I have been ruminating for some time on the idea of progressively changing an event deck by seeding it with cards based on player's choices.
Many games have an event deck where typically after a round a new card is drawn that applies to the game world.
Would it not be neat if the events experienced "reacted" to a player's or set of players' choices?
As an example, let's say it is a co-op or semi-cop game where players need to vote on certain events occurring. An event comes up where players need to vote on giving a group of thugs X resources or experience a possible retaliation in the future.
If the players vote to pay the thugs then the thug card can be shuffled back in to the top X cards of the deck (will come back for more money). If the players decide to not pay, then several thug attack events are shuffled into the top X cards of the deck.
My idea is rather half-baked at this time, so I am looking for concrete suggestions on a firm implementation of this idea.
The downside of creating such a mechanism it seems has to do with the seeding element. Players may need to search through a seeding deck (contains just cards that are seeded in to the main event deck) and setup may be a bit laborious with having to sort cards into various seeding decks.
Also in theory, it seems that it may be possible to even dynamically alter the event deck's difficiculty level. For example, if you fail to defeat monster X or do so at a great cost, then a weaker monster can be added to the deck as opposed to a stronger one for defeating it.
If this can be implemented well it would add a lot of variability to the event deck and almost become a story deck where event cards experienced can seem related to what the players are doing.
Any thoughts? Any refinements or further ideas?
Not versatile enough for the thug example you gave, but maybe pretty good. Could have more than two decks (but no more than four!) if there was a good plot reason for it.
Interesting thoughts Jay. I was thinking along the same lines of having more general extra decks where you could draw from instead of having to search for a specific card.
Maybe under certain situations both can be used.
Doing a bit of research, the board game Castaways is interesting in that it has a deck of numbered cards, and based on a choice on an initial seeded adventure card, a card of a specific number is added to an event deck.
Thanks for the thoughts,
--DarkDream