One of my projects, I thought was basically complete, has been bugging me majorly. The synopsis for it goes as such.
The players are Mad Scientists with a plan to hold the world hostage. They have to run around the town and gather the parts for their plans from certain stores.
Seems simple enough, however I don't like how I have it set up to track the items received. There are 11 plans, with 5 items for each plan. The original plan was to have a card for each of the item. Which comes to 55 cards, and a massive pain to work with.
The mechanics were that there was a 30% chance that the item they needed was there. If they failed the roll, the item was Out of Stock, and the card was turned sideways and placed at the bottom of the deck. At the beginning of each player's turn, there was a 50/50 chance of each item coming back in stock for another try at getting it and placed correctly in the deck.
In all that seemed too sloppy and cumbersome to deal with, so I'm trying to think of another way to simulate Mad Scientists on a shopping spree. I've pondered replacing the cards with cards with some other form of markers (color coded for each player for example) that they place on all the areas and lay them on their side or flip them over for a failure. The current system needs all 55 cards to be placed regardless of the number of players. The counter/marker method would only require 7 markers (1 for each location) per player. Much more scalable.
The whole marker/counter just sorta came to me as I was typing this up. Thinking out loud. But I am curious as to what other ideas I can hear from you guys.
*grins* Heh, thanks for the vote of confidence, but publishing isn't a concern to me. But those are just the item cards. There are another 60 cards that the players can use on each other that represent various gadgets and other things to make life difficult for each other. That's another reason I want to replace the item cards...
Yes, there is a board representing all the places that the mad scientists get to run around. The item cards were to be placed at each location and when a scientist got there he could attempt to get the item he needed.
It really isn't meant to be complex. Just a tongue in cheek romp around a town with a bunch of demented wackos.