1776 Warz postgame thread

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relantel
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1776 Warz postgame thread

Post by relantel »

For those that were wondering the behind the scenes...

First up, thanks and major props to redwill for stepping up after he died/BCS was banned to be a co-mod. A second sounding board is vital - without BCS, the game never starts, and without redwill, it probably doesn't get finished as it did. (And for the record, the initial genesis of the dead BCS, aside from the bhaw usage in the corv/twc game, was seeing tfrizz in chat that day, and thinking, hmmm, I could insert a non-game player's body floating down the river for effect)

For those that figured out, most of the role names were derived from David McCullough's 1776. There is some disconnect with warz to that time period, but the PM between Joseph Reed and George Washington stemmed from their constant letter correspondence noted in the book. The selection of King George III, Nathanael Greene and Henry Knox were easy - they were summarized on the jacket of the book. Others were dug from deeper. Some names though, were liberties taken from the history of the war, and not from the book, such as Banastre Tarleton and the Marquis de Lafayette. It was the selection of roles filling out the roster that led to doublem's roleclaim being possible - Sam Adams wasn't mentioned much at all in the book. So while Abigail Adams was a role, others were left on the table to go at 25. I won't divulge what else might have been done on that end as they may get reused in another game.

Each side had a recruiter, that had to be alive in order for their recruits to come alive. Until then, those rolled as such were Regular Patriots and Regular Loyalists. By assigning them in advance, there was the possibility of a recruit being dead before the assigned night that side was able to recruit. There was also a delayed green (Lafayette), that would not learn of their role until Night 4, but was a casualty on Night 1. Anyone not designated a potential recruit was simply a regular colonist.

Communication:
I wanted to make the reds work some, so the recruiter (King George III) could not PM, and did not know the identity of, the rest of the reds, and vice versa. After all, he was all the way across the Atlantic. Admiral Howe came into being here, in that while the Admiral was alive, the King could send a PM via the Mod as a messenger, as if it came across the sea. The only stipulation being that the player identity must be stripped before being forwarded. If at any point the red seer found the king, the PM restriction would be removed. Similarly, the recruiter could PM his recruits, but the recruits would not know who the initial reds (Howe, Howe, Clinton) were. Thank 1984 warz for this inspiration, with MiniLuv being separated.

The green recruits worked the same way, that they could PM the recruiter. Greens were nights 2 and 4, Reds were nights 3 & 6. The 2nd red recruit, Troy Loney, was killed on Night 4, and lost. Hence he was the only one to show as Regular Loyalist in a writeup. The confusion this caused was priceless, in that many assumed from Civil Warz it might be more head to head. Redwill saw Zaro on night 2, I think, so it created 3 sets of green-green PM pairs. The other caveat in the recruiting was that each recruiter had a yes/no question as to whether to recruit or not. A recruit on that night would negate that side's kill, which the kill PMer was not aware of. On night 3, this would have spared redwill, but for Benedict Arnold taking his single shot. Both shot at redwill, and the recruit only stopped the red shot. redwill also saw PFiDC that night.

Arnold:
While Benedict Arnold didn't really turn traitor until after 1776 was over, he seemed the ideal name for an independent. We set the role up with mostly JOAT powers - one kill, one see, and one protect. He would be purple, with a goal of sole survivor, unless seen by either green or red, or if he saw a green or red. The role would become side seen, and any one-off powers not used by that point would be lost. And for the first couple phases, we were worried doublem was a no-show, but he showed up right before we had considered re-rolling the role among the remaining colonists. He made it to the final write-up, so not too shabby!

Will edit for role details & PMs and such in a little bit, as well as some behind the scenes observations from redwill & I. (Having issues with the table showing up all funky... might just have to insert the role PMs and show the list that way)

