Here's an example scenario: You're trying to get some resource, like water, for your little town but it's being guarded by a group of bandits. The town is remote, there's no real law and you can't fight them because they're too strong.
So you want to use the following ruse: You create or acquire some item that's attractive to the bandits, like food, then give it to them. Once the bandits use the item something negative happens-- they're cursed, spooked, poisoned, mentally enslaved, whatever ultimately renders them harmless.
You want the player to be concerned with
- The time it takes to prepare the ruse (ex: invent the poison) vs. how long the town can do without the resource
- How effective the ruse will be, including
- How suspicious will the bandits be, determining if they even fall for it?
- How fast will they accept and use what you give them (this MUST be somewhat random so the situation can be repeated)
- What they will have to do in the meantime while waiting for the ruse to take effect
- How suspicious will the bandits be, determining if they even fall for it?
What information does the player need to see to evaluate this situation? What gameplay verbs would you use to execute the plan?
Maybe It Could Work Like This?
A simple way to do this would be something like a "Ruse Skill" versus a Gullability stat. The gameplay would then revolve around a special give action ("give as a ruse"). Enemies could then have a Suspicion stat that lowers as you succeed in raising your social standing with them through skill use.
If enemies were part of known factions then faction strength and character could determine if someone comes looking. If a new group of bandits show up, they'd have a higher Suspicion stat, so you'd have to craft better ruse items to get them until they were gone.
Kind of bland, so I'd welcome improvements.