hi all,
I have been lurking here for about 6 months or so reading your great discussions untill this problem drove me to register and finally seek some help of my own.
Here is the situation. I am in the early design stages of game themed around the concept of waring thieves guilds in a fantasy setting and have hit a brick wall with information managment.
One of the main concepts i have in mind is the idea that players will benefit greatly from planning and preperation of their actions (you dont just decide your are going to rob the merchants guild. First you case it, acquire neccessary tools, bribe folks, etc.). In the game this would be represented by allocating resources, manpower, and "specials" to a plan before executing it. For example; player A acquires the "Merchant Guild: gold shipment" card during turnX, he has an available leutenant so he plays the card face down and assigns the lt. to oversee the operation. On
TurnX+1 player assigns resources and specials to the plan. On turn X+2
player decides that he now has a reasonable chance to accomplish the plan, assigns manpower, and executes.
Ok not bad so far right. It would seem fairly simple to play the card and simply stack the neccesary resources on top of it.
This is where it starts to get tricky. Player B decides he wants to attack a gambling hall in the red light district, owned by Player A. This also requires planning, but the sheer number of combinations of locations, buildings, and players makes having a card for this impossible.
Question #1: How do you record what Player B is planning WITHOUT giving away generally what hes up to?
Now this is where the headache turns into a nightmare; Another key concept for the game is spying and intelligence. Each plan may be uncovered by the other players in the game and that information traded amongst the players. For example; Payer C launches a directed intel. op. against player B and uncovers the planned attack, she then sells that info
to player A. In a perfect world player C could succed in part or in whole depending on the success of her intel op (for example; she would have obtained information ranging from player B is up to something in the red light district, to the the entire plan of player B). Also in this perfect world
the other players would have no idea what information Player c uncovered
(She wouldnt reach across the table and pick one of players B's plans to look at). But sadly i think these last two ideas are a bridge too far, although they will be sorely missed for the elements they could have brought to the game.
Question 2: I was going to write out a different question but it basicly comes down to, How the hell do I record all this information in a way which allows me to accomplish the above?
I do have some strategys in mind but i dont want to influence anyones thinking. I'll post my thoughts in a few days after i have gotten some feedback from others.