MISSION 5 RESULTS

Here you are, all ten of you, at the launch pad, watching the steam twirl like lace around the rocket. She looks bigger in real life than you imagined. Sunbeams fall on her and she gleams against her backdrop of fluffy white clouds. Up at the top, behind the white fairings, inside its verified and validated compartment, lies your payload: the payload you have worked so hard to create.

The launch window is just thirty seconds. If she fails to launch, they can delay launch by twenty-four hours to hit the right orbit. But more importantly, the payload, a satellite, requires being in the right orbit at the right time to intercept the right communication. They can delay the launch, but as far as your mission is concerned, you only have one shot.

A million things can go wrong. You watch the countdown clock in silence. It’s about a minute to launch, and the go/no-go sequence begins. Each subsystem gets a mention. Each subsystem of the launch vehicle, and each subsystem of the pad. You almost expect someone to reply with the negative. You almost expect there to be a problem. But all along, it’s a go. Go. Go.

She’s ready to launch.

Engines fire, pressing plumes of heat into the earth. The rocket is consumed in smoke and steam, and your eyes smart from the bright of the flames. Slowly, she lifts up out of the cloud she’s created for herself, and rises higher, higher, until she is a speck in the sky. Your attention shifts to the digital displays showing her trajectory. She’s on course. In three minutes, her fairings separate and your payload is free.

In near-disbelief, you gravely shake hands with your colleagues. With five of your colleagues, anyway. The other four? They’re rewiring the launch clock to spell “BOOBIES.”

The mission is a success!

Having identified the four spies, the Resistance has won the game!

Final score:

Mission 1: SUCCESS
Mission 2: FAILURE
Mission 3: FAILURE
Mission 4: SUCCESS
Mission 5: SUCCESS

The players:


Player     	Role
==============================
Knightsaber	Spy
Lantz     	Spy
rowe33 (opMak)	Resistance
Thongsy     	Resistance
Kl3mnop   	Spy
delirium     	Resistance
clyve     	Resistance
Dave Perkins	Spy
bobman37 (opMak)	Resistance
triggercut	Resistance

WHOOOOOOOOO OH MAN

Nice! Thanks fire, that was an awesome ending :D

Awesome! Great mission writeup!

Some key moments I saw:

  1. rowe33 and delirium identifying the cross-talk between kl3m and Dave.
  2. The correct identification–by many folks smarter than I was, from almost the start–that a spy on the first mission voted success.
  3. My final bullheadedness giving way to realizing that #2 there was likely, actually, and the no-votes on that mission were a red herring.
  4. rowe33 clearing himself with Thongsy.
  5. delirium getting cleared on his mission vote.
  6. My seizing of the cards with Strong Leader. I think I misplayed the rest of them and bungled the team selection, but thankfully did one thing smart and revealed my Resistancy self to rowe33.
  7. delirium rightly noting that Lantz/clyve was an either/or, but not both spies.

Yeah #6! Honestly, I’m still amused at how shocking that reveal was. You were a spy, written in ink and underlined in red.

So looking back, I don’t think VNFI is always te way to go but it did firmly plant Knight, Lantz and Kl3m as spies in my mind, specifically how kl3m loved, then hated, then was confused by, then blamed it.

I feel like a NO vote is something that resistance members have going for them and we shouldn’t be afraid to use it unless there is a chance of hitting 5 team fails.

This was brilliant. Both the Secret Message, and the identification thereof. I was surprised that, after rowe33’s discovery of the message, it went unexplored for at least a page.

I think this is what won it for us. A few of us were so highly suspicious of you based on your previous actions, it was quite a shock to find out you were part of Team Righteous. It allowed us to refocus and sent us down the right path, I think.

I would be very interested to hear a recap from fire, consisting of the big moments in the game and her reactions as an unbiased all-knower. Several times during the game I was like “I wonder what fire thinks of all this??”

I’d be cool to see some sort of postmortem note from everyone so we get 10 different viewpoints. Might be a but optimistic but still!

Thanks to fire for running it and the incredible mission stories!

#6 on trigger’s list was the key for me. It was good too see my Hypothetical Spy Distribution theory was 75% right somehow!

While this game happened to have spies at 1&2 in the order, I still think VNFI doesn’t make sense as a general rule. The early leaders will also prefer their mission to run and letting the spies decide how long to let it go on can let them finesse the order and get cards in their hands.

