my scripts

Vampire in the Corner

A Preacher & Marionette script, feat. the new Carousel characters.

This one is built to incentivise weird behaviour, a script full of shifty little guys with obscure motives! The Fang Gu incentivises Outsiders to bluff as Townsfolk, and the Ojo challenges Townsfolk to bluff as different Townsfolk - but there won't be enough bluffs to go around.

Player difficulty: 2/5

Storyteller difficulty: 2/5

JSON and PDF: Click here

Notes

I'd been rolling around the idea of a two-Demon Fang Gu / Ojo script for about a year before I started work on this one. I really enjoy two-Demon scripts anyway, and I like how the two Demons apply pressure to different character types.

A second small, practical concern I was trying to keep in mind while writing this script was in-person play: because the Carousel tokens had just arrived, I was thinking a lot about how the tokens are physically stored. This script mostly uses characters from either Trouble Brewing and the Carousel. The Snake Charmer, Klutz and Fang Gu are from Sects & Violets, and there's nothing at all from Bad Moon Rising. This also makes it a relatively forgiving script to run if you're new to experimentals: you should know the Trouble Brewing characters really well, and the experimental characters are on the simpler end too. Fisherman is probably the trickiest to run, but hopefully if you're used to running the Savant you'll be able to come up with some good advice.


Fun interactions

Preacher

I like how the Preacher interacts with a lot of these Minions. Firstly, if you've been chosen by the Preacher and you don't wake - great news, you're not the Marionette. I also like that if you're the Preacher and you spot the Wraith peeking, you can look them in the eye and put them to sleep. Disabling a Boffin ability or the ability to star-pass is also really useful, and I love the Preacher's interaction with the Ojo as well - if you die, does that mean you hit a Minion the night before? I think both characters really shine together.

Undertaker

I've always been a little nervous of putting the Undertaker on a Marionette script, but I think it's fine here for a couple of reasons. First off - the Ojo can just take out the Undertaker on the night the Marionette is executed! Unless the Princess specifically nominates and kills the Marionette on day 1, that counter-play is always available. The Fang Gu can also possess an Outsider far away from its starting Marionette, and if all else fails, there's a Scarlet Woman on the script too. The thing that's sometimes rough about Undertaker / Marionette is a lack of counter-play, but on this script I don't think it's a problem. I reserve the right to go back on that, though!

Princess

There is one and only one character who can disable the Princess on this script, and that's the Poisoner. This means that if there's a death in the night, you have not only learned that it's a Poisoner game... you've also learned that the Poisoner targeted specifically you! That's huge! The Undertaker is sober, the Empath is sober, the High Priestess is sober, the Ravenkeeper. Princesses I think work best on scripts where your ability failing is also telling you something interesting about the game state, and I think this is that.

Watch it played

  • No footage yet!

Character list

Version 1.1.1.

Recommended Travellers

House rules or clarifications

  • If the Marionette is chosen by the Preacher, the Marionette learns that a Preacher chose them, and stops waking to learn Townsfolk information if applicable.
  • The Marionette can neighbour the Recluse.
  • Optional Hatter rule is okay.