First off, let me say that I am now leaning most heavily to the concept of a mutiny brewing on a ship. Each player is a mutineer trying to quietly gain support of the crew so that when it happens they will be put in charge, but being careful not to expose themselves too soon and being brought up on charges (which usually means instant death on the high seas). This should be done through scenes where they do something on the ship while working their social mojo.
In thinking about how scenes and votes are going to be handled during the game I had to further think of how they are going to be linked. There will be three kinds of focuses for scenes, which they should announce when they start their scene: Rule/Law, Logic, and Underhanded. These focuses tell what the character is trying to accomplish through their actions in the scene.
Characters will have two main pools of points that can grow and shrink: Suspicion and Support. Support is what they need to have higher than all the others when the Mutiny happens to win. Suspicion is something they want to have low, so they don’t get in trouble before the mutiny actually happens. Smaller levels could lead to violent punishments. Too much and they could even find themselves killed or abandoned at sea.
Using Rule/Law they are trying to avoid suspicion they may have garnered by going by the book and supporting the current powers that be. They act in accordance with the laws of the King and the rules of the Captain. This is not likely to gain them any support with the mutineers and may even lose them some.
Using Logic they are going to speak carefully and openly about things being done, and how they should be done to improve things. This is not a place to openly speak out against the status quo or the Captain, but to be constructive and act helpful while showing that you are intelligent. This could gain you some support, but if you aren’t careful it could also gain you some level of suspicion from those in power.
Using Underhanded is the best way to gain support with the mutineers, by secretly speaking of what you want to see happen and how it should be done. This will stir up discontent with the crew, move things closer to mutiny, and gain you much support. The down side is that it is also the most dangerous one for raising the level of suspicion against you.
I am thinking that each Vote card will have three parts. One being the Vote itself, which will be in accordance with the three scene focuses. Symbols here will be something like a Fleur-de-lis for Rule/Law, a Map and Dividers for Logic, and a Dagger for Underhanded. To vote for one you play that card in the vote (or either one of the others to vote against it).
The card will also have two lines of symbols at the bottom, one for Suspicion and one for Support. These will be lines of symbols for each, like Stars for Support and a Pointing Finger or possibly just an X for Suspicion. There will be 0, 1, or 2 Suspicion and 1, 2, or -1 Support on each card. These are used to determine what the outcome of the vote causes for the player.
Right now there is no absolutes here, so this is just brainstorming on how this voting process could work out in each case. Each scene type would have a different outcome if they fail or succeed, based on the risks of the actions they are taking. I also think that doing underhanded scenes should push mutiny closer, as could punishment scenes. Okay, so lets talk about scene outcomes caused by votes.
Rule/Law: On a success remove a number of Suspicion tokens equal to no-Suspicion marks on all vote cards (both for and against) in the vote. On a failure lose Support tokens equal to negative Support markers on winning vote cards only.
Logic: On a success add Support tokens equal to total Support on all cards other than the ones matching the scene focus and add Suspicion tokens from winning vote cards. On a failure lose Support equal to negative Support markers on losing vote cards and add Suspicion tokens from losing vote cards.
Underhanded: On a success gain Support tokens equal to all support markers in the vote and add Suspicion tokens from losing vote cards only. On a Failure lose Support equal to all negative support markers on vote cards that match focus of the scene and add Suspicion tokens from all cards in the vote. Can also cause a hearing if Suspicion is high enough
When a character’s level of suspicion reaches certain levels they should be forced to hold a hearing. At these hearing cards will be used to determine if they are found guilty or not and punished. Outcomes of these punishments could cause them trouble, lose them support, and possibly kill them.
Some sort of counter will build during the game showing the unrest of the crew. When this counter fills up the mutiny happens and final bids for support take place. Not sure how this will all work out, but in the end one of the players will end up in charge of the mutineers and the rest simply must follow them. That is the goal of the game.
Still a lot to figure out and need to add more depth to the characters you will play and other aspects of them, as well as other powers, abilities, and skills they may possess. I do want this to still be a role-playing game, only with a strong board/card game aspect to it.
Comments, Ideas, anything?