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Author Topic: RMM32: The Walking Dead (Game Over.)  (Read 180723 times)

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ashersky

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Re: RMM32: The Walking Dead (Extended Night Zero)
« Reply #50 on: March 16, 2016, 12:19:05 pm »

Rick...the sun's up again.  I can see you and your group, all together at the farm.  Looks safe.  Is it?

I...I'm not coming down yet.  I need to be sure it's safe.  I need to know I can trust everyone.  You understand that.  There is always something that holds us back, something that tells us we need to be careful...I'm listening to that right now.

I need to know for sure...so I'm going to wait here.  I'll keep checking in, every day at dawn.  Maybe you'll turn on the radio.  Maybe you'll hear me.  Until then, I'm waiting.

Morgan out.



Dawn 1 has begun.  The thread is locked.
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ashersky

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Re: RMM32: The Walking Dead (The First Dawn)
« Reply #51 on: March 16, 2016, 04:20:00 pm »

Dawn 1 has ended.

Day 1 begins now.

Thread Unlocked.
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ashersky

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Re: RMM32: The Walking Dead (The First Dawn)
« Reply #52 on: March 16, 2016, 04:20:27 pm »

Vote Count 1.0:

Not Voting (14): Witherweaver, yuma, 2.7, gkrieg13, faust, EFHW, Roadrunner7671, A Drowned Kernel, Haddock, silverspawn, Hydrad, Limetime, Ampharos, chairs, SirMartin

With 14 alive, it takes 8 to lynch.

Day 1 ends on March 26 at 4:20 p.m. forum time.
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ashersky

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Re: RMM32: The Walking Dead (The First Dawn)
« Reply #53 on: March 16, 2016, 04:28:31 pm »

Sorry, really unlocked now.
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Hydrad

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Re: RMM32: The Walking Dead (The First Dawn)
« Reply #54 on: March 16, 2016, 04:29:11 pm »

Yay. I couldn't post and was sad
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For anyone else, such a statement would be a scum tell.  For Hydrad, it's simply a tell that you're reading something from Hydrad.

Hydrad

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Re: RMM32: The Walking Dead (The First Dawn)
« Reply #55 on: March 16, 2016, 04:30:46 pm »

man everyone's lurking
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Witherweaver

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Re: RMM32: The Walking Dead (The First Dawn)
« Reply #56 on: March 16, 2016, 04:32:36 pm »

Vote: Hydrad for acti-lurking.
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silverspawn

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Re: RMM32: The Walking Dead (The First Dawn)
« Reply #57 on: March 16, 2016, 04:33:05 pm »

Welcome everyone!

Alright. Here are some of my thoughts about the setup

- There is obviously something going on with Zombies, but we seem to be left in the shadows about what exactly it is.
- Everyone should think really hard about whether or not he wants to claim, and if yes, what.
- Zombies and Scum seem to be two different things. It's possible that there's a SK or that Zombies can win and all players lose.
- There is a 24 hour deadline coming up. We should choose powers soon.

silverspawn

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Re: RMM32: The Walking Dead (The First Dawn)
« Reply #58 on: March 16, 2016, 04:37:05 pm »

Quoting from the OP:

Check the Perimeter: One-third of living players (rounded down), randomly selected, will be unable to post for 48 hours or vote for the rest of the day. If random zombies would have wandered into the farm during the day or following night, they will be stopped.

Split up: Tonight, half the group (rounded down) will sleep in the house while the other half sleep in the camp. Those in the house will be safe from random zombies.

Lock and load: Load one bullet into a gun that sits in the middle of everyone OR shoot a zombie and use up one bullet. If you load, two players, selected a random, will be secretly hated for the rest of the day.


We can do any number of those without cost- but we also don't really know what they do, exactly.

I'd say we use Load and either Split Up or CTP

Haddock

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Re: RMM32: The Walking Dead (The First Dawn)
« Reply #59 on: March 16, 2016, 04:39:56 pm »

Just wanna say this setup looks awesome and ashersky rocks.

In other news. Yeah load and split up sounds good to me.

vote: efhw Cos yolo.  Have I even played a game with you efhw?
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The best reason to lynch Haddock is the meltdown we get to witness on the wagon runup. I mean, we should totally wagon him every day just for the lulz.

M Town Wins-Losses (6-2, 75%): 71, 72, 76, 81, 83, 87 - 79, 82.  M Scum Wins-Losses (2-1, 67%): 80, 101 - 70.
RMM Town Wins-Losses (3-1, 75%): 42, 47, 49 - 31.  RMM Scum Wins-Losses (3-3, 50%): 33, 37, 43 - 29, 32, 35.
Modded: M75, M84, RMM38.     Mislynched (M-RMM): None - 42.     Correctly lynched (M-RMM): 101 - 33, 33, 35.       MVPs: RMM37, M87

Roadrunner7671

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Re: RMM32: The Walking Dead (The First Dawn)
« Reply #60 on: March 16, 2016, 04:44:03 pm »

I don't think loading D1 is a good idea.
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silverspawn

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Re: RMM32: The Walking Dead (The First Day)
« Reply #61 on: March 16, 2016, 04:54:24 pm »

I would actually lean towards CtP.

