Madness Philosophy

This is GrayPockets's philosophy for utilizing a player being "mad".

General Philosophy

  • General storytelling priorities take precedence in any decision; this includes madness-related decisions.
    1. Fun
    2. Interesting
    3. Balanced

Breaking Madness

  • Madness comes in two flavors:
    • Active Madness: Be mad about something.
    • Passive Madness: Don't be mad about something.
      • This includes Her Majesty and the Mutant.
      • It is acceptable for a player engaging in passive madness to be quiet most of the time.
  • A player not actively denying they are mad in response to another player accusing them of such is breaking madness.
  • A player who is mad and dropping hints about their madness is breaking madness.

Penalizing Madness

  • Never cause a madness penalty after the phase when the madness was broken.
    • Killing a Mutant in final 5 when they broke it on Day 1 is very punishing and unfun for the Mutant.
    • e.g. If a Mutant breaks their madness at night, either execute them before the night is over or that Storyteller opportunity has past.
  • Madness caused by an Outsider ability helps the other team, just like any Outsider ability: good Outsider abilities help the evil team, and evil Outsider abilities help the good team.
    • If declaring a madness break would go against that, choose not to do so.
    • e.g. If a Mutant is on the block and breaks their madness on purpose, don't execute them immediately, as that would confirm they are the Mutant, which is helpful to the good team.
  • Breaking madness should reward the team of the character the madness is coming from.
  • If the player causing madness breaks their own madness on purpose, honor their request by performing the penalty unless it would mechanically win the game for their team.
    • e.g. Her Majesty says "I am Her Majesty." The Storyteller executes them.
    • e.g. The Cerenovus has selected themself to be mad as the Mathematician when only 3 players are alive. The Cerenovus says "I am the Cerenovus". The Storyteller does not execute them.
    • e.g. The Mutant says "I am the Mutant." The Storyteller decides not to execute them because they are an Outsider; however, the Storyteller might execute them later that day.
  • On a script where madness is the main theme, madness breaks should be penalized more often.

Disclaimer
This almanac is unofficial fan content for Blood on the Clocktower; it is not affiliated with or endorsed by The Pandemonium Institute Pty Ltd.
Blood on the Clocktower is Trademark™ of Steven Medway and The Pandemonium Institute Pty Ltd.
Copyright © 2025 GrayPockets. The Pandemonium Institute Pty Ltd may take copyright of any content of this almanac at any time.