depend on difficult choices that can have profound consequences on the game. Importantly, the Demon must strategize to minimize their opportunity cost when making a decision, which is far from trivial. Killing nobody, killing a Minion, or even killing oneself means one more good player will remain alive (sometimes with a powerful ability), and choosing a certain combination of Minions to be in play means no one will be able to wield the abilities left behind, no matter how much the evil team may need them later in the game. There are no wrong answers, but there are definitely winners and losers, so pure skill is of the utmost importance to both sides.
All players MUST be aware of this, if applicable.
"If a Kazali is in play, a Kazali must remain in play."
This means that if the Demon in play is a Kazali, the player choosing a Demon character if/when the Hatter ability triggers must select the Kazali, with any other Demon choice being rejected by the Storyteller, as otherwise the game would be too unbalanced.
This script is designed with the following interactions in mind:
Hatter is run with its optional rule (Chaos Hatter), which means that the Demon may become a Minion and a Minion may become the Demon, as long as the distribution is kept the same. The Demon and their Minions wake together and may briefly communicate silently, but ultimately choices are made individually in an arbitrary order as decided by the Storyteller.
Hatter is not run according to the night order: the Demon and their Minions are prompted to choose new characters immediately after the Hatter died (if at night) or otherwise immediately after dusk (if the Hatter died during the day). The Hatter's stated position in the night order is irrelevant and just a reminder.
If the Boffin gives the Demon the Village Idiot ability when there is already exactly one Village Idiot in play, either the Townsfolk's or the Demon's Village Idiot abilities may be drunk, or neither, but not both. However, if exactly two Village Idiots are in play, one of them must be drunk and the Demon's Village Idiot ability must be sober.
If the Demon chooses the Goon with a good character's ability given to them by the Boffin, only the Demon's good character's ability is made drunk and the Goon still becomes evil (because the Demon is evil).
The Preacher's disabling of a dead Minion's ability has precedence over the Vigormortis's power to have them retain their ability, for as long as the Preacher is alive, sober, and healthy. This is regardless of whether the Preacher chose the Minion before or after they had been killed by the Vigormortis.
If the Cerenovus makes the Mutant "mad" that they are an Outsider, there is no automatic madness break, and the Mutant will likely not be executed as long as they never claim to be actively "mad" and always act in a manner consistent with the Outsider that the Cerenovus has selected, ideally without making explicit claims about their role even if pressured. Following that, when the Mutant is no longer being made "mad" by the Cerenovus, they must do their best to convince Town that they are not actually an Outsider, including if necessary proposing worlds that justify their prior actions.
If the Cerenovus makes someone who is not the Mutant "mad" that they are the Mutant, they should (in principle) actively claim or heavily imply that role as normal, acting the part of a Mutant who has decided that they would rather be executed than continue to mislead Town (both with made-up information from the Townsfolk they are bluffing and, if applicable, with not contesting other players being assumed as the Mutant). They should dare the Storyteller to execute them, look expectantly at them, and (if prompted) reject any theory that they have been targeted by the Cerenovus. This ruling reflects the community consensus on this matter and is a balanced way of dealing with the issue, as it does not significantly help evil (Cerenovus madness is expected to be suspected) but also spreads misinformation and casts suspicion on a Mutant claim that is never executed.
The Wraith is run without its optional rule (i.e., only the ability stated in its ability text, without being able to cause additional deaths).
These rulings, or a variation of them as decided by the Storyteller, should be explained to all players before the start of the game.
