Now thats a mouthful.
What I am interested in is everyone's take on hidden information mechanics. More specifically I am trying to think of a good way to produce a mechanic that allows for something to grow while hidden, but in a very procedural manner.
As an exercise, lets imagine this scenario. We have various locations on a map, some of which are infected. The players do not know which locations are infected and cannot see these infected locations until they actually come across them.
So far, this is a pretty easy mechanic to develop, right? Just have some cards, or chits that have Infected/Uninfected on one side, and the other side is a ?. You can even include a "level" of infection to show how bad it is.
The problem is trying to produce a system where that infection grows and spreads over time logically/procedurally without the players knowing it. If you have an infected placement at a location on the map and the players do not get to it in a certain amount of time, how do you spread that infection to surrounding areas without tipping the players off if they are not in those locations?
Of course we need the initial placement of ground zero (or patient zero) to be random on the map board.
Ideas?
I want to thank everyone for their input on this. A lot of very good ideas here.
Im of the opinion that the most elegant solution would be to develop a "reverse procedural fillin" method based on given information.
Seed the board with hidden "possible" ground zeroes. Or even simply call them infection points. Have a time tracker in place. As time goes on, the potential "pool" of infection grows. Once an infection point is discovered, have a system that backfills from the pool that has grown and begin placing on the board (can be logarhithmically developed, as you will always find the edge of an infected area before finding its core unless it has not spread beyond the core).