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  1. Meta-Challenges

    I had a sort of similar idea to what Tacronicus posted as "Opposing Outcomes," only I was thinking of it at a different angle -- as a 'meta-challenge.' In a few games I've played, the narrator has posted a series of challenges which must be completed to alter the outcome of a larger idea, each of which piece had a part to play. What if we could post the whole idea as a challenge (IE: Get off Planet X) with subchallenges within it to which the characters actually play (IE: Bribe an Official, Acquire a Ship, Meet at These Coordinates).…

    33 votes
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  2. game limits

    It may be a good idea to put a limit to how many games a person can narrate at one time as well as how many games a person can be participating in at one time. While I am sure that there are some people out there that are multi tasking masters I have looked over many profiles and there are people narrating twenty something games while also having charecters in another dozen or more games. Meanwhile they have 20, 30, 40 suspended games and numerous games they have quit or that have failed. Having a gaming limit could tighten…

    7 votes
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  3. Gamma Issue: Narrator-Provided Cards no longer editable?

    It seems with Gamma character creation, we're no longer allowed to edit cards that are provided by the narrator, not even to add images. In fact, in order to add an image to such a card, you have to recreate the whole card, which is quite frustrating.

    Not sure if this is intentional or just a bug, but in any case, can we go back to the way it was before?

    43 votes
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  4. Remove picked up player cards from character creation

    So, in an ideal world, either incoming players to a game will have a look at the current cast to make sure what they make doesn't step on anyone's thematic toes, or if that doesn't happen the narrator will review the character and compare it to what's already on the table to make sure everything gels. Or better yet, both!

    But, since we're human, that doesn't always happen, and what does happen sometimes is that a new character comes in who ends up covering the same sort of thematic ground as an existing character–which, to me, feels like stealing someone…

    4 votes
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  5. treat games like "objects": allow splitting and merging

    I think games should be treated like "objects" in object-oriented programming. You should be able to split them apart and merge them together.

    Say that a game has run to the point where it's evolved multiple characters for each player. You should be able to select some of those characters and export them into a new game, either in the same setting or using a new setting, and let players pick up from there. That way the already-developed characters don't have to lie fallow while the players concentrate on others.

    By the same token, you should be able to import…

    4 votes
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  6. Locking Cards

    Perhaps add a means for the narrator to lock out cards from play.

    For example, in my current game one of the Obstacle cards is an escape the current environment card. However, the players pursued another Obstacle card, that caused them to pause. I'd like the ability to say. 'Your progress toward escape was halted, and until the current card is completed, you can't play any more on the Escape card.' basically lock players from playing cards to resolve this card.

    1 vote
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    1 comment  ·  Admin →
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  7. a search function in the forums.

    I think a search function in the forums would be useful. There has been times that I have had questions or I have been confused about something and I went to the forums to see if it is something that the community had addressed at some point. At the moment scrolling through pages of topic is not to cumbersome, but, as storium grows doing so will get steadily more frustrating. Having a search option that finds any relevent topics would be a real time saver.

    3 votes
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  8. syntax on outcome results that censors part of the result until the outcome is complete

    I would love some tags that I could use to hide part of the text of an outcome until it is completed.

    For example, an outcome could be "You realize you are not alone in the room. Suddenly, from the left {{a zombie-cat pounces on top of you!}}

    It would make completing the final outcome even more dramatic, and allow for a better workflow when revealing mysteries.

    8 votes
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  9. Core Game Play Philosophy Shift

    Please do not take this the wrong way...

    Storium, or any game system, as much as possible, should empower us to run the games that we want in the way that we would like, and not the way that Storium feels we should play. Defaults are great and provide a great starting point to understand how the system is meant to work.

    Some of the requested changes here are a call to do just that, and are focused on card usage:

    Some Examples:

    GM's should be able to determine the number starting cards and their numbers (natures, strength, weakness, wilds),…

    11 votes
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  10. BUG: Pressing "Edit first scene" removes the commentary input box

    After pressing "Edit first scene" as a narrator, it will no longer let you type messages for the commentary on the right hand side of the page for as long as you're editing.

    1 vote
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  11. Private Messaging: Put the most recent message at the top

    I am spending a lot of time scrolling down to see the most recent private message. Please sort the messages so the most recent message is at the top instead of the bottom of the screen.