Initial roll of roles/ short version of abilities/restrictions:
  • 1 George Washinghton (angel) 3. mac Cannot protect same player twice in a row; can PM with Joseph Reed
    2 Thomas Paine (Seer) 10. redwill Can PM any greens seen
    3 Nathanael Greene (vig) 12. Zarovich
    4 Joseph Reed (mason - PM with GW) 5. ps87 Can PM George Washington
    5 Henry Knox (recruiter) 15. Krafster Henry Knox - must be alive for recruit, must choose yes/no nights 2 & 4
    6 King George III (recruiter) 6. Malkameltdown Cannot PM reds but must be alive for recruit, must choose yes/no nights 3 & 6
    7 General Sir William Howe (Alpha) 2. slappybrown Gen Howe PM with Henry Clinton & Adm Howe. Controls kill. Chance kill is delayed into next phase.
    8 Admiral Richard Howe 18. bhaw Adm Howe must be alive for King to send messages via Mod to Brit generals
    9 General Henry Clinton (seer) 19. PFiDC
    10 Benedict Arnold (JOAT) 13. doublem (turns red or green if seen, or sees, either side; until then, is purple & has 1 see, 1 kill and 1 protect)
    11 Gen. Lafayette (delayed green) 7. MWB (Revealed to player night 4, if Henry Knox is alive; else is regular Patriot)
    12 Regular Patriot 25. BH71 target 1 if green uses recruit (Abigail Adams)
    13 Regular Loyalist 9. ulf target 1 if red uses recruit (Banastre Tarlteon - single day protect, randomizer the tarred & feathered player from remaining if protectee most votes
    14 Regular Colonist 17. IrishEyes
    15 Regular Patriot 11. thehockeyguru target 2 if green uses recuit (General Charles Lee)
    16 Regular Loyalist 4. Troy Lonely target 2 if red uses recruit (General Lord Cornwallis)
    17 Regular Colonist 14. modkiller aka LITT
    18 Regular Colonist 1. Columbia
    19 Regular Colonist 20. Azkar
    20 Regular Colonist 21. c2i
    21 Regular Colonist 24. Rylan
    22 Regular Colonist 23. Doc
    23 Regular Colonist 16. twc
    24 Regular Colonist 22. Senka
    25 Regular Colonist 8. shad
Actions:

Code: Select all

Actions:								
Night 1:								
redwill	see slappybrown							
PFiDC	see shafnutz05							
mac5155	protect self							
slappybrown	kill MWB							
doublem	no action							
zaro	no kills yet							
								
Day 1	village tars & feathers slappybrown							
								
Night 2								
mac5155	protect redwill							
zaro	Kill IrishEyes		(inert due recruit)					
PFiDC	see c2i							
bhaw	kill redwill		(inert due protection)					
doublem	no action							
redwill	see zaro							
kraftster	recruit (Badhands)							
malka	message to army							
								
Day 2	village tars & feathers rylan							
								
Night 3								
doublem	kill redwill							
mac5155	protect self							
PFiDC	see twc							
bhaw	kill redwill		(inert due recruit)					
malka	recruit (ulf)							
redwill	see PFiDC							
Zaro	Kill IrishEyes							
								
Day 3	Village tars & feathers columbia							
								
Night 4								
doublem	see shaf				
mac	protect shaf							
zaro	kill PFiDC		(inert due recruit)					
bhaw	kill Troy Loney						
Kraftster	recruit (thehockeyguru)							
PFiDC	see malka							
malka	message to army						
								
day 4	Village tars & feathers PFiDC							
								
Night 5								
bhaw	kill shaf							
malka	recruit shaf		(recruit dead night 4)					
zaro	kill c2i							
mac	protect self							
doublem	no action		only has a single protect					
ulf	no action		only has a single day protect					
								
Day 5	Village Tars & feathers Bhaw							
								
Night 6								
doublem	protect twc							
zaro	kill thg		has kill night 6					
malka	kill zaro		has kill night 6					
ulf	no action		has single day protect					
mac	protect ps87							
								
Day 6	Village Tars & feathers LITT							
								
Night 7								
ulf	protect malka		has single day protect					
malka	kill mac		has kill					
mac	protect kraftster		has protect, can protect self.					
								
Day 7	Village Tars & Feathers Malkamaniac							List Randomizer
ulf used day protect on malka*			village list was random.org'd to see who would die:					
								There were 10 items in your list. Here they are in random order:
Night 8								
malka	kill kraftster		has kill					1. 22. Senka
								2. 5. ps87
Day 8	Village Tars & Feathers Malkamaniac							3. 25. BH71
								4. 23. Doc
Night 9								5. 15. Kraftster
ulf	kill ps87							6. 16. twc
								7. 13. doublem
Day 9	Village Tars & Feathers ulf							8. 9. ulf
								9. 6. Malka
Night 10								10. 20. Azkar
doublem	no action left							
								Timestamp: 2011-03-02 04:22:33 UTC
Day 10	Village Tars & feathers DocEmrick							
								
Day 11	Village Tars & feathers doublem							
								
Patriots win!								
Last edited by relantel on Thu Mar 03, 2011 8:22 pm, edited 4 times in total.
columbia
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Re: 1776 Warz postgame thread

Post by columbia »

Great game!!!!
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Re: 1776 Warz postgame thread

Post by Kraftster »

Very fun game. I had some good reads and was way off on some others. Kudos to doublem, his claim was weird enough and seemed poorly timed enough that I bought into his good(ish) claim.
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Re: 1776 Warz postgame thread

Post by shafnutz05 »

columbia wrote:
Great game!!!!
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Re: 1776 Warz postgame thread

Post by shafnutz05 »

yeah kudos to doublem....he lasted a long time with a tough role and I am impressed he lasted that long
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Re: 1776 Warz postgame thread

Post by doublem »

I almost made it. Trollface. I thank you kraft for helping me along that was my goal. I was hoping the tank thing would help me out. I knew I wasn't going tomake it after doc died. Oh well. Fun times.
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Re: 1776 Warz postgame thread

Post by relantel »

Role PMs:

George Washington (mac):

You are George Washington. You are the commander in chief of the Continental Army, and in the minds of the Continental Congress, you are the Protector. As such, you get one protection per night. You may protect yourself, but you may not protect the same person twice. You can communicate with your personal Secretary, Joseph Reed of Philadelphia, Pittsports87, by PM

Joseph Reed (ps87):

You are Joseph Reed. You are the personal Secretary to George Washington. He confides greatly in you. You can communicate with George Washington, mac5155, by PM. You have no other power.