Chef - Kazali: Players (including the Demon) might try to meta who could be chosen to yield a certain number
High Priestess - Wraith: High Priestess can be sent to a good player who noticed a Wraith with their eyes open during the night, lending credibility
Preacher - Organ Grinder: Choosing to be drunk can simulate a Preacher success
Preacher - Vigormortis: Safety net to disable Minion abilities that would otherwise remain in play until the end of the game, such as a Vigormortis-killed Organ Grinder
Village Idiot - Wraith: If the Wraith is publicly outed evil, they could be used as a sobriety test for Village Idiots (also giving an incentive for the Wraith to not reveal themselves too much)
Village Idiot - Kazali: Allows Storyteller to add several Village Idiots to the bag so more Townsfolk roles are free to be used as bluffs later, if needed for certain player counts
Oracle - Imp: Detect starpasses
Oracle - Vigormortis: Detect when Minions are killed in order to keep their ability
Innkeeper/Monk - Goon: Plausible alternative explanation for no deaths when the Demon chooses the Goon
Monk - No Dashii: Temporarily make a Townsfolk healthy
Monk - Imp: Stop a starpass
Monk - Vigormortis: Stop a Minion from being killed to retain their ability, or temporarily stop a Townsfolk from being poisoned by a neighboring Minion previously killed by the Vigormortis
Fisherman - Wraith: Advice can indicate that a Wraith is in play, as a nudge that Town should start being more transparent as the evil team already has much information and can cooperate more easily
Ravenkeeper - Banshee: Having two "Demon banes" plays well into the theme ("Devil's Dilemma"), since the Demon will probably have to eventually kill one of them
Ravenkeeper - Imp/Vigormortis: Great bluff since it provides a good reason for a good player to lie, especially for those who can die during the night (Imp via starpass and any Minion via Vigormortis) and need a powerful "on death" bluff plausibly not revealed until then
Virgin - Drunk: Plausible alternative explanation for when an evil player or a quiet Outsider does not cause the Virgin to process
Virgin - Cerenovus: Casts at least some doubt on the nominator when the Virgin processes (could have intentionally broken madness)
Virgin - Boffin: Casts at least some doubt on a processed "Virgin" (could actually be the Demon), and forces Town to decide whether to execute the "Virgin" or not (probably a confirmed good player, but maybe the Demon)
Goon - [Most Others]: Many Townsfolk (Preacher, Village Idiot, Fortune Teller, Innkeeper, Monk, Ravenkeeper) and some Minions (Cerenovus, possibly Boffin), in addition to all Demons, all pick players at different points in the night, heavily increasing the probability that the Goon will change alignments and/or cause misinformation
Drunk - Kazali: Storyteller has a last-minute tool to balance the game after Kazali picks Minions (since when deciding bag makeup one cannot predict who will be chosen, so it is useful to add/remove the Drunk at will later)
(Chaos) Hatter - Kazali/No Dashii: Escape route allowing the Demon to easily be moved
(Chaos) Hatter - No Dashii: Very powerful tool to spread misinformation around Town, since it allows changing who is poisoned mid-game
Mutant - Cerenovus: Alternative explanation for why someone might be loudly executed
Wraith - Imp: A previously outed Wraith no longer opening their eyes can be a sign to good players that the Imp has starpassed to them (and can be faked by the evil team to waste Town's time)
Wraith - Vigormortis: Allows the Demon to decide whether Evil should receive maximum information (a Vigormortis-killed Wraith can just keep their eyes open for the rest of the game and monitor all of Town's nighttime activities) in exchange for confirmation that a Vigormortis is in play and probably extensive scrutinity of who the outed Minion talks to during the day
Organ Grinder - Imp: Can choose to be drunk to simulate a starpass
Boffin - Vigormortis: Demon can choose to keep their good ability until the end of the game, possibly giving them credibility
Thief - Banshee: A Banshee chosen by the Thief has a unique power to heavily influence nominations to fail, thereby essentially allowing the confirmed-good Banshee to exercise discretion on who they wish to keep alive
Innkeeper/Monk - No Dashii: If protection obviously fails (i.e., the protected player dies), there is a high chance that the protector is sitting next to the Demon, if they are not drunk
Hatter - Kazali: Potentially too powerful for Kazali to benefit from their setup abilities and then become another Demon, hence the recommended house rule that a Kazali in play must remain in play
Hatter - Vigormortis: Not very useful for mobility since any Minions already killed lose their ability, but can still be helpful at the beginning of the game
Organ Grinder: If not drunk Day 1, it becomes immediately and undeniably obvious to everyone which Minion is in play, which might be incredibly impactful especially for games with only one Minion (since another Minion ability can never enter play) -- however, most players usually choose to be drunk at the beginning of the game in any case
Thief - Organ Grinder: It can become virtually impossible to confirm the Thief's alignment if the Organ Grinder is in play, which makes it a prime target for early exile
WARNING: This script has not yet been sufficiently playtested to conclusively determine how balanced it plays or whether further adjustments are still necessary. Play at your own risk, and have fun!
