Oral History
Notes
The Lunatic will always trigger a mathematician if the Lunatic-selected player does not die. A player learns if their character changes, but not what it changes to. The Oracle might act night 1 Bootlegger rules are: 1. The Lunatic will always trigger the Mathematician if the lunatic-selected player does not die that night. This is because the ambiguity of the RAW jinx makes math harder to parse than it already will be with Tor and Knaves obfuscating information. I believe this forced consistency is necessary for a Mathematician to even have a shot of solving anything. 2. A player learns if they change character, but not what they change to. I'm not sure if this is rules as written, so I've encoded it as a bootlegger rule just in case. It's important for players to be aware of character changes caused by Imp, Barber, or Cacklejack. 3. An Oracle might wake night 1. I feel like it is more fun if an oracle can think they're an empath or mathematician. I could be wrong. Oracle and empath especially are also very powerful information roles and might be too strong without the extra layer of parsing which you are. As a storyteller, this is a complex script to run. You need to be aware not only of the information different characters want, but also what wrong information might imply the players are. Because there is such a large amount of ST fiat caused by the Knaves Loric, you need to be aware of which team's winning and give your true or false information based on that more than you might on other scripts.