Thomas Paine (redwill):

You are Thomas Paine. In addition to being the author of Common Sense, you are the Patriot seer. You can see one player per night, and if you find another green, you will be able to PM afterward. If you die at night, you may not reveal the result of that night's see.


Nathanael Greene (Zarovich):

You are Gen. Nathanael Greene. You are a right hand man to Gen. Washington, and he has left you with the autonomy to kill every other night beginning on night 2. You must PM both relantel and BCS your kill.


Henry Knox (Kraftster):

You are Henry Knox. You are remembered as the young Colonel who dragged the guns from Fort Ticonderoga to Boston. As long as you are alive, the Patriots have the ability to recruit. You cannot control this recruit, but you can make the choice whether or not to accept it on nights 2 and 4. If not used, it will be lost. If used, the Patriot gunfire for that night will be silenced.

King George III (malkamaniac):

You are King George III, self titled as "George the Third, by the Grace of God, King of Great Britain, France, and Ireland, Defender of the Faith, and so forth". You may communicate with your generals in America via messenger, due to the delays of traversing the Atlantic Ocean. While alive, you have the ability to recruit on nights 3 and 6. If you elect this opportunity, your generals will be silenced that night, and if not, the recruit will be lost. You do not have choice of the recruit. All PMs must go through the Mods, and your player identity will not be revealed unless you are seen.

General Howe
Admiral Howe
General Clinton:
slappybrown,
You are General Sir William Howe. You are the Alpha, with control of the nightly kill. There is a chance your kill will not happen at night, but the day following, due to delays in your lines of communication out of Boston.

bhaw,
You are Richard, Admiral Lord Howe, brother of Sir William. Your navy allows communication with the King, via the Mods. The messages will come to all three of you.

PensFanInDC,
You are General Henry Clinton. You are General Howe's right hand man, and you are the seer. You may look at one player each night. If you find another red player, you may all communicate with them.

All PMs must be sent to Rel and BCS.
Benedict Arnold (doublem):

You are Benedict Arnold. At present, you are an independent soul, searching for a side. If you are seen, you will join that side; if you are not you will remain independent. You have abilities in the meantime, one protect, one see, and one kill. These will vanish once you are found, or your see finds a side. As long as you are independent, your goal is to make it to the end of the game, and be the sole survivor.

Banastre Tarlton (ulf) (as confirmed to Malka at time of recruit - BCS had sent to ulf that night before he got himself banned):
In case BCS didn't state it, being the recruiter, you can PM ulf. He should by now know that he is Banastre Tarleton. Should have the one off ability of a single day protect, which will randomize the vote among the remaining players, with the random player being tarred & feathered and the target protect living. Must be opted the night prior.
(when I ran the random.org for this, I left malka in the list, but senka came up first)

General Charles Lee (thehockeyguru) (2nd recruit0:
You are General Charles Lee:
Spoiler:
Image
You have no direct power, but you may PM Kraftster, who is Col. Henry Knox.
(Spoiler inserted for space, was not in orig pm)

Everyone else received a PM stating that they were a regular something:
relantel wrote:
You are a regular Loyalist.
relantel wrote:
You are a regular Patriot.
relantel wrote:
You are a regular Colonist.
Last edited by relantel on Thu Mar 03, 2011 8:49 pm, edited 1 time in total.
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Re: 1776 Warz postgame thread

Post by pittsports87 »

Why did everyone but me and Mac get told their color?
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Re: 1776 Warz postgame thread

Post by Kraftster »

doublem wrote:
I almost made it. Trollface. I thank you kraft for helping me along that was my goal. I was hoping the tank thing would help me out. I knew I wasn't going tomake it after doc died. Oh well. Fun times.
Haha, I underestimated you. Ask Badhands, who I was talking with. I said if doublem is something other than blue or green, I will bow down, I bit hard it was so important to the rest of my reads that I wouldn't let myself go back on it. Behind the scenes I was an even bigger advocate for you. In this case it definitely excites me to be wrong because it means we've got some real good players :thumb:


At one point I was 100% sure that Doc was GW. I looked back through the game thread and it was uncanny how much Doc voted with Zaro and I (the two generals) every time one of us voted. I was certain that he knew who his generals were but could not communicate with us and was trying to vote with us to sort of send a message perhaps. I felt great about this read. It killed me when I was wrong.

