Natural 20
Notes
If the Kazali and a poppygrower are both in play, the Kazali only chooses the minion types. The Storyteller chooses the players; and minions and demons do not learn each other. This script is focused on risk vs. reward (roll a 20, or roll a 1). It's very difficult to hoard information, Cerenovus and Psychopath accelerate kills, Ojos can (and probably will) target your information gatherers, and Pukka/Poisoner mess with information. So players perhaps need to be a bit more 'public'. Townsfolk: Many one-shot abilities, combining risk and reward with timing. Outsiders: Disruptive, generally quiet providing double claims, droison and a loss condition Minions: Mostly loud, active disruption through madness, poison, death and protection Demons: All have different playstyles/rhythms and provide different threats (Pukka misinformation, Kazali picks their dream team and effectively gives minions bluffs, Imp is an escape route, and Ojo can target powerful roles) Essentially Natural 20 is designed to focus a bit more on timing than information. Town are powerful with agency, without being info heavy. HOW TO RUN NOTES: I would recommend always running the optional poppygrower rule (so poison can switch the poppygrower off) Standard Hatter over Chaos Hatter (Chaos is a bit too evil friendly in most setups)