(I was pretty uncertain on the correct sub-forum for this post. I think that the description of this subforum holds the thing I'm after: "... Anyone want to help me brainstorm?")
I'm currently on-and-off designing a game, where players control families through several generations. Each family can found new companies and recruit employees from other families. The object of the game is to be superior in as many lines of businesses as possible. I wish to discuss the "Work Phase" with you.
Now, each player can initiate (within certain limits) a "Work Phase", where each company, where that player is the CEO/owner, does work. Each company consists of two cards: Company Card and Salary Card. Company card tells the line of business, how many employees it can have (min/max), and what it produces (mainly "Line of Business" points and money). The Salary card, on the other hand, has a chart, and the CEO/owner throws a number of dice equal to the number of employees and allocates each result to one employee (the idea behind this is, that you could employ only your kin, but that'd mean less companies for you. I'm still working on how to get this feel and work right).
The dice a player can use come from their personal "Dice Raster", which has an unlimited number of d20 dice, and varying amounts of spaces for d12, d10, d8, d6 and d4 dice. In addition, there's spaces for "special dice" (these include: "drop dice (dX)", which you throw and then drop any die from the dice pool, and "modifiers", which are not dice but allow you to modify thrown dice by a certain amount). Each empty space can be filled from other game effects (eg. some salaries may be "gain 2 d{10/8/6} dice", or a Company card could have a static effect "Your count of d10 dice is always at least the number of employees in this company", or something like that).
Now, when a company is "Working", for the salary you check how many dice you have to roll (the number of employees), and take that many dice from your raster (types can be chosen freely). After the roll, any number of specials dice can be used. And for the production, most companies have something they produce based on the amount of workers, but some can be boosted with salary rolls' "goodness" (so you'd want to hire more people than just the minimum, and not just your kin 'cause you want to give lousy salaries to other people. As I said, this hasn't felt quite right yet).
I started thinking yesterday, that even though my intentions are pure with the dice thing (you can always do good, but once you start getting good dice to your raster, you'll do mostly good), I just realized that this might lend itself heavily to wild swings of luck in the early game. I might have to cut down the number of different dice (perhaps just d12, d10, d8 and d6), and perhaps invert them to "bigger number is better" and emphasize on the use of Special dice (in which case, the Production could just use the sum of the "Salary throw" to modify the amount of production gained).
And the reason I'm posting this here, is to fish for comments, naturally :P Does this make any sense to you, or does this sound like fun at all? Do you think that I've overlooked something stupid (Which is totally possible, since I've mostly done "unit-playtesting")? I welcome any discussion :)
Thanks a lot you both, I feel really creative at the moment :) (Sorry I couldn't write a more thourough post. I'll return with new thoughts once I have a bit more free time one of these evenings)