Po removed in favor of No Dashii. Besides the great synergy with Barber/Hatter, and ruling out edge-case scenarios where the Po could end the game extremely fast when compounding with e.g. Godfather, this adds a desperately needed new source of misinformation: before, if one could rule out being the Drunk (through one of several possible ways), and one is not sitting next to anyone killed at night that could be suspected to be a Vigormortis-killed Minion, one could almost mechanically trust one's information, forcing Evil to virtually always have to bluff Innkeeper with strategic picks just to cast doubt on someone specific's information. With No Dashii, it becomes almost impossible to assume one's information is not and has never been poisoned. In particular, it gives much less credibility to the Artist/Fisherman's information, which is arguably one of the most powerful in the game.
Exorcist removed in favor of Banshee. Exorcist was probably one too many of three protection roles (with Monk and Innkeeper), but sometimes a very powerful Townsfolk that can hold up the end of the game indefinitely - Monk is better because it protects from all Demon effects (including poisoning), and Innkeeper has a trade-off mechanic built-in. Banshee is very confirmable if it triggers, but gives an additional reason for players to lie and is helpful as a bluff.
Artist removed in favor of Fisherman. An experienced (or well-led) Artist can gain gamebreaking information about the Demon, while a Fisherman is by design easier to balance and proportionate to how long they have survived, even if it can be harder to run for a new Storyteller. This is especially important given that some players might be very confirmed (e.g., via Virgin), or given that the Bone Collector can have players regain their ability.
Gambler removed in favor of Shugenja. While largely unrelated, they both provide very concrete information that can become the cornerstone of Town's narratives, but the Shugenja's is more abstract (though still very actionable) while the Gambler's is hyper-specific. In many cases, Gambler was a very strong Townsfolk since extra deaths could not easily be explained except through a very well-timed Godfather kill, making it very hard for Evil to defend against. On the other hand, if no kill happened, this would make it very likely that one of the Gambler's neighbors is the No Dashii - also very strong information. The Shugenja is easy to bluff, sows misinformation if taken up by an Outsider, and still gives Town a very clear sense of (literal) direction.
Barber removed in favor of (Chaos) Hatter, with optional recommended house rule to soften interaction with Kazali. Though Barber and Hatter are very similar Outsiders, this change makes their purpose much more clear as (primarily) a means for Demon mobility, with some (very relevant) added bonuses. In exchange, it no longer becomes possible for the Demon to effectively "disable" important Townsfolk by swapping their character with a less powerful dead player, but this rarely happened in practice anyway.
Godfather removed in favor of Wraith. The former was the only way to achieve extra deaths at night (with the Gambler having been removed from the script), making it somewhat of an awkward fit, and Wraith is more balanced in the sense that they can choose how loud or quiet they wish to be throughout the game. Getting an insight into Town's night activities and being able to (briefly) secretly communicate in silence can be extremely useful to the evil team. This also means that Outsider count is now fully dependent on the Demon character, which makes the game more solvable (but still difficult given all Outsiders are quiet, especially the Drunk).
Added recommended Travelers (Thief, Bone Collector, Judge, Deviant, Gnome).
Brand new script!
Characters
Total 30
Townsfolk
13
Chef1 75 3-75
게임 시작 시 서로 인접한 악한 참가자가 몇 쌍인지 알고 게임을 시작합니다.
Shugenja1 75 2-75
가장 가까운 악한 참가자가 시계 방향인지 반시계 방향인지 알고 시작합니다. 거리가 같다면 이 정보는 임의적입니다.
Highpriestess1 75 3-75
매일 밤, 이야기꾼이 당신이 가장 대화를 나눠야 한다고 생각하는 참가자가 누구인지 알게 됩니다.
Preacher1 75 3-75
매일 밤, 참가자를 1명 선택합니다. 만약 하수인이라면 이 사실을 알게 되고, 그 하수인들은 당신이 살아있는 동안 능력을 잃습니다.
Villageidiot3-66
매일 밤, 플레이어 1명을 선택합니다: 그의 소속을 알게 됩니다. [동네 바보 +0명 ~ +2명. 추가된 동네 바보 중 1명은 취합니다.]
Fortuneteller1 75 3-75
매일 밤, 참가자 2명을 선택합니다. 그중 악마가 있는지 알게 됩니다. 당신에게 악마로 보이는 선한 참가자가 1명 있습니다.
Oracle1 75 2-75
매일 밤*, 죽은 참가자 중 악한 진영이 얼마나 있는지 알게 됩니다.
Innkeeper1 75 2-75
매일 밤*, 참가자 2명을 선택합니다. 해당 참가자들은 오늘 밤엔 죽지 않지만, 2명 중 1명은 다음 날 황혼까지 취합니다.
