Tuesday, September 5, 2017

1763 - 1764 : Turn 1 Results

Thanks to the players for getting your turn 1 arguments in.  I know the first step in a Matrix game can be a little daunting if you have never played one before.  They were a great set of arguments and show that you guys put a lot of thought into them.

Here are the turn 1 results.  Players and observers, feel free to comment with any suggestions on format, etc.

Next set of arguments for the 1765-66 turn are due by Friday night / Saturday morning (let me know if this does not work)

A hint: If you wish, you can use results from this turn as a springboard for your arguments next turn, which will make them stronger.

1763 - 1764
Summary

As the disruption of the French and Indian War settles down, the colony of South Carolina is in a state of flux.

  • The Backcountry Farmers, worried about the threat of the Cherokee, have organized their militias into a network of patrols to defend themselves
  • The Low Country planters see that Parliament is going to try to increase their revenues from the colonies in order to recoup the monies spend during the French and Indian War.
    • To protect their own interests, they have sent an envoy to London to use their considerable financial resources to encourage Parliament to focus any new taxes on New England
    • In a bid to show their loyalty, they also privately offer to pass on any information about seditious activity in New England
  • Parliament plans to take a conciliatory approach to the colonies, while at the same time slowing increasing revenues. Delegates have been sent from London directly to the colonies to hear grievances and to subtly help enforce the rules of law and compliance with any new taxes.
  • The Royal Governor in Charles Town is still completely ineffective at preventing smuggling by the colonists, and as a consequence revenue collection remains pitifully low. Parliament has ignored his requests for funding to pay for extra customs enforcement officers and ships.
Click to Enlarge
Click to Enlarge

Detailed Arguments and results

Backcountry Farmers - Very Strong, SUCCESS


The backcountry farmers will establish a network of patrols to protect their homes and farms.  This will happen because:
  1. The backcountry farmers have an established, strong militia and everyone is armed - including our younguns.
  2. The backcountry farmers have the unifying interest in maintaining their independence and protecting their property and families.
  3. Individual backcountry homesteads are vulnerable to Indian attacks.
  4. Planters and British mucky mucks are too busy worrying collecting taxes to worry about the needs of the back country folk.

Low Country Planters - Strong, SUCCESS

Our brothers on the other side of this great pond are begrudging of our lack of financial contribution during the French and Indian War. King. George's coffers are empty and he and parliament now look to the colonies for their replenishment, after so many years of salutary neglect.  The planters of this region are glad to align ourselves with the King, as his Royal Governor shows us much favor. 

However, we must not allow for the plundering of our own hard won wealth to be depleted through the KIng's increase of taxes. Let those puritan savages in the North provide! We will immediately begin a campaign with the message that the King and parliament should focus their coming taxes and restrictions on the seditious New England colonies and assuring everyone that the Southern planters are  humble servants to the King.  
  1. We have the ear of the Royal Governor here in Charleston (as we pay his salary). 
  2. Britain spent little to none protecting the South Carolina colony in their war.  
  3. We have connections with Boston that we can use as currency with Parliament in regards to their sedition. 
  4. We also have plenty of money to use to lobby parliament to look the other way when the question of tax of planters is presented.

Parliament - Strong, SUCCESS

The Crown will solidify its hold on its colonies by sending officials to the colonies to hear grievances in an official fashion and subtly help enforce the rule of law for future taxation
  1. We already have a significant governmental apparatus for such endeavours.
  2. Colonial governors are likely to cooperate if it appears grievances can be heard by the crown, rather than levelled at the governors.
  3. The colonists will be amenable to slowly replacing the sight of red-coats with government officials… who tend to eat less of their produce.

Royal Governor - Moderate, FAIL

Parliament will provide funds to allow the governor to pay customs officers directly, instead of having them paid by the colonial assembly.  This will happen because:

  1. Customs enforcement is extremely weak as there are not enough customs officials, as a result enough tax revenue is to not flowing back to Britain
  2. Parliament is desperate for more revenue and weak tax collection is hurting the ability for any taxes they pass to be enforced
  3. Weak tax enforcement undermines the authority of the King and Parliament in the colonies.

Saturday, September 2, 2017

Matrix Game Argument Examples

Ivan has brought up an excellent point, and asked for an example of an argument.  This is rather avant garde gaming, so I should have thought of that.  I'll add this to the player directions, but here goes...

If we were playing a game of pre-WW2 and I were Germany in 1938, I might make an argument structured like this:

"Germany will successfully annex Austria.  This will happen because:
1) There is a large, friendly Nazi party active in Austria that has laid the groundwork
2) Austria has no armed forces to speak of to resist 
3) The Western Powers are in no position, economically, militarily, or geographically to prevent me from doing so."

This one would probably be VERY STRONG.

Or, the USSR might argue:
"The USSR will send aircraft and military advisors to Czechoslovakia to help defend it against potential German aggression.  This will happen because:
1) The Czechs are frightened by German aggression in Austria
2) The Germans are in no position to prevent this from happening
3) Stalin needs to increase his reputation for resisting fascism after the debacle in Spain"

This one would probably be Moderate.

