NOTW XXXIX: Impending Retribution Game Thread

The fall of the baddies and my final thoughts

From my point of view, the Rogues allowed themselves to get stomped simply by not killing enough. Had they used two kills per night, they possibly could have avoided the accusation that cost Camikaze and Zack’s life, as Renata was high on their to-kill list for sometime now. Sprig still probably gets vigiante killed and/or scanned anyway, and Kennigit only exploded because his repair ability had been made public in the thread and the saboteurs wanted him gone. The root of this is the issue that both Sprig and Kennigit revealed their abilities. Once this happened, they had no one left to stalk, and Sprig’s reveal was definitely more costly as he also relinquished his Explosive Charge, costing them yet another kill. I was a bit surprised no one on the team did any math with regards to the number of players left, the kills per night to that point, and how many days that had left. No one realized they had to kill at all costs, especially after the innocent’s ‘let’s Brig them instead of kill them’ methodology became commonplace. With that innocent tactic in place, they could have been waited out as the ship would reach port before they could win the ‘old fashioned’ way.

As for the Saboteurs, it’s very hard to say whether or not their 70% number was achievable. On one hand, the only reason why the ship got into the fifties in damage percentage was because of TheLastOne36 disappearing and not getting Sonar online. Each mine did six points of damage per hit, and I’ve already stated what Sonar could have done to limit this. On the other, the saboteurs, no offense, played atrociously overall. There was a severe lack of coordination and direction in the camp which led to their downfall. For a team designed to be in the running for items, promotions, and other rank abilities, their lack of activity in the thread and behind the scenes (from what I could tell anyway) cost them dearly. Making a play for the Master Key, the Captain’s position and subsequent Commander ranks, going after Keys and repair items, and the kicker, going after items such as the Thunderfall Missile Codes and Container all would have been prudent moves to help their cause, but alas, they did none of the above. For me, it was really tough from a game design standpoint to watch this team crumble they way they did.

CCRunner’s only blunder from what I could tell was being so public with what he could do with certain items. I think had he been more patient, he could have acquired what he needed without being so overt. After the ship got rerouted back to port, he had acquired Nahkarma’s Sniper Rifle and was able to kill, and curiously he gave it to rhawn after killing Niklas. For a guy whose fallback consisted of being the last man standing, it was an odd move. Taking down the innocent cabal, starting with DaveShack and rhawn, would have been prudent moves.

The innocents for the most part were fairly disorganized, especially after Renata’s death. The repair crew’s organization also suffered, though fortunately for the crew repairs did continue. It didn’t help key innocent roles got killed early or went inactive, but it wasn’t game breaking that they disappeared early. The lack of discussion in the thread also cost them, as well as a reliance on BSmith1068’s kill scan during the middle stages. I was disappointed also in the lack of promotions and demotions, as certain players in certain slots would have been beneficial. Also because players weren’t moving around, information about these players did not get moved around like I had intended. A very dynamic mechanic got used in a very static way.

I was also a little peeved at the lack of orders I received from players without ‘cool’ personal abilities. Autolycus was really the only player who sent me orders on a consistent basis despite not having a prophet ability, and the items he’d find would help integrate him into the innocent cabal without actually have been scanned. Players with similar abilities (as in, players who could do something special once) could have benefited from performing universal actions at night. Not to mention you’ll see how it would help you avoid the WoG mechanic I had elaborated on earlier.

Overall, I was content with how things played out given the circumstances. I feel certain aspects of the setup got underused and ultimately cost the game some of its. I also hated how (and this is more of a general statement) NOTW/mafia games have steered toward killing off the active players for either talking or being active behind the scenes. This game is a clear example of how boring and stagnant the games can become once dialogue has been stifled. The later part of the game after the Rogues had been wiped out was excruciating to watch. It was so bad I began tinkering with ideas for new mechanics to somehow keep active players alive longer. This trend of killing the actives needs to be resolved somehow. It wasn’t that inactives stifled dialogue, it was that the active players all got killed early (as a side note, I was really, really unhappy to see the dot orgahs all whacked early. Aside from me not getting to see them in action behind the scenes, as an overall comment if the NOTW series is going to survive we need to stop killing off our new/returning players early. Let them actually play for once). Will I host another? I don’t know right now. Maybe a mini-NOTW down the road. Until then:

Posting is open!
 
