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GM AAR Part 1: The Set Up!


There started 3 baddies per pack, and 3 unattached baddies. Each pack had 2 wolves and a cultist.

Federalist Pack:
Assassin Wolf Cody
Blessed Wolf De Chat
Cultist LK

Whig Pack:
Brutal Wolf Wombat
Alderman Wolf Audren
Cultist w/ Sorc Powers JCan

Looking back, I should've given a 3rd trait to the Federalist pack, but it balanced out when they hunted MadChemist.

Unattached Baddies:
Distiller Sorc Hazbot
Sorc Euro
Unattached Cultist Aedan

Important Goodies:
Esemesas/Ironhide Seer
k-59 the priest
Al-Aziz the doctor
Sleepyhead the distiller (gift) van Helsign w/ seerish powers
Rovsea the blessed GA

Esemesas really screwed over the village, not even posting for 2 days. It was really bad.

Ithvan the Apprentice

JermanTK the SA villager
Marshall the OEO SA (gift) villager
Wagon the villager
Johho the Blessed villager
Ike the padre villager
RepBentley the plotter villager
Kaisersohaib the villager
E_L the robber villager
Ironhide the villager w/ sorc powers
Yakman the villager Assassin
MadChemist the cursed villager
Cliges the villager w/ priest powers
Tamius the Cursed Alderman villager
 
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My original role PM said I was a sorcerer, which should've been a clue that you had enough sorcerers in the game to mix them up.
 
My original role PM said I was a sorcerer, which should've been a clue that you had enough sorcerers in the game to mix them up.
That was a typo, I had produced 2 sorcs and just went through the motions and put you as another sorc without thinking. Luckily I caught it before the game started.
 
Huh. Too few wolves, too many unattached. Should be interesting, but village has a big advantage, methinks. Or one pack is going to steamroll. Not sure which is more likely.

No, I get that. Number of baddies is fine. More baddies would have been a bad move, in fact. Unattached baddies can just quickly unbalance a game, and only 4 wolves seems a bit few, is all.

Not a bad setup, though. Don't take my complaints that way.

My gut agrees with Madchemist, though maybe not as strongly If the cultists hook up with a pack early (as seems to happen), things may work out, but three per pack seems small even in a 23ish game. All those unattached, though, could make it interesting. I'm curious to see how this goes. (it also makes the Priest arguably more important than the Seer, which is kinda neat).

I think the setup may be particularly vulnerable to the influence of luck, but enough bad things have happened for each side (one pack being essentially dead, but many of the goodies known to the baddies) that it hopefully will still be relatively close. Still, with Ironhide's loose lips, I'm predicting a Federalist victory.

This is what MC and Audren thought of the set up. I agree with what they mostly say.
 
I'm actually pretty impressed with how robust a set-up this turned out to be even with the two sorc and the seer missing two scans. Those weren't the decsive factors although the did play a role.

Overall, I'm very impressed with your work Jackson.
 
GG all, and thanks to the hack Jacksonian for GM'ing. Congrats to MC for being a great packmate; without your intrepid work I doubt if the packs could've coordinated towards the end as well as we did. Also, I had no knowledge of what De Chat was doing with Ike -- I had suggested to DBW that he fake-out Sleepy as a baddie so we could waste another day before wombat's death. Oh, and thanks to wombat for willing to sacrifice himself for the greater good (or bigger bad, in this case). I don't know if what we did this game counts as a Stockholm Pact, but it sure was damn effective.

As for my personal performance, I believe that, although I was pitifully inactive in the thread (it's a good thing EURO turned out to be a baddie -- his case on me ought to have sent me straight to the gallows), I'd like to think that my handling of i ter-pack communications after MC's death was helpful to the baddie side.

Yeah I was paranoid about you saying our names to wombat and betraying your original pack :D thats the reason I didnt want to tell you.
 
Well, this was both surprising and disappointing. Surprising because I didn't think parity was even close. Disappointing because we only had two random voting first days and then three early outings so I was looking forward to the start of the real game today with some actual voting that would matter.

Thanks for hosting Jacksonian and I'm glad to see that you reflect on what to improve in your settings for future games.
 
Quite disappointing end. I was packed with traits but didn't get to use any of them. Seems as if I had three baddies pinged in De Chat, Hazbot and aedan (whom I set my superscan on tonight). Though I was killed when Ironhide gave me away to a brutal wolf for absolutely no reason.
 
Oh, in case anyone was wondering how I infiltrated the JL in the first place...

I was in contact with Ironhide, but I changed a couple PMs around. Basically, I took a calculated guess that Ironhide's vote of madchemist and his question about GA protection meant he was seer, and contacted him with an offer to help him keep his cover. Here's the real first 3 PMs.

Fair play. Ironhide really needs to step up his game, though. The Seer coming into contact with a wolf and passing him every single bit of info he received is a stellar display of incompetence.
 
Looking back, I should've given a 3rd trait to the Federalist pack, but it balanced out when they hunted MadChemist.

Well now I know that I was a blessed wolf it doesn't seem so unbalanced. In the game I didn't know that.
 
Fine set-up, especially for a first game - it could have easily gone either way. Thanks for GMing, Jackson.

Shame it ended so early, though it was probably a good thing as I didn't get to present my cases on two villagers.
 
I think that anyway the village was in a really bad situation. With Wombat's death, I guess Ike would trust me completely so I could have the JL under my control as the "seer apprentice" and the only pack under my control too so our victory was almost sure no matter how many unattached baddies we had.
 
You know without you actions it wouldn't have been possible at least not so fast. Ironhide's custom to scan you the first one was really useful :D
How did MC play a big role in getting the steamroller up and running?

After that it was simple to keep you locked down while Euro had scanning duties.
Why couldn't Hazbot both distill and scan?
That situation going so smoothly may have been helped by two minor errors on Jacksonian's part.
What were they? That cultists didn't have to be attached and having two sorcs?

Oh, in case anyone was wondering how I infiltrated the JL in the first place...

I was in contact with Ironhide, but I changed a couple PMs around. Basically, I took a calculated guess that Ironhide's vote of madchemist and his question about GA protection meant he was seer, and contacted him with an offer to help him keep his cover. Here's the real first 3 PMs.
He never even contemplated scanning you? He just handed over information?
At least is wasn't as bad as his minor freak out at finding out he didn't have sorcerers able to scan sorcerers in his rules. Which is how Euro and I so readily trusted Hazbot.
What did Hazbot say that made him trust EURO?

If no one else does.
I would have time to host a big.
 
Werewolf CXCVII: The Great Danish Comma War
 
I don't know if what we did this game counts as a Stockholm Pact, but it sure was damn effective.

As I posted in thread, I didn't actually know the rules about unattached cultists. So I contacted MC on the day of his outing claiming unattached cultist, in a shameless effort to get him to reveal his pack. However, he turned the tables by asking me to join his pack, and I thought refusing would be suspicious and would get me hunted. So I was forced to reveal myself as a wolf to him, allowing our packs to make contact and coordinate - which pretty much ended the game when Audren got revealed.
 
How did MC play a big role in getting the steamroller up and running

When Ironhide made the outing wombat thought he could get info telling mc he was a free cultist. The problem was that mc asked wombat to attach to the pack but he couldnt do it so that was the way we knew about wombat being a member of the other pack