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Author Topic: RMM32: The Walking Dead (Game Over.)  (Read 180690 times)

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2.71828.....

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Re: RMM32: The Walking Dead (The First Day)
« Reply #675 on: March 25, 2016, 09:49:48 am »

yeah, I think ADK is looking fairly townie here.  I need to do a reread of chairs to see what I can find there.
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Re: RMM32: The Walking Dead (The First Day)
« Reply #676 on: March 25, 2016, 09:51:38 am »

yeah, I think ADK is looking fairly townie here.  I need to do a reread of chairs to see what I can find there.

Well, that was fast.  The wagon on chairs....exists because he has a couple votes.  I don't find anything he has done to be scummy.  This is busy chairs, not scummy chairs.  Not a fan of lynching
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EFHW

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Re: RMM32: The Walking Dead (The First Day)
« Reply #677 on: March 25, 2016, 10:04:05 am »

If I could vote, I'd vote EFHW because he lied in point 2 on his "interesting things" list.

There are no overt consequences listed for "Split up", which was the point I tried to stress in my discussion of potential covert consequences.

That's not true, though.  Split up has the consequence that 1/2 the town is left unprotected.
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EFHW

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Re: RMM32: The Walking Dead (The First Day)
« Reply #678 on: March 25, 2016, 10:06:03 am »

What is so weird about having a town read on RR?
weird for me, I meant.
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gkrieg13

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Re: RMM32: The Walking Dead (The First Day)
« Reply #679 on: March 25, 2016, 10:41:57 am »

Eh I'd be for a lurker lunch today. Partially I just feel bad that someone active wouldn't get to play the game while someone who is actually thinking about the game would get lynched seems sad to me. And it is just more fun to play with active people. We can also find some scummy lurkers.
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yuma

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Re: RMM32: The Walking Dead (The First Day)
« Reply #680 on: March 25, 2016, 10:42:59 am »

vote: Limetime
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Ampharos

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Re: RMM32: The Walking Dead (The First Day)
« Reply #681 on: March 25, 2016, 10:43:46 am »

In my experience, lurkers are almost never scum.  However, I do understand they aren't very fun to play with.

But I'm not one with a vote, so do what you want.
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gkrieg13

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Re: RMM32: The Walking Dead (The First Day)
« Reply #682 on: March 25, 2016, 10:47:01 am »

In my experience, lurkers are almost never scum.  However, I do understand they aren't very fun to play with.

But I'm not one with a vote, so do what you want.

Well they have to be scum about 20% of the time right?
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Ampharos

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Re: RMM32: The Walking Dead (The First Day)
« Reply #683 on: March 25, 2016, 10:48:44 am »

I find being scum tends to make you more active rather than less active.  Scum are typically more invested in the game than the average town player.  So I think I'd drop that % a bit. 
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yuma

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Re: RMM32: The Walking Dead (The First Day)
« Reply #684 on: March 25, 2016, 10:51:06 am »

In my experience, lurkers are almost never scum.  However, I do understand they aren't very fun to play with.

But I'm not one with a vote, so do what you want.

I don't think that is true at all...

Examples:
Cup Cake Mafia: Egork (15 posts, lynched day3), Hydrad (34 posts, lynched Day1)
Firefighter Mafia: yuma (89 posts, lived through the whole game, so this number was pretty low)
X-shots 2: xerxes (16 posts, lynched day3)
Harry Potter Mafia: gkrieg (40 posts, lynched Day3)
GOP Mafia: Edmund (54 posts lynched day5) Hydrad (37 posts, killed Night2)
Shakespear: Ghacob (36 posts, modkilled for inactivity)

And as I went through this there were the following games that didn't have lurking scum: Fanfiction, Switch2, Marvel and Soap Opera.

So... mafia does lurk. Often.
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yuma

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Re: RMM32: The Walking Dead (The First Day)
« Reply #685 on: March 25, 2016, 10:52:20 am »

It is worth noting that lurking as scum is not a winning strategy for actually staying alive... as every player listed with the exception of myself were lynched or NKed during their games. I don't remember how many actually won though...
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Ampharos

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Re: RMM32: The Walking Dead (The First Day)
« Reply #686 on: March 25, 2016, 10:55:09 am »

Some of those I would not consider lurkers, but you can probably find an exception to anything.

It's your vote, do what you want with it.
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gkrieg13

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Re: RMM32: The Walking Dead (The First Day)
« Reply #687 on: March 25, 2016, 10:56:03 am »

I find being scum tends to make you more active rather than less active.  Scum are typically more invested in the game than the average town player.  So I think I'd drop that % a bit.

I think lurkers still lurk as scum.
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faust

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Re: RMM32: The Walking Dead (The First Day)
« Reply #688 on: March 25, 2016, 10:58:50 am »

If I could vote, I'd vote EFHW because he lied in point 2 on his "interesting things" list.

There are no overt consequences listed for "Split up", which was the point I tried to stress in my discussion of potential covert consequences.

That's not true, though.  Split up has the consequence that 1/2 the town is left unprotected.

