the schnauzer club

legion by Steven Medway DIGITALLY ENHANCED DEMONS legion by Steven Medway

Player difficulty ★★★☆☆
Storyteller difficulty ★★★★☆

This script has a couple of fun and unusual choices in it, so I thought I'd use this space to talk about them a little bit!

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Weird things in this script

Mutant! With no Cerenovus! Does it work? I strongly believe it does!

Like Leviathan, Legion is a demon against whom town can only afford to make one or two mistakes, so a Mutant breaking madness is taking a huge risk. Unlike Leviathan, where the Mutant *knows* the good team only have one life, in this script the Mutant has to work out which demon they think they're facing, so the question of whether to break madness suddenly becomes this really interesting risk-reward calculation.

I recommend that storytellers execute the Mutant sparingly, but it might be extra fun if players are building Legion worlds in a non-Legion game. It's a fun bluff for a Legion too - the Mutant who keeps outing but never gets executed. The storyteller might also be able to use a Mutant to hide a failed vote! I think it fits really well here.

Widow is an interesting one here, as it's by some distance the noisiest minion! If the person who knows a Widow is in play is trusted it will immediately blow Legion worlds out of the water, so it is a good idea to tell a player who people are more likely to believe is evil.

A fun thing about the Widow is that the Kazali and Legion can both start knowing that a Widow is not in play, so it's very easy for a demon to bluff that they have heard the Widow's call. The only circumstance in which a Widow ping will go out without the demon getting the option to bluff a Legion game would be if it's a No Dashii... in which case, three townsfolk will be poisoned, they can probably style it out!

The Nightwatchman is super powerful on this script for two reasons: obviously because a player knows that someone isn't the demon, but also, there are only two ways for the Nightwatchman to be poisoned by the evil team, one of which is if they're sitting near a No Dashii.

To make this a little less brutal for evil, there is a good chance that the player who "didn't hear the ping" is a Legion. I also like Nightwatchman as a bluff for two Legions. If you do choose to put a Nightwatchman into a Legion game, be prepared to consider killing them off at night!

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Other fun interactions

The General gets fantastic information here, as it has synergies with all three demons! Updates from the war against Legion can be vital information, and the Kazali and No Dashii can produce swingy setups depending on which characters got removed or who is poisoned.

I tend to advise, particularly on this script, that General advice should start from neutral. I understand where the idea that "good starts winning" comes from, but it is rare that you look into the grimoire at the end of night 1 and think "man, the good team is crushing this." (Sometimes, though!) If the General information can go nowhere but down, how will they know when the evil team gets a really rough start?

A Librarian might wake up and learn a true "zero" in a 12-player Kazali or Legion game, which makes it fun information for a poisoned Librarian too. Try it out!

This is a very funny script for the Slayer, because it has an incredible number of targets: it might kill a Legion, it might kill a Recluse, or it might kill the demon who passes to a Scarlet Woman.

Like the Nightwatchman, this means the Slayer can hard confirm themselves, so be prepared to kill a successful Slayer off at night in a Legion game: a No Dashii or a Kazali would want to, after all. It's probably a bad idea to put a Nightwatchman and a Slayer into a Legion game together for this reason!

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This is version 1.4. I don't really know why I don't just call it version 4, but it doesn't seem to be the done thing.

📺 Watch the good team play Digitally Enhanced Demons...

📺 ...or an evil perspective from the same game!