* you are drunk (which you don't know about)
* you were poisoned that night (which you don't know about)
* the target might be protected in some way (which you don't know about)
* some powers literally let the game master decide if they work or not (you will not be told it did not work)
Imagine the first few nights of mafia style games, where nobody knows anything, so everybody is just going on hunches and feelings. That's Blood on the clocktower for almost all the nights.
Clocktower is the ultimate iteration of a social deception game. It’s about the lying. It’s about the storytelling; not just by the storyteller but by the players themselves who have to create the alternative narratives and convince their friends of those narratives.
Clocktower is so good because it forces people to work together, and assume unreliable narrators regardless of intent. It gives individuals unique and powerful abilities, giving a lot of agency on the game regardless of whether they are dead or not. And because of all of this, it’s not the few but the many that achieve a success for their team.
I am utterly fascinated by this game and, more than that, thanks to its format, it yields a huge framework for experimentation by scriptwriters and storytellers. I have stopped playing any other kind of social deduction game - none can even hold a candle to Blood on the Clocktower.