Though I assumed that otherwise the whole town would be unprotected, so it's an upside.
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faust

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Re: RMM32: The Walking Dead (The First Day)
« Reply #689 on: March 25, 2016, 10:59:36 am »

vote: Limetime

Why? I mean I get a lurker lynch, but why Limetime? I don't think his lurking is an alignment tell.
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yuma

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Re: RMM32: The Walking Dead (The First Day)
« Reply #690 on: March 25, 2016, 11:04:13 am »

vote: Limetime

Why? I mean I get a lurker lynch, but why Limetime? I don't think his lurking is an alignment tell.

Neither do I.
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faust

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Re: RMM32: The Walking Dead (The First Day)
« Reply #691 on: March 25, 2016, 11:17:20 am »

vote: Limetime

Why? I mean I get a lurker lynch, but why Limetime? I don't think his lurking is an alignment tell.

Neither do I.

Look, if you're trying to taunt us into lynching you, it's not working.
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EFHW

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Re: RMM32: The Walking Dead (The First Day)
« Reply #692 on: March 25, 2016, 11:18:00 am »

If I could vote, I'd vote EFHW because he lied in point 2 on his "interesting things" list.

There are no overt consequences listed for "Split up", which was the point I tried to stress in my discussion of potential covert consequences.

That's not true, though.  Split up has the consequence that 1/2 the town is left unprotected.

Though I assumed that otherwise the whole town would be unprotected, so it's an upside.
It may be difficult to get the town to agree to a plan that randomly leaves 1/2 unprotected.
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yuma

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Re: RMM32: The Walking Dead (The First Day)
« Reply #693 on: March 25, 2016, 11:21:15 am »

vote: Limetime

Why? I mean I get a lurker lynch, but why Limetime? I don't think his lurking is an alignment tell.

Neither do I.

Look, if you're trying to taunt us into lynching you, it's not working.

I am not. I just think that lynching players in a RMM game on Day1 isn't very fun and is possibly quite harmful (edge case is where we hit scum and sure interactions are useful and all that, I will admit, but RMM is about power roles, not so much about interactions. That is just the name of the game). So if we are going to lynch someone it should be be or a player that isn't even playing the game.

I would be saying we should just no-lynch, but frankly that just brings out the wrath of everyone... and given the circumstances wouldn't be optimal anyways
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faust

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Re: RMM32: The Walking Dead (The First Day)
« Reply #694 on: March 25, 2016, 11:38:28 am »

vote: Limetime

Why? I mean I get a lurker lynch, but why Limetime? I don't think his lurking is an alignment tell.

Neither do I.

Look, if you're trying to taunt us into lynching you, it's not working.

I am not. I just think that lynching players in a RMM game on Day1 isn't very fun and is possibly quite harmful (edge case is where we hit scum and sure interactions are useful and all that, I will admit, but RMM is about power roles, not so much about interactions. That is just the name of the game). So if we are going to lynch someone it should be be or a player that isn't even playing the game.

I would be saying we should just no-lynch, but frankly that just brings out the wrath of everyone... and given the circumstances wouldn't be optimal anyways

Well I don't really disagree. I guess I just hope that we get a replacement for Limetime and then it wouldn't be great to lynch him now. chairs or SirMartin are similarly lurking and will most likely continue playing. Hell, even WW had like one blurb of activity after his prod and now he's gone again.
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faust

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Re: RMM32: The Walking Dead (The First Day)
« Reply #695 on: March 25, 2016, 11:39:57 am »

Yeah, WW's last post is again 1.5 das ago. Man, if you don't have the ressources to play here, then please do us all a favor and /out.
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gkrieg13

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Re: RMM32: The Walking Dead (The First Day)
« Reply #696 on: March 25, 2016, 11:52:23 am »

I just realized I can check if people are hated sort of.  I can't cast the hammer vote, so we can just have me vote for the person at L-2 and if they are lynched, they were hated, if they weren't hated, they will stay alive

Also there is something going on in this game with being alive, not alive, and dead.  They are three different states, but I don't really want to talk a lot about this, I was just reading my role QT and thought it was relevant.
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Ampharos

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Re: RMM32: The Walking Dead (The First Day)
« Reply #697 on: March 25, 2016, 11:55:57 am »

I think we can assume being a zombie is a very real thing and does not necessarily mean one is "dead" in the normal mafia sense.  What that entails is unclear at this point...
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yuma

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Re: RMM32: The Walking Dead (The First Day)
« Reply #698 on: March 25, 2016, 11:57:01 am »

Yeah, WW's last post is again 1.5 das ago. Man, if you don't have the ressources to play here, then please do us all a favor and /out.

I don't think calling on player's to /out is a practice that I want to encourage. I do think player's should post at least the requirement, if not more. But the decision to /out should be made by the player in conjunction with the mod.
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EFHW

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Re: RMM32: The Walking Dead (The First Day)
« Reply #699 on: March 25, 2016, 12:53:11 pm »

I just realized I can check if people are hated sort of.  I can't cast the hammer vote, so we can just have me vote for the person at L-2 and if they are lynched, they were hated, if they weren't hated, they will stay alive

Also there is something going on in this game with being alive, not alive, and dead.  They are three different states, but I don't really want to talk a lot about this, I was just reading my role QT and thought it was relevant.
But you can't vote at all b/c you were on patrol, right?
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