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Author Topic: RMM32: The Walking Dead (Game Over.)  (Read 158793 times)

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gkrieg13

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Re: RMM32: The Walking Dead (The First Day)
« Reply #175 on: March 17, 2016, 09:22:32 am »

load
Check the perimeter
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Roadrunner7671

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Re: RMM32: The Walking Dead (The First Day)
« Reply #176 on: March 17, 2016, 10:08:50 am »

Judith Grimes

Playing an unborn baby has to be the suckiest role ever.
You must be not caught up.
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faust

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Re: RMM32: The Walking Dead (The First Day)
« Reply #177 on: March 17, 2016, 10:17:26 am »

Judith Grimes

Playing an unborn baby has to be the suckiest role ever.
You must be not caught up.

I thought this is taking place during season 2.
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Witherweaver

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Re: RMM32: The Walking Dead (The First Day)
« Reply #178 on: March 17, 2016, 10:46:40 am »

Vote: Silverspawn

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EFHW

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Re: RMM32: The Walking Dead (The First Day)
« Reply #179 on: March 17, 2016, 11:21:26 am »

Just letting you know I am almost caught up, will be posting more later today.
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2.71828.....

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Re: RMM32: The Walking Dead (The First Day)
« Reply #180 on: March 17, 2016, 11:35:28 am »

You guys do know that all your "locks" and "loads" and "perimeter checks" and everything won't count until the day action submission window is actually open.

Anyway, I think we at least will hae a majority for loading the gun.  What do people think about the other actions that we can take?  Checking the perimeter and splitting up?  We need to decide on those now so that we can vote for them if necessary.

Actually per ashersky's post stating actions can be submitted in advance,  I think they do count.

Ctp  yes,  split up no.

Promise, I read the setup, I just missed this one little thing.
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Haddock

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Re: RMM32: The Walking Dead (The First Day)
« Reply #181 on: March 17, 2016, 11:44:59 am »

I actually think it's not entirely clear. The comment about being able to set up actions in advance is in direct conflict with the bonded phrase about the timing of group action votes. I suggest we all redo it when the day window actually opens,  just in case.
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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

Haddock

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Re: RMM32: The Walking Dead (The First Day)
« Reply #182 on: March 17, 2016, 11:45:34 am »

*bolded.

Phone post.
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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

silverspawn

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Re: RMM32: The Walking Dead (The First Day)
« Reply #183 on: March 17, 2016, 11:46:44 am »

We can just ask. If someone voted for a power in the first 24 hours of the day, does that vote count for the selection phase that takes place in the following 24 hours?

faust

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Re: RMM32: The Walking Dead (The First Day)
« Reply #184 on: March 17, 2016, 11:58:06 am »

We can just ask. If someone voted for a power in the first 24 hours of the day, does that vote count for the selection phase that takes place in the following 24 hours?

Questions have to be asked in your QT.
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silverspawn

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Re: RMM32: The Walking Dead (The First Day)
« Reply #185 on: March 17, 2016, 12:31:35 pm »

oh, i guess. this is a question that has nothing to do with my power, though.

ashersky

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Re: RMM32: The Walking Dead (The First Day)
« Reply #186 on: March 17, 2016, 04:11:51 pm »

The Day 1 Action Submission Window is now open, and will remain so for the next 24 hours.

As a reminder, Group Factional Abilities may now be triggered.  Any Group Factional Ability that received the required number of bolded selections will be locked in.  You may not "unselect" a Group Factional Ability once you've chosen it.  Here are the abilities:

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.  Choose either "Lock" (shoot a zombie) or "Load" (load a bullet in the gun) by posting one word or the other.  If there are no bullets loaded, your selection defaults to "Load."
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EFHW

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Re: RMM32: The Walking Dead (The First Day)
« Reply #187 on: March 17, 2016, 04:29:15 pm »

Load

Group ability vote count, please
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Limetime

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Re: RMM32: The Walking Dead (The First Day)
« Reply #188 on: March 17, 2016, 04:36:09 pm »

load
check the parameter
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Limetime

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Re: RMM32: The Walking Dead (The First Day)
« Reply #189 on: March 17, 2016, 04:37:41 pm »

load
check the parameter
By parameter I mean perimeter of course
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Roadrunner7671

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Re: RMM32: The Walking Dead (The First Day)
« Reply #190 on: March 17, 2016, 04:39:41 pm »

I'm not sold on doing a perimeter check. If we have a bullet in the gun and half of us are safe, who cares if there are zombies? We can just blow their faces off.
 
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Roadrunner7671

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Re: RMM32: The Walking Dead (The First Day)
« Reply #191 on: March 17, 2016, 04:40:01 pm »

I'm not sold on doing a perimeter check. If we have a bullet in the gun and half of us are safe, who cares if there are zombies? We can just blow their faces off.
On this note, I want to Split up.
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EFHW

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Re: RMM32: The Walking Dead (The First Day)
« Reply #192 on: March 17, 2016, 04:43:16 pm »

What do you think about yuma's QT comment?

I was also surprised to see the color.  But it wasn't confusing, given that the maroon is ash's mod color.  I don't give yuma any towncred for it.  I don't know if that's what he was aiming for, but if anything it would make me lean every so slightly in the opposite direction.
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EFHW

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Re: RMM32: The Walking Dead (The First Day)
« Reply #193 on: March 17, 2016, 04:44:08 pm »

I'm not sold on doing a perimeter check. If we have a bullet in the gun and half of us are safe, who cares if there are zombies? We can just blow their faces off.

It looks like we can only fire the gun during the day, so it won't protect anyone at night.
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Witherweaver

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Re: RMM32: The Walking Dead (The First Day)
« Reply #194 on: March 17, 2016, 04:44:57 pm »

Load
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EFHW

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Re: RMM32: The Walking Dead (The First Day)
« Reply #195 on: March 17, 2016, 04:45:23 pm »

It actually looks like we can only shoot a zombie with the gun during the 24 hour submission window.
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gkrieg13

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Re: RMM32: The Walking Dead (The First Day)
« Reply #196 on: March 17, 2016, 04:51:37 pm »

Load
Check the Perimeter


Just in case
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gkrieg13

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Re: RMM32: The Walking Dead (The First Day)
« Reply #197 on: March 17, 2016, 04:52:29 pm »

Hey EFHW is here yay!

But she is always on the opposite team from me so Booooooo!
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chairs

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Re: RMM32: The Walking Dead (The First Day)
« Reply #198 on: March 17, 2016, 05:05:29 pm »

Load
Check the Perimeter
.

vote: RR. I assert that splitting up is the one with no obvious downside and therefore likely the most scum-enabling option.

Witherweaver

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Re: RMM32: The Walking Dead (The First Day)
« Reply #199 on: March 17, 2016, 05:07:01 pm »

Vote: Chairs
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