In the same game you might get these arguments:
Italy argues: 
"Italy invades Greece successfully and conquers it in 5 weeks with minimal casualties.  This happens because:
1) The Italian Army is in Albania
2) The Greek army is demoralized"

I would rate this as weak or moderate.

In the same turn, the British Argue that
"Britain reinforces Greece with troops from Egypt to defend against fascist aggression.  This succeeds because:
1) British troops are right across the mediterranean in Egypt so can move quickly.
2) The Royal Navy is dominant in the eastern mediterranean, so no one can intefere
3) The Greeks will welcome the support, as they are very worried about Italian aggression in the Balkans.
4) Greece is very defendable one British Troops arrive."

I would rate this as Strong, probably.  So, both arguments have a "roll off" until one argument succeeds and one fails, then the umpire adjudicates exactly what happens.  In this case if the British succeed and the Italian fail, then the British rush troops to Greece and stop the Italian invasion cold.  If the Italians succeed and the British fail, then the British do not arrive in time and Greece falls to the Italians.

Hope this helps. 

Introducing the players

As this is my first attempt at running a Play by Email Matrix game like this, I am keeping it small. 

Here are our erstwhile players:


Jozi: My lovely and talented wife and 8th Grade SC History teacher, but a native of New Hampshire

Julie: My lovely and talented cousin who is also a native of South Carolina.  Our family goes back pre revolution and she is also an educator from a long line of educators (her dad taught me AP US History)

Ivan: My lovely and talented, err I mean just talented, wargame designer and mastermind behind Nordic Weasel games. He is a native of Denmark, but now resides in our fair land, in Michigan.

I will also pitch in and take one of the roles, but Jozi will adjudicate the strength of my arguments. (Despite what she says to the contrary, I rarely cheat. Much)

Here are the roles I have randomly assigned:
  • SC Rice Kings: Jozi
  • Backcountry Farmers: Julie
  • Royal Governor: Patrick
  • Parliament: Ivan
The eclectic mix of players and backgrounds should give an interesting game, stay tuned!

Rules and Player Instructions

Image result for sc political cartoon 1760's



I have players lined up and am coordinating them via email. Meanwhile, if you are following along at home, here are the basic player instructions and the rules, everything needed to run the game can be found here.

Goal:

A simulation of the events and factions in the colony of South Carolina leading up to the American Revolution. The players will have a better understanding of the dynamics between  the different interests and the goals an constraints of the major groups.

Situation:

It is 1763 and the treaty of Paris ending the French and Indian (Seven Years) war has just been signed.  The British government urgently needs to recover the money spent defending the North American colonies.
You represent one of the major interested parties in the colony of South Carolina, and your arguments will steer the fate of the colony.  As you will see the motivations and goals in this quintessential southern colony differs from the more well-known events around Boston.

Preparation:

To prepare for this game:
  • Read all of the player briefings, not just your own.  It will help you understand each player’s goals, strengths, and weaknesses.
  • You do NOT need to have an in depth understanding of the complex event leading up to the revolution.  Playing this game will give you a better understanding of the dynamics in South Carolina, and you may privately ask the Umpire historical questions during the game.   How they are answered is at the umpire’s discretion.

How to play a Matrix Game

There are many ways to play an Engle’s Matrix Game and many types of games.  For this simulation we will use the following rules.
The game will be played in turns, each representing one to two years:
1763 - 1764
1765- 1766
1767 - 1768
1769 - 1770
1771
1772
1773
1774
1775


Each turn, the players will construct an argument as to what happens that turn and email them to the umpire by the deadline for that turn.  It will consist of:
  • A statement of WHAT happens
  • 2 -4 reasons WHY the argument should succeed
The argument will then be rated by the umpire as VERY STRONG, STRONG, MODERATE, WEAK, or VERY WEAK.
A d6 is rolled and the argument succeeds on the following rolls:
Very Strong
2-6
Strong
3-6
Moderate
4-6
Weak
5-6
Very Weak
6


If the roll succeeds, then the argument happens and it becomes part of reality.
Here are some tips:
  • An argument can be about anything, and does not even have to be directly about your side.  For example, you could argue that the Cherokee attack or that your opponent suffers dissention in the ranks.
  • An argument does not even have to be directly in the colony of south Carolina, for example you could argue “Boston patriots riot” or “France attempts to invade Ireland.”
  • Building arguments on previously successful arguments makes them stronger.  For example, if one turn you argue “my side builds a spy network” and the next turn you argue, “My side steals the enemy’s plans” you have a stronger argument than if you just argue you steal plans out of the gate.
If your argument conflicts with another player’s argument, such as you both attach the same town, etc., then the umpire will assign a strength to each argument.  Then the umpire will conduct roll offs between them until one of the arguments fails.


End of Turn

After all arguments have been submitted for the turn, the umpire will adjudicate the arguments and provide an update to all of the players as to what succeeded and what did not.  A map of the colony may also be provided that shows anything of note that happened that turn.

The umpire may also provide some events that occur outside of SC that were not argued for by the players, to represent events in Europe or the other colonies, at the umpire’s discretion.


Friday, September 1, 2017

Introduction to SC: Road to Revolution

This is basically a placeholder for the play by email Matrix game I will be running of South Carolina between the French and Indian War and the start of the American Revolution.

Briefings and files can be found here