Fugazi wrote:Like everything with these types of games, you change it up if the meta of your group shifts in a particular direction. Nevertheless, I think there are some 'basics' to at least get you started.
Generally, for the bad guys, chaos is your friend. So Oberon should always foster confusion and chaos whenever possible.
The other evils don't know you, but remember Merlin does. That is a crucial fact to remember when trying to identify Merlin for the assassination at the end of the game. Oberon should focus on eliminating Merlin suspects and keying on the Merlin/Percival dynamic.
In terms of throwing quest success/fails, experienced evil players will know that with Oberon in play, throwing an early success in a quest as evil can be a solid move. Why? Because Oberon should be throwing fails. This limits the risk of the dreaded double fail that can badly hamper evil if it happens in round 1 or 2.
As you play with Oberon more, you might throw a success if you get on a round 1 mission so that Merlin will have nothing to use against you when he/she tries to get you off the team in a later round. That will help you (a) identify Merlin and (b) throw a crucial fail in the later rounds.
Remember, since Oberon does not know the evil players, your banter should sound like any other good guy. You're just trying to piece together the situation the same way they are right? But don't forget: chaos is your friend. Don't let the good guys get too settled on a theory. Oberon should work to ensure multiple theories remain in play to sow confusion among the good guys. On the other hand, you can't be to heavy-handed with this, or you'll be marked as evil.
Obviously, all this is just general tips and you have to adjust and sometimes do the opposite depending on your group's play style and history.
Hope that gives you some ideas.