This was a situation where timing really boned the spies. I had already pulled the quotes from that and the rowe/kl3m do spies ever let mission one pass exchange and was going to go after them both and Rowe beat me.

It was so audacious by kl3m to try–and so smart of Dave to interpret that I was just incredulous that it worked. No way that was cross-talk, I thought. No way that Perkins would’ve picked up on it and handled his vote the right way.

It wasn’t until delirium and rowe33 finally got it into my thick skull that Thongsy wasn’t the bad actor, but kl3m might be that I looked at it again and realized “Holy shit, that’s AWESOME!”

I had no idea that VNFI was actually a thing and I blew that. I think I also blew mission 4, but after seeing your successful team, and then the plan to take same successful team out again, I had to throw myself on the flames.

It worked out this time but I think VNFI will hurt more than it helps if the spies actually know to do the flippin’ thing.

From the peanut gallery, I wondered why this message didn’t get pounced on as a signal, for a while it had me convinced that rowe33 & Thongsy were some bold and spicy spies.

Mainly: HOLY SHIT, that’s a lot of pages.

Seriously though, as a moderator, it’s hard not to root for Spies because you know what they know and then some, and it’s exciting to see them weave their web of betrayal. But in this game, I was really excited for Resistance to identify the spies – especially after that excellent Secret Coded Message. I’ll let Dave speak for himself about that!

One cool thing that happened is that you guys pinpointed several spies early on. I played a game of Dead of Winter once* in which the Betrayer got identified on his turn. Let me back up. Dead of Winter is a co-op game about surviving a zombie apocalypse, but the twist is that each player has a hidden agenda that must be met in addition to the group’s win condition. There might also be a betrayer, who wins if the colony loses. If identified, the colonists can vote to exile the betrayer, thereby changing her win condition and ending the collaboration with that player. In this game, there was a Betrayer. He got identified on his turn, so nobody could vote to exile him, so he milked it. He made tons of noise, attracted tons of zombies, looted the colony’s food supply, hid the best weapons at the bottom of the pile of weapons so that we couldn’t find them, and then left. It was the most liberated I’d ever seen a Betrayer be.

This game sort of reminded me of that after a certain point. Spies didn’t have to hide their Spy actions – they could be Spy-like in the open. It was kind of cute when Dave came along and posted his notes. It was like he didn’t get the memo that Spies were out of hiding (sorry, Dave!). Unfortunately, Spies weren’t as well-armed in this game as they were in the last game, so they couldn’t secure a victory (I’m thinking of clyve’s road trip / Subaru adventure).

Thanks, you guys, for letting me run this game. And thanks especially for putting up with my spotty Internet and life overload as I moved.

  • I think Dead of Winter would make an awesome forum game, and I totally want to run it, but we’d need 5 who were at least somewhat familiar with the game (or willing to learn). But I’m getting ahead of myself, because Avalon first!

The key events from my side:

  1. All 3 other spies voting down my logically argued team 1b :(
  2. Kl3m sand bagging 1c assuring the resistance gets more cards out
  3. The suspicious card play which also lost a NC from the spies.
  4. Dave’s yes vote to the team without him.
    At this point, I figured that I basically had to burn myself to get on team 3 even though the other 3 members were less suspicious than me. I thought that we’d have a decent chance of slipping Knight or Kl3m into team 4/5 since they had voted against my mission as possible support for themselves. That’s part of why I pasted that vote a couple times to try and remind them. I thought not calling out clyve would keep the trigger/rowe war going which is why I confirmed delirium. Which leads to two great plays I didn’t think through
  5. I thought I would take clyve and myself out of the team. Using us both instead was brilliant.
  6. the open up squashing the resistance in fighting

I did have a legit real life insane day Thursday which hurt because it made it impossible to try and defend myself. I had also been trying to leave some flaws for one of the spies to attack to try and sneak on team 4/5

I own DoW! Wonderful game :) I think pace would be an issue in a forum based setting, but who knows!

Someone picked out all four of us and ONLY the four of us waaay early on. Something like 12 days ago, really. I can’t seem to find it though. I remember seeing it and doing the O-face.

I named all 4 but #4 was Trigger instead of Perkins :P