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Good game all - I throughly enjoyed it. My teams self implosion was awesome, never seen a four person team wiped out in one day lol.

BL. you mention a post of mine. Which one were you referring to ?
 
Good game all - I throughly enjoyed it. My teams self implosion was awesome, never seen a four person team wiped out in one day lol.

BL. you mention a post of mine. Which one were you referring to ?

That would be this one. Pretty much hit the nail on the head as to what would happen with the party. I was fairly impressed with it.
 
Yay we win! I don't hold much merit for this win, adter being killed on N2, but I'm still happy. Congrats to all my teammates. :goodjob:

And good game mafia teams, at least you tried. :D

What an amazing game, BL ! :clap::clap::clap::clap::clap:

I'm definitely not missing your next game. :)
 
That would be this one. Pretty much hit the nail on the head as to what would happen with the party. I was fairly impressed with it.

I was just annoyued that i wouldnt be able to complete my PG if the party went ahead :)
 
Overall, I was content with how things played out given the circumstances. I feel certain aspects of the setup got underused and ultimately cost the game some of its dynamics. I also hated how (and this is more of a general statement) NOTW/mafia games have steered toward killing off the active players for either talking or being active behind the scenes. At the end, this game is a clear example of how boring and stagnant the games can become once dialogue has been stifled. The later part of the game after the Rogues had been wiped out was excruciating to watch. It was so bad I began tinkering with ideas for new mechanics to somehow keep active players alive longer. This trend of killing the actives needs to be resolved somehow. It wasn’t that inactives stifled dialogue, it was that the active players all got killed early (as a side note, I was really, really unhappy to see the dot orgahs all whacked early. Aside from me not getting to see them in action behind the scenes, as an overall comment if the NOTW series is going to survive we need to stop killing off our new/returning players early. Let them actually play for once). Will I host another? I don’t know right now. Maybe a mini-NOTW down the road.

Like I've said after I died in the dead thread: I consider it a flaw in NOTW games that the Scums can kill active players to shut them up completely. There's no drawback to killing them, as opposed to ORG games where an active player can become a threat with his innocence confirmed. Also, the endgames are so much more interesting and lively near the end if players are not forced to silence. You are right to point that this game was boring in the end, BL. From a watching point of view, it was indeed boring, and I can't imagine how you must have felt given the obvious amount of work you've put in that game.

I consider any rule that prevent players from participating, to be a bad rule, and no talk after death is one of the worse. As a host, you want players to participate, let them participate! :)
 
I've never won as a townie before!!!!!!!!! Will you lot please stop claiming that I'm always scum now? What more proof do you want?
 
OR you could introduce post death mechanics... there are ways around it...

It's a pain but at Mafia, I always target the nosiest players. The ones that don't speak are not much of a threat to me. It actually always works out this way even if you don't intestinally target the noisy ones they end up in the firing line.

You can see from our QT this game I wanted to go against that a bit and target the ones who I didn't know what they were up to. But in the end, Renate & Methos should have been put to the sword must faster. If I had a retry I would have used the explosive on Methos right away.

AS for my games I always think the innocents are going to act in a coherent fashion and forget to add allowance for the fact they are headless chooks.
 
lol @CCRunner's Quicktopic!

You know, when Duke Blackstone or rhawn (not sure which) asked me about why I didn't use the Apache to mow down the Insurgents, I told him that hitting the deck of the ship with Hellfire missiles wasn't a very good idea. I was proved right…

btw the only person I've IMd with was Renata. Shame on you lot! Show up!
 
Congrats Innocents. Way to finish strong, trust in each other, really great work!

Especially excellent job by Backwards Logic, loved the game and we all thank you for it! :band:

In particular I have to praise Duke Blackstone on this one. Not just for great play, victory at the end, and unanticipated success as a mason, but also for many great ideas and plans and for not betraying me or selling me out. I mean sure, we know would have gone poorly for the Innocents, but he must've been under constant pressure not just from bad guys but for worthless stuff like promotions too. And he had some amazing roleplay as well, some of the funniest in-thread posts imo were his (life support, classic :lol:)

The other major surviving Innocents don't need me to tell them how well they did of course, but nice work again, rhawn taking down rogues and our other scanners even despite setbacks on results. As for the enemies, choxorn, Diamondeye, CCRunner, and sprig I must say all did some solid roleplaying at their roles, for each of them if things had gone a little differently who knows what would have happened... One thing I wanted to mention though in retrospect for folks though - again, I was dead set on killing sprig before and regardless of the scan result, in fact I didn't even tell Renata or anyone else that BL had corrected the one scan result because I wanted sprig dead anyway. I don't think it influenced me though it was an unfortunate error perhaps. He was on my list to vig-kill already at that time (night six) along with Zack, CCRunner, Frozen, and Seon (latter two Innocents but :mischief:) and all the lurkers.

