Marathon Weekend Open Setup Group

This forum is for discussion related to the game.
teacher
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Post Post #175  (ISO)  » Sat May 18, 2019 5:00 am

Im hyped, Im actually going to be able to play this time!

Is the a discord etc.

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Post Post #176  (ISO)  » Sat May 18, 2019 6:11 am

requesting that fun set ups get played
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Post Post #177  (ISO)  » Sat May 18, 2019 6:37 am

In post 175, teacher wrote:Im hyped, Im actually going to be able to play this time!

Is the a discord etc.

There isn't--but if you'd like I can give you a private poke when we're live. I'm Tom#4827.
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Post Post #178  (ISO)  » Sat May 18, 2019 8:41 pm

I opened the group for private topics with marathons

I may not be able to run a game this time due to some real life conflicts.

Anyone is welcome to run any game I designed and can let me know how well it runs
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Post Post #179  (ISO)  » Sat May 18, 2019 8:46 pm

Thanks very much. Hope your weekend is a blast, even if you don't get a chance to pop in!

It will feel strange having a marathon weekend without an attempt to run EIASK.
But it would feel even stranger running it without you :<
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Post Post #180  (ISO)  » Sat May 18, 2019 10:44 pm

Be running Only You Can Prevent Forest Fires and probably a bastard game

Also here to play :D
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Post Post #181  (ISO)  » Thu May 23, 2019 10:54 pm

Marathon weekend is on!!!
I've had some requests from people privately so have set up an 'unofficial' discord server, mostly so I can @ people when there's upcoming weekends (or cool setups are being run). Might also store game stats here for quick reference.

https://discord.gg/GsTqadY
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Post Post #182  (ISO)  » Thu May 23, 2019 10:58 pm

Before I forget, I want to run this game. It's suited for a marathon game.

In post 0, callforjudgement wrote:
Starvation Island
  • 5 town, 2 scum; no power roles
  • Each player starts with 15 food (adjustable to "adjust the deadline"). There's no normal voting; the food mechanic replaces the voting mechanic.
  • Players can give their food away to other players at will (i.e. spending 1 food to give 1 food to another player). This action is public.
  • Players can spend 1 food to take 1 food away from another player. This action is also public.
  • Nightless; every 24 hours, each player simultaneously loses 1 food.
  • Players with 0 food left are eliminated and can no longer participate in the game (as usual, they still win with their faction).
  • Town win if all scum are dead, and at least 2 townies are still alive.
  • Scum win if town are reduced to one living player, or if nothing can prevent this.


There are some similarities to Angel Nightless here (in particular, there's an obvious HURT: /HEAL: tag usage), but the setup seems notably different in nature as it's mostly about saving people, rather than about throwing them out. (The "hurt" action is there as a safety valve against trolling scum; I suspect that most of the time, it would be a bad idea to use it. Both "hurt" and "heal" leave the town/scum balance of food the same if used correctly, and shift it by 2 if used on the wrong alignment, though, so they may turn out to be equally viable.)

The "two townies must live" rule seems to be necessary to avoid breaking strategies (such as choosing the most obvious townie and forcing everyone to pile up their food onto that player). That's a bit of a pain, as it makes the (otherwise very simple) setup a bit harder to explain, but I guess we'll have to live with it.

Can anyone see a breaking strategy here and/or does anyone think this is unbalanced? If not, I'm considering running it.
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Post Post #183  (ISO)  » Thu May 23, 2019 11:28 pm

I might request (or try to run) this later

In post 0, Irrelephant11 wrote:
Duel Tournament
6 town
5 scum

Pregame and each night, scum must choose one scum and one town to duel the following day.
At the end of each day, one player is lynched and the other “retires” (not sure if this should be treestumping or leaving the thread entirely)
Whichever team lynches 3 of the other team wins
Hey all! Excited and nervous to play my first game with you!

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Post Post #184  (ISO)  » Fri May 24, 2019 3:50 am

In post 182, BulletNLynchproof wrote:Before I forget, I want to run this game. It's suited for a marathon game.

I recommend you change the "24 hours" to something a bit lower! Apart from that, it should work, although it'll likely be a lot of effort for the mod.
scum · scam · seam · team · term · tern · torn · town

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Post Post #185  (ISO)  » Fri May 24, 2019 3:56 am

In post 184, callforjudgement wrote:
In post 182, BulletNLynchproof wrote:Before I forget, I want to run this game. It's suited for a marathon game.

I recommend you change the "24 hours" to something a bit lower! Apart from that, it should work, although it'll likely be a lot of effort for the mod.

Of course! I'm thinking of 20 food and 1 food per minute.
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Post Post #186  (ISO)  » Fri May 24, 2019 3:58 am

Oh, and for modding purposes, it's probably easier to use "You need X food to be alive X minutes into the game" rather than "You lose 1 food every minute". Both are equivalent, but the first is a lot easier on the brain.
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Post Post #187  (ISO)  » Fri May 24, 2019 10:21 am

Starvation Island (7p) was run with a town win!

Oh, and DON'T mod this game unless you have a bot.
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Post Post #188  (ISO)  » Fri May 24, 2019 10:24 am

It would be feasible to run it using 24 hour time to run out of food. Have the thread autolock at the end of each day and then resolve the food counts then. You wouldn't need a bot in that case (except for the autolocking feature).
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Post Post #189  (ISO)  » Fri May 24, 2019 10:52 am

I meant to say don't mod it as a marathon
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Post Post #190  (ISO)  » Fri May 24, 2019 12:46 pm

I did say I thought it would be a lot of effort for the mod!

If you're running it on a more normal timescale, instead of an autolock, you can just do "vote counts" once per day and do the daily decrement during the votecount. Managing a vote count every minute would be pretty difficult, though.
scum · scam · seam · team · term · tern · torn · town

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Post Post #191  (ISO)  » Mon Jul 22, 2019 11:58 pm

Sorry to necro this.
You could potentially run adjacent Timers for each player, then edit the timer as more food is added/taken away.
I'm not sure if I can think of a clever way to get them all to run to the exact microsecond, but votecounts of this format may be digestible. :?

Spoiler:
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Now that I'm typing this I realise that I really want to try and build a solution in Excel. :lol:
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Post Post #192  (ISO)  » Sat Aug 10, 2019 11:17 am

viewtopic.php?f=1&t=80551&p=11179048#p11179048
another marathon weekend has been announced!
i'll be in transit for this one, so won't be organising anything 'big' (I'll still run & play games when I can)

anyone got some new opens they'd like to try and run?
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Post Post #193  (ISO)  » Sat Aug 10, 2019 12:24 pm

Group, as you may or may not be aware, I am looking to overhaul the Open queue. Right now I am working with some members of the Wiki team to do some research. viewtopic.php?f=135&t=80500

The next (yet to be announced) step will be to start reviewing the actual list. One thing that would be very helpfully to me, as we get to that point, is for games, both currently on the approved list, and potential set-ups, to be run as much as possible. I will accept Marathon games as part of that data collection if the playerlists take them seriously.

So, there are some approved open set-ups with not a lot of game history, and I am sure there are plenty of games we could look to add to the approved list. So, please feel free to run some of those games during Marathon weekend!
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