Monk1 75 2-75
매일 밤*, 본인을 제외하고 참가자를 1명 선택합니다. 해당 참가자는 오늘 밤 악마로부터 안전합니다.
Fisherman1 75 4-75
게임당 한 번, 낮에 이야기꾼을 방문해 당신의 진영의 승리에 도움이 되는 조언을 들을 수 있습니다.
Ravenkeeper1 75 3-75
밤에 사망하면, 깨어나서 플레이어 1명을 선택합니다: 그의 캐릭터를 알게 됩니다.
Banshee1 75 2-75
만약 악마가 당신을 죽이면, 모든 참가자가 이 사실을 알게 됩니다. 이제부터 당신은 지명을 두 번씩 할 수 있으며 당신의 투표는 2표로 집계됩니다.
Virgin1 75 2-75
처음으로 지명될 때, 지명자가 마을주민인 경우, 지명자는 즉시 처형됩니다.
Outsider
4
Goon1 75 2-75
매일 밤, 자신의 능력으로 당신을 선택한 첫번째 참가자는 다음 날 황혼까지 취합니다. 당신은 해당 참가자의 진영이 됩니다.
Drunk1 75 3-75
당신은 자신이 주정뱅이인 것을 모릅니다. 자신이 주민 캐릭터라고 생각하지만, 그렇지 않습니다.
Hatter1 75 2-75
만약 당신이 밤이나 낮에 죽었다면, 하수인과 악마 참가자는 새로운 하수인과 악마 캐릭터를 선택할 수 있습니다.
Mutant1 75 3-75
당신이 "외지인"이라는 사실에 집착한다면, 당신은 처형당할 수도 있습니다.
Minion
4
Cerenovus1 75 2-75
매일 밤, 1명의 참가자와 선한 캐릭터를 선택합니다. 선택된 참가자가 그 캐릭터에 광기하지 않으면 처형될 수 있습니다.
Wraith1 75 3-75
당신은 원할 때 밤에 눈 뜰 수 있습니다. 당신은 악한 진영이 밤에 일어날 때 함께 일어납니다.
Organgrinder1 75 2-75
모든 참가자는 투표할 때 눈을 감습니다. 투표 집계는 비밀입니다. 매일 밤, 다음 날 황혼까지 취할지 선택합니다
Boffin1 75 2-75
악마는 만취/중독 상태여도 참가하지 않은 선한 캐릭터 능력을 얻습니다. 악마와 당신은 그 캐릭터가 무엇인지 알게 됩니다.
Demon
4
Nodashii1 75 2-75
매일 밤*, 참가자를 1명 선택합니다. 해당 참가자는 죽습니다. 당신의 가장 가까운 마을주민 참가자들은 중독됩니다.
Imp1 75 3-75
매일 밤*, 플레이어 1명을 선택합니다: 그는 사망합니다. 이 방법으로 자결하면, 하수인 1명이 임프가 됩니다.
Kazali1 75 3-75
매일 밤*, 플레이어 1명을 선택합니다: 그는 사망합니다. [당신은 하수인 플레이어와 캐릭터를 직접 선택할 수 있습니다. 외지인 -?명~+?명]
Vigormortis1 75 2-75
매일 밤*, 참가자를 1명 선택합니다. 해당 참가자는 죽습니다. 당신이 죽인 하수인은 능력을 유지하고 이웃 참가자가 마을주민이라면 그중 1명을 중독시킵니다. [-1 외부인]
Traveller
5
Thief1 75 2-75
매일 밤, 본인을 제외하고 참가자를 1명 선택합니다. 해당 참가자의 투표는 다음 날 마이너스로 집계됩니다.
Bonecollector1 75 2-75
게임 중 한번, 밤*에 죽은 참가자를 1명 선택합니다. 해당 참가자는 다음 날 황혼까지 능력을 회복합니다.
Judge1 75 3-75
게임당 1번, 다른 플레이어가 누군가를 지목했을 때, 이번 처형의 성패를 당신이 단독으로 선택할 수 있습니다.
Deviant1 75 3-75
오늘 웃음을 선사했다면, 추방으로 사망할 수 없습니다.
Gnome1 75 2-75
모든 참가자는 당신의 친구 참가자(같은 진영)를 알고 시작합니다. 당신은 친구를 지명한 참가자를 죽일 수 있습니다.
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