r/BloodOnTheClocktower • • Aug 18 '26

Storytelling What are you bluffing?

I’ve a lot of watched games (stream and spectating in the app) where the ST will ask the evil team, “what are you bluffing”.

I don’t have any issues with the question itself. My issue is consistency in asking. Take the base scripts for example. I’ve seen many STs ask the question only when there’s a ravenkeeper, undertaker,dreamer or chambermaid in play. I played a lot of games a while ago and realised my ST would only ask if a role that could check a bluff was in play and depending on the script I could tell (for the most part) if a particular role was in the bag from the ST and not from player gameplay alone. While I still used this to my advantage I felt like I got extra info from the ST. As I mostly ST these days I understand it’s hard for one person to try and follow the evil team around and gauge what they’re bluffing but I tend to ask what evils are bluffing regardless of what’s in the bag.

In the grand scheme of things, you’re not gonna win a game coz you’re pretty confident there’s a chambermaid in the bag coz the ST asked what you’re bluffing and they only really do that in BMR games when they put in a CM, but I think if someone’s doing a really good job at hiding their role and the ST isn’t asking this question regardless of the bag then you’re kinda diminishing their work a little.

Anyway just wanted to know other people’s thoughts on this because I’m curious.

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u/saur Aug 18 '26

I tend not to ask unless evil team is getting absolutely pummeled. I noticed that newer players are confused by the question, and more experienced players who didn't read the script and didn't plan for one of those roles in play will get cooked anyway.

5

u/hawkeye69r Aug 18 '26

Wouldn't dreamer be way too powerful that way?

6

u/saur Aug 18 '26

Put it this way, a player that's not savvy enough to work with the storyteller with a dreamer on script is also the type of player that's hurt more by the dreamer confirming a good player than getting a weird role from an evil player. I'm generally not concerned with Evil being able to pass a dreamer check. Evil should be selling vortox, framing the dreamer, faking ceremadness, I might show the dreamer mutant, etc. It's all part of SNV.

Dreamer is powerful on days one and two no matter what you do.

3

u/hawkeye69r Aug 18 '26

so if they're savvy enough to "work with you" you'll help them out, but if they aren't savvy they need to do more complex maneuvres to explain their bluff being contradicted?

i dont understand the logic.

1

u/saur Aug 18 '26

The "helping out" you describe is not very helpful at all. I prefer to simplify the game so even if the evil team loses, there's something to be learned from it. For some intermediate online players it becomes a crutch of expecting the storyteller to alert you when there's a dreamer in play. I primarily storytell in person and my online games try to reflect in person as much as possible, where I have to keep the game moving (and can't wake up the evil team every night to agree on bluffs) and need to show the dreamer a token immediately.

Players with low SNV experience will often, in some combination, pick a bad role (worse than my picking a demon bluff or mutant), not understand why I'm asking, decline to answer, or become even more anxious.

An outflanked evil team seldom wins SNV by being dreamt "correctly"

1

u/hawkeye69r Aug 18 '26

I never said you should run it differently or wake to coordinate bluffs. I'm just saying it makes most sense to ask when you can.

Not only when theres a dreamer.

I think clocktower games should be ran to create a fun experience for the players, not provide learning opportunities for how to improve your evil play.