My group insists on ONLY solving with mechanics and info, no social reads or deception, and it makes games repetetive and unfun. How can I encourage them to play BOTC as the social deduction game it is?

Game Discussion

I often end up playing games where it feels like I'm on of the only good players who's even vaguely bluffing as a different role or isn't sharing my information and/or role with the group to start mechanically solving things on day 1. I've had similar problems when storytelling too, where good seem dead set on only telling the truth and it's become a meta thing for some of them that, in their games, good players just don't lie

That ends up pushing other good players who might've enjoyed lying and not dying early to the demon to tell the truth because otherwise town will waste an execution on them. In online games, we've even had people leaving the moment they get assigned a minion or a non-info good role that they know will be executed early

Some of us have tried to tell people that everyone has a right to lie or withhold things, but barely anyone who's good actually does it and it's become a 'token evil defence'

I think a lot of our players consider clocktower more mechanics-based than social deduction, and evil especially struggle to have a good time because town start sharing all their information straight away (often before evil even has time to coordinate bluffs) and exclusively executing into it - social reads play little to no part. They often also execute both sides of double claims right out the gate. Investigator, Fortune Teller, etc pings are immediately publicised and several days are spent executing those pings and only those pings, almost without fail, and in smaller games that play can lose us the whole game. Sometimes, all a demon needs to do to win is claim a believeable information role, not appear in any evil pings, and their minions are usually executed due to not getting their bluffs in time

Hell, I once put as little information roles in the bag as I could reasonably get away with and it ended in disaster, with people wanting to drop out of the game and evil winning extremely quickly from all the executions on good players based on 'having no information, so being useless'. Nobody seems to care for social reads at all

How can I go about encouraging more social deduction-style plays in games I play and storytell in that end up like this? It's sad because it does genuinely feel like the only people having fun are the ones who've managed to solve the whole thing and enjoy doing so, with everyone else just having to go along with it in order to survive longer

I also wonder if there are scripts out there that encourage those types of plays more? We primarily play TBR as most of our storytellers are beginners, but if there's a TBR-like custom script with a few more interesting roles out there, that might help?

Posted Aug 5, 2026, 1:20 PM UTC

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