[s9e6] Trouble Brewing -
" Trouble Brewing " is most prominently known as the premier starter script for the social deduction game . If you are looking to create a helpful post for players or Storytellers about this specific "episode" or edition of the game, For the Storyteller (The "Game Master")
The Drunk is the most powerful tool for the Storyteller in this script. Use it to provide slightly off-kilter information that isn't immediately obviously false, forcing the Good team to doubt their "confirmed" info.
If you are the Poisoner , target players who receive information every night, like the Empath . Poisoning them at the right moment can completely flip the town's trust. [S9E6] Trouble Brewing
In this script, execution is the Good team’s primary weapon. Even if you're not sure, executing someone provides information. A "dead" player can still talk and vote once more! For the Evil Team (Demon & Minions)
Use the Spy to feed the Demon information about who the most dangerous Good players are (like the Fortune Teller or Empath ) early on. For the Good Team (Townsfolk & Outsiders) " Trouble Brewing " is most prominently known
Knowing how many Outsiders (like the Saint or Butler ) should be in play helps you determine if a Baron is in the game, which significantly changes the math of the "Evil" team.
While "Trouble Brewing" rewards sharing, telling the whole town you are the Fortune Teller on Day 1 is a death sentence. Find one or two people you trust and whisper your findings first. If you are the Poisoner , target players
This script is designed to be fast-paced. Don't linger too long on night actions; keep the momentum going during the day to prevent the town from overthinking.