i was wondering how many would have been confused by the money

but i guess it's offense this isn't relevant it's only a condition of the board game but not the goal, the goal is to play it.in fact we havn't had made a "hard game" like monopoly, all players should stay in the game to the end but a winner should be there of course.what shall i say, it worked out.now to the more interesting thoughts i had.i was thinking of the condintions the "cards" have to fulfill.1st it must be declared to what the event is relative to, this influences in- and output of the eventthis will be,- player related, with the sub specification "player only", "A.I. only", or both.- mission related, things that happen and influence only the running mission.- gameworld related, to couple certain results of the events with the ongoing in the, game or perhaps to influence the gameworld.after that you can decide, - what will release the event- is it a decision or a task?- how is the decision made? a choice? a dice roll?- what is the task to fulfill?- the result of the decision or the result of the task, usually 1 or 0

- or a counting value i can add or substract from a value which marks the fulfilled task or a player value (leaves the opinion to say, you decided to take this contract, it will discount your reputation, or vice versa).it will output a result mostly of either yes or no to the relatives "player" or "game", where it has to be made clear on what it will effect, i.e. count/discount a value.to do that in a fixed mission isn't very hard and you are right if you say that we have such already (or close to), but a assasination or delivery is to me only a part of a mission.well i think already of a enhancemet of the assasination, by leaving it up to the "dice" if that wasn't the "wrong" person you killed. with the possibility to bribe the client, of course with little predictable result, or to find some additional information that will help you to find out if he's really "charged" or if it might be only a old rival who likes to see ones dead. but that's another thing and don't belongs here. wait, perhaps it does, let's see the possibility to bribe already as such a "event card" i can decide wether to do it or not. or the gathering of information will be another "event card" with a result to a counter i.e., i guess that covers it wellthe arthropode is marching on...it get's a little complicated now, i didn't think that this is new what i thought, neither the following idea is new.i imagined now that we have, if i look at a single mission, something i would call levels or a depth in the tree we build.a releasing decision, the following next event, a further decision or task and so on...from my pov events in the same level or who have the same depth are very similar, you could say they are interchangeable up to a certain degree.we would have to find of course a "interface" (doesn't covers the idea, "schnittstelle" in german isn't a interface, a line where the things are cut in the same manner)something that makes it possible to interchange them likewise you interchange the parts of the faces, pull on a strip and change green eyes to brown eyes.i know this is a bit far guessed and it makes myself nearly crazy to only think about it.finally, you simply plot a course and let the player act to what's ahead until he reached a end which he can't see, neither the programmer can see the end now(aha, the arthropode again).at least it would be a fine thing, hard to program i imagine but later on if the "skeleton" works, easy to create new cards to a few fixed conditions.something everybody can do, something i know from the rotten board game, it was like a well of ideas after the board was made and the conditions was clear.i was sitting in midst of all that (help) and was coordinating that shit or found ideas how to workout a idea, e.g. "i like to get killed in the game", while the girls argued "no, that's to hard, i don't like to be out of the game", ok, find a idea, get killed but stay alive...it was going on in that manner and finally we had a lot of events (cards) - "the walk of the doodah"i mean with that, just go on, do it, we will find a solution in the end....[/hr]i guess before we think about to let the mission plot get generated, we should work on the system for the "event cards", even if it's just to make some fixed plotted missions.later we can decide hows to find a "interface" between similar events and group them.