
À La Carte
“If You Are Not at the Table Then You’re Probably on the Menu” - unknown origin
Introduction:
À la carte is a script where the Demon is spoilt for choice, with the option to pick which players are their Minions and pick from 6 different Minion options - however, with only the Kazali on the script, evil will have their work cut out for them to keep the Demon hidden away from the prying eyes of good. However, with 6 different options for Minions, the worlds that can be built are varied, and good will have to figure out which Minions truly are in-play or not.
In many games, it seems that good is quick to say that they need not care about finding the Minions, and casting aside Minion considerations, go full in on their hunt for the Demon. This script was designed around the Minions, who are meant to deny good that chance, forcing them to have to deal with Minions or continue to have the game controlled by madness, day-time deaths, poisoning, character switches, and more. Meanwhile, the Kazali will be able to comfortably sit back with 3 bluffs all to themself.
As evil, you'll be able to decide what type of game you want to play by selecting your set of Minions who can then decide to either go loud, or lie in wait forcing good to have to figure out what exactly is in-play. You'll be able to control the pace of the game, forcing good to have to react to how you choose to play.
As good, you'll start off on the backfoot, as evil will have all already been provided with built-in bluffs. You'll need to utilize the strong cast of Townsfolk on the script to figure out who exactly has been turned, hunt them down, and take out the Demon.
Interactions:
Each Minion (aside from the Scarlet Woman) on this script has the ability to choose to play loudly or softly, allowing them to set the pace for play. Psychopaths & Goblins can choose to stay hidden until the time is right to reveal themselves and force town into a decision. The Pit-Hag & Widow can choose themself (or other evil for the Pit-Hag) to avoid letting good realize they are there, or choose to come out swinging from the start. The Harpy can target lock down a player, forcing them to either risk killing themself and another, or start switching around, causing chaos as no one is sure who is being honest, and who is being mad.
All Outsiders on the script are potentially in-play, meaning good cannot reasonably rule out any of them. What's worse is some may even claim Minion rolls to avoid their death, such as the Saint who may claim Goblin to avoid execution and Ogre, who may turn and bluff to help their new team.
The Puzzlemaster and Moonchild are helpful bluffs for evil, letting them force good into thinking a player is either drunk or evil, even when not in-play. However, as Outsiders, their roles are also potentially helpful, reducing the number of roles that the large number of potential Minions creates.
The Exorcist hunts down the Demon, but can never be certain if they've hit the mark due to the existence of the Minstrel & Innkeeper, each of whom may also be responsible for the Demon not killing in the night. Additionally, each of these also become handy bluffs for the Kazali who can always choose to sink a kill.
The Widow can allow the Kazali to have their pick of the town, leaving roles alive that can turn into prime Demon candidates on the final day (like the Saint & Farmer), forcing town to have to decide if they truly are good, or simply are the Demon enjoying the cover of a good bluff.
The Exorcist, Fortune Teller, Flowergirl, Knight, & Balloonist can come together to piece together viable Demon candidates, but must rely on the rest of town to ensure that none amongst their clique is evil, for just one broken link in the chain can mean eyes point away from true candidates.
The Cannibal makes early game executions a viable choice, especially with roles like the Knight, Grandmother, & Shugenja on script who won't receive more info otherwise. This forces town early on to decide if they want to sacrifice some town for a boost, or force a longer game by keeping more good alive in the first few days.
While some Minions may be happy to announce themselves (such as the Psychopath) the Alsaahir forces them to reconsider this, as they grow closer to their goal once they discover a few Minions and can begin to cross out Demon candidates one by one.
On a script where Outsiders may end up being a bit too numerous depending on the Kazali's choices, the Farmer offers Storytellers a way to reduce down the number of them left in-play.
Jinxes:
Pit-hag & Ogre: If the Pit-Hag turns an evil player into the Ogre, they can't turn good due to their own ability.
Additional Thoughts:
There are numerous Minions who I thought to replace those on the script currently, but I wanted to preserve evils ability to choose when to start to reveal and ramp things up. Some potential inclusions that were left out are the Poisoner, Ceranovus, Mezepheles, Witch, Assassin, and Boffin.
Considered most of all was the inclusion of the Marionette, which can be used by good to coordinate where the Demon lies, but proves a valuable tool for evil to trick good players into believing that they are actually evil, even when they aren't. This potential for players to explain their info as bad info seems more fair than the inclusion of the Poisoner who can poison without any sort of tracking back to them, and more dynamic than the Widow - however, I wanted evil to have a grim-peeking option, and with limited slots, the Widow was chosen to fit both niches.