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Chemical production in a BG

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mibar01
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OK so playing around with this at moment.
I have a sub - game in the main game that requires characters to produce a resource via a "cook" where they combine a mix of chemicals (units) to produce the desired result.
I've decided that they will have access to a lab at the beginning a player card that is the basic set-up (later they can upgrade these facility's). On this board they combine the ingredients to make the resource that will be used as a currency in the main game.
Is there anything out there like this at the mo. None come to my mind.
And I'm torn at the moment whether it should be a mechanic involving no chance i.e. you put so much of element A in and element B and you get C. Or mixing it up with possibly a dice roll determining the end result.
There is also waste produced with each cook that will need disposing off (i'm on the fence regarding this at the mo)
As its not the main game I'm trying to come up with something that is fun but light and I'm concerned about it being too involved will make the process a chore rather than another element to enjoy.
I'm open to any thoughts.

abdantas
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Joined: 11/13/2012
I think considering the

I think considering the unstability of chemicals. It would be more thematic do so something along the lines of, the more chemicals you're trying to mix per batch the higher the chance of failure. So let's say in your turn you wanna try and make just A+B=C then it's going to work but if you want to make it A+B=2C you'll need to roll a 2 or higher, A+B=3C then maybe 3 or higher, maxing it out at 5 per chemical (that sounds like a nice even number) Having some of the more unstable but valuable chemicals being worth more but having a higher chance of failing.

I think that a waste component would be really interesting, but you should make it so that the waste component is based on failure. Maybe depending on the chemical, you can have different degrees of failure based on the different risk. So the damage you do to yourself by trying to mix a 5 batch of a highly unstable chemical is way more then a 5 of a regular chemical. Think of it as accidentally making Mustard Gas when you're trying to make Meth (something you learn very early on in Breaking Bad)

mibar01
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Its funny you mention

Its funny you mention Breaking Bad - as this is to be part of a component of a game based on that very show - all my group love it and so I've started working on it.
Its currently a juggling game of making it a fun sub-game while also staying as part of the theme.
I had the components idea and have been messing around with counters for the chemicals I'll try out you ideas to see if that takes me in the right direction.
The players with have a board one representing the RV - which is capable of a max amount of production a cook and eventually they can upgrade to a full lab(they then switch the board for that) and the production capabilities of that will obviously increase.

abdantas
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Maybe you can have parts of

Maybe you can have parts of your lab that you can upgrade. Also, depending on your character you might be good at something in specific. Like sabotaging someone else's lab, or starting with a better piece of equipment here.

I think if the game's idea is to be based on a bunch of players trying to produce drugs while evading the cops as well as their rivals. You could add a mechanic that the mishaps add up and every once in a while when a certain number is hit you can have a card of the authorities showing up and messing with you. ALSO, the other idea that came to mind, is have the drugs your mixing be worth money, (money being the thing you're shooting for) make it so other players can buy drugs off of your for money (almost think like stock in chicago express) ad having more of a drug out at the sametime can decrease value, therefore you need to spend your money on a Villanous action that lets you do things like, make someone loose a turn, get rid of one of the chemicals and things you have out. The game can end whenver someone manages to get 3 out of the 5 ultimate drugs out on the board.

just an idea.

mibar01
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I've been toying with the

I've been toying with the cooking mechanic and have something working (very rough at present)
To put into context this is a small sub-game from the main game.
Each player will have a lab to cook in - once they have produced the drugs that passes over to the main board.
All the rest is still at very early planning - but everyone will have a character with specific stats - one person will be able to be DEA and is actively searching for the mythical Heizenberg.
Using a similar mechanic to BSG - one of the players will be the Heizenberg (they will have extra skills - possibly coming from a deck once they are revealed)
The meat of the game will be selling their wares - and as they accumulate more wealth - and kudos they become more of a threat.
I want to throw in lots of theme from the show.
So there will be an Ask Saul deck - a sort of get out of jail option. Some other decks themed on characters and events.
There will be a event deck that is progressing the story line and at certain points events in the characters private life's will jeopardize their operations.
I also hope to have the option to get in deep with the big dealers and then the problems that come from that but it will also upgrade your lab allowing you to produce much more product.

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