
“Healthy, Sober, and Stable” – looking for balance feedback (no poison/drunk/madness)
Hey everyone,
I’ve been working on a custom script called “Healthy, Sober, and Stable” and wanted to get some feedback from more experienced players/storytellers.
Design goal:
I intentionally removed all sources of poisoning, drunkenness, and madness. I wanted a script where:
- All information is reliable (no false info from mechanics)
- The game leans more on social reads, trust, and player decisions
- Any misinformation comes from players, not the script
What I’m curious about:
- Does removing misinfo mechanics make the game too Townsfolk-favored?
- Are there enough tools for the evil team to bluff/manipulate without poison/drunk?
- Do any characters become too strong or too weak in this environment?
- Does the script risk becoming “solvable” if players trust info too easily?
Some thoughts/concerns I already have:
- Roles like Fortune Teller, Seamstress, and Sage seem very strong when always sober
- Spy feels extra powerful since it adds one-sided information without distortion
- Scarlet Woman / Imp / Po feel like the main sources of chaos, but I’m not sure it’s enough
- Outsiders like Recluse (false registration) might be doing a lot of heavy lifting for uncertainty
What kind of feedback I’m looking for:
- Balance issues (too strong / too weak characters)
- Suggested swaps to improve tension without introducing poison/drunk
- Whether this concept is actually fun in practice or just “clean but boring”
- Any play experience with similar “all sober” scripts
Appreciate any thoughts, critiques, or brutal honesty. I’m trying to figure out if this is a neat twist or just removing an essential part of the game. I also only have the base script characters.
Thanks!