That said, I felt pretty good about bhaw and Malk - I needed to make a couple right calls to get some confidence back. Felt like I hadn't played well the past couple games.
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Re: 1776 Warz postgame thread

Post by Kraftster »

Malk - how did you grab mac the night you did? I was really hoping I would draw the kill and protect that night.
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Re: 1776 Warz postgame thread

Post by relantel »

pittsports87 wrote:
Why did everyone but me and Mac get told their color?
Largely because you two were the first two outgoing role PMs... I think I tried to edit it on yours, but you read it too quickly. The rest got color directly.
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Re: 1776 Warz postgame thread

Post by pittsports87 »

relantel wrote:
pittsports87 wrote:
Why did everyone but me and Mac get told their color?
Largely because you two were the first two outgoing role PMs... I think I tried to edit it on yours, but you read it too quickly. The rest got color directly.
Alright, I knew it was on accident. I was planning to PM you during the game to make sure, but was to lazy.
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Re: 1776 Warz postgame thread

Post by columbia »

So what was up with the night talking?
Did someone screw up?
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Re: 1776 Warz postgame thread

Post by relantel »

columbia wrote:
So what was up with the night talking?
Did someone screw up?
There was supposed to be no game-related night talking. Fluff would have been ok.
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Re: 1776 Warz postgame thread

Post by doublem »

I got a lot of luck in this game. 1. I'm lucky sam adams wasn't someone else. I was basically going off last game and hoping people would fall for it. Most did, I think. I also wasn't planning on malka going nuts and doc getting killed. I have no idea why doc was killed and really thought bh was going to kill azkar at the end. I should have killed twc but he kept voting with me.Ah, oh well.
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Re: 1776 Warz postgame thread

Post by ulf »

I used my block on malk, and tried to get everyone to vote for him to cause some chaos...I was under the impression it was just us two. Kinda was. Anyway, the following day when I tried saving him, I thought he was the vig, but in reality it was a team kill. If I knew I would have gotten a kill even with him dead I wouldn't have been so obvious. I thought we were donezo without a night kill. So dumb on my part not to realize he wasn't the vig lol.
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Re: 1776 Warz postgame thread

Post by the wicked child »

Great game rel. Wish I had been less busy so I could follow better.

I didn't necessarily trust you fully dm. As I mentioned I was hoping to get az to pick a side so I could get a read on him.

Eventually after some time on the throne it clicked that you had to be the one.
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Re: 1776 Warz postgame thread

Post by BadHands71 »

This was only my third wars game and the first time i lasted longer than the first day or two.

Kraftster and I were back and forth alot. I was shaky on doublem but his thoughts helped sway me. Talking with Kraftster is one of the biggest reasons that I was on the fence and didn't keep my vote on doublem.

I was pretty confident on my ulf vote and despite all of Malk's shennanigans, I was pretty confident in my vote for him. The doc and doublem votes were by far the hardest to decide on.
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Re: 1776 Warz postgame thread

Post by DocEmrick »

Mother truckers better listen to me next time. I'm not always as high as you think. :pop: In fact, sometimes it helps you see subliminals. :pop:
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Re: 1776 Warz postgame thread

Post by pittsports87 »

I agree, this was a great game!
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Re: 1776 Warz postgame thread

Post by relantel »

Here's a good nugget from Night 3, from before BCS was banned (which happened prior to the Night 3 write-up):
Bob Cole's Senility wrote:
relantel wrote:
ha! doublem just succeeded in doing what the reds weren't going to be able to do with their recruit happening...
It's going to be great when the village goes all :scared: after Redwill has been killed and they blame the angel.
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Re: 1776 Warz postgame thread

Post by doublem »

doc: why did you want to kill me so fast?
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Re: 1776 Warz postgame thread

Post by BadHands71 »

DocEmrick wrote:
Mother truckers better listen to me next time. I'm not always as high as you think. :pop: In fact, sometimes it helps you see subliminals. :pop:
And sometimes you're just crazy. :pop:
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Re: 1776 Warz postgame thread

Post by pittsports87 »

BadHands71 wrote:
DocEmrick wrote:
Mother truckers better listen to me next time. I'm not always as high as you think. :pop: In fact, sometimes it helps you see subliminals. :pop:
And sometimes you're just crazy. :pop:
Sometimes?
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Re: 1776 Warz postgame thread

Post by doublem »

off phone now. I knew I was going to have a hard time at the end. I probably shouldn't have went with doc but that was the only person I thought I could get the village in on. I should have went with twc or Az. Malka must have known I was bad, I def. thought I was getting killed at that point but he went insane and saved me for a few days.