“Each day, you may visit the Storyteller to learn a task & its reward.”
Once per day, if the Courier requests a private chat with you, take them away from the circle so you cannot be overheard. Whisper a task and its reward to the Courier. (If you cannot think of what to say straight away, either take your time or ask them to come back in a few minutes.)
If you believe that the Courier has completed their task, mark them with the COMPLETE reminder - give them their reward accordingly. (It might be good to confirm to them that this happened.) Use the 1, 2, and 3 reminders if you need to.
Each night except the first, remove the COMPLETE reminder from the Courier, if they have it.
<aside> 📌 Make sure that your tasks are worth the reward. That is, don’t tell them the Demon just for spinning around three times.
It might be good to note what the task was, just in case you forget - likewise with the rewards if they are permanent.
Rewards for tasks should always benefit the Courier’s team. It may be the case that a proposed task, if completed, presents risks for their team, but the effect of the Courier ability should help them. Refrain from turning the Courier's alignment as a reward.
Victory as a reward will rarely be satisfying, especially as the evil team won't be prepared for this. If you're designing a task and victory seems like one of few fair compensations, consider instead showing the Courier the demon that night, or similarly powerful info. This way, evil still has a fighting chance, by presenting the Courier as an evil player.
Keep in mind that the Courier won't always pursue their tasks (or might fail), and remember to balance the game accordingly. While you can give tasks that present risks to the Courier, and indeed might harm them if they aren't careful, following a task should almost never result in the loss of the Courier's team.
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<aside> <img src="/icons/more_gray.svg" alt="/icons/more_gray.svg" width="40px" />
Type | Townsfolk |
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Icon Source | Vecteezy |
“Your correspondence, sire. What's this? The war has already begun?”
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<aside> 📖 The Courier visits the Storyteller and learns that the task is to get a good player to execute them - if so, they survive that execution. The Chef nominates and executes the Courier, and the Courier does not die.
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<aside> 📖 The Courier visits the Storyteller and learns that the task is to make De mad that Ella is evil, without saying it’s their task - if so, both learn that they are the Courier. De was not mad that Ella was evil, and so the Courier does not get the reward.
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<aside> 📖 The Courier visits the Storyteller and learns their task & reward. They don’t complete it, and the Storyteller gives them the same task & reward tomorrow.
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