Backfiring Characters
This is GrayPockets's system for utilizing a backfiring character.
General Philosophy
- General storytelling priorities take precedence in any decision; this includes madness-related decisions.
- Fun
- Interesting
- Balanced
What is a Backfiring Character?
I developed this by playing Bad Moon Rising, but you can use it on any script with a backfiring ability.
A backfiring character is a character that helps their own team generally, but can occasionally backfire depending what the Storyteller chooses.
Reasoning
Each backfiring character has two types of Storyteller decisions, "preferred" and "un-preferred".
If the Storyteller always choose the "preferred" result, many worlds that can be built are cut-off.
The "preferred" activity should happen most of the time, but sometimes the un-preferred activity must occur as a balancing action...or just to keep the players on their toes.
When a Storyteller needs to make a decision for a backfiring character, there isn't always an important balancing act going on.
This system injects a little chaos while helping the Storyteller make decisions quickly.
This system is not a replacement for general storytelling priorities, you can always ignore a particular result and choose an outcome.
Bad Moon Rising Example Characters
- Sailor
- Preferred When the Sailor chooses: a good player then the target is drunk; an evil player then the Sailor is drunk.
- Un-preferred When the Sailor chooses: a good player then the Sailor is drunk; an evil player then the target is drunk.
- Innkeeper
- Preferred When the Innkeeper chooses two evil players, then the least effective evil player is drunk; otherwise the most effective good player is drunk.
- Un-preferred When the Innkeeper chooses two evil players, then the most effective evil player is drunk; otherwise the least effective good player is drunk.
- Gossip
- Preferred When the Gossip kills, if the statement was very important then the Gossip dies, then a player with important information to share, then a player that would refute an evil bluff, then the least effective good player.
- Un-preferred When the Gossip kills, a living Zombuul dies, then a player that would backup an evil bluff, then a Fool, then a Tea Lady-protected player or sober Sailor or dead player, then the most effective good player.
- Pacifist
- Preferred When a good player is executed, that player is saved from execution unless it would backup an evil bluff.
- Un-preferred When a good player is executed, that good player is saved from execution only if it would backup an evil bluff.
- Tinker
- Preferred Die only if it backs up an evil bluff or obfuscates the evil team's kills (including dying during the day to trigger a Godfather).
- Un-preferred Die.
- Shabaloth
- Preferred When a Shabaloth can resurrect a player, resurrect a good player if it would backup an evil bluff, then the most effective evil target, otherwise no player.
- Un-preferred When a Shabaloth can resurrect a player, resurrect the least effective good target, then the least effective evil target.
The System
- When a backfiring character causes the Storyteller to make a decision, roll a d6 die. You can also pre-roll at night to help decide the next day's outcome, such as with a Pacifist or Tinker.
- If the player's team (inverted for Outsider) is winning, add +1 to the die (or +2 if they are running away with the game).
- If the player's team (inverted for Outsider) is losing, add -1 to the die (or -2 if they are running away with the game).
- On a 1-5, make the preferred decision, then place a -1 penalty on the character.
- On a 6+, make the un-preferred decision, then remove all penalties on the character.
