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Just in case, if y'all are avoiding discussing the rules in order to speed up the start of the game (not saying you are, just saying if you are :D), the game won't begin until Wednesday night at the earliest, as I got real life stuff to take care of until then.
 
Just in case, if y'all are avoiding discussing the rules in order to speed up the start of the game (not saying you are, just saying if you are :D), the game won't begin until Wednesday night at the earliest, as I got real life stuff to take care of until then.

We're waiting for Don't panic to post all his rules suggestions. :D
 
Totally missed out on this, D'oh!

FWIW, I found something potentially conflicting in the OP. Initially, it says the Don will communicate ONLY with the GM. However in the description of The Don (Capo), you wrote this:

"The main villain is Don Sanfilippo, who controls the mansion and all his crew. The Don, however, does NOT communicate with the assassins (i.e. cannot post in this thread at all, and only interacts with the game through me). - Emphasis mine.

Later in the OP, however, "The Consiglieri can also communicate with the Don by PM, and do his bidding."


This game sounds like a great one!!!!!!
 
We're waiting for Don't panic to post all his rules suggestions. :D

A feel obliged to post at least some comments/suggestion/questions ;)

- to prevent guaranteed death:
-- the lowest level goons provide only a non-lethal blow. The assassin on the receiving end is debilitated in some ways (by a tazer?)
for example: it cannot move until they bring him some medicine or so many turns have passed, is carried around as a still-alive dead weight but it costs the group one ‘action’ until healed by levelling, or he/she permanently loses 1 AP/HP (s/he temporarily goes to 1* HP, meaning next level up s/he only gets “up” to 1 HP, but the maximum level stays the same that time).
-- alternatively: everyone starts at level 2.

- assign initial roles randomly (so the rules discussion will be unbiased)

- merging of groups in the same room should be automatic. When two groups converge into a room, the second group merges into the first, with the leader of group 1 becoming the big group leader. They can always split again. Simpler and quicker

- can goons be placed in the same room as the assassins? In a room already visited? In a passage ‘blocked’ by the assassins? (I would go yes – no - yes, basically goons should only be able to go to places they can reach unseen by the assassins)

- betrayal: if the Enforcer or the Consigliere (one Consigliere, two Consiglieri) betrays the Don, the assassins learn everything about the map, treasure locations and so on (a real spoiler and a potential game-ender). Is this part of the game plan? Wouldn’t it unbalance it too much?
Also, what would entice/trigger them to betray the boss? Can the Consigliere and the Enforcer PM to each other behind the Don’s back? How does the enforcer betrays the Don, if he cannot post in the thread?
Overall, I am not loving tis option. I am not sure that allowing betrayal is a workable idea. It’s nice on paper, but don’t think it translates into a better game.

- Remaining on the betrayal concept: can one of the assassin start working for the Don? Or be a double agent from the beginning?

useful items: who keeps them in the group? How is it decided?

- guns: if a goon drops a gun after being killed, who gets the gun in the assassin’s party? Does it have to be searched for? Is picking it up an ‘action’? Do we find all the guns with a single search, or do we need multiple searches? Can an assassin/villain use more guns at the same time (or you have to drop a gun to pick up another one)?
I would suggest this: you can upgrade the guns by switching them, but not amass them and use all of them at the same time. Maybe some special guns can be cumulative, e.g. a grenade)

- when villains or an assassins die, do they also drop all their guns?

- hit or miss: if I understand correctly, when –for example- a level 4 goon attacks a group of 6 level 3 assassins, the GG picks a random number from 1 to 7, with 1-6 corresponding to each assassin and 7 corresponding to ‘miss’. This means that the chance to hit or miss for each shot depends on the size of the incoming party (if a single assassin enters a room with a goon, the chance of the goon missing a shot would be 50%). Wouldn’t it be better to have a fixed chance of ‘missing the shot’ that depends on the weapon/goon?
Say, a level 1 goon with a knife has a 30% of missing his strike. Before each attack you determine (using random.org) if he hit or miss, and then you ‘roll’ again to see who got hit.
On the other hand a level 6 sniper would only have a 5% chance to miss each shot.

- does the chance of missing shots apply also to the villains/assassins in the same way?
 
I'm still kind of confused regarding the battle system and the assignment of damage. I think it would be helpful to all if you would walk us through an example. The example currently in the OP is from the very first game we played and it doesn't take into account the new system we are trying to use here.

As far as the guns go, how is it going to be determined whether one is dropped or not? Like DP asked, are they cumulative for the party? Can each party member have a gun, thereby increasing the overall attack rating by the combination of the multiple guns possessed?
 
A feel obliged to post at least some comments/suggestion/questions ;)

- to prevent guaranteed death:
-- the lowest level goons provide only a non-lethal blow. The assassin on the receiving end is debilitated in some ways (by a tazer?)
for example: it cannot move until they bring him some medicine or so many turns have passed, is carried around as a still-alive dead weight but it costs the group one ‘action’ until healed by levelling, or he/she permanently loses 1 AP/HP (s/he temporarily goes to 1* HP, meaning next level up s/he only gets “up” to 1 HP, but the maximum level stays the same that time).
-- alternatively: everyone starts at level 2.

Setting them to level 2 is basically what I'm thinking of doing. Guess that's that.

- merging of groups in the same room should be automatic. When two groups converge into a room, the second group merges into the first, with the leader of group 1 becoming the big group leader. They can always split again. Simpler and quicker

Eh, it basically works that way. Will edit the post.

- can goons be placed in the same room as the assassins? In a room already visited? In a passage ‘blocked’ by the assassins? (I would go yes – no - yes, basically goons should only be able to go to places they can reach unseen by the assassins)

At first, there's a finite number of goons. The Don places them wherever in his mansion, except the entrance room. When the Don hires more, they come in the back, then have to be moved by the Don. They move exactly the same way as the assassins.

- betrayal: if the Enforcer or the Consigliere (one Consigliere, two Consiglieri) betrays the Don, the assassins learn everything about the map, treasure locations and so on (a real spoiler and a potential game-ender). Is this part of the game plan? Wouldn’t it unbalance it too much?
Also, what would entice/trigger them to betray the boss? Can the Consigliere and the Enforcer PM to each other behind the Don’s back? How does the enforcer betrays the Don, if he cannot post in the thread?
Overall, I am not loving tis option. I am not sure that allowing betrayal is a workable idea. It’s nice on paper, but don’t think it translates into a better game.

Agreed, after thinking about it, I'll likely axe that aspect of the game.

useful items: who keeps them in the group? How is it decided?

It works the same way as the last game. Certain items are useful to certain assassin. If the group is divided and a group finds an item that's useful to someone in another group, they'll have to merge for the item to be accessible to the assassin. Same as last game.

- guns: if a goon drops a gun after being killed, who gets the gun in the assassin’s party? Does it have to be searched for? Is picking it up an ‘action’? Do we find all the guns with a single search, or do we need multiple searches? Can an assassin/villain use more guns at the same time (or you have to drop a gun to pick up another one)?
I would suggest this: you can upgrade the guns by switching them, but not amass them and use all of them at the same time. Maybe some special guns can be cumulative, e.g. a grenade)

The assassins decide amongst themselves who takes the weapons, if they do decide to take it. Each assassin can only hold one weapon at a time.

- when villains or an assassins die, do they also drop all their guns?

Yes.

- hit or miss: if I understand correctly, when –for example- a level 4 goon attacks a group of 6 level 3 assassins, the GG picks a random number from 1 to 7, with 1-6 corresponding to each assassin and 7 corresponding to ‘miss’. This means that the chance to hit or miss for each shot depends on the size of the incoming party (if a single assassin enters a room with a goon, the chance of the goon missing a shot would be 50%). Wouldn’t it be better to have a fixed chance of ‘missing the shot’ that depends on the weapon/goon?
Say, a level 1 goon with a knife has a 30% of missing his strike. Before each attack you determine (using random.org) if he hit or miss, and then you ‘roll’ again to see who got hit.
On the other hand a level 6 sniper would only have a 5% chance to miss each shot.

Well, with more people in the room, there's a higher chance of someone being hit, no? :)

But I'll think about it. Maybe I'll axe this too ;)

- does the chance of missing shots apply also to the villains/assassins in the same way?

Yes.

I'm still kind of confused regarding the battle system and the assignment of damage. I think it would be helpful to all if you would walk us through an example. The example currently in the OP is from the very first game we played and it doesn't take into account the new system we are trying to use here.

As far as the guns go, how is it going to be determined whether one is dropped or not? Like DP asked, are they cumulative for the party? Can each party member have a gun, thereby increasing the overall attack rating by the combination of the multiple guns possessed?

See above. Will do a refreshed example.

I'm off to bed. I'll get rather un-busy (compared to currently) after tomorrow, then I'll begin the (official) role selection, then begin the game.
 
Okay, let's get started. The rules has been tweaked, and is now final, unless there's any major objections.

It's time to pick roles. Any selections above has been void and nullified due to the rules being in flux.

The roles:

The Sanfilippo Family
Don Sanfilippo:
Enforcer:
Consigliere:

Assassins
Bombs Expert:
Torture Expert: Queen of Spades
Gun Expert:
Sneaking Expert:
Medical Expert: Don't panic
Former Drug Dealer:

The players:
jav6454
Rodimus Prime
Moyank24
mscriv
Queen of Spades
Don't panic
Scepticalscribe
Koodauw
 
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