I currently have event cards to throw a little randomization into the mix of a cooperative game. However, I was thinking that the cards could also provide a battle modifier as an thematic alternative, which would provide a simple choice...take the known +/- now which would generally effect resources OR take a similarly impactful +/- modifier to the next combat.
Assuming the impact is mathematically the same, you imagine that players would generally and reliably/consistently choose one course over another? Do you think that choice is meanigful, if it presents a "pay me now pay me later" decision point?
Thanks for the input!
Mark
While I understand your ideas, I don't see these events as "purchasable" because they are things the player contend with, be they "Fortune" or "Misfortune." It's not like in Firenze or similar games where you pay as part of the competition. There is currently no hand of cards. These cards play out immediately, and the resources in the game are communal. Now, that being said, maybe there could be the cost to convert the cards into the slightly stronger battle modifiers because there is an ever increasing pressure/stress of resource shortages or depletion. For now, I am thinking more about simplicity--a simple choice--events that provide choices (good and bad) or instant battle modifier, at a "location" of which is predetermined. I will test the other option in playtesting.
Thank you for the input.