    I read a lot of short storium interactions on my phone. This will save me a lot of time.

    1 vote
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  12. Make the Card Play Dynamic Narrator Adjustable

    Alllow the Narator to dictate how many cards a player can post between scene continuations. The purpose this serves is it allows the Narrator to put multiple time sensitive obstacles on the scene, and they advance in interesting ways based on how the party plays those cards.

    This would allow great tactical play with cards and obstacles.

    1 vote
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  13. View character info by clicking on the avatar/name on a move

    In a large scene, it would be useful to be able to access character info by simply clicking on the person's character image/name on one of their moves. This would be a very useful shortcut rather than having to scroll all the way up.

    16 votes
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  14. Notification customization

    The notification system is beyond helpful. Prevents myself, one of the most unorganised humans digitally, from forgetting that I have an activity with friends. But it'd be great to customise what the email notifications send. Just having a simple message that says "A new comment was made" or "A new move was made by..." It sounds trivial but if the email is a shared one it allows for some enjoyable anonymity from those who might want to keep content private.

    1 vote
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  15. Notification customization

    The notification system is beyond helpful. Prevents myself, one of the most unorganised humans digitally, from forgetting that I have an activity with friends. But it'd be great to customise what the email notifications send. Just having a simple message that says "A new comment was made" or "A new move was made by..." It sounds trivial but if the email is a shared one it allows for some enjoyable anonymity from those who might want to keep content private.

    2 votes
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  16. allow narrators to rearrange scenes

    In one of the games I'm playing, the end time of the last scene (let's call it Scene 4 to make this easier to follow) is "Day 3, 10am". But one character was not present for either of those scenes - the last scene this character was in was Scene 2. Originally, Scene 5 was going to feature all three characters at Day 3, 11am, but then the narrator and player decided to have another scene with just them - that would take place at Day 3, 2am - right after Scene 2. It would be really handy for readability…

    7 votes
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  17. Optional Challenges

    In several scenes I've narrated, I've found myself thinking "gosh, I wish there was a way to give my players a challenge that they could choose to do or not do." Say you're kidnapped by a group of hostiles, but there's one particular NPC that seems to sympathize with you. An optional challenge to gain their trust might be played there.

    These would work differently than goals; for example, if your current mandatory challenge is NPC A, it'd be hard to fulfill a "make peace with NPC B in this scene" goal.

    Perhaps Optional Challenges could be slightly greyed out…

    5 votes
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  18. Too many Notifcations

    I keep seeing people say, sorry for the notif spam, because they accidentally end up submitting commentary. Consider
    a) letting people have paragraph returns, and use a actual submit button, Like Twitter does.
    Affordances are our friends!

    b) Do what facebook and all do, and allow for shift-return to give a paragraph break, w/o submitting
    c) let people opt for daily notification digests (like Linkedin does)

    3 votes
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    The notification options are as follows:

    Real-time (recommended)
    Choose this to be the most engaged and responsive kind of player. You get updated as soon as new things take place in any of your games. But to prevent email overload, chatty things like player comments are still grouped into micro-digests. Sweet!
    Daily digest plus high priority updates
    A good compromise for your inbox: you get a single daily digest of all activity in all your games, plus occasional real-time emails for special things that require your direct attention (for instance: when you’re mentioned in a comment, poked by fellow players, or the narrator requests revisions to your move.)
    Digest only
    The daily digest without any real-time updates. One gameplay email per day, max. But you might lag behind the other players a little bit more!

  19. Messaging Feature Suggestions

    The current player to player messaging system is great, but some additional development would be useful:

    1) Let players know that if they do not want to have a conversation with someone who's messaged them, don't reply as replying opens the dialog. They can't send you a message after the first unless you reply.

    2) Once you have started a dialog all new messages are sent to the END of the list. If it is a long conversation that could mean a long thread that you have to scroll through to get to the new messages.

    3) There does not…

    4 votes
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  20. Allow players to see which of the players in their scene are online

    In game it would be like getting the attention of someone in the room as opposed to those who might be lost in thought or paying attention to something else. In Gmail or Facebook there is the ability to see who of your friends are online right then. I don't know how complicated that would be, but it's an ideal.

    26 votes
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