So great writeups and roles and at the end here, hilarious to read the Rogue and Saboteur quicktopics. Always like just reading about what people were saying about me, but there was tons going on in all those QTs. Everyone piling on Diamondeye! Never killed people like Renata or me nearly soon enough, haha! Epic slaughter of the Rogues too, and Saboteurs were surprisingly active and plotting behind the scenes :mad:


I dunno if I should do an AAR, don't have one written up yet or if people would care so that's it for now. Kept a lot of notes the first few days but less so after that, still have hundreds of PMs saved though, but again, great to be a part of this game and its story.
 
Spoiler DaveShack/NCIS Agent :

Player: DaveShack
Role: NCIS Agent / Intelligence Specialist
Strength: 3
Alignment: Neutral
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Chief Petty Officer
Rank Ability: Plus one vote strength to item and accusation votes.
Personal Ability: “Smile, you’re on Candid Camera!” – With your Smart Phone, you can discretely take pictures of players you suspect to harbor ill-feelings toward the ship and/or its crew. Once you have a picture of the player, at night you can send the photo via satellite to NCIS HQ to see who they are and what their motivations are. Requires access to Intelligence Center and the main Conduit must be repaired to transmit photos.
Item: Smart Phone – required for ability.
Item: Key to Intelligence Center – grants you access to MTAC located in Intelligence Center. Access to Intelligence Center required for ability.
Personal Goal: Even though you’re now focusing on tracking down various assailants, you still would like to find who’s behind the illegal weapon trade scheme. Once you find them, have them imprisoned in the Brig.

A former Gunnery Sergeant and Marine sniper, you were removed from active duty roughly fifteen years ago after a failed mission where you killed a couple suspected of running a drug cartel. While poor intelligence was to blame, the public fallout was significant and someone’s head had to roll – yours and to this day you can still remember the faces of the two you gunned down. After this botched mission, you were initially reassigned to desk duty within the Core, but this did not suit you. You joined NCIS where you became a crack investigator and built a solid career of nabbing various bad guys. You were flown in a few days ago with the cover role of the Intelligence Specialist (to not spook whoever’s on board) to investigate an international weapons trade scheme, but with the ship going to hell your priorities have changed. Your focus now is to discover those responsible for the murders and to find anyone else who may wish to sabotage Command property (ie: this vessel). To do this, you’ll be able to discretely photograph people you suspect and send their picture to NCIS HQ for identification. However, there’s a catch: the conduit connecting the ship’s satellites to the Intelligence Room and Navigation Bridge has been severed. This will need to be repaired in order to send the photos and thus receive results.


Internet cookie goes to the first person correctly identify which television character I loosely based this role after.

Leroy Jethro Gibbs!! Gimme my cookie! :D
 
That was quick! Here's your cookie :D



I was expecting Camikaze to get it with his NCIS mafia game in the queue, but we have a winner!

EDIT: And I'll post a list of the items, their abilities, and their starting location at some point. Given the work put into the above, I didn't get around to it.
 
An excellent game Backwards - and well played to the Innocents.

Perhaps the biggest setback for us was losing Forest so early as we did. He was setting himself up as our contact within the innocent cabal then died early. After that I felt that trying to do repairing to get in their good graces would be too difficult with the mission objective. (that and I'd have been caught waaaaaaaay earlier without any damage done since I know me trying to pull off BS has never worked and will never work.)

Also, I was surprised people didn't scumtell me earlier on me barely playing. There's a few of you who know how my dislike of playing the hostile side tends to translate out into as little activity as the thread'll let me get away with.
 
Forgot to say one thing - the pirate roleplaying was great too. Most painful thing when, after days of trying to stay low and not get killed, and I was ready to go public about my role and coordinate things and had that post written up, that both of our active pirates got killed during the night phase. :cry:
 
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