I'm not sure if having players be unable to vote is a smaller or a bigger drawback early on, but I'd say smaller. We can still consider their votes-- also, 14 is a good number if you divide by 3, because it'll round down. So only 4 players will be affected.

I don't think loading D1 is a good idea.

Is that based on information that you don't want to share?

Hydrad

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Re: RMM32: The Walking Dead (The First Day)
« Reply #62 on: March 16, 2016, 04:55:27 pm »

I think loading day 1 is the best time
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Witherweaver

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Re: RMM32: The Walking Dead (The First Day)
« Reply #63 on: March 16, 2016, 04:56:48 pm »

Control the Perimeter seems better early, I think.

I think loading day 1 is the best time

Why?
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Hydrad

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Re: RMM32: The Walking Dead (The First Day)
« Reply #64 on: March 16, 2016, 04:57:05 pm »

Wait if 10 can only vote do we still need 8 to lynch?
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silverspawn

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Re: RMM32: The Walking Dead (The First Day)
« Reply #65 on: March 16, 2016, 04:58:25 pm »

Wait if 10 can only vote do we still need 8 to lynch?

Almost certainly, yeah.

Hydrad

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Re: RMM32: The Walking Dead (The First Day)
« Reply #66 on: March 16, 2016, 05:00:15 pm »

Control the Perimeter seems better early, I think.

I think loading day 1 is the best time

Why?

Day 1 I feel like is a decent shot in the dark anyways so if we accidentally lose someone early it's not as bad I feel like. Also chance to hammer to fast is lower since we need to many votes.

Also with 14 people there's a high chance that the hated won't even come into play.
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Limetime

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Re: RMM32: The Walking Dead (The First Day)
« Reply #67 on: March 16, 2016, 05:00:35 pm »

Wait if 10 can only vote do we still need 8 to lynch?
That is a good question.
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Hydrad

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Re: RMM32: The Walking Dead (The First Day)
« Reply #68 on: March 16, 2016, 05:01:52 pm »

Wait if 10 can only vote do we still need 8 to lynch?

Almost certainly, yeah.

That makes it much harder. I don't know how easy it will be to get everyone to agree. And if people aren't on when the day ends we might not get a lynch.
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silverspawn

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Re: RMM32: The Walking Dead (The First Day)
« Reply #69 on: March 16, 2016, 05:11:04 pm »

Wait if 10 can only vote do we still need 8 to lynch?

Almost certainly, yeah.

That makes it much harder. I don't know how easy it will be to get everyone to agree. And if people aren't on when the day ends we might not get a lynch.

The people who can't really vote can still vote-vote. They just write vote, and we'll see who they want to lynch. If we reach a majority with them, all we need is for a few of the others to switch.

silverspawn

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Re: RMM32: The Walking Dead (The First Day)
« Reply #70 on: March 16, 2016, 05:12:05 pm »

RR, you should answer whether or not you have information telling you that loading is a bad idea, because we have pretty limited time, and otherwise I think we should go for it.

Witherweaver

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Re: RMM32: The Walking Dead (The First Day)
« Reply #71 on: March 16, 2016, 05:13:03 pm »

What happens if we don't split up?  Do we all sleep in the camp?
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chairs

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Re: RMM32: The Walking Dead (The First Day)
« Reply #72 on: March 16, 2016, 05:13:41 pm »

To me, Lock & Load is practically a no-brainer here since we minimize the downside of hated and prep the gun for zombie shooting. The only downside I could see is if that somehow enables a scum power (since now you have a loaded gun around).

CtP seems very useful, but the fact that the perimeter checkers can't vote really hurts, even if all the scum are on perimeter duty, because it minimizes interaction, even not taking into account the TWO DAYS real time of them not talking, not reacting to the game.

Split up doesn't seem to have a downside listed, which is what initially drew me to the "I bet scum powers are enabled/modified based on day actions of the group".

Roadrunner7671

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Re: RMM32: The Walking Dead (The First Day)
« Reply #73 on: March 16, 2016, 05:15:46 pm »

RR, you should answer whether or not you have information telling you that loading is a bad idea, because we have pretty limited time, and otherwise I think we should go for it.
We can go for it, it's unlikely that bad things will happen because of it.
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chairs

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Re: RMM32: The Walking Dead (The First Day)
« Reply #74 on: March 16, 2016, 05:16:34 pm »

tl;dr I suspect there's hidden downsides to all the abilities, but in particular I suspect "split up" is a surprisingly high-downside choice and barring a lack of alternatives due to zombie infestation issues, I would suggest we avoid it.

One thing that hasn't been discussed is that we are currently at 14p - we need to keep in mind that eventually we probably want to move (if it doesn't happen naturally)  to transition to an odd number of players via no lynch. Today's not the day for that, since we have no idea what night will bring, but it's something to keep in mind before we get to mylo, probably.
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