RECAP
As you all know, I work full-time, and don't have much time during the week. Now that it's the weekend, I can finally do the recap.
So here we go.
THE FULL MAP (WITH LABELS):
The details that was sent to each individual player:
DON SANFILIPPO:
You are Don Sanfilippo, the head of the Sanfilippo Family.
You, along with the Enforcer and the Consigliere, have access to the full map.
During the game, you cannot post in the thread *at all*. Your only interaction in the game is between yourself, the Enforcer, the Consigliere and me.
Unlike the Enforcer and the Consigliere, you cannot move from room to room in the mansion. You will remain in the room the duration of the game.
You begin at level 1, with 1 AP and 1 HP. You will remain that way the entire game. It's up to the Enforcer and the goons/caporegimes/your assassins to protect you.
Your abilities:
At the beginning of the game, you have 5 goons and 2 caporegimes. You can place them anywhere in the mansion (except for the assassins' start position). You can only place one goon or caporegime in each room.
However, during the game, you can move the goons and caporegimes during the bad guys' turn. You can move each goon and caporegime up to two times during your turn. You can have up to three goons, caporegime or assassin in one room.
Every turn, you will earn $100. You use them towards hiring more goons, caporegimes and assassins. Once hired, you can elect to have them enter the mansion at either exits (the one on the left or the one on the right (where the assassins came through).
Goons: $100 hires a goon. The 5 goons you start with are level 1, 1 AP and 1 HP. The goons that you hire will come in at HALF the level of the HIGHEST level assassin, rounded up to the nearest whole number. For example, the highest-level assassin is level 5, when you hire a new goon, he will be at level 3.
You can hire as many goons as you can fit in your mansion.
They carry handguns, adding 1 AP to their AP.
Caporegimes: $200 hires a caporegime. They are the captains of your goons. The ones that you start with are at level 2 (2 AP, 2 HP). When you hire a new one, the caporegime will start at the level of the HIGHEST-level assassin, plus 1. For example, the highest-level assassin is level 5, your new caporegime will be at level 6.
You can only have up to 2 caporegimes in your mansion at a time.
The caporegime carries a Thompson SMG ("Tommy Gun"), adding 3 to his AP.
Assassin: $400 hires an assassin. Your assassin starts at the level of the HIGHEST-leveled assassin, AND will level up WITH the highest-leveled assassin. For example, the highest-leveled assassin is level 5. Your assassin will begin at level 5. And then the highest-level assassin levels up to level 6. Your assassin will, likewise, automatically level up to level 6.
Additionally, the assassin does not start with a weapon, but has the ability to pick up any weapons left lying around.
You can only have 1 assassin in the mansion at a time.
THE CONSIGLERE
You are the Consigliere. You are the communication link between the Don and the assassins. You are the only bad guy that can post in the thread during the game.
You begin at level 1, and stay that way. You can, however, pick up weapons to defense yourself in a last ditch effort. You have two turns every round to do as you see fit.
BOMBS EXPERT
You are one of the assassins, a Bombs Expert. You are, obviously, an expert with bombs.
You can toss a smoke bomb into a room to blind whoever is in it. The assassins can then go in, and preemptively attack (their attack will go first, then if the baddie(s) survives, it'll go into the normal battle as outlined in the rules post). You have 6 of those.
You also have dynamites. You toss it into a room, and anyone in there dies. Simple. You destroy any weapons they might be carrying, though. You have 2 of those.
TORTURE EXPERT
You are one of the assassins, a Torture Expert.
You are an expert in the methods of torture. You can torture a goon and he will reveal the room through a door of the room that you are located in, as well as who/what is in it. In cases there are more than one door, a room will be randomly selected to be revealed to you.
There is a risk, however: there is a 1 in 4 chance that you will go a bit too far, and the goon will scream, getting the attention of anyone in the room through the door (similar to above; in cases there are more than one door, a random room will be selected), and they will come running.
GUNS EXPERT
You are one of the assassins, a gun expert.
You are skilled with guns, and will gain twice the AP from a gun. For example, a gun will give anyone who uses it 3 AP on top of their baseline AP. For you, it will give a 6 AP boost to your stat.
SNEAKING EXPERT
You are one of the assassins, a Sneaking Expert.
You are skilled in sneaking into places unseen. During the game, you can separate from the party and sneak into any room. You will see the goons and will be able to explore the room for items or weapons.
You can a) attack any goon in the room (your attack will be preemptive, meaning you will attack first. If the goon survives, it will go into a normal battle). Or b) you can simply move to another room (or return to your team).
There is a risk, however; every time you enter a room, there is a 1 in 4 chance you will be spotted, forcing you into a battle by yourself with any goon(s) in the room.
MEDICAL EXPERT
You are one of the assassins, a Medical Expert.
You are skilled with medical supplies.
You have a shot that can jolt the heart, resuscitating the person from the dead. You MUST use the shot on the person within two rounds of that person's death, or he/she's dead forever. You have enough for 2 of such shots.
You also have bandages, alcohol, stitches etc, that you can use to heal any injured members of your party. Every "application" heals that person to full health. You have enough to heal 6 times.
FORMER DRUG DEALER
You are one of the assassins, a Former Drug Dealer.
Before becoming an assassin, you were a drug dealer, so you have some good **** stashed away.
Ecstasy: Slows down time for the assassin - doubles his/her turns to 4 turns for 4 rounds. You have enough for 6 "administrations".
Cocaine: heightens the assassin's awareness and reaction. Effectively doubles the assassin's level for 4 rounds. You only have enough for two "administrations".
*This in no way resembles real-life effects of the drugs. This likewise does not constitue any sponsorship of drug activity. Drugs are bad, mmkay?
(Note that the Enforcer role was eliminated from the game, and control of the NPC given to the Don)
My thoughts:
This was clearly a pretty successful game -- although a lot longer than I anticipated (I thought the game would be done by the time I start my current job, back in the middle of May!).
However, there are some points I wanted to address.
The first was the restriction on the communication abilities of the Don. That turned out to be unnecessary, and does not have any bearing on the gameplay at all.
The second was multiple bad guys. While the formula for multiple bad guys in the previous game (the one with three mansions) seems to be a success, if only the game lasted longer, this time I felt like the consigliere did not serve much of a purpose other than consulting with the Don and acting as backup.
The third is the sneaking ability. Simply put, it's too powerful. I should've limited it to one or two "sneaks," to be consistent with the rest of the game. This was clearly seen when Moyank24 sneaked into almost every single room on the second floor
Finally, whining bad guys. jav6454 and ScepticalScribe were fantastic bad guys and good sports, but they whine a lot. Too unbalanced! Goons too expensive! Good guys too powerful! ... To make the game fun, the good guys *should* win, or come very close to winning. In other words, this is not the [WW] games where the game is fun whether the bad guys or good guys win. I'm not sure how to address this -- either by percisely balancing the game -- which is what I was trying to do -- or "modifying" the expectations for the bad guys to be more of a "dungeon master" of sorts. In other words, the bad guys aren't here to win, but here to give the good guys a hard time. (I'm especially interested in you guys' thoughts on this one).
That just about wraps it up. Please give me your thoughts, so we can improve the next game (which isn't going to be anytime soon, mind you